Anionmus Posted March 5, 2019 Posted March 5, 2019 2 hours ago, tesalutamus said: Sí, la desactivación de AI (tai o tcai) hará que el NPC no se autoencamine. Lo mencioné en la descripción de los archivos. Si lo desea, puede usar TCAI / TAI, cuando use AAF, pero tan pronto como se carguen, ingrese TAI / TCAI nuevamente. OK thanks
GoldenRain Posted March 29, 2019 Posted March 29, 2019 @tesalutamus Hi so I've been at work on my own project inspired by your project can you please take a look and let me know where I f'ed up and please let me know what else I would need to do. Thanks in advance Edit: forgot the <!--< and the >--> 'Face palms self' lol I don't remember you already doing SM group staged lol
tesalutamus Posted March 30, 2019 Author Posted March 30, 2019 On 3/29/2019 at 10:16 AM, GoldenRain said: @tesalutamus Hi so I've been at work on my own project inspired by your project can you please take a look and let me know where I f'ed up and please let me know what else I would need to do. Thanks in advance Edit: forgot the <!--< and the >--> 'Face palms self' lol I don't remember you already doing SM group staged lol Hi there. Not really sure what happened here, but I am rebuilding A.S.A.P. to the tree xmls (better streamlined and easier to use), however, I just snagged a very lucrative contract so I can't really finish the xml's just yet. Probably a week or so and I'll be releasing it once I've debugged it.
GoldenRain Posted March 30, 2019 Posted March 30, 2019 11 hours ago, tesalutamus said: Hi there. Not really sure what happened here, but I am rebuilding A.S.A.P. to the tree xmls (better streamlined and easier to use), however, I just snagged a very lucrative contract so I can't really finish the xml's just yet. Probably a week or so and I'll be releasing it once I've debugged it. Yeah I actually started to rebuild the xml for the SM group as it wasn't completed like the SC normal group was. Here take a look as it will speed up the process (I named them so if you want to change the animation group name go ahead Made sure to rename it so that you can download and look at it without it altering your own project Edit: I renamed it because I found out that even if a file of the same name is in a different folder one will alter the other. I haven't changed the original one that I downloaded from you and when I opened it, it was altered to match the one that I was editing. Please be careful when downloading something that you have already worked on and keep renamed backups just in case. I don't know if you downloaded my project and had it destroy your own work or if I am being paranoid for no reason " Not really sure what happened here," The only major changes besides the names was that 'tease' was moved to bj's (I think from carry or maybe missionary or both?) and standing 69's was split into there own animation group Oh and I did the position data to make it match the(my) animation group as it wasn't completed like the 'normal' FM position data wasThe name of the last xml ends in _GBaltered.xml so it shouldn't alter your own work There we go I changed the name to start with GB_Altered_ (The first time I put it in it ended with GB_altered.xml but to allow you or anyone else to breath easier I renamed it so that GB was at the start and not the end GB editedSavageCabbage_animationGroup_SM.xml GB_Altered_SavageCabbage_positionData_SM_GBaltered.xml
GoldenRain Posted March 30, 2019 Posted March 30, 2019 New post to let you know that I am also "preparing" the altered Themes.xml (2 of them: creature no furn and creature furn) so that they will be chosen to play by mods calling for tags by Themes Edit: just wanted to point out your original download has your original groups in the position.xml just in case my first upload altered anything that you were working on
tesalutamus Posted March 31, 2019 Author Posted March 31, 2019 6 hours ago, GoldenRain said: New post to let you know that I am also "preparing" the altered Themes.xml (2 of them: creature no furn and creature furn) so that they will be chosen to play by mods calling for tags by Themes Edit: just wanted to point out your original download has your original groups in the position.xml just in case my first upload altered anything that you were working on Yeah I found out the hard way that ID's should never be the same because it would cause error if a position is named the same. That's why I began adding the author's name at the end of a position/animationGroup. Will look these up a bit later. Thanks for sharing them
StaticPhobia2 Posted May 17, 2019 Posted May 17, 2019 First, Thanks a lot for doing this tesalutmaus. However, I'm having a one heck of a time trying to get grey creature's to work. Savage and Leito works great. From my understanding, AAF step #1: registers position data's IDs ; step #2: position data IDs references animationGroup which somehow draws from transition data for the first and then ending animation, I guess? With Gray's Creature Animations, it's not showing any register in the UI provided by AAF, and AAF Violate just returns control back to the player. Anyways, I'm assuming everything is good on your files, what else could cause sequences not to register with AAF? (btw this is on new game) Did anybody run into this problem and find a fix?
