Aylis Posted December 16, 2018 Author Share Posted December 16, 2018 Aaaand 'off' again… I need my 'beauty sleep'. Link to comment
Fridolin0815 Posted December 17, 2018 Share Posted December 17, 2018 Good morning, i have an interesting "bug" since i use AAF but i am not shure that AAF is the problem. Because i have to start a new game and dont want to play all from 0 again i have avtivated "godmode" with the command TGM Now is it so that the Godmode deaktivate himself after 1 - max 4 min. I can activate it again but after a few min. it deactivate himself again. Somebody else get this effect ? Regards Link to comment
A.J. Posted December 17, 2018 Share Posted December 17, 2018 7 hours ago, Fridolin0815 said: Good morning, i have an interesting "bug" since i use AAF but i am not shure that AAF is the problem. Because i have to start a new game and dont want to play all from 0 again i have avtivated "godmode" with the command TGM Now is it so that the Godmode deaktivate himself after 1 - max 4 min. I can activate it again but after a few min. it deactivate himself again. Somebody else get this effect ? Regards I think mods that introduce alternatives to death are poking with TGM via script. I had that "downside" too, but mine was just few seconds after closing the console Link to comment
blabla11 Posted December 17, 2018 Share Posted December 17, 2018 Error: AAF Error [011] ''activity2'' Some animation packs reference activity2 which only exists in the sample files. As long as the author of the mod doesn't fix that mistake we have to install the sample files from AAF as well. I have this problem, but I don't understand what I'm supposed to do to fix it Link to comment
Aylis Posted December 17, 2018 Author Share Posted December 17, 2018 14 minutes ago, blabla11 said: ...install the sample files from AAF... Thats your answer... Link to comment
blabla11 Posted December 17, 2018 Share Posted December 17, 2018 2 minutes ago, Kythana said: Thats your answer... which sample files from where?! nevermind, found them... Link to comment
Aylis Posted December 17, 2018 Author Share Posted December 17, 2018 The ones from AAF. They are an option during the installation. Link to comment
blabla11 Posted December 17, 2018 Share Posted December 17, 2018 1 hour ago, Kythana said: The ones from AAF. They are an option during the installation. Issue persists, but now it's 'ff_activity' missing... Link to comment
Aylis Posted December 17, 2018 Author Share Posted December 17, 2018 Then you're missing an animation pack as well... Link to comment
blabla11 Posted December 17, 2018 Share Posted December 17, 2018 16 minutes ago, Kythana said: Then you're missing an animation pack as well... is there a way to figure out which one? Link to comment
Aylis Posted December 18, 2018 Author Share Posted December 18, 2018 Yep, reading the description of the animation pack... ? Link to comment
blabla11 Posted December 18, 2018 Share Posted December 18, 2018 8 hours ago, Kythana said: Yep, reading the description of the animation pack... ? and what would I be looking for? cause none contain anything regarding ff_activity Link to comment
Vandesdelian Posted December 18, 2018 Share Posted December 18, 2018 I had this issue earlier. what fixed it for me was re applying the AAf patches for leto and crazy and making sure to select options other then none. Link to comment
Aylis Posted December 18, 2018 Author Share Posted December 18, 2018 27 minutes ago, blabla11 said: cause none contain anything regarding ff_activity Darn, mixed it up with Skyrim. The descriptions there are a bit better… It should be in Leito. So its presumably that in combination with the compatibility patch. Had this working from day one so i didn't look much further into it. Link to comment
blabla11 Posted December 18, 2018 Share Posted December 18, 2018 1 hour ago, Kythana said: Darn, mixed it up with Skyrim. The descriptions there are a bit better… It should be in Leito. So its presumably that in combination with the compatibility patch. Had this working from day one so i didn't look much further into it. currently reinstalling, so no idea if it worked... meanwhile, if I may make a suggestion: don't make the error-message a message, but a notification, writing to log and/or console with the offending animation/issue the animation continued without problems, I just had to click 3 times per stage. so it doesn't seem to break anything on the surface, but the actual error message doesn't help a clueless user Link to comment
Aylis Posted December 18, 2018 Author Share Posted December 18, 2018 Uhm, i don't get what you're trying to tell me. Link to comment
