If anyone is interested, I've made a Settlement Menu Manager patch for this mod so that it has its own menu in the workshop. I've also made some furniture XML for the animation frameworks AAF and NAF so you can play animations on the beds from this mod.
They require this mod to be installed first if you want to use any of them. The XMLs will make the beds show up in the NAF/AAF menu so you can play animations on them.
These beds look awesome and have potential, but I wish the sheets were made. I have no idea what work is involved in making mods, so I do not know if that is asking a lot.
When characters have sex on this bed they are aligned to the floor instead of (on top) with the bed. Not sure if this is an AAF issue or an issue with this mod. Any ideas?
The issue is on AFF side, more exact the AFF animations aren't built around this bed is what I would assume. If it is the case then the Animation author would need to update their mod with this mod or someone else makes a patch with permissions.
Have you added the bed to the furniture xml for the animation esp? AAF uses entries in .xml files to identify any and all furniture for animation mods to use. (keeps it easy to expand as an xml is editable in any txt editor). This way mod authors do not have to keep adding new form id's whenever some new chair, couch, table, bed etc... mod comes along - just need to place the form id in the right group in a xml file.
i.e. The black widow bed was not avail - so initially ended up on the floor as you noticed with this mod... To fix that as a user all I had to do was add an xml for AAF to know it's a bed is all.
Now the thing is the black widow bed uses the same form id "804" as the lady killer bed - by the same author - which was included with many of the animation mods - but the object's source esp is a different name - so technically a different object and form id.
A full bed is typically a full bed in dimensions ... if it were not the fo4 esm sleep animations would not work very well either.
AAF is just a frame work enabling animation authors to kind of ignore having to know the exact details of objects for identifying and positioning animations etc...
So I added in an xml which gave it the source and form id of the object to use - defined it into the group "Double_Bed" for atomic lust and so is treated just like any other "Double_Bed" object used by atomic lust.
See, AAF loads the list of objects from these .xml files and the animation esp does not care about the object's details. The animation esp just plays the animations on the objects defined by use of the groups keyword and form ids defined in the xml files.
Let's take atomic lust animations. What you need to do is this.
Look in In the file Atomic Lust_furnitureData.xml in the AFF directory and you'll see the group "Double_Bed" in this file are all the form id's listed from the main .esm files in the base game, and they're assigned a tag in this case Double_Bed is a list of all the full sized beds in the source file "Fallout4.esm".
So create a xml file identifying the source of the bed and add the form id of that bed in that group.
Name the file something like "Atomic Lust_furniture_mods esp name_Data.xml"
I created a simple file : Atomic_Lust_furnitureBlackWidowData.xml for my use of that Black Widow Bed mod.
meta title="Atomic_Lust_furnitureBlackWidowData.xml" version="1.0" dataSet="furniture"/ defaults source="BlackWidowBed.esp"/ group id="Double_Bed" furniture form="0804" id="WorkshopNpcBedBig1"/ /group
- surround each line with tag begin and ends < and >
So what happens is when AAF starts up it picks up this xml and adds the BlackWidowBed.esp into the source list for objects and form id - form="0804" - as one of the named alias "WorkshopNpcBedBig1" to group id = "Double_Bed".
The AttomicLust.esp could care less because it looks for Double_Bed and WorkshopNpcBedBig1 when searching for and positioning the animation, it will play the animation in the same position as it does on all full sized beds be them in Fallout4.esm or any other mod you add and define with WorkshopNpcBedBig1 in the groupDouble_Bed.
If it's not in the furniture xml files you'll end up on the floor. ;)
darkklawd. It just needs to be added into the AAF furniture xml files ... the bed is the same as any other full sized bed, or is likely Bethesda's npc sleep animations would not work either. - though sure the idle marker is just set on it.
Anyway... The sex animation esp does not care about that. It positions on beds, tables, etc... by keywords in the xml files AAF just reads in. As long as the object is of like dimensions as others of it's kind there should be no issues.
If you look in AAF directory you'll see a number of xml files for control... typically <animation esp name>funitureData.xml holds the varied furniture source esm(or esp) tags and form id's of those objects in the game.
These beds are really cool looking! Definitely something I'd want in my settlement during an apocalypse since they look so comfy. However, what I don't want is a random settler climbing in my bed when I wake up the next morning. If I can be so bold as to request a possible patch with This is my Bed? Just a request really since I'd love to use these in my own home and not have to see some surprise house party in there. Endorsed for sure though!
FYI ... I think that two sleep markers ... but only one settler will use a bed at a time (but these beds obviously should have room for 2) ... if 3 settlers in your settlement, but you only have 2 beds, should be enough for 4, but one will wander as if without a bed. Just tested this scenario.
And, you can only assign one settler per bed. The entire bed highlights when assigning. And when assigned to one, it's not available for target for another while it's being used by a settler.
If a settler is using half .... *YOU* can sleep in it same time (other half sleep marker) ... but other settlers won't. (at least as of this release).
I think creative clutter handled that by linking the second settler to a snap on blanket or something like that. I haven't had a chance to play FO4 lately to try this mod yet though. Other mods with two half beds you can snap together or actual sleeping animation markers snapping to the bed.
with the March 15 1.0.1 update, each now counts as two beds for settlement total, but still only one settler will actually use it _ other will sit or wander during night.
zed140, Right because it's due npc object ownership in the settlement system. The bed count and the ownership are two different variables in the system, when you re-assign a npc to an object they override the previously assigned npc for that object ... just like when you assign them to any job (object), ie you can't assign two npcs to the same stalk of corn - you override the previous.