tesalutamus Posted May 17, 2019 Author Posted May 17, 2019 11 hours ago, StaticPhobia2 said: First, Thanks a lot for doing this tesalutmaus. However, I'm having a one heck of a time trying to get grey creature's to work. Savage and Leito works great. From my understanding, AAF step #1: registers position data's IDs ; step #2: position data IDs references animationGroup which somehow draws from transition data for the first and then ending animation, I guess? With Gray's Creature Animations, it's not showing any register in the UI provided by AAF, and AAF Violate just returns control back to the player. Anyways, I'm assuming everything is good on your files, what else could cause sequences not to register with AAF? (btw this is on new game) Did anybody run into this problem and find a fix? You are correct in your understanding, the several xml's work as you mentioned it, with some variation. With regard to your problem, there are two things I can think of. 1. Upon installation of AAF, you did not select the option to consider other races [3rd page of FOMOD > race support > all / manual then select creatures. Thus, Grey's creature pack animations are not available, because the creatures aren't considered by AAF > position xml concerning such creatures don't fire. 2. You need to restart the game. AAF sometimes misfires if an AAF event finishes or you load a game after using AAF. I hope this helps! 1
StaticPhobia2 Posted May 18, 2019 Posted May 18, 2019 On 5/17/2019 at 10:10 AM, tesalutamus said: You are correct in your understanding, the several xml's work as you mentioned it, with some variation. With regard to your problem, there are two things I can think of. 1. Upon installation of AAF, you did not select the option to consider other races [3rd page of FOMOD > race support > all / manual then select creatures. Thus, Grey's creature pack animations are not available, because the creatures aren't considered by AAF > position xml concerning such creatures don't fire. 2. You need to restart the game. AAF sometimes misfires if an AAF event finishes or you load a game after using AAF. I hope this helps! Thanks! That helped, it worked on manual install. I should have tried that earlier
tesalutamus Posted May 19, 2019 Author Posted May 19, 2019 11 hours ago, StaticPhobia2 said: Thanks! That helped, it worked on manual install. I should have tried that earlier Glad to be of help. Enjoy!
soulbreaka Posted May 23, 2019 Posted May 23, 2019 Just a question, Does every animations end up going to a different stage? Been trying it out with AAF violate and seems to be stuck at one animation so far. Loaded the the patches after everything as instructed (i hope).
tesalutamus Posted May 23, 2019 Author Posted May 23, 2019 5 hours ago, soulbreaka said: Just a question, Does every animations end up going to a different stage? Been trying it out with AAF violate and seems to be stuck at one animation so far. Loaded the the patches after everything as instructed (i hope). No, some animation packs contain 1 stage animations, so I left those vanilla. To confirm everything works as intended, try using Leito's pack and my auto-staging xmls for that pack, because all animations are 4 staged. In SavageCabbage's animation pack, there are some animations that are multi-staged, but some are only 1 staged. You're probably getting the 1 stage in the violate. Try using the AAF wizard to test them out first. I hope this helps!
soulbreaka Posted May 24, 2019 Posted May 24, 2019 14 hours ago, tesalutamus said: No, some animation packs contain 1 stage animations, so I left those vanilla. To confirm everything works as intended, try using Leito's pack and my auto-staging xmls for that pack, because all animations are 4 staged. In SavageCabbage's animation pack, there are some animations that are multi-staged, but some are only 1 staged. You're probably getting the 1 stage in the violate. Try using the AAF wizard to test them out first. I hope this helps! Yea i think Violate is only hitting the 1 stagers. Not sure if the staged ones you made are set on aggresive though. Did you make any staged ones for aggressive animations?
