About This File
This is a scaling patch for AAF scenes
Some animation packs don't use the same scale for the human race, like "My Animation Pack" which was made with the assumption that all female NPCs are scaled to 0.98 (with the exception of some unique NPCs, it's true) and others used different scales per race, like "Gray User" who clearly didn't use 1.0 as Mirelurk scale in his animations.
Add to that the fact that members of the same race can spawn with different scale (like dogs, Mirelurks, Feral ghouls and bloadtflies...) and you find yourself facing a dilemma: enabling AAF rescaling in "AAF_settings.ini" to align most of the animations ? or disabling it and only have some of the them aligned.
This little patch was conceived to avoid having to make a choice (eventually).
V2.2.0:
You only need this version from now on, regardless of the AAF version used (pre/pos 1.0), but you have to restart the quest once using console cmd or holotape. I also added a check update routine so this is the last time a manual restart is needed.
Since 2.0.0:
Shivering bug:
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A couple of users (me included) noticed that the PC starts shivering when some positions are played (savageCabbage's, mostly), It's a bug caused by changing the Player scale (to a value other than 1.0 according to my testing).
I didn't dig deep enough to get to the root cause of the problem, but as a workaround (starting from V2), I shifted the scale offset to the NPC instead. So PC = 0.98, NPC = 1.0 become PC = 1.0, NPC = 1.02.The scale change is unnoticeable and anims are still aligned properly (no more shivering). I will try to find a better solution in the future. - In 2.1.0: New informations about the cause of the bug was discovered thank to @Holylokki. AAF disables player collision before playing idles. Any scale change made to the PC after that, will cause it to shake during scenes. Since we still can't get the tags earlier, this mod will now enable the collision prior to changing player scale and set it back afterward. Report Any problem related to this bug or player position during scene.
Disable Rescaling:
- If you made a custom position that recuire manual scale handling and you don't want this mod to interfere with it, add "NoScale" to the list of tags in the positionDATA xml.
OnAnimationChange:
- I reenabled this event because someone asked for it, it will only fire if the position is not "NPC controlled" to avoid unnecessary computing if the position played is a tree (event fires each time tree advance to next stage).
- For technical reasons (AAF doesn't report "tags" and "isNPCControlled" bool in the same events) it doesn't work as intended if multiple scenes are running at the same time.
There are Four Files (versions) in the download section (all plugins are ESL flagged): (deprecated)
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AAF_SCRS_F: for gendered Male:Female xmls (no FF, MM), it will scale any female in the scene to 0.98 and males to 1.0 if the position played is one of SC's, otherwise 1.0:1.0 (like AAF rescaling). -
AAF_SCRS: compatible with any configuration (MF, FF, MM), it will scale the receiver (first actor) to 0.98 and all the others to 1.0 if the position played is one of SC's, otherwise 1.0 for all actors so don't forget to select the receiver first when starting a scene with AAF wizard if you install this version. -
AAF_SCRS_Cr/AAF_SCRS_Cr_F: Same as AAF_SCRS/AAF_SCRS_F but if the actor race is listed in the override list (SCRS_RaceScaleList) he will get scaled to the specified scale for that race (see description below).
Actors will get rescaled on position change too, so you can safely switch between SC and no-SC positions on the fly ( @spicydoritos thanks for the reminder).
Disabling AAF "scale_actors_for_animations" setting is highly recommended but not mandatory (not just in "AAF_settings.ini" but in any ini file in AAF folder with higher priority: for exemple: "rxl_bp70_settings.ini". @Snapdragon_ thank you for pointing that out)
Since 1.1.0:
Thanks to @spicydoritos who discovered the correct scale for Mirelurks and Bloatflies, i added support for them and decided to give the user more freedom. Now you can add your own scale for any race you want (vanilla, DLC, or modded) by editing a single property in Ck:
1. Open SCRS_Quest, go to script/property, select SCRS_RaceScaleList and clic Add:
2. In the new window, select "RaceID" and add the race you want (use filter to find the race ID):
3. Select "RaceScale" and enter the correct scale for the selected race (e.g 0.85):
4. Finally, hit ok until you close all the windows and save your plugin.
So now you don't have to wait for an update if you find a race that is not properly scaled in animations (don't forget to send me the correct scale with screenshots if you want it to be part of future updates).
I also added a Holotape craftable at any Chemistry station under "Utility" (see screenshots) that lets you enable/disable SCRS scaling. You should be able to "safely" uninstall this mod at any time (stop the script in holotape or console first) but there is absolutely no need to (just stop it in holotape if you don't want to use it anymore).
Disclaimer:
This patch works as intended on Humans/Ghouls/(Super Mutants and dogs too but not tested extensively) but not Feral Ghouls. From what i gathered, feral ghouls don't have a consistant scale (1.0 e.g) like other races, some FG animations will aligne perfectly with 1.01:0.98 ratio, others with 0.96:0.98... . So unless someone can provide a list with "position IDs" and corresponding "FG scales", i can't do anything about it. But this patch is still relevant in this case: it will lock the scale for you to 1.0 for all feral ghouls so you can effectively use "SAM" or xml to manually align actors for each position individually.
1.1.0 This mod doesn't have any DLC dependency, so if you want to add a scale for a DLC race (or mod added race) don't forget to load the appropriate plugin in CK when editing "SCRS_RaceScaleList".
Credits and acknowledgement:
@SavageCabbage For the excellent Animation Pack.
@dagobaking For AAF (this mod wouldn't be possible without AAF_API).
@EngineGaming For testing, feedback and screenshots.
@spicydoritos For testing, feedback, general support and "Mirelurks","Bloatflies" scales.
@wilmo For testing and feedback.
@EgoBallistic For help (not just with this mod) and general support.
@Snapdragon_ For help and general support.
@niston: for helping me with the scaling script and general support.
@Holylokki For bug report, test and suggestions.
AAF Discord team: for their assistance and support.
Edited by lee3310
What's New in Version 2.3.1
Released
Added the correct scale for Protectrons race (Provided by @Holylokki)