Popular Post Polistiro Posted May 11, 2018 Popular Post Posted May 11, 2018 Don't MP me, use this forum: everyone will be able to see solutions. Please report problems here. (like misalignments) BEFORE starting: What is this? It's a simple FOMOD that allows AAF to reference Leito and Crazy animations. This FOMOD regroup all my xmls in order to play all Leito's an Crazy's animations via AAF. To please the largest public i made xmls for (in addition of originals Male/Female animations) Female/Female & Male/Male. With this you can trigger all Leito's and Crazy's animations using AAF wizard If you take a moment to read instructions in my FOMOD, you can install only what you want and only what you want. For Female/Female patch, read the important note bellow. How to: Before installing, you should install AAF (+compatibility patch) and an original animation pack (like leito one) to see if all is working. Installation: Once you checked all works without this mod you can install this mod (link in the second post). REQUIREMENTS (choose at least one): For Leito animations: FO4_AnimationsByLeito_v2 from here For Crazy animations: Crazy_Animations (Mod Manager Gun Version) - 3-11-17.7z from here : Four-Play Animations by Crazy 1.3.7z from here Follow fomod instructions,it advice you (when possible) when you try to install a patch without the original mod and explain step by step what you will install. Fomod paths are made to simplify manual installations, I tested my fomod using Mod Origanizer 2. FOMOD since V2 integrate my cum overlays mod, they are applied at the end of animations (after stage 4 if staged animation). If you want to disable them you can edit AAF_settings.xml, there is an overlays option to set to "TRUE" like this : <setting id="disable_overlay_handling" value="true"/> <!-- Turn off all overlay changes by AAF --> I made all my possible to keep them not glowing in the dark and visible in hight luminosity with transparency. If you know how improve them, let me know. Spoiler Important note about FF (Lesbians) animations: This strapon mod in version 2 is REQUIRED. Because i made sliders for morph you must buid the strap-on with bodyslide (not institute version), don't forgot to tick "Build morphs" . Only one version of strapon at the moment. Keep "Up" and "Down" sliders at 0% when build. If you install this mod using a mod organizer like mod organizer 2, you may need to launch bodyslide via your mod organizer to build the strap-on. If you can't see "Up" and "Down" sliders in bodyslide, you need to edit your mod load order to place stap-on original mod upper than my fomod (my fomod must overwrite original mod). If you don't follow these instructions the stap-on will stay at the same position independently of animations. AAF Leito staged :List all human staged animations. S1>> (S2<->S3 loop until "END" key pressed) >> S4>>Overlay. AAF Leito staged extended if you need also all stages listed (AAF alphabetize the list). This option doesn't add any new anims, it just make the list longer AAF Leito staged or extended Lesbians: Same Leito animations but in lesbians versions with stap-on (read "Important note about FF (Lesbians) anims above. AAF Leito staged or extended Gay: By request humans male / male . Due to leito anims were not made in this optic, there is a lot of clipping on some animations. Leito dogs Staged or extended: 3 animations for dogmeat and all dog that use its skeleton like junkyard dog, raider dogs, vicious dog. Use the original mod bundled dog penis and textures, you don't have to install others. AAF Leito supermutant.7z: 6 animations for super mutants. AAF patch for Crazy_Gun v1b.7z . 8 MF animations + 6 on beds / 3 female masturbation + 1 on bed / 1 Male masturbation. AAF patch for Four-Play Animations by Crazy6987 v1b.7z : 8 MF animations / 2 DP animations (the 3 dogs animations are removed from list because dog is bugged and won't play anim) ----------------------------------------- ----------------------------------------- Troubleshooting : Males won't strip their underwear and or don't have penis: You probably installed a mod that content a male body mesh without penis and / or nevernude textures (like unique NPCs). You can test unequipall console command: click on an NPC to see is ID at screen and type unequipall and exit console command. Normally, you should see the male NPC naked with a flaccid penis. Males penises stay flaccid during animations: Like already stipulated above you should place this FOMOD bellow "AAF compatibility patch by Farelle" in your load order. Or you have installed a mod that overwrite male body mesh with one that don't have penis or just the flaccid one. This may occur when installing unique PC / NPC. The workaround is to replace the mod meshes and/or textures. To work correctly the mesh must have is .tri