Indarello Posted August 19, 2020 Posted August 19, 2020 1 hour ago, Araluen124 said: I'm using NMM community edition, and deleting one patch to rule (While keeping one patch to bang) Doesn't change a thing, still blocked at 30% I saw that NMM dont have load order by default, you need to ask NMM users how they solve such problems, I heard there is something called LOOT, that can change load order with NMM I am using vortex
cosworth Posted August 19, 2020 Posted August 19, 2020 1 hour ago, Indarello said: I saw that NMM dont have load order by default, you need to ask NMM users how they solve such problems, I heard there is something called LOOT, that can change load order with NMM I am using vortex I usse NMM community edition and simply tried the load order suggested for MO2...worked like a charm. Regarding loot, honestly, I would not touch it with a 10 foot- pole after very bad experiences re Skyrim.
cosworth Posted August 19, 2020 Posted August 19, 2020 2 hours ago, Araluen124 said: I'm using NMM community edition, and deleting one patch to rule (While keeping one patch to bang) Doesn't change a thing, still blocked at 30% Using NMM community edition myself, what did help me was to follow this guide precisely AND to skip/uninstall all patches mentioned there: I tried the load order for MO2 - apart from moving 6-32 to the very bottom, turned out to be not necessary - worked like a charm. So fingers crossed mate.
Slorm Posted August 19, 2020 Posted August 19, 2020 Like Cosworth, same here, I used that order with NMM and everything worked straight out of the box. If you use LOOT you do need to understand the correct load order as it can mess with the ordering, though to be fair I have tested it a few times and it made no changes to the order in Saya's list but do be careful if you use it. From my experience FO4 seems a lot less twitchy than Skyrim though bear in mind I never remove mods mid game if they have scripts as that's the kiss of death and rarely add new ones, so my mod list tends to remain stable right through a game
MorganaFey Posted August 19, 2020 Posted August 19, 2020 It finally works, thanks to all of you for the help ?
MorganaFey Posted August 28, 2020 Posted August 28, 2020 Well... problems again... my game seems to have deleted every single male ghoul (non feral) like Hancock and slim, Moveto and Placeatme commands don't work... here is my mod list and load orderLoadOrder_Fallout4_2020-08-27T21-35-33.txtModList_2020-08-27T21-35-23.txt
mashup47 Posted August 28, 2020 Posted August 28, 2020 On 8/19/2020 at 4:57 AM, Araluen124 said: I'm using NMM community edition, and deleting one patch to rule (While keeping one patch to bang) Doesn't change a thing, still blocked at 30% ANY of the " The one patch's to bang them all" OR "Rule then all " is no longer need please check this install Guide: for an up to date and working install guide.
MorganaFey Posted September 2, 2020 Posted September 2, 2020 Found my problem, it is that mod : https://www.nexusmods.com/fallout4/mods/40866
Soulbringer1 Posted September 5, 2020 Posted September 5, 2020 i need help with errors about miliseconds not beeing a big enough number for animations
Indarello Posted September 7, 2020 Posted September 7, 2020 On 9/6/2020 at 3:21 AM, Soulbringer1 said: i need help with errors about miliseconds not beeing a big enough number for animations this is just warning, if you want it dissapear open files in Data/AAF/ and change miliseconds into frames you can use notepad++ to make it faster
DrLight1491 Posted September 13, 2020 Posted September 13, 2020 I need some help, whenever an animation starts, most of the time the actors are not in the correct place. What is the best way to solve this?
Indarello Posted September 13, 2020 Posted September 13, 2020 1 hour ago, DrLight1491 said: I need some help, whenever an animation starts, most of the time the actors are not in the correct place. What is the best way to solve this? You mean first stage is async between actors? Like one actor start anim on 0.5 sec faster
DrLight1491 Posted September 13, 2020 Posted September 13, 2020 No, they are out of place. Like one would be off to the side or the animation wouldnt play altogether.