blabla11 Posted December 18, 2018 Share Posted December 18, 2018 13 minutes ago, Kythana said: Uhm, i don't get what you're trying to tell me. so, right now you're using debug.messagebox(); replace it with a debug.notification() the animation didn't break, it was just interrupted by the message... (that's the qol-part of my suggestion) additionally, add a debug.trace() with the name of the animation/whatever caused the issue, so it's easier to track down for the user the error, as it is now, disrupts the useflow and gives minimal information, so a user like me has to come here and ask stupid questions Link to comment
Aylis Posted December 18, 2018 Author Share Posted December 18, 2018 Am i using this? I didn't do any mods. I'm just trying to help the people who got a problem… So i guess you're talking to the wrong person atm. Link to comment
blabla11 Posted December 18, 2018 Share Posted December 18, 2018 6 minutes ago, Kythana said: Am i using this? I didn't do any mods. I'm just trying to help the people who got a problem… So i guess you're talking to the wrong person atm. Then I'm stupid and you can disregard my suggestion Link to comment
Aylis Posted December 18, 2018 Author Share Posted December 18, 2018 That info might be interesting for @dagobaking. But i got no clue about that stuff. Link to comment
dagobaking Posted December 18, 2018 Share Posted December 18, 2018 7 hours ago, blabla11 said: so, right now you're using debug.messagebox(); replace it with a debug.notification() the animation didn't break, it was just interrupted by the message... (that's the qol-part of my suggestion) I think it is better for users/authors to be motivated to set things up correctly rather than rely on the engine to constantly recover from broken data. 7 hours ago, blabla11 said: additionally, add a debug.trace() with the name of the animation/whatever caused the issue, so it's easier to track down for the user You can turn on tracing AAF errors to papyrus log in settings. The errors do name causes of issues when they are known. 7 hours ago, blabla11 said: the error, as it is now, disrupts the useflow and gives minimal information, so a user like me has to come here and ask stupid questions Which error gives minimal information? Link to comment
blabla11 Posted December 18, 2018 Share Posted December 18, 2018 54 minutes ago, dagobaking said: I think it is better for users/authors to be motivated to set things up correctly rather than rely on the engine to constantly recover from broken data. true, but that's why you replace the disruptive message with a notification. if it's an issue, it'll be fixed by the user/author 56 minutes ago, dagobaking said: You can turn on tracing AAF errors to papyrus log in settings. The errors do name causes of issues when they are known. didn't know that. care to elaborate where I can find those settings? 56 minutes ago, dagobaking said: Which error gives minimal information? "AAF Error: [011] Action ID "ff_activity" not found." as a user, I have no clue what an action id is, or what ff_activity means... I know it's not there, but the animation continued anyway... Link to comment
dagobaking Posted December 18, 2018 Share Posted December 18, 2018 1 hour ago, blabla11 said: true, but that's why you replace the disruptive message with a notification. if it's an issue, it'll be fixed by the user/author i dont follow that logic. if the message is not disruptive, it is less likely that anyone will do anything about it. 1 hour ago, blabla11 said: didn't know that. care to elaborate where I can find those settings? https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/setting.md#!setting 1 hour ago, blabla11 said: "AAF Error: [011] Action ID "ff_activity" not found." as a user, I have no clue what an action id is, or what ff_activity means... I know it's not there, but the animation continued anyway... But you have everything you need to determine which add-on mod caused it. So, you can point it out to that author. Since their mod calls for ff_activity, they will know what it means and how to fix. Link to comment
blabla11 Posted December 18, 2018 Share Posted December 18, 2018 1 minute ago, dagobaking said: i dont follow that logic. if the message is not disruptive, it is less likely that anyone will do anything about it. the logic is, the notification shouldn't be more disruptive than the issue (as an analogy, you don't set someone on fire to notify them there's smoke in the room ) 1 minute ago, dagobaking said: But you have everything you need to determine which add-on mod caused it. So, you can point it out to that author. Since their mod calls for ff_activity, they will know what it means and how to fix. from the message alone, I'd have to assume it's aaf... in the mainpost in this thread, I can see error 16 and 34 have usable information built in. I've found you can have all the short, cryptic errormessages you want, as long as the user never sees them. but as soon as it's user-facing, be verbose Link to comment
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