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[outdated][inactive]RXL 's No More Lazy Hookers and other AAF patches


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Hello, I after installing HotC Settlement Edition and putting your SE mod over it, the hooker "dances," and plays some audio cues but otherwise stands there. I am unable to go into 3rd person and the hooker refuses to talk again or move. Am I missing a requirement? My AAF is otherwise fully functional and i don't really know how to proceed at this point :T

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7 hours ago, D_ManXX2 said:

is there a foreplay version ?? AAF is not on my list due to  many bugs happening with all sorts of mods.

Hello! :D

Yes, there are soem bugs and such... However, it is being worked on constantly. The current beta has many improvements from what you can see from the public release. TBH I don't see a single confirm-able bug report not being addressed by @dagobaking

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Sorry for the double post... :( for some reason that post can't be added to... confusing.

 

Anyway,  once the current beta is released it will be much better.  Many of the bugs that are being reported are actually the mod authors accessing AAF being the cause. AAF is pretty solid... I have been using (after learning how to ) the mod exclusively and it works pretty solidly by itself.

 

If you have MO perhaps give it a profile and try it out. ;)

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  • 4 weeks later...
  • 1 month later...
  • 3 weeks later...
  • 4 weeks later...

So my experience using this with HOTC SE is:

 

I talk to a hooker, get hooker dialogue -> initiate sex -> AAF takes over and need to use regular AAF hotkeys to progress the scene -> END ends the scene as normal, actors get up and redress

 

Does that sound right?

 

If so, I have a couple of concerns...

 

1) I haven't noticed that any caps are being paid - I haven't checked to see if my caps total is different afterward, but there's no notification.

2) HOTC is supposed to apply a lovers comfort buff, and I can't see that this is happening...?

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On 12/26/2018 at 5:34 AM, moddyguy said:

if someone wants to try editing the script.  you can use this https://www.nexusmods.com/fallout4/mods/3742/ to decompile the author's script and follow AAF's wiki for api instruction.

 

I basically updated the quickscene call which is outdated to use the new startscene call.  cleaned up the code a bit and use fade in fade out to wrap around the teleport call.  it magically worked.

 

 

 

I thought I would give it a ago, but I am struggling getting CK to compile the script.

 

I do have some knowledge of programming as I do it as a hobby.

 

The error i am getting is this.

 

E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FC_Escort_Sub.psc(42,12): unknown type aaf:aaf_api

 

Which tells me, that for some reason it is not importing the AAF plugin.

 

I will understand if this is too complicated to just put in one post I just need to be pointed in the right direction.

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15 minutes ago, BitSpyder said:

 

I thought I would give it a ago, but I am struggling getting CK to compile the script.

 

I do have some knowledge of programming as I do it as a hobby.

 

The error i am getting is this.

 


E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FC_Escort_Sub.psc(42,12): unknown type aaf:aaf_api

 

Which tells me, that for some reason it is not importing the AAF plugin.

 

I will understand if this is too complicated to just put in one post I just need to be pointed in the right direction.

Do you have the AAF source files in the correct folder?

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8 hours ago, BitSpyder said:

 

I thought I would give it a ago, but I am struggling getting CK to compile the script.

 

I do have some knowledge of programming as I do it as a hobby.

 

The error i am getting is this.

 


E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FC_Escort_Sub.psc(42,12): unknown type aaf:aaf_api

 

Which tells me, that for some reason it is not importing the AAF plugin.

 

I will understand if this is too complicated to just put in one post I just need to be pointed in the right direction.

 

You need to install the script source.  There is an option to install this when you run the AAF installer via your mod manager.  They will be installed in Data\Scripts\Source\User\AAF.  There's nothing else you need to do, the CK compiler will find the source scripts as long as they are installed.

 

Here's a quick example based on one of my mods that calls AAF from a script fragment.  I added some extra comments:

 

    ; declare the script object.  In a large script this would be a global
    AAF:AAF_API AAF_API

 

    ; initialize the script object.  You can do things like "if AAF_API == None" to check for errors.
    AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API

 

    ; now do an animation.  First populate an Actor array
    Actor[] actors = new Actor[2]
    actors[0] = PlayerRef
    actors[1] = akActor

 

    ; next set up the scene parameters which will get passed to AAF in a SceneSettings struct
    ; always use GetSceneSettings() instead of declaring the struct, so you wont
    ; need to recompile if the struct definition changes in the API

    AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
    settings.duration = 30
    settings.preventFurniture = false
    settings.furniturePreference = 50
    settings.usePackages = false
    settings.position = None
    settings.includeTags = "Aggressive"
    settings.excludeTags = None

 

    ; Finally, start the animation with our Actors and settings:
    AAF_API.StartScene(actors, settings)

 

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24 minutes ago, EgoBallistic said:

 

You need to install the script source.  There is an option to install this when you run the AAF installer via your mod manager.  They will be installed in Data\Scripts\Source\User\AAF.  There's nothing else you need to do, the CK compiler will find the source scripts as long as they are installed.