SAC Posted September 14, 2020 Posted September 14, 2020 Hi I have a problem with a script which used to work perfectly in the past. Since updating to latest AAF it no longer works (not sure which was the previous AAF version which worked) The purpose was to make a player doppelganger, copying overlays, clothes etc. It does spawn a doppelganger, but does not copy the clothes etc anymore I'd like to fix it, please TYVM cc @EgoBallistic Script in question: Spoiler Scriptname _SAC_DOPPEL_PC_MGEF_SCRIPT extends activemagiceffect AAF:AAF_API AAF_API AAF:AAF_MainQuestScript mainQuestScript Event OnEffectStart(Actor akTarget, Actor akCaster) actor caster = akCaster actor target = akTarget actor playerref = game.getplayer() mainQuestScript = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_MainQuestScript ActorBase AAF_Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as ActorBase Actor tempActor = PlayerRef.PlaceAtMe(akFormToPlace=AAF_Doppelganger, abInitiallyDisabled = true) as Actor tempActor.enable() tempActor.SetAlpha(0) mainQuestScript.copyClothes(PlayerRef, tempActor) mainQuestScript.copyOverlays(PlayerRef, tempActor) mainQuestScript.copyMorphs(PlayerRef, tempActor) ;mainQuestScript.copyFacelight(PlayerRef, tempActor) ;mainQuestScript.copyMFG(PlayerRef, tempActor) ;tempActor.snapIntoInteraction(FurnitureStage1Ref) tempActor.SetAlpha(1) target = tempActor endevent
EgoBallistic Posted September 14, 2020 Posted September 14, 2020 6 hours ago, SAC said: I have a problem with a script which used to work perfectly in the past. Since updating to latest AAF it no longer works (not sure which was the previous AAF version which worked) The copy clothes routines changed a few versions ago. The destination actor has to be disabled and SetPlayerTeammate(). This should work: Spoiler Event OnEffectStart(Actor akTarget, Actor akCaster) actor caster = akCaster actor target = akTarget mainQuestScript = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_MainQuestScript ActorBase AAF_Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as ActorBase Actor tempActor = PlayerRef.PlaceAtMe(AAF_Doppelganger, abForcePersist = false, abInitiallyDisabled = true, abDeleteWhenAble = true) as Actor tempActor.SetPlayerTeammate(true) mainQuestScript.copyClothes(PlayerRef, tempActor) mainQuestScript.copyOverlays(PlayerRef, tempActor) mainQuestScript.copyMorphs(PlayerRef, tempActor) tempActor.enable() tempActor.SetAlpha(0) ;tempActor.snapIntoInteraction(FurnitureStage1Ref) tempActor.SetAlpha(1) target = tempActor EndEvent 1
mkta Posted September 14, 2020 Posted September 14, 2020 hi, i have a problem with AAF. Steps to reproduce 1. start game 2. load save game 3. load again same save game or another save expected result: - i'm able to save a new save game actual result: - can't save. to be able to save again i need to exit game and lunch game again. i can load other saves, but I can't save Without AAF install i have no issue. I know it might be because of an AAF mod, but I uninstalled everything related and still have this issue only with aaf installed any ideas where to look at? le: maganed to get base AAF to work: 1. uninstalled aaf 2. removed aaf related files from folder (vortex left some leftover) 3. made a new save 4. used Re-saver to remove all unattached scripts scritps from last save 5. started game and made a new save 6. reinstalled only aaf seems to work later edit: after installing theme pack for this site + aaf theme related mods listed there, i have the issue back .. going to take one by one to see where is the problem later edit: found the problem ... its SavageCabbage v1.2.4 .. i must find what creates my issues from that mod. maybe some compatibility issue ..
SAC Posted September 14, 2020 Posted September 14, 2020 29 minutes ago, EgoBallistic said: The copy clothes routines changed a few versions ago. The destination actor has to be disabled and SetPlayerTeammate(). This should work: Yep. Works. Thank you very much indeed!
