Boceifus Posted November 21, 2018 Posted November 21, 2018 They won't kill you, but they require some more gameplay to see if everything's correct. - Leito Beds: these 2 files will allow to play most Leito's animations on the single / double beds. They are gender unlocked (both FM and FF). THEY REQUIRE SAVAGE CABBAGE PACKAGE AND FF LEITO PATCH! Known issue: when it comes to 2 females, if Player is not Actor 0 (passive), they won't play. AJ_XML_Leito Beds.zip MO 2 is unable to set the data directory, how should we manually install this? Where should it go?
Guest Posted November 21, 2018 Posted November 21, 2018 6 hours ago, Boceifus said: They won't kill you, but they require some more gameplay to see if everything's correct. - Leito Beds: these 2 files will allow to play most Leito's animations on the single / double beds. They are gender unlocked (both FM and FF). THEY REQUIRE SAVAGE CABBAGE PACKAGE AND FF LEITO PATCH! Known issue: when it comes to 2 females, if Player is not Actor 0 (passive), they won't play. AJ_XML_Leito Beds.zip MO 2 is unable to set the data directory, how should we manually install this? Where should it go? If you tell it to ignore, it should still load it in the right folder (\AAF).
Aylis Posted November 23, 2018 Posted November 23, 2018 On 11/21/2018 at 2:03 PM, Boceifus said: if Player is not Actor 0 (passive), they won't play. Thats the first time i see any information about 'Actor 0'. So i hope you can answer questions about it: 1. Is this connected to 'AAF Error [005] Actor ID ''0'' not found'? 2. Is 'Actor 0' always the player character? 3. For the 'not found' part, does that mean the participants are too far away from each other? Those questions have bugged me for weeks now and i hope you can help with them.
Boceifus Posted November 23, 2018 Posted November 23, 2018 On 11/21/2018 at 1:45 PM, A.J. said: If you tell it to ignore, it should still load it in the right folder (\AAF). Ok this works in game when using the AAF menu to select furniture, but for some reason when an auto event happens, the actors never use furniture although they will do *bed* *couch* *chair* animations, its always on the floor. I dont know if this is a tagging issue when an auto event occurs I also made dago aware on his patron page this is happening.
Guest Posted November 23, 2018 Posted November 23, 2018 11 hours ago, Kythana said: Thats the first time i see any information about 'Actor 0'. So i hope you can answer questions about it: 1. Is this connected to 'AAF Error [005] Actor ID ''0'' not found'? 2. Is 'Actor 0' always the player character? 3. For the 'not found' part, does that mean the participants are too far away from each other? Those questions have bugged me for weeks now and i hope you can help with them. Take these as "the sixth sense of a modder which mods another Fallout", nothing "official". Actor 0 is the first element in the array. I usually use the AAF wizard, when I press Page Down and it marks the actor with 0 >>> that's Actor 0. What I don't know is all the various interactions and consequences of it, because I should know the AAF code to know them all. For example, I know that if I pick a FM animation it will swap the male to the active position, no matter if he's actor 0 or 1. But when it comes to the XMLs where I unlocked the gender, if the same animation is played by FF then 0 will be passive and 1 active, because both are females and it still must make a decision. So, if player is 0, it will be passive, while if it's 1 it will be active. But this is not a strict rule, it all depends by how the XMLs are made. This is my own standard, I decided it after reading some threads and discussing with other people, because I think it's really important that everyone keeps a standard. I noticed that if you don't keep a standard then you could see actors swapping position while you browse through the animations (so M becomes passive and F active, and what decides it is the very first animation that you are playing when you call AAF). Openin parenthesis: while this is true for all the other files I made, with the last beta file with Leito this is behaving strange, it removes the animations as eligible if Player is not Actor 0, which doesn't make sense (I also asked confirmation to Dagoba King) so I'm still trying to understand why, that's the only reason why I didn't added to the "official FOMOD". Anyway, for question 1, I don't think it's connected with this Actor 0. AFAIK that error should have the decimal value which corresponds to a ref ID, i.e. 20 is the player (=14). So zero means that it can't find an actor with null value. Not found... I guess it means that it can't find the actor on the whole list of the actors references, because it's looking for an ID which is not valid (it's null). Or is it a matter of distance? could be, but since it's null it couldn't find anything anyway. However, in general I've seen the "not found" error also when a certain reference exists (i.e. 20, the player), I think it would be necessary to read the code to really understand what it means. For example (really, EXAMPLE), if I were the modder, I could spit out an error like that IF the actor doesn't exist AND IF the actor is inside a certain list of forbidden actors, and in a certain moment the player could be part of that list because (some reason), and etc.etc. and etc.etc. and etc.etc... in short, you'd really need some serious debugging and the modder who modded that scrap of code to understand the real meaning, keeping in mind that even if the framework (AAF) is spitting out that error, the call itself could come from a mod which uses AAF. Well, that or reading a full documentation of the code with a lot of details inside. 8 hours ago, Boceifus said: Ok this works in game when using the AAF menu to select furniture, but for some reason when an auto event happens, the actors never use furniture although they will do *bed* *couch* *chair* animations, its always on the floor. I dont know if this is a tagging issue when an auto event occurs I also made dago aware on his patron page this is happening. Mmmh I usually test with the wizard I'll see what happens with the API. If you have a chance, would you make a test? when an event happens, you should be able to open the wizard with the Home key and see your player involved in action with an actor - at this point, if you press page up/down you should be able to change animation, will it allow you to choose these new ones?