 

Here's a quick example based on one of my mods that calls AAF from a script fragment.  I added some extra comments:

 

    ; declare the script object.  In a large script this would be a global
    AAF:AAF_API AAF_API

 

    ; initialize the script object.  You can do things like "if AAF_API == None" to check for errors.
    AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API

 

    ; now do an animation.  First populate an Actor array
    Actor[] actors = new Actor[2]
    actors[0] = PlayerRef
    actors[1] = akActor

 

    ; next set up the scene parameters which will get passed to AAF in a SceneSettings struct
    ; always use GetSceneSettings() instead of declaring the struct, so you wont
    ; need to recompile if the struct definition changes in the API

    AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
    settings.duration = 30
    settings.preventFurniture = false
    settings.furniturePreference = 50
    settings.usePackages = false
    settings.position = None
    settings.includeTags = "Aggressive"
    settings.excludeTags = None

 

    ; Finally, start the animation with our Actors and settings:
    AAF_API.StartScene(actors, settings)

 

Thanks guys I got it working. It was because The AAF source files were missing. Seems obvious now. I was looking for an Includes sections in CK,

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Ok, So I got the mod working using the newer StartScene Call.  One Thing i noticed when testing.

 

If you try to hire an escort that is already in an animation. In my case she was on a cooking station, The game would crash.

 

But, if you try to hire her when she is just walking around, the mod works perfectly.

 

So there must be a way of sending a call to stop the NPC from doing whatever it is they are doing, so as to put them in a good state before continuing?

 

anyways thanks for the help guys

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  • 4 weeks later...

BP70 just released a new version of their animation pack:

BP70s anims (WIP) (ONLY REPLACERS) 1.0.5

So I took it upon myself to update this patch.

 

Attached is an updated version of RXL's AAF patch for BP70s animations.  It supports all the original animations plus the new ones in BP70 1.05.  The Missionary Sequence is available as individual stages as well as in one sequence.  I also corrected the erection angle on a few of the existing animations since they weren't set and looked a bit off.

 

As with the original, the patch does not include the animations.  The animations from this mod should be installed in the Fallout 4\Data\Meshes\actors\character\Animations\bp70 folder, with the Missionary_Sequence folder inside that.  In other words your folder should look like this:

 

image.png.3b4b18c40a6a472d0699d0eb90ca7223.png

 

rxl_bpanims 1.0.5 for aaf.7z

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  • 1 month later...

Alright i really like the idea behind this but it crashes my game for some reason that i can't understand. I talk to a hooker and select the paid romance option like usual, the original sound that was supposed to play during the black screen plays, but then it flashes on to her face for half a second and goes into a black screen again with the loading icon on the lower right corner, and then it crashes.

 

I'm using MO2 btw. I'm seeing someone already mentioned a crash in their comment above but they seem to be getting it only when the hookers are already in an animation and not when they're just walking around. Any clue what this could be?

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  • 1 month later...

Hi,

 

This is my edit of the code. I have been hesitant to show this just in case i upset someone because humans are confusing to me, so if someone gets mad just ask me to take it down. Also I am not an expert modder so there maybe be problems.

 

That being said. here is the file i made. One thing i noticed is that if you talk to a girl while they are doing something like at cooking station, it doesn't work. So pick a girl that is walking or standing and you should have more luck.

HOTC-AAF.7z

 

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  • 1 month later...
On 4/9/2019 at 3:16 AM, BitSpyder said:

Hi,

 

This is my edit of the code. I have been hesitant to show this just in case i upset someone because humans are confusing to me, so if someone gets mad just ask me to take it down. Also I am not an expert modder so there maybe be problems.

 

That being said. here is the file i made. One thing i noticed is that if you talk to a girl while they are doing something like at cooking station, it doesn't work. So pick a girl that is walking or standing and you should have more luck.

HOTC-AAF.7z 3.88 kB · 24 downloads

 

I can confirm that I had a mix of CTDs and issues with the sex animation starting and ending, before this corrected script. But now with BitSpyder's script, all works exactly as intended. Thanks!

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  • 3 weeks later...

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