file (with same sliders names) Overlays won't disappear after load a save game: Use showlooksmenu like above chapter to deactivate overlays. "Body"(B), then Overlays (R), EDIT (X), choose one overlay in the list (Arrows and Space to untick), Apply (E) and quit showlooksmenu. Not tested yet but "Wash Out That Cum" by megururu should solve overlays stains. Go here ----------------------------------------- ----------------------------------------- How to test body overlays ?: Once installed you can test overlays (or for troubleshooting) by using showlooksmenu. For player, in the console menu type: smlplayer 1 For NPCs clic on the npc you want to test to have his ID . Replace ID letters in the follow command by the NPC ID: slm ID 1 Once this done quit the command console Type on the key corresponding to "Body"(B), then Overlays (R), Add (R), choose one overlay in the list (Arrows and Space), Apply (E) and quit showlooksmenu 100
Popular Post Polistiro Posted May 11, 2018 Author Popular Post Posted May 11, 2018 Update V3.2Fixed: Crazy6987 laying blowjob anim Morph system compatibility with BodyTalk V2 (see instruction) Dogs equipment Xmls for staged anims (no transitions files) New: Now using AAFCP v3 or BodyTalk morphs . Important note about BodyTalk: If you want to have morphs working correctly you absolutely need to respect its installation instructions. Install BodyTalk with your mod installer (if you manually install it AAFCP will overwrite BodyTalk body files) Build body + morph using BodySlide launched from your mod installer in order to overwrite malebody.nif & malebody.tri from AAFCP ("Erection" slider @100% ,see picture) Place BodyTalk mod UNDER AAFCP v3 in order to overwrite AAF morphsets data xml Spoiler Load Order: This FOMOD neeed to be loaded AFTER Leito Anim Pack (esp and xml must be overwrote) If you are using BodyTalk, BodyTalk must be loaded AFTER AAFCP v3 (AAFCP morphset xml must be overwrote) My load order: AAF Animations packs AAFCP v3 This FOMOD TBOS BodyTalk Mod link: AAF patch for leito and crazy fomod v3.2.7z .... Load it AFTER Leito's anim pack The extended option doesn't add any animation (Possible issue with this option: only one stage in mods like violate . Use it for test / pose only) Thanks BJN7004 , EgoBallistic and the others for typo errors reports ----------------------------------------- ----------------------------------------- Please report problem in the good thread , permanent overlays is already in troubleshhoting section post#1. ----------------------------------------- ----------------------------------------- If you only need the missing files needed by Leito pack v2 or if you only want the overlay part (as modders ressource) you can use this archive. Old release, just in case: AAF patch for leito and crazy fomod v3.1b.7z 64
dagobaking Posted May 11, 2018 Posted May 11, 2018 Thank you for making a thread for this. Easier to follow now. I dont follow the erection issue. What is a "normal" erection vs up and down? Dog equipping should be feasible with equipmentset xml. Though I will need to test using race as a condition. What is meant by dogmeat not interested in females? 1
Polistiro Posted May 11, 2018 Author Posted May 11, 2018 By "normal" erection i mean the "horizontal" one (malebody_nude.nif). I encounter this issue with supermutant too. For human, the penis can be messed up (morph problem?). For supemutants it stay flaccid. I don't know why i have this issue if i remember that working with v47. For dog not interested by by female (humor) i mean female playing animation correctly but not the dog. Dog take place behind the female, do nothing and can play standing animation.
dagobaking Posted May 12, 2018 Posted May 12, 2018 I reworked the code that handles morphs recently. So that might be the cause of the normal dysfunction. Will check. 1
dagobaking Posted May 14, 2018 Posted May 14, 2018 1 hour ago, moddyguy said: Going to try out AAF alpha 50 and the patches. Question: Do I need the original esp from crazy animation gun install? I removed it for now in Mod Organizer. The crazy gun patch has no entry in the esp, just want to make sure I am not doing anything wrong with my install. thanks Yes. You need the original esp installed.
Polistiro Posted May 16, 2018 Author Posted May 16, 2018 Leito L1, L2 & L3 + Crazy C2 Updated: Since AAF using skeletons instead of races you must install v53 or newer. Staged leito staged animations (humans / dogs) All kind of dogs
dagobaking Posted May 16, 2018 Posted May 16, 2018 25 minutes ago, Polistiro said: Leito L1, L2 & L3 Updated: Since AAF using skeletons instead of races you must install v53 or newer. Staged leito staged animations (humans / dogs) All kind of dogs I downloaded L1,L2,L3 and they appear to be links to the old versions. But, it is possible I did something wrong?
