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- Toreador
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Horycrap, I didn't think anyone still used this mod. I made this over ten years ago, figured it would be way outdated by now and/or replaced by better options. I don't play Skyrim anymore, so no idea how the modding scene is going. I know there has been different version of Skyrim released, which have made modding it a pain now (thus why I won't play anymore lol), so no idea what version of the game you're trying to run this on. Only noticed your response because apparently, I still have notifications on for this thread still lol. Well, you mentioned some of the requirements you have, but do you have the actual SkyKids mod itself? Because this mod does nothing without the actual SkyKids mod. I don't even know if that mod still works either, but it is a requirement to use this mod here. Hope that helps you along at least lol.
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(EAP) Extended AAF Patch
Spyder Arachnid replied to Holylokki's topic in Downloads - Advanced Animation Framework
In UAP, they changed some of the animations that were originally F/M to M/M only. Removing animations that were designed for straight content, by changing them into gay content. It also didn't have much support in the way of lesbian content (F/F). I was just wondering if your patch reverted those changes and restored those F/M animations, or if you kept the changes that UAP did and left them as M/M only. But you're saying that the animation settings have been completely rewritten, so I'm going out on a limb here and assuming that you don't have those changes like UAP made then? If so, that's a good thing. -
(EAP) Extended AAF Patch
Spyder Arachnid replied to Holylokki's topic in Downloads - Advanced Animation Framework
So, haven't played Fallout 4 in a while, and decided to get back into it. Apologizes for my ignorance, but just wanted to get some things cleared up before I start using this. I stopped using UAP since well, it was outdated and didn't support newer animation packs or updates, as well as changing/removing F/M animations in some packs to M/M only. It also overwrote sex sounds in animation packs with blank files, so you ended up with no sound at all. I ended up using Patch for Animations since it supported new animation packs and updates and didn't change the animations from their originals (besides adding stages) or deleting certain animations. As well as not removing sex sounds from other animation packs. So, it ended up being the better option (for me at least). So, now I saw this new update to UAP. Like I mentioned, I haven't played in a while, so haven't kept up with the mod scene. I see this is built off UAP and supports all new updated animations and new animation packs, along with the new strapon mod as well. I think I also read that your patch doesn't replace the sex sounds with blank files like UAP used to do. It also has support for SAM and APF. My big question is, does this fix the changes that UAP made to animations? Like I mentioned, UAP removed some animations and changed some as well to M/M only. Wasn't a fan of that. So, does this revert those changes and give us back the F/M animations like they were originally, or does it keep them how UAP did? Just thought I'd ask first, before I go and commit to using this and find out that it is the same as UAP. Thanks for any info. -
Have you seen the Aphrodite Outfit? The underwear is just pasties with panties. (image taken from the user images)
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so what about FG breast physics in AAF anims
Spyder Arachnid replied to Tenhi's topic in Fallout 4 Technical Support
Simply put, the physics have to be baked into the animation. You can have all your physics working normally, but unless the animation you are playing supports physics, then you won't get any jiggles. This is not an issue with the physics itself, it's an issue with whoever made the animation. They didn't build it to support physics. Gotta remember; a lot of animations came out before OCBP was even a thing. So, there was no animation physics back in the day. After OCBP came about, some animation packs updated to support physics, but others still didn't. And even some of the newer ones just didn't add support in general for it. So, the only fix is to have the mod author update their animations or learn to do it yourself basically. -
As far as I know, there isn't a fix for it. It's one of those rare bugs that has special circumstances that most don't come across (since most love their guns over melee). Best to check your mods on which slots they use to avoid that issue in the future though. I know there are some mods that use the shield slot, just couldn't help you figure out which they would be, and it would take too much time to list them all lol. Either check via zedit or in game maybe? Sorry I couldn't be more help, but at least you know what causes the bug. Now just got to avoid it lol.
