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Posted
2 hours ago, Bloodhhunter666 said:

NOTE

 

COOL MOD

It seems that "AAF Violate 1.47" is not compatible with "AAF 161.1b". You can install it without any problems and there is no error message. But if you go into the menu and make your settings and then leave MCM again, all settings are set to "OFF" and "0" and therefore not executed.

 

P.S. With AAF BETA v147 there are no problems with animations, and there are no error messages either.

 

I had Violate 1.47 installed with my old AAF  Beta 147 setup, since then i updated AAF to version 161.b and everything works fine. In fact version 161.b works better and faster than the previous one.

Maybe on a new installation Violate would have an issue. That's why i keep old version of sensitive mods to be able to rollback. 

Posted
49 minutes ago, rjrc said:

 

I had Violate 1.47 installed with my old AAF  Beta 147 setup, since then i updated AAF to version 161.b and everything works fine. In fact version 161.b works better and faster than the previous one.

Maybe on a new installation Violate would have an issue. That's why i keep old version of sensitive mods to be able to rollback. 

Yeah, I'm not sure why people think new AAF somehow "broke" Violate. I'm using latest of both quite happily, even starting new playthroughs. Odds are they're having some other problem and are incorrectly attributing it to AAF.

Posted

I searched through a bit, but I didn't see where anyone explicitly states how to add custom races to the surrender list. I see in 1.45 he added support for Pyramid Head; I am trying to add support for the other humanoid enemies from Whispering Hills (the Lying Figures work great with AAF). Where do I go about doing that? I'm looking in Creation Kit, and I don't see the surrender script nor do I see config to insert new races.

 

EDIT: I found the spot where he inserts Whispering Hills races in FPV_Player. It doesn't seem like anything is being added in there, though. I added the same line and changed the formID to the one listed in the lyingfigure race, but it still says "I can't surrender to these enemies..."

 

EDIT2: Seems you shouldn't place the first two numbers of the formid in there. So "0x12345678" becomes "0x345678". That got it working.

Posted
7 hours ago, delete1618 said:

Seems you shouldn't place the first two numbers of the formid in there. So "0x12345678" becomes "0x345678". That got it working.

Yep, the first byte (first two hexidecimal digits) is just a plugin index the game uses to keep track of references so they remain static for a given playthrough, but they can vary whenever you re-sort your plugins and then start a new playthrough. Generally, when referencing IDs from other mods, you omit that index byte and just use the remaining three (the last six hex digits). I'm not exactly a seasoned pro at this, so for example I have no idea how you're supposed to deal with two mods using the same base ID for something.

 

Also I just went through adding a new race to that script a week ago. Glad you got it working, I wrestled with the compiler quite a bit before finally figuring out what I was doing wrong (and then what else I was doing wrong, and then what else...).

Posted
On 2/9/2021 at 11:06 AM, vaultbait said:

Yep, the first byte (first two hexidecimal digits) is just a plugin index the game uses to keep track of references so they remain static for a given playthrough, but they can vary whenever you re-sort your plugins and then start a new playthrough. Generally, when referencing IDs from other mods, you omit that index byte and just use the remaining three (the last six hex digits). I'm not exactly a seasoned pro at this, so for example I have no idea how you're supposed to deal with two mods using the same base ID for something.

My own script for the Overlays, which borrowed ideas fairly heavily from Ego's:
 

Quote

AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API

AAF_API's set up as a global variable (AAF:AAF_API AAF_API, as AAF:AAF_API is what it refers to, from AAF's script functions), as it initialises, grabs the form (whole FormID, with the 0x prefix), from AAF.esm, as the function to use when using AAF_API as a 'shortcut'/'shorthand'.

If two mods share the same FormID, minus their index, you can do that, and swap the plugin names, to have two global variables (or local, if it's for rare/one-off uses) to refer to those forms.

Posted

For anyone interested, the only enemies from Whispering Hills that don't work are those that use the ghoul framework. So the Nurses, Mumblers, Demogorgons, and Pierced (maybe others) do not work. Unfortunately, this also applies to Vault Buddy :(

Posted
14 hours ago, Nebuchadnezzer2 said:

My own script for the Overlays, which borrowed ideas fairly heavily from Ego's:
 

AAF_API's set up as a global variable (AAF:AAF_API AAF_API, as AAF:AAF_API is what it refers to, from AAF's script functions), as it initialises, grabs the form (whole FormID, with the 0x prefix), from AAF.esm, as the function to use when using AAF_API as a 'shortcut'/'shorthand'.

If two mods share the same FormID, minus their index, you can do that, and swap the plugin names, to have two global variables (or local, if it's for rare/one-off uses) to refer to those forms.

Ahh, cool, so you can still refine the reference by plugin name. Thanks!

Posted
3 hours ago, Sancte Virgin Maria said:

Help I cant get this to work. It starts the dialogue but then it says (violation scene aborted) and they jus stand there until npc resets. 

First, do you have the required mods installed and working?
Second, "usually" when the scene is aborted it's because 1: it can't find the proper animations, 2: you're using a funky race. Either way, you can get it fail again, exit the game and check your Papyrus log and it should tell you why it failed. The Violate errors will be at the bottom.