SAC Posted September 15, 2020 Posted September 15, 2020 23 hours ago, EgoBallistic said: The copy clothes routines changed a few versions ago. The destination actor has to be disabled and SetPlayerTeammate(). This should work: Reveal hidden contents Event OnEffectStart(Actor akTarget, Actor akCaster) actor caster = akCaster actor target = akTarget mainQuestScript = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_MainQuestScript ActorBase AAF_Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as ActorBase Actor tempActor = PlayerRef.PlaceAtMe(AAF_Doppelganger, abForcePersist = false, abInitiallyDisabled = true, abDeleteWhenAble = true) as Actor tempActor.SetPlayerTeammate(true) mainQuestScript.copyClothes(PlayerRef, tempActor) mainQuestScript.copyOverlays(PlayerRef, tempActor) mainQuestScript.copyMorphs(PlayerRef, tempActor) tempActor.enable() tempActor.SetAlpha(0) ;tempActor.snapIntoInteraction(FurnitureStage1Ref) tempActor.SetAlpha(1) target = tempActor EndEvent Sorry, have another one which used to work, and now it doesn't anymore AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API actorBase Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as actorBase if target.GetLeveledActorBase() == Doppelganger DirtShader.Play(target) EndIf This is part of a cloak spell which does stuff to neighboring NPCs - for the doppelganger, it needs to apply an EFSH (effect shader). Used to work, now it doesn't. The cloak spell does not detect the doppel spawn at all (confirmed by checking for a keyword I'm applying via the cloak spell). Has anything changed about the doppelganger spawn process which would make it invisible to a cloak spell? TY
EgoBallistic Posted September 15, 2020 Posted September 15, 2020 51 minutes ago, SAC said: This is part of a cloak spell which does stuff to neighboring NPCs - for the doppelganger, it needs to apply an EFSH (effect shader). Used to work, now it doesn't. I think the actorbase is still correct, because the rest of the spell needs to do other stuff to non-doppels, and that works fine. It's as if the cloak spell does not detect the doppel spawn at all, I think. Has anything changed about the doppelganger spawn process? When the Doppelganger is spawned by AAF, it is made SetGhost(true). This is to prevent damage and radiation from affecting it, but as a side effect it also prevents spells from working on it. You may need to use another method to detect it and apply the shader. Applying shaders directly to the Doppelganger works fine. In AAF Dirty Sex I use the OnSceneInit() event to detect the start of an animation. The akArgs[2] contains the doppelganger if this is a player animation. So something like this: Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs) Int status = akArgs[0] as Int If (status == 0) Actor doppelganger = akArgs[2] as Actor If (doppelganger) DirtShader.Play(doppelganger) EndIf Else Debug.Trace("OnSceneInit error [" + status + "]") EndIf EndEvent Another way to go is to use a refcollectionalias instead of a cloak spell. Make a simple repeatable quest with a reference collection alias that grabs actors with conditions, then put a script on the alias that applies effects in the OnAliasInit() event.
SAC Posted September 15, 2020 Posted September 15, 2020 37 minutes ago, EgoBallistic said: When the Doppelganger is spawned by AAF, it is made SetGhost(true). This is to prevent damage and radiation from affecting it, but as a side effect it also prevents spells from working on it. You may need to use another method to detect it and apply the shader. Applying shaders directly to the Doppelganger works fine. In AAF Dirty Sex I use the OnSceneInit() event to detect the start of an animation. The akArgs[2] contains the doppelganger if this is a player animation. So something like this: Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs) Int status = akArgs[0] as Int If (status == 0) Actor doppelganger = akArgs[2] as Actor If (doppelganger) DirtShader.Play(doppelganger) EndIf Else Debug.Trace("OnSceneInit error [" + status + "]") EndIf EndEvent Another way to go is to use a refcollectionalias instead of a cloak spell. Make a simple repeatable quest with a reference collection alias that grabs actors with conditions, then put a script on the alias that applies effects in the OnAliasInit() event. I can confirm a manually applied shader works fine. For the beginning I think I will change AAF to disable setghost, and take it from there. It's been a while away from FO4, "repeatable quest with a reference collection alias that grabs actors with conditions" feels a bit out of reach for me at this time Onsceneinit... I would have to mod all sex mods....