Polistiro Posted May 16, 2018 Author Posted May 16, 2018 I checked them twice. Links pointing correct archives (link id 5061xx). You may edit your post where you quoted me to remove links that pointing to old files. (i don't deleted them yet)
dagobaking Posted May 17, 2018 Posted May 17, 2018 1 hour ago, Polistiro said: I checked them twice. Links pointing correct archives (link id 5061xx). You may edit your post where you quoted me to remove links that pointing to old files. (i don't deleted them yet) That must be what happened. I downloaded from the quote in my post.
dagobaking Posted May 17, 2018 Posted May 17, 2018 On 5/11/2018 at 4:18 PM, Polistiro said: For human, the penis can be messed up (morph problem?). For supemutants it stay flaccid. I see the problem. You need to have startMorphSet and stopMorphSet attributes in your position xml. Like this: <meta title="Leito_positionData.xml" version="1.0" dataSet="position"/> <defaults startEquipmentSet="unEquip" stopEquipmentSet="reEquip" startMorphSet="ready" stopMorphSet="unReady" offset="0,50,180"/> That applies the defined morphSets at the beginning and end of the animation. For reference, those are: <morphSet id="unReady"> <!-- Apply these morph changes if the condition attributes are true for that actor. --> <condition isFemale="false"> <!-- The morph to affect and the value to change to. --> <morph value="Unerection" to="1"/> <morph value="Erection Up" to="0"/> <morph value="Erection Down" to="0"/> </condition> </morphSet> <morphSet id="ready"> <condition isFemale="false"> <morph value="Unerection" to="0"/> <morph value="Erection Up" to="0"/> <morph value="Erection Down" to="0"/> </condition> </morphSet>
Polistiro Posted May 17, 2018 Author Posted May 17, 2018 Update: Position xmls corrected for humans (morphset) Superfluous xmls deleted Edit: NEW UPDATE after 2h (3 downloads) I removed leito animation data to avoid overwriting. (Erection system work now for humans and i can see problems reported by Dagobaking) 1
Polistiro Posted May 17, 2018 Author Posted May 17, 2018 8 hours ago, moddyguy said: I love this orange yellowish text color Me too, but don't abuse with it, i use it because "sometime" we don't read important information... Someone can report if super mutants erection system works? Up and down are ok but not "90°"
dagobaking Posted May 17, 2018 Posted May 17, 2018 1 hour ago, Polistiro said: Me too, but don't abuse with it, i use it because "sometime" we don't read important information... Someone can report if super mutants erection system works? Up and down are ok but not "90°" How do you test that? Those things shoot at me.
Polistiro Posted May 17, 2018 Author Posted May 17, 2018 If FO4_AnimationsByLeito_v1.4b.7z and patch L3 are installed , spawn Strong near you. prid 0003f2bb moveto player Source No way, for leito animations i need to edit position data (morph value) . Some of them need a "100% up erection" to match. (like one of cowgirl anim , 3 i think) I don't remember that when using the gun... 1
JughandleJones Posted May 17, 2018 Posted May 17, 2018 1 hour ago, dagobaking said: How do you test that? Those things shoot at me. You could try the SuperMutantWorkshop mod https://www.nexusmods.com/fallout4/mods/15160 which allows you to build a device that creates super mutant settlers but that is introducing another mod to your testing environment. (As an aside: I had a Super Mutant brothel when I was using Vinfamy's prostitution mod but the RSE brothels don't get seem compatible with Super Mutant employees.) You could also do like Polistiro said and try with Strong since he is friendly.
Polistiro Posted May 17, 2018 Author Posted May 17, 2018 I seen that seems to be a bug but i can't reproduce it: Context: Because you report me that with my xmls there is a penis misalignment, so i supposed that i may inverted animations... I crafted a leito gun to see if animations called by this one are the same that called with AAF GUI. -Here is the "bug" that i seen only one time: male morph while playing "cowgirl stage3(&4)" came from "cowgirl3 stage3(&4)". It is possible that similar names can be interchanged?
dagobaking Posted May 17, 2018 Posted May 17, 2018 I don't see how the names could get interchanged. More likely that the morph handling got out of sync somehow. It has to keep track of morphs as they get changed so that it knows how to reset later and in between morphs. But, if it gets thrown off somehow, that can then carry through and cause issues with later morph changes.