A workshop object gets one refid when built(placed) - that is what you're assigning the npc to, not the idle markers on it.
Can also look at the load assign script, it tries to auto-assign but fails on the second npc although the bed looks available to the second, thus they stand around, but the number of beds in the count meets the population so people are happy just the same.
I can't help but wonder why nobody just has not created two half double bed objects which just snapped together? Then they'd be two objects and assignable as two objects. Thus would count as two separate beds, owned as separate beds and slept in as separate beds, yet totally appear visually as one.
Back when playing FNV the mod Willow did that with bunkbeds in the player home it added, so I just looked at it and did the same to all the bunkbeds used in all the barracks,etc... in the game.
I like Piper, too. I can't honestly comprehend why some don't. In vanilla form she's very nice looking. All I ever did was change her hair to the 'elisabeth' style and tweaked her makeup.
42 comments
If anyone is interested, I've made a Settlement Menu Manager patch for this mod so that it has its own menu in the workshop. I've also made some furniture XML for the animation frameworks AAF and NAF so you can play animations on the beds from this mod.
Settlement Menu Manager (SMM) patch here: https://www.nexusmods.com/fallout4/mods/72254?tab=files - This will create a new menu named PSBoss Beds in the furniture category and add all the beds from this mod to it.
They require this mod to be installed first if you want to use any of them. The XMLs will make the beds show up in the NAF/AAF menu so you can play animations on them.
Not sure if this is an AAF issue or an issue with this mod. Any ideas?
If it is the case then the Animation author would need to update their mod with this mod or someone else makes a patch with permissions.
i.e. The black widow bed was not avail - so initially ended up on the floor as you noticed with this mod... To fix that as a user all I had to do was add an xml for AAF to know it's a bed is all.
Now the thing is the black widow bed uses the same form id "804" as the lady killer bed - by the same author - which was included with many of the animation mods - but the object's source esp is a different name - so technically a different object and form id.
A full bed is typically a full bed in dimensions ... if it were not the fo4 esm sleep animations would not work very well either.
AAF is just a frame work enabling animation authors to kind of ignore having to know the exact details of objects for identifying and positioning animations etc...
So I added in an xml which gave it the source and form id of the object to use - defined it into the group "Double_Bed" for atomic lust and so is treated just like any other "Double_Bed" object used by atomic lust.
See, AAF loads the list of objects from these .xml files and the animation esp does not care about the object's details. The animation esp just plays the animations on the objects defined by use of the groups keyword and form ids defined in the xml files.
Let's take atomic lust animations. What you need to do is this.
Look in In the file Atomic Lust_furnitureData.xml in the AFF directory and you'll see the group "Double_Bed" in this file are all the form id's listed from the main .esm files in the base game, and they're assigned a tag in this case Double_Bed is a list of all the full sized beds in the source file "Fallout4.esm".
So create a xml file identifying the source of the bed and add the form id of that bed in that group.
Name the file something like "Atomic Lust_furniture_mods esp name_Data.xml"
I created a simple file : Atomic_Lust_furnitureBlackWidowData.xml for my use of that Black Widow Bed mod.
meta title="Atomic_Lust_furnitureBlackWidowData.xml" version="1.0" dataSet="furniture"/
defaults source="BlackWidowBed.esp"/
group id="Double_Bed"
furniture form="0804" id="WorkshopNpcBedBig1"/
/group
- surround each line with tag begin and ends < and >
So what happens is when AAF starts up it picks up this xml and adds the BlackWidowBed.esp into the source list for objects and form id - form="0804" - as one of the named alias "WorkshopNpcBedBig1" to group id = "Double_Bed".
The AttomicLust.esp could care less because it looks for Double_Bed and WorkshopNpcBedBig1 when searching for and positioning the animation, it will play the animation in the same position as it does on all full sized beds be them in Fallout4.esm or any other mod you add and define with WorkshopNpcBedBig1 in the group Double_Bed.
If it's not in the furniture xml files you'll end up on the floor. ;)
Anyway... The sex animation esp does not care about that. It positions on beds, tables, etc... by keywords in the xml files AAF just reads in. As long as the object is of like dimensions as others of it's kind there should be no issues.
If you look in AAF directory you'll see a number of xml files for control... typically <animation esp name>funitureData.xml holds the varied furniture source esm(or esp) tags and form id's of those objects in the game.
Big Fan of your mods for Skyrim bro!
And i like beds...soooo...
Just tested this scenario.
And, you can only assign one settler per bed. The entire bed highlights when assigning. And when assigned to one, it's not available for target for another while it's being used by a settler.
If a settler is using half .... *YOU* can sleep in it same time (other half sleep marker) ... but other settlers won't. (at least as of this release).
... the beds look great however.
A workshop object gets one refid when built(placed) - that is what you're assigning the npc to, not the idle markers on it.
Can also look at the load assign script, it tries to auto-assign but fails on the second npc although the bed looks available to the second, thus they stand around, but the number of beds in the count meets the population so people are happy just the same.
Question. Only 1 npc can sleep in it correct? I tested and only 1 sleeps in it and I can as well. But no 2 npcs can sleep in at same time.
Back when playing FNV the mod Willow did that with bunkbeds in the player home it added, so I just looked at it and did the same to all the bunkbeds used in all the barracks,etc... in the game.