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dagobaking

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About dagobaking

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  1. dagobaking

    Advanced Animation Framework

    Where is this second skin stored within the AAF files? Then why are you posting here about it? Use the old AAF. Your screenshot shows that your game is broken. Not an AAF thing. At this point, you are just harassing the project in the hopes that someone can make some special fix just for the way you broke your game. If it works for someone else it's possible that it only looks like it was that mod. With so many variables, sometimes the causes of conflicts can be misleading.
  2. dagobaking

    Advanced Animation Framework

    For the 3000th time, you have not demonstrated that there is anything for me to fix. Please stop trolling the thread.
  3. dagobaking

    Advanced Animation Framework

    In theory this could be possible from an external mod that tracks animations and switches actor orders on button press, etc.
  4. dagobaking

    Advanced Animation Framework

    If it's taking over the invisible PC during an AAF animation it would most likely be something like 4Play running at the same time. Though, it's not impossible that some kind of random encounter mod for AAF is somehow taking control of the PC while another animation already started. If it's a matter of the doppelganger not being deleted because a reference to it is stored somewhere it would be a mod made for AAF that stores a reference to the doppelganger. It's on the issue reporter to figure out which mod in their build is conflicting and include that in the issue description.
  5. dagobaking

    Advanced Animation Framework

    The doppelganger is set to alpha 0 for a second before it is deleted so that it feels more seamless when switching back to the PC. I turned that line off just to test and make sure that the doppelganger really is getting deleted. Yep. It disappears when deleted as expected. Per Bethesda docs, Delete can be delayed if a reference to the doppelganger is stored in another script. But, even then, I'm pretty sure the character is removed from the screen. They just aren't flushed from memory until that script removes them from the reference variable. And either way, that isn't something that can be controlled from AAF. It would need to be discovered which mod does that and fixed there.
  6. dagobaking

    Advanced Animation Framework

    As noted earlier, the doppelganger is deleted rather than made invisible. The PC is made invisible while the doppelganger is on the screen. And all kinds of mods other than AAF do things to the PC. That is most likely what is happening in your case. I would prefer if you could figure out how to enjoy AAF. So, I am not writing this out of spite or anything. But, please do use another animation mod. All things considered I just don't think it's a good fit for how you approach modding. Thank you for giving AAF a shot. Yep. A lot of bad things are caused by broken saves. On top of that, when he explained his upgrade process and we pointed out in technical terms why his process will break saves he disagreed and argued about it. Can't help people who are unwilling to learn what is wrong and adjust.
  7. dagobaking

    Advanced Animation Framework

    Good point. The doppelganger would never be invisible. But, the PC body would. It appears that he has some circumstance where another mod starts applying its own routines on the PC while he is still in an AAF animation. Like maybe trying to run AAF and FourPlay animations at the same time. ie. Incorrect installation/conflicting mods.
  8. dagobaking

    Advanced Animation Framework

    I think that's an invalid number. Some mod may be sending in "None" as an actor or something by accident. It shouldn't cause issue with AAF. Whether or not it impacts a feature in another mod depends on how much it depends on that call. It's probably ok.
  9. dagobaking

    Advanced Animation Framework

    Hm. That is odd timing for that message to appear. It shouldn't really be seeking for actors at that stage in boot-up. I wonder if another mod is calling AAF before it has finished booting up. If it's kind of a fluke and some mod is calling a bad actor ID, it should recover and remain stable. Does it otherwise continue to function ok?
  10. dagobaking

    Advanced Animation Framework

    No. This seems to be the central misunderstanding. You have consistently reported errors in your game build. There are many issues that can happen in a specific game build (broken saves, bad installation, missing requirements, unknown mod conflicts, pirated game, corrupted game, anti-virus interference, hardware issues, translation program interference, exceeded plugin limits and more) that are not due to errors in a mod even though they might impact the functioning of a mod. The unusual problems you describe are just more indications that your game is broken. If this was an error in a standard installation of AAF seen by people following the guide, etc. then I would have hundreds of reports identical to yours. Instead, I haven't seen anyone report the same thing. I really don't know why your game is broken in that way. If I tried to figure out what people have done to their game builds I would never have time to improve AAF. Help me help you by doing the following: 1) Be clear about what the issue is for you. Does it happen every time? Is this something that doesn't always happen. But, sometimes does and then you screenshot it and tell me? If so, take notes about the circumstances and explain it. 2) Do your own homework first. I am not going to try to create an imitation of your game build just to do the work that anyone can do. As recommended in the docs, make a minimal install of AAF first to make sure its working that way. Then slowly add other mods and test along the way until an issue appears. Then you can give better information about what is potentially causing a conflict. Nobody needs mod authors to incrementally turn on mods and test. 3) Follow advice if you are asking for it. If you are stuck to the point of needing help, accept the help! It makes no sense to ask for help then turn around and tell the person you asked that their advice isn't right.
  11. dagobaking

    Advanced Animation Framework

    How many times do I have to respond to the same issue report for you to admit that you have not been ignored? Just the opposite, you have been given advice multiple times. I see no evidence that you followed that advice at all. Other people have reported various issues. But, I haven't seen this one from anyone else. And I have seen you conflate completely separate issues before. So, you will need to forgive my skepticism that anyone else really is seeing this. Nobody has any idea what you have going on in your game. By your own commentary: you manually install your mods, you make custom changes and mods yourself, use "solutions" that are contrary to the guides, do updates in ways that are known to break saves, etc. All of that considered, I am surprised that your screenshot is the only thing wrong. It wouldn't be shocking to me if, in addition to that, you also have Ghouls playing Parcheesi with Radroaches in the corner.
  12. dagobaking

    Advanced Animation Framework

    Plenty of people use AAF without this issue. Please send links to the other people reporting the same thing.
  13. dagobaking

    Advanced Animation Framework

    MORE LIKELY IT'S SOMETHING YOU NEED TO INSTALL. Implemented in test build 50. Reports on outcome appreciated.
  14. dagobaking

    Advanced Animation Framework

    Good thought. But, the problem with this strategy is that we want characters to still attack characters in animations if they are in opposing factions. The issue to solve is preventing inter-faction attacks only. I haven't determined what the issue is with certainty. I have seen it happen. But, the vast majority of times there is no attack. Thank you. I will implement this and see what happens. I don't see how it could hurt. I think the best approach would be for you to get the complete list of what Ego is using and copy that in your game. Then build from that working place.
  15. dagobaking

    Advanced Animation Framework

    With some further testing just now, I'm not sure if this is a faction issue. At least probably not in the way we think. It actually works fine most of the time with nearby enemies not freaking out like that. There is some additional factor. Like maybe it happens if the appearance of the doppelganger bumps an enemy NPC? There might be some easy fix. Appears so. This might have something to do with the race XML.
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