Aylis Posted November 23, 2018 Posted November 23, 2018 @A.J. Wow! Thanks a lot for the long answer. That explains why i couldn't pinpoint the problem when i got that message in the beginning. Silly me thought it would be easier…
Boceifus Posted November 23, 2018 Posted November 23, 2018 2 hours ago, A.J. said: . Mmmh I usually test with the wizard I'll see what happens with the API. If you have a chance, would you make a test? when an event happens, you should be able to open the wizard with the Home key and see your player involved in action with an actor - at this point, if you press page up/down you should be able to change animation, will it allow you to choose these new ones? Yeah works fine in the wizard if you force the animations to use furniture and they will switch positions, but will be another furniture position on the floor.
Guest Posted November 24, 2018 Posted November 24, 2018 On 11/23/2018 at 4:16 PM, Boceifus said: Yeah works fine in the wizard if you force the animations to use furniture and they will switch positions, but will be another furniture position on the floor. I'm having difficulties in reproducing the issue, so this will require an extra effort: please when you are having the issue, open the AAF Wizard and take a screenshot, so that I'll be able to see the name of the running animation and hopefully narrow down
D_ManXX2 Posted November 24, 2018 Posted November 24, 2018 Was wondering if the error reported previously really is just xml or something totally different ?? so far i seem to find it is not related to the xml but just the mods making the AAF call right now i get a error when an npc is already using an animation but somehow those mods that use auto trigger for npc vs npc will still try to get the npc who is already busy to fire AAF again and then i get a pop up error about the none not found etc.. because it cant be found npc is already busy with another npc. Mods that seem to cause this looks like RSE, autonomy enhanced, even just buisness prostitution part where npc will trigger this while the whore is already enganged in the AAF framework. This only started when playing from newer version older version never had this problem before.
Guest Posted November 24, 2018 Posted November 24, 2018 1 hour ago, D_ManXX2 said: Was wondering if the error reported previously really is just xml or something totally different ?? so far i seem to find it is not related to the xml but just the mods making the AAF call right now i get a error when an npc is already using an animation but somehow those mods that use auto trigger for npc vs npc will still try to get the npc who is already busy to fire AAF again and then i get a pop up error about the none not found etc.. because it cant be found npc is already busy with another npc. Mods that seem to cause this looks like RSE, autonomy enhanced, even just buisness prostitution part where npc will trigger this while the whore is already enganged in the AAF framework. This only started when playing from newer version older version never had this problem before. Maybe, but my main concern is understanding if it comes specifically from my XMLs, or exclude them. Everything's quite complicated, so I believe that trying to narrow down is quite essential to find the causes first, and the solutions later.
Guest Posted November 24, 2018 Posted November 24, 2018 On 11/23/2018 at 4:16 PM, Boceifus said: Yeah works fine in the wizard if you force the animations to use furniture and they will switch positions, but will be another furniture position on the floor. EDIT: DAAAAAMN so it happens that maybe I just misunderstood you... I understood that you were playing a bed animation (for example) and some animations were aligned on the bed, while others were aligned on the floor, clipping through the bed. Instead, if now I got you right, a mod is calling an animation, it is playing on the ground, it plays correctly but you see "bed", or "couch" on its name... if it's so, it's all fine -_- These come from the GROUND package: they are SavageCabbage animations which are usually played on a furniture, I translated them so that they can now be played on the ground too. If a mod is calling them, it means it's calling an animation on the floor and not on a furniture.
Boceifus Posted November 25, 2018 Posted November 25, 2018 5 hours ago, A.J. said: EDIT: DAAAAAMN so it happens that maybe I just misunderstood you... I understood that you were playing a bed animation (for example) and some animations were aligned on the bed, while others were aligned on the floor, clipping through the bed. Instead, if now I got you right, a mod is calling an animation, it is playing on the ground, it plays correctly but you see "bed", or "couch" on its name... if it's so, it's all fine -_- These come from the GROUND package: they are SavageCabbage animations which are usually played on a furniture, I translated them so that they can now be played on the ground too. If a mod is calling them, it means it's calling an animation on the floor and not on a furniture. The problem is... furniture is NEVER chosen.... its ok to mix it up ground and furniture... but furniture is never ever picked... its always on the ground. Maybe, I dont know if this would be in what you do or for dago to try to put in AAF.. that maybe a pop up like you get in sex lab to use nearby furniture or not should be put in with some sort of variable to randomly choose which piece of furniture. Instead the way it is now in an auto event all animations are performed on the ground, furniture is never chosen.