Polistiro Posted May 18, 2018 Author Posted May 18, 2018 Thanks. Done. I still don't know if all erection direction are supposed to be ok with super mutants ... Are ok: Carry, Reverse carry & Powerbomb. Are played with flaccid penises: Doggy, Standing doggy & Standing sideway. If someone could report if he had the same issue that would be great...
VonHelton Posted May 18, 2018 Posted May 18, 2018 Update - 04/15/18 - v1.4b -Updated Advanced Animation Framework compatibility files to support Dongs of Fallout. (Thanks dagobaking for the xmls) So Dongs of Fallout is now required to use Leito's stuff?
dagobaking Posted May 18, 2018 Posted May 18, 2018 3 hours ago, Polistiro said: Thanks. Done. I still don't know if all erection direction are supposed to be ok with super mutants ... Are ok: Carry, Reverse carry & Powerbomb. Are played with flaccid penises: Doggy, Standing doggy & Standing sideway. If someone could report if he had the same issue that would be great... I have not tested supermutants at all will do so soon. 1 hour ago, VonHelton said: Update - 04/15/18 - v1.4b -Updated Advanced Animation Framework compatibility files to support Dongs of Fallout. (Thanks dagobaking for the xmls) So Dongs of Fallout is now required to use Leito's stuff? Things have recently changed so that DOF is not required and is in fact incompatible with AAF. This does probably mean that supermutants don't currently have working morph functionality. But, I will look at it and see what can be done.
Polistiro Posted May 19, 2018 Author Posted May 19, 2018 This line drive me a little bit crazy: <value path="action" value="activity1" target="0" loop="true" from="1" to="0" steps="5" time="8.555"/> Time= 8.555 is just an example ? (i found 10.266666412353516 for male aggressive blowjob leito animation) I really don't understand loop / from / to / step ... It is needed for male-female animation ? What is the correct syntax for female-male animation? <value path="morph" value="Erection Up" to="1"/> like before? action for this kind of xlm is always action value point to equipment for a action type target is for actor 0 or 1 (or 2 for 3some) i don't see what this loop is for
dagobaking Posted May 19, 2018 Posted May 19, 2018 37 minutes ago, Polistiro said: This line drive me a little bit crazy: <value path="action" value="activity1" target="0" loop="true" from="1" to="0" steps="5" time="8.555"/> Time= 8.555 is just an example ? (i found 10.266666412353516 for male aggressive blowjob leito animation) I really don't understand loop / from / to / step ... It is needed for male-female animation ? What is the correct syntax for female-male animation? <value path="morph" value="Erection Up" to="1"/> like before? action for this kind of xlm is always action value point to equipment for a action type target is for actor 0 or 1 (or 2 for 3some) i don't see what this loop is for The purpose of this line is to tell AAF what is happening IN the animation. It is not an absolutely requirement to include this. But, without it, many other features wont be possible like sounds, expressions, statistics effects, etc. <value path="morph" value="Erection Up" to="1"/> is for controlling morphs on the body (because of the path value "morph"). When the path is "action" that is for telling AAF that a specific action is happening in the animation (like "back_massage" or whatever you want it to be). Yes. This should be done for female-male animations. It should be done for all animations that involve things that you want the actors to react to. path is always action value points to action type/id. target is the actor to affect by number. the number is the order they appear in the node. so, 0 is the first actor, 1 is the second, etc. The action can target another actor in the animation or they can target themselves.
Polistiro Posted May 19, 2018 Author Posted May 19, 2018 Morph values are supposed to be in action data now? 1 hour ago, dagobaking said: loop="true" from="1" to="0" steps="5" are values for AAF_BasicRoundMeter.swf animation? If it's that, is less complicated than i expected...
dagobaking Posted May 19, 2018 Posted May 19, 2018 1 minute ago, Polistiro said: are values for AAF_BasicRoundMeter.swf animation? If it's that, is less complicated than i expected... Well. Yes and no. Right now, that is all that they affect, yes. But, in the future, they will also affect how the actor reacts (expressions, sounds, statistics, etc.).
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