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It's a vanilla bug caused by any mod that uses the first-person body slot 59 (shield slot). If you ever equipped anything in that slot and pulled out a weapon, your save is borked indefinitely. You'll automatically start blocking and when you switch your PoV, you'll block as well. It's baked into your save now. The only fix is to reload a save before you ever equipped anything in that slot, and then just never equip something in that slot. It's never been fixed basically and the only way to fix it, is to avoid it. So, you'll need to either start a new game, or find an old save from before you ever equipped anything in that slot.
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weapons are invisible after merging mods
Spyder Arachnid replied to MiniMania1's topic in Fallout 4 Technical Support
It's like @travelmedic said, if the mods you merged were in archives (BA2's), then you'll need to extract the archives after you merged them. zEdit won't merge your BA2 archives, it only merges the esp/esl of the mods. So after you merged it, and deleted the original plugins and just used your merged plugin, the old BA2s from the original mods won't work. They are trying to reference the original plugins still. You'll need to extract the BA2s from the original mods and either create a new merged BA2 with all those merges in it and rename it to your merged mod, or just use them as loose files. Archive2 works perfect for this (from the Creation Kit). On a side note, if the mods are script heavy or have world edits, I wouldn't recommend merging them. It can break them. -
Already responded to you in the other thread, but I'll put the same response here as well. You need 3BBB Clothing as well. Search for 3BBB Conversions for all your mods, and there is a 3BBB vanilla + dlc conversion already as well. Just having the body stuff alone won't work. Gotta have all your clothing converted as well. As for using CBBE and BodyTalk together, yes you can. You need DFS (Discrete Female Skeleton). Install CBBE, Install BodyTalk, and then install DFS. Then install ZeX normally, and then install Skeletal Adjustments for CBBE with the DFS option selected in the installer. That's it.
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Install CBBE, Install BodyTalk, then install DFS. After that, install ZeX normally. Then install Skeletal Adjustments and select DFS in the installer. That's it. If you're having erection problems, that isn't caused by DFS. Check to make sure you have the proper LooksMenu installed as well and make sure you built your BodyTalk bodies in bodyslide with morphs checked. Erection issues can be a number of things, but it wouldn't be caused by DFS. DFS doesn't affect BodyTalk or ZeX.
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You need 3BBB Clothing as well. Search for 3BBB Conversions for all your mods, and there is a 3BBB vanilla + dlc conversion already as well. Just having the body stuff alone won't work. Gotta have all your clothing converted as well. As for using CBBE and BodyTalk together, yes you can. You need DFS (Discrete Female Skeleton). Install CBBE, Install BodyTalk, and then install DFS. Then install ZeX normally, and then install Skeletal Adjustments for CBBE with the DFS option selected in the installer. That's it.
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FALLOUT 4 is getting update on April 25
Spyder Arachnid replied to Dodzh's topic in Fallout 4 General Discussion
On this same note, if you're running a mod heavy game, make sure you have automatic updates disabled in Steam for Fallout 4. Don't need a surprise update ruining your meticulously crafted modded game. Wait till F4SE and some mods update first before installing the new update. Plus giving it some breathing time in case of game-breaking bugs. And as for the update, I'm looking forward to the Enclave stuff. Sounds pretty neat. -
All body mods use OCBP now for Physics. 3BBB is a body mod, not actual physics. You need OCBP to initiate the physics that 3BBB uses. If you are using ZeX (ZaZ Extended Skeleton), that means you are using FG (Fusion Girl), right? So, you need to download OCBP for FG. When you click download this file, it is the one that says ZeX4 on it. Should work just fine out of the box, but there are some different OCBP preset settings out there if you want something other than what the default gives you. You'll have to search around for those, but make sure they are for FG (and not CBBE or 3BBB).
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You absolutely can install AFF mods with NMM. Like I said, you can use any mod manager you want to. Whether Vortex, MO2, or NMM. They all can install mods just fine. Only reason they recommend MO2 (or some Vortex), is because that it is what they use. So, when it comes to any troubleshooting, it makes it easier for them. But you can use any mod manager you choose. They vary slightly in how they organize and install mods, but otherwise, they all work just fine.