Guest Posted November 25, 2018 Posted November 25, 2018 8 hours ago, Boceifus said: The problem is... furniture is NEVER chosen.... its ok to mix it up ground and furniture... but furniture is never ever picked... its always on the ground. Maybe, I dont know if this would be in what you do or for dago to try to put in AAF.. that maybe a pop up like you get in sex lab to use nearby furniture or not should be put in with some sort of variable to randomly choose which piece of furniture. Instead the way it is now in an auto event all animations are performed on the ground, furniture is never chosen. Then it has nothing to do with these XMLs, unfortunately. Without knowing the issue, I can only think to 2 things: animations are not tagged by APT (Halstron's mod), or the mod isn't picking furniture animations (think to SEU for example, it has a specific option on the MCM to select or unselect furniture animations)
torn Posted December 1, 2018 Posted December 1, 2018 Will the positioning of strap-ons in scenes between women be corrected?At the moment, they do not go where required.
Guest Posted December 1, 2018 Posted December 1, 2018 3 hours ago, torn said: Will the positioning of strap-ons in scenes between women be corrected?At the moment, they do not go where required. I would love to, but since mine doesn't work I have troubles in testing. If I send you the files that I suppose are corrected, would you test them for me?
Boceifus Posted December 1, 2018 Posted December 1, 2018 On 11/25/2018 at 6:32 AM, A.J. said: Then it has nothing to do with these XMLs, unfortunately. Without knowing the issue, I can only think to 2 things: animations are not tagged by APT (Halstron's mod), or the mod isn't picking furniture animations (think to SEU for example, it has a specific option on the MCM to select or unselect furniture animations) The problem may have been with Halstroms tags, got his newest ones but havent been able to play test it yet but what he wrote he had some furniture fixes in it.
torn Posted December 1, 2018 Posted December 1, 2018 2 hours ago, A.J. said: I would love to, but since mine doesn't work I have troubles in testing. If I send you the files that I suppose are corrected, would you test them for me? Yes of course. I will test.
Guest Posted December 1, 2018 Posted December 1, 2018 On 12/1/2018 at 4:19 PM, torn said: Yes of course. I will test. Here it is, I made the FOMOD for your practicity but if you prefer manual installations I can send you the single files you need (or you pick them from the FOMOD itself) Take all the time you need to test - sometimes things work but only randomly, these are the harder to handle -_- I hope to figure why I can't make strapon work so I'll be able to help too (File removed)
Guest Posted December 1, 2018 Posted December 1, 2018 1 hour ago, Boceifus said: The problem may have been with Halstroms tags, got his newest ones but havent been able to play test it yet but what he wrote he had some furniture fixes in it. Maybe, however I'd love to add this: when you reported here, I installed SEU to try the api, because I was always testing only with the wizard. I setted the furniture flag in MCM: both with the previous APT version and the actual one it always picks furnitures for me. So, I don't know which mods you use to trigger animations, but if you don't use SEU I'd suggest to try it if you have a chance
torn Posted December 1, 2018 Posted December 1, 2018 3 hours ago, A.J. said: Here it is, I made the FOMOD for your practicity but if you prefer manual installations I can send you the single files you need (or you pick them from the FOMOD itself) Take all the time you need to test - sometimes things work but only randomly, these are the harder to handle -_- I hope to figure why I can't make strapon work so I'll be able to help too AJ_Various_XMLs_2.3[AAF]-FOMOD.zip Thank you. Tomorrow I'll test.
torn Posted December 2, 2018 Posted December 2, 2018 18 hours ago, A.J. said: Here it is, I made the FOMOD for your practicity but if you prefer manual installations I can send you the single files you need (or you pick them from the FOMOD itself) I spent tests. Almost everything works well.There is only one bug in the 2P-Gr-PoolTable01-05Missionary animation, (on the ground) one of the actors spontaneously exits the animation.Please fix strap-ons and in the package - AJ_XML_Leito Beds.
Guest Posted December 2, 2018 Posted December 2, 2018 3 hours ago, torn said: I spent tests. Almost everything works well.There is only one bug in the 2P-Gr-PoolTable01-05Missionary animation, (on the ground) one of the actors spontaneously exits the animation.Please fix strap-ons and in the package - AJ_XML_Leito Beds. Wonderful, thank you so much for testing it. I'm going to release it tonight, then. About the pooltable animation: you only noticed that behaviour in that specific animation? Because I have that behaviour, when one of the two actors exits an animation, but it can happen in any animation and it's pretty random :O Going to fix Leito too...
torn Posted December 2, 2018 Posted December 2, 2018 1 hour ago, A.J. said: About the pooltable animation: you only noticed that behaviour in that specific animation? Because I have that behaviour, when one of the two actors exits an animation, but it can happen in any animation and it's pretty random Yes, only in this animation.AAF 36 has no problems with the rest of the animations. In version 35 there were problems with the spontaneous release of actors from animations in any animations.
VonHelton Posted December 2, 2018 Posted December 2, 2018 8 hours ago, torn said: Yes, only in this animation.AAF 36 has no problems with the rest of the animations. In version 35 there were problems with the spontaneous release of actors from animations in any animations. 36? ?
VonHelton Posted December 2, 2018 Posted December 2, 2018 My preferred method would be that AAF use beds FIRST, then other furniture second, then ground last. ?
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