Vel W Posted January 22, 2022 Posted January 22, 2022 (edited) 2 hours ago, Indarello said: SC-FM-Human-SportsCarPreWar01-03Doggy I think this is one of the most misaligned for me that I was able to make good aligned with offset I went ahead and recorded the rest of the sequence, too. Things look aligned just fine to me. No offset or anything. Here's the vid note: For anyone interested, the male is from the TFTC mod, the tattoos are from here, and the female's face preset is built on what was provided by the tattoo mod's author awhile back. 399667970_FO4AAFSavCabSportsCarFMvid_Trim.mp4 Edited January 22, 2022 by Vel W 4
Indarello Posted January 22, 2022 Posted January 22, 2022 On 1/17/2022 at 8:11 PM, Vel W said: I do use Fusion Girl, and I can make this video this weekend. I'm sure I'll have the spare time around then Which animations do you need investigated? what if you set in aaf_settings? scale_actors_for_animations true
Vel W Posted January 23, 2022 Posted January 23, 2022 (edited) 14 hours ago, Indarello said: what if you set in aaf_settings? scale_actors_for_animations true So, that'd require me to modify an AAF config file against its advised/default values, which falls outside what I presumably agreed to do, too risky for a conservative modder like myself If anyone else reading this conversation would like to jump in and give a helping hand, you can find this config file at Fallout 4/Data/AAF/AAF_settings.ini Edited January 23, 2022 by Vel W
izzyknows Posted January 23, 2022 Posted January 23, 2022 2 hours ago, Vel W said: So, that'd require me to modify an AAF config file against its advised/default values, which falls outside what I presumably agreed to do, too risky for a conservative modder like myself Scaling actors will cause alignment issues, actually more than it fixes, for some folks. But, you can load the game and change the setting to true, reload a save and test. Then, set it back to false, reload the same save and carry on. Every time you load a save, AAF is reloaded, so changes to the ini or xml files are super easy to test. In other words, you don't have to exit the game, make changes then load the game in order to test ini/xml changes, just load a save. I usually have the files open on my 2nd desktop so I can just windows+tab... edit... windows+tab... load a save & test. 1
darky Posted January 24, 2022 Posted January 24, 2022 Does any1 have weird issue that, when start animations in settlements objects which r used for that animation glow with bright orange color? It happens only in settlements.
gooser Posted January 24, 2022 Posted January 24, 2022 52 minutes ago, darky said: Does any1 have weird issue that, when start animations in settlements objects which r used for that animation glow with bright orange color? It happens only in settlements. I have seen that. If you are referring to actual furniture, what I think is happening is that the furniture is marked "damaged" so NPC's don't start using it until the animation is finished. The damaged flag is removed afterwards.
kcs27 Posted January 24, 2022 Posted January 24, 2022 Is there a way to get the robot animations staged? 1
darky Posted January 24, 2022 Posted January 24, 2022 10 hours ago, gooser said: I have seen that. If you are referring to actual furniture, what I think is happening is that the furniture is marked "damaged" so NPC's don't start using it until the animation is finished. The damaged flag is removed afterwards. Yea it was loot detector! Tywm!!!
Vel W Posted January 24, 2022 Posted January 24, 2022 9 hours ago, kcs27 said: Is there a way to get the robot animations staged? Good idea! Both MrHandy and Protectron animations are having buggy transitions. But if those sets were combined into single long big sequences, then the transition problem would be solved 1
sullivan Posted January 24, 2022 Posted January 24, 2022 On 7/1/2021 at 5:16 PM, SavageCabbage said: IIRC Leito put his rigs up for download but I guess if people want, I could put out my rigs for download here. The ones I use are different to his (IMO they're better but others might disagree). Hi Savage, did you end up putting up your rigs to download? I don't see them here. And if not, would you be willing share them? I would love to try them.
warblegarblegarble Posted January 24, 2022 Posted January 24, 2022 (edited) I seem to have alignment issues on all positions I’ve seen. Could this be because I’m using CBBE instead of FG that’s recommended, or maybe something with UAP overwriting some files? should also mention, I have extended skeleton and recommended knee fix Edited January 24, 2022 by warblegarblegarble
LeksRus Posted January 25, 2022 Posted January 25, 2022 In animation SC-FM-Human-GR-RoundTable02-RoughSideways the character is handcuffed. When moving to the next animation (by pressing the PageDn key) the handcuffs remain on the hands of the character in all subsequent animations. How to fix it?