Posted
10 hours ago, izzyknows said:

First, do you have the required mods installed and working?
Second, "usually" when the scene is aborted it's because 1: it can't find the proper animations, 2: you're using a funky race. Either way, you can get it fail again, exit the game and check your Papyrus log and it should tell you why it failed. The Violate errors will be at the bottom.

I hav just the basics installed (AAF, F4SE, AAF theme, and MCM. I don't know how to check Papyrus log.

Posted
2 hours ago, Sancte Virgin Maria said:

I hav just the basics installed (AAF, F4SE, AAF theme, and MCM. I don't know how to check Papyrus log.

That list doesn't include any animation packs for Violate to play.  Do you have any installed?  They generally stand alone and are not included with mods that initiate action, like Violate.

Posted
2 minutes ago, spicydoritos said:

That list doesn't include any animation packs for Violate to play.  Do you have any installed?  They generally stand alone and are not included with mods that initiate action, like Violate.

nah wut animations do i need?

Posted
31 minutes ago, Sancte Virgin Maria said:

nah wut animations do i need?

Q: What animation packs do I need?

AAF Violate will work with any animation pack that can be played through AAF.  The following packs are recommended for aggressive type animations:

Posted
18 hours ago, izzyknows said:

Q: What animation packs do I need?

AAF Violate will work with any animation pack that can be played through AAF.  The following packs are recommended for aggressive type animations:

Anims are still not working. 

Posted
36 minutes ago, Sancte Virgin Maria said:

Anims are still not working. 

Can you play the animations manually?

Are you using a race mod?

 

Enable Papyrus Logging:
Open Documents\My Games\Fallout 4\ Fallout4Custom.ini

and add the following.
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
sDefaultLogOverlay=Papyrus
 
Once you do that, save it and right click the file & tick Read Only.
The logs will be found in Documents\My Games\Fallout4\Logs\Script
 
And if you don't already, install Notepad++. It's waaaaaaaaay better than Notepad.
Posted
6 hours ago, izzyknows said:

Can you play the animations manually?

Are you using a race mod?

 

Enable Papyrus Logging:
Open Documents\My Games\Fallout 4\ Fallout4Custom.ini

and add the following.
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
sDefaultLogOverlay=Papyrus
 
Once you do that, save it and right click the file & tick Read Only.
The logs will be found in Documents\My Games\Fallout4\Logs\Script
 
And if you don't already, install Notepad++. It's waaaaaaaaay better than Notepad.

how do u play manually? sry guys ima noob

Posted
1 hour ago, Sancte Virgin Maria said:

how do u play manually? sry guys ima noob

Hit the "Home" key and it will bring up the AAF menu. You can hit "Delete" to cycle through the options, ie:Scene, Admin etc.

It defaults to Scene, which is where all the fun is. If you hit "Enter" is will scan for actors, using the up/down arrow keys scrolls, PgDn selects and actor, right arrow will scan for furniture/location, right arrow will list animations, right arrow will gather the actors & play the animation.

During the animation, you can use the PgUp/PgDn keys to change animations. The number pad keys move/rotate the scene. End key ends the scene.

 

Animations have set frames that have to play out before the scene ends, so don't go spamming the End key. It will force end the scene, but can cause issues.

Posted
On 2/12/2021 at 8:45 PM, izzyknows said:

Hit the "Home" key and it will bring up the AAF menu. You can hit "Delete" to cycle through the options, ie:Scene, Admin etc.

It defaults to Scene, which is where all the fun is. If you hit "Enter" is will scan for actors, using the up/down arrow keys scrolls, PgDn selects and actor, right arrow will scan for furniture/location, right arrow will list animations, right arrow will gather the actors & play the animation.

During the animation, you can use the PgUp/PgDn keys to change animations. The number pad keys move/rotate the scene. End key ends the scene.

 

Animations have set frames that have to play out before the scene ends, so don't go spamming the End key. It will force end the scene, but can cause issues.

omg. that is so much. still.. it won[t play any animations, i don't kno ima keep trying but it seems like theres an error some where

 

Posted
2 hours ago, Sancte Virgin Maria said:

omg. that is so much. still.. it won[t play any animations, i don't kno ima keep trying but it seems like theres an error some where

 

 

That same interface you get from pressing the home key has an admin panel which displays the error log. Hit the delete/del key a few times to get to it and see if that provides you any useful clues.

Posted
2 hours ago, Sancte Virgin Maria said:

omg. that is so much. still.. it won[t play any animations, i don't kno ima keep trying but it seems like theres an error some where

 

 

I hope yer using Vortex to install yer mods........Right?

 

:no_mouth:

Posted
15 minutes ago, Fiona159 said:
On 2/12/2021 at 11:57 PM, Sancte Virgin Maria said:

how do u play manually? sry guys ima noob

I don't even understand your problem.Install MO2 and play.

 

That was in response to a suggestion to try manually initiating ("playing") animations with the AAF scene wizard in order to confirm whether AAF itself is working.

Posted
On 2/4/2021 at 2:02 PM, izzyknows said:

No.

Violate requests AAF to play either an aggressive or passive animation based on tags. If your animations don't have tags, aka not using themes or SavageCabbage animations, then Violate will error and stop the violation.

When you say tag, are you talking about XML tags in _animationData.xml files?

I installed all of the suggested animation packs, but Violate doesn't seem to play any animation except UAP. I don't know if it's a Violate bug or a conflict with the latest version of AFF.

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