SAC Posted September 15, 2020 Posted September 15, 2020 43 minutes ago, EgoBallistic said: When the Doppelganger is spawned by AAF, it is made SetGhost(true). This is to prevent damage and radiation from affecting it, but as a side effect it also prevents spells from working on it. You may need to use another method to detect it and apply the shader. Confirmed. Commented out ;targetActor.SetGhost(True) from AAF main quest script, the doppelganger now gets "hit" by the cloak spell. Thank you very much again
EgoBallistic Posted September 15, 2020 Posted September 15, 2020 28 minutes ago, SAC said: Onsceneinit... I would have to mod all sex mods.... No, that wouldn't be necessary. AAF broadcasts those events, and multiple scripts can listens for them and act on them at the same time. For example, in my game when a scene starts, Sex Attributes increases wear, AAF Dirty Sex applies its dirt shader to the Doppelganger, AAF Spectators gathers actors to look and clap at the sex scene, etc. You just need to set up your script to listen for the event: AAF:AAF_API AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API RegisterForCustomEvent(AAF_API, "OnSceneInit") and then when an animation scene starts, the event handler I posted before will run and you can play your shader on the doppelganger.
SAC Posted September 16, 2020 Posted September 16, 2020 22 hours ago, EgoBallistic said: No, that wouldn't be necessary. AAF broadcasts those events, and multiple scripts can listens for them and act on them at the same time. For example, in my game when a scene starts, Sex Attributes increases wear, AAF Dirty Sex applies its dirt shader to the Doppelganger, AAF Spectators gathers actors to look and clap at the sex scene, etc. You just need to set up your script to listen for the event: AAF:AAF_API AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API RegisterForCustomEvent(AAF_API, "OnSceneInit") and then when an animation scene starts, the event handler I posted before will run and you can play your shader on the doppelganger. I've tried it and it doesn't seem to work for some reason Disabling setghost from AAF API works, problem is that I'll forget about it when updating. I'd like to make the event work, not sure why it doesn't
Atax Posted September 17, 2020 Posted September 17, 2020 Hi everybody i have been having this weird problem while using aaf where after i die or reload the game the game makes me reload the aff themes and the cam gets stuck in the ground after starting sex with an npc and stays stuck there after a save load and also the hair i have will disappear too ill try to give more info but idk where to start ive looked up solutions and it brought me here idk if putting load order will help or not or how to get my load order to share it please help! i followed these two guides everything works except what i stated and some missing genitals on some creatures
SAC Posted September 19, 2020 Posted September 19, 2020 On 9/15/2020 at 8:34 PM, EgoBallistic said: No, that wouldn't be necessary. AAF broadcasts those events, and multiple scripts can listens for them and act on them at the same time. For example, in my game when a scene starts, Sex Attributes increases wear, AAF Dirty Sex applies its dirt shader to the Doppelganger, AAF Spectators gathers actors to look and clap at the sex scene, etc. You just need to set up your script to listen for the event: AAF:AAF_API AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API RegisterForCustomEvent(AAF_API, "OnSceneInit") and then when an animation scene starts, the event handler I posted before will run and you can play your shader on the doppelganger. So, I would like to make this work, but it doesn't (the notification never fires) Main event ... RegisterForCustomEvent(AAF_API, "OnSceneInit") ... End main event ... Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs) utility.wait(1) Int Status = akArgs[0] as int If Status == 0 Actor doppelganger = akArgs[2] as Actor If (doppelganger) DirtShader.Play(doppelganger) debug.notification("Doppel dirt applied") EndIf Endif EndEvent I've even commented out status == 0, still doesn't fire the notification (or the shader)
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