Smellydragon Posted January 29, 2022 Posted January 29, 2022 On 1/14/2022 at 8:15 PM, Vel W said: hi, This problem is often caused not by AAF or these animations, but rather hotkey binding conflicts. If you use ENB, which binds FPS limit toggle to the [Home] key, you will see animations speeding up radically if your GPU supports refresh rates above 60 (120Hz, 144Hz, 240Hz, etc) If this describes your case, find the enblocal.ini file under directory Steam\steamapps\common\Fallout 4, open it with a text editor, find the line KeyFPSLimit=36 and change it to KeyFPSLimit=145 thanks, I have upgraded only to an Asus 1050Ti 4 gigs... so in fact, the animations are playing the SAME speed as on the 1030... but it's the animations themSELVES which are to fast so I was thinking it would be nice if you could sort of 'THROTTLE' the animations speeds up and down ... positoining is awesome... but how do you see a bullet?
Vel W Posted January 29, 2022 Posted January 29, 2022 2 hours ago, Smellydragon said: thanks, I have upgraded only to an Asus 1050Ti 4 gigs... so in fact, the animations are playing the SAME speed as on the 1030... but it's the animations themSELVES which are to fast so I was thinking it would be nice if you could sort of 'THROTTLE' the animations speeds up and down ... positoining is awesome... but how do you see a bullet? Not sure if I understand the later half of your inquiry ("how do you see a bullet?"), but if the animations themselves play at the same speed as your old 1030 card, and you don't use any ENB, then you have these mods working just fine As for whether you can manually speed up or slow down the animations~~you'll have to wait for a response from someone else. Myself, I don't know of a way and I don't believe such are supported by this game's engine.
IonCaveGrandma Posted February 4, 2022 Posted February 4, 2022 On 1/29/2022 at 3:13 AM, Vel W said: Not sure if I understand the later half of your inquiry ("how do you see a bullet?"), but if the animations themselves play at the same speed as your old 1030 card, and you don't use any ENB, then you have these mods working just fine As for whether you can manually speed up or slow down the animations~~you'll have to wait for a response from someone else. Myself, I don't know of a way and I don't believe such are supported by this game's engine. Chipping in here to confirm that yes, it is impossible to speed up existing animations without going into its files and changing every part of it (but then we reach a ship of theseus problem; are you speeding up the animation or making a new one?). It is a problem with the engine introduced after Skyrim; if you're a new vegas player you may remember that there were many many effects which made melee attacks faster, inherited from the oblivion engine. This, by the way, is the same root cause that results in no mods existing which make the game's base melee attacks faster. Making them faster is tantamount to making entirely new ones...and so people do just that instead, which is why new melees are always made instead of modifying old ones. Amateur knowledge. Could be wrong. But I could be right! 1
IonCaveGrandma Posted February 6, 2022 Posted February 6, 2022 (edited) A question I have after using this mod for a while is that some animations (a good example is SC-FM-Human-Bed01-05Titjob-F1) seem to try and have the female grab and move her own boobs. Based on this gif of SavageCabbage's own making the animations are supposed to be able to do this. With OCBPC physics and the preset by MTM it seems these animations are capable of moving one's own boobs but not to the extent needed and certainly not like what you can see in the gif linked. Even using his own preset (linked further up this thread) comes close but not close enough. I am really asking this to SavageCabbage himself. How was this achieved? Edited February 6, 2022 by IonCaveGrandma
izzyknows Posted February 6, 2022 Posted February 6, 2022 3 hours ago, IonCaveGrandma said: A question I have after using this mod for a while is that some animations (a good example is SC-FM-Human-Bed01-05Titjob-F1) seem to try and have the female grab and move her own boobs. Based on this gif of SavageCabbage's own making the animations are supposed to be able to do this. With OCBPC physics and the preset by MTM it seems these animations are capable of moving one's own boobs but not to the extent needed and certainly not like what you can see in the gif linked. Even using his own preset (linked further up this thread) comes close but not close enough. I am really asking this to SavageCabbage himself. How was this achieved? Fusion Girl.
