Jump to content

dagobaking

Contributor
  • Content Count

    1,247
  • Joined

  • Last visited

  • Days Won

    1

About dagobaking

  • Rank
    Mega Poster

Contact Methods

  • Discord
    dagoba_king#4028
  • Website
    https://www.patreon.com/dagobaking

Recent Profile Visitors

1,956 profile views
  1. This is arguably a bug. It would be easy to add the keyword the moment AAF "takes" an actor. Do you see any downside to that?
  2. dagobaking

    Advanced Animation Framework

    Most mods are not as script-dependent as AAF. UI mods usually don't need to save iterative information to rebuild things the way AAF does. To see what I am talking about, check your log after loading up the game after uninstalling AAF. You will see tons of messages from the engine attempting to patch up loose ends that are in the save but can no longer be connected to AAF since it was removed. The problem is that this process does not always patch up properly. So, you end up with variables from your save with the previous AAF left around. When you try to re-install, those old variables conflict with a fresh install. For the reason I explain above that is not a good way to test. It may reveal some information. But, it has a chance of introducing bugs from the auto-fix process (a bad save) that have nothing to do with the soundness of the mods being looked at. If you must try it, the best way to continue where you left off is not to save and then re-install. It is to load a save that you did with the mod installed after re-activating the mod. Since the last quest fix I have not had one other report of broken quests. But, anything is possible. If anyone can test Duty Or Dishonor with AAF installed to double-check what is happening, it would be appreciated. What you describe only reinforces the point I am making. The white text duplicating happens because AAF is being loaded twice. This is due to a broken save. Can you point to other people that have reported this? I respect your testing experience and appreciate your observations. But, even the best testers and developers can be thrown off by appearances from time to time.
  3. Well. That doesnt look like any tags are being used. So, must have something to do with the animation packs. You seem to be missing ones with FF or MF animations.
  4. That sounds like maybe an issue with a tag. Look closely at the error and it should also state if its looking for Male + Female + A certain tag (that might be missing in your installed animations)
  5. dagobaking

    Advanced Animation Framework

    If a completed feature doesn't do what is expected. Like equipment items being duplicated by the equipment manager for example. There are a million ways to break a save that AAF wouldnt even be technically capable of addressing. When you save the game without AAF, Bethesda has a vanilla process that tries to "fix" missing links, etc. But, it doesn't always work quite right, leaving some remnants. So, that is probably why it stops working in that use-flow. You can probably get things back on track with Fallrim tools and then re-introduce AAF.
  6. well. AAF will allow joins if everything is in place that they need and its requested. so, that wouldnt be effected.
  7. dagobaking

    Advanced Animation Framework

    That wouldn't be an example of AAF causing problems. That is an example of outside decisions breaking AAF. The ability to turn AAF off and on in unexpected orders is not a feature.
  8. If you havent found a fix for this yet you might try asking in discord or double-checking the guide. Im not quite sure where to start on that one. It seems like AAF_ActorBusy would work ok for this. Another mod can check for it to see if actors are in an AAF animation. And also, it can manually be put onto an Actor if you want AAF to avoid doing something to an actor. Seems to cover both needs.
  9. dagobaking

    Advanced Animation Framework

    Its hard for me to explain as I don't want to sound like I'm knocking someone elses approach. Its just my 10 cents. I just personally don't like to re-do settings with each new game. When testing during development or adding new mods it is especially tedious. With text config, you have a static, external file. Once you customize, you dont need to change until/unless the settings file is updated. The defaults are all right there and easily changeable any time. And there is opportunity for some more advanced settings handling like stacking (which AAF allows. not sure if anyone uses?). You can make your own custom settings file for AAF just like a Bethesda ini where it only has the settings you want to change. Put that in a custom mod dir and you then barely even need to pay attention to settings file changes.
  10. dagobaking

    Advanced Animation Framework

    That could be. From memory, it seems like mods that use it are always waiting for it to update before releasing new versions. But, my approach to UX for AAF is to not include in-game settings unless they need live visual feedback. I like the advantages of keeping that kind of config in text / XML / ini format. That sounds like a way to break a save...? The remove_pipboy setting became broken. I fixed it already. So, will be available in future builds.
  11. dagobaking

    Advanced Animation Framework

    I don't want to add another dependency to AAF by adding MCM. But, I made an API for the settings so that someone can make an MCM for AAF that would be an add-on. This doesn't sound like an AAF bug. Sounds like notifications were turned off, animation packs/XML with some issues were installed, then notifications were turned on that revealed those issues.
  12. dagobaking

    Advanced Animation Framework

    I agree that would be useful. But, I feel that it's outside the scope of the direct framework. I think that the data needed for someone to make it as an add-on mod is there in the AAF init event...
  13. dagobaking

    Advanced Animation Framework

    NPC nudging shouldn't change alignments. I believe there is a setting to turn it on. Nobody else has reported this. So, it probably is the mod. You could try setting disable_packages to true.
  14. dagobaking

    Advanced Animation Framework

    Im not sure what is going on with the chair and couch. But, in future versions of AAF, I think the underwear will strip.
  15. dagobaking

    Advanced Animation Framework

    Thank you. As noted above, I actually just fixed the issue. BUT, this esp explorer could be very helpful in the future. I remember using a similar mod to help troubleshoot Skyrim. The way AAF deals with equipment is more involved than undress/dress in Papyrus. It has to serialize everything, send it into Flash, then back out and adjust depending on user input and/or per slot configuration from XML. It appears that the unequip issue had to do with something that happened to the Form as it was translated by F4SE into and then back out of Flash. It only seemed to apply to ESL-flagged plugins. The good news is that I was able to fix it by bypassing that translation altogether. That should make it unnecessary for RSE to handle equipment for the player or NPC. Should work as expected now.
×