Arnab1995 Posted February 6, 2022 Posted February 6, 2022 cant get penis to erect during the animations. cant find <value path="morph" value="Erection" to="1"/> in SavageCabbage_animationData.xml
IonCaveGrandma Posted February 6, 2022 Posted February 6, 2022 (edited) 32 minutes ago, izzyknows said: Fusion Girl. I am already using fusion girl. Still doesn't really add up... Edited February 6, 2022 by IonCaveGrandma
spicydoritos Posted February 6, 2022 Posted February 6, 2022 10 minutes ago, IonCaveGrandma said: I am already using fusion girl. Still doesn't really add up... Previous version of FG and handmade breast bone movements using bones that no longer exist.
IonCaveGrandma Posted February 7, 2022 Posted February 7, 2022 35 minutes ago, spicydoritos said: Previous version of FG and handmade breast bone movements using bones that no longer exist. Damn. Given the recent relocation of Fusion Girl to loverslab and the subsequent inaccessibility of older versions, I would assume this is no longer possible to set up. It looks like these are lost to time for now. unless anyone comes in here with their old version of FG and guidance on how to make custom breast bone movements, which I doubt anyone past savagecabbage himself can do.
michelita Posted February 7, 2022 Posted February 7, 2022 17 minutes ago, IonCaveGrandma said: Damn. Given the recent relocation of Fusion Girl to loverslab and the subsequent inaccessibility of older versions, I would assume this is no longer possible to set up. It looks like these are lost to time for now. unless anyone comes in here with their old version of FG and guidance on how to make custom breast bone movements, which I doubt anyone past savagecabbage himself can do. Yep. I believe they're based these on FG 1.40. So unless we somehow got that one we're out of luck. Hopefully SavageCabagge can convert them someday to the last FG since it hasn't had major updates in a long time
Vel W Posted February 7, 2022 Posted February 7, 2022 3 hours ago, Arnab1995 said: cant get penis to erect during the animations. cant find <value path="morph" value="Erection" to="1"/> in SavageCabbage_animationData.xml Hi I might have encountered a similar case before. Is this an error message from the AAF console or somewhere else in game?
Arnab1995 Posted February 7, 2022 Posted February 7, 2022 1 hour ago, Vel W said: Hi I might have encountered a similar case before. Is this an error message from the AAF console or somewhere else in game? No its about a fix mentioned in this post It tells me to delete the line <value path="morph" value="Erection" to="1"/> in SavageCabbage_animationData.xml but there is not anything like that in that xml file 1
Vel W Posted February 7, 2022 Posted February 7, 2022 8 hours ago, Arnab1995 said: No its about a fix mentioned in this post It tells me to delete the line <value path="morph" value="Erection" to="1"/> in SavageCabbage_animationData.xml but there is not anything like that in that xml file This was a "today-i-learned" moment for me. Never knew this config trick existed. So thanks for sharing. However, erection configurations have come a long way since then. This is not how it is set (AFAIK). At least for me, changing "Erection" to="1" to "Erection" to="-1" in any of the _MorphsetData.xml files (i got 3 on my end) made 0 differences. I also do not see that parameter in SavageCabbage_animationData.xml. It's been a long time since 2019.
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