tesalutamus Posted May 24, 2019 Author Posted May 24, 2019 7 hours ago, soulbreaka said: Yea i think Violate is only hitting the 1 stagers. Not sure if the staged ones you made are set on aggresive though. Did you make any staged ones for aggressive animations? I haven't added tags into them. I do use Halstrom's themes, so not sure if his tagging method can affect my files. I've actually discontinued tinkering with these files because honestly, I've lost all faith in Bethesda and stopped playing their games. I just occasionally drop by here to answer any questions that LL users may have. Personally, I think you can just extract halstroms tags and inject them into my files. I may try it a bit this weekend, at least for aggressive tags. The whole contact points, emotion tags are far too massive for me.
dark.eve Posted June 2, 2019 Posted June 2, 2019 please do make the error notifications automatically disappear after several seconds. somehow i got this error about savagecabbage's spitroasts animations which was not properly staged due to an error and half of my screen got blocked by strings of error notifications. it disappears as i aim my weapon but the second i aim at npcs it will immediately pop up again. it is very annoying. please to fix it so when error was detected it will disappear after several seconds or simply tells the player that certain animations did not installed properly
tesalutamus Posted June 4, 2019 Author Posted June 4, 2019 On 6/2/2019 at 8:41 PM, dark.eve said: please do make the error notifications automatically disappear after several seconds. somehow i got this error about savagecabbage's spitroasts animations which was not properly staged due to an error and half of my screen got blocked by strings of error notifications. it disappears as i aim my weapon but the second i aim at npcs it will immediately pop up again. it is very annoying. please to fix it so when error was detected it will disappear after several seconds or simply tells the player that certain animations did not installed properly Hi there. That function is baked in AAF, nothing I can do on my part. It disappears when you holster your weapon because AAF (like other overlays) is linked to your crosshair. The error is still there. I can only guess that the error is caused because you don't have all the SavageCabbage optional packs (except the Creation Club content which I don't use too).
walkin Posted June 4, 2019 Posted June 4, 2019 8 minutes ago, tesalutamus said: Hi there. That function is baked in AAF, nothing I can do on my part. It disappears when you holster your weapon because AAF (like other overlays) is linked to your crosshair. The error is still there. I can only guess that the error is caused because you don't have all the SavageCabbage optional packs (except the Creation Club content which I don't use too). Same as Teasal said. If there are errors left on screen after you load game its because something isn't working properly and wasn't installed properly or missed. Thus AAF will not be functional. Those errors will not go away until they are fixed or you uninstall AAF.
dark.eve Posted June 7, 2019 Posted June 7, 2019 about the error i mentioned, i managed to fix it after reinstalling the AAF. i actually forgot to enable the supported animations as i had this weird issue of crippling fps (less than 10fps) after installing the AAF, possibly conflicted with other script-reliant mods. as such i only enabled the basic animations for testing (also disabled all other installed mods) to check things out. and that was it, no more lingering text on my screen right now. anyway thanks for the info.
tesalutamus Posted June 7, 2019 Author Posted June 7, 2019 11 hours ago, dark.eve said: about the error i mentioned, i managed to fix it after reinstalling the AAF. i actually forgot to enable the supported animations as i had this weird issue of crippling fps (less than 10fps) after installing the AAF, possibly conflicted with other script-reliant mods. as such i only enabled the basic animations for testing (also disabled all other installed mods) to check things out. and that was it, no more lingering text on my screen right now. anyway thanks for the info. haha glad it worked out in the end for you.
Spyder Arachnid Posted June 8, 2019 Posted June 8, 2019 I'm having an issue with the SavageCabbage ones. The animation only lasts for a second before they stand up and switch to the next stage and then the next animation lasts for a second and over and over. So it's a constant, show the animation for a second, stand up, show the next stage for a second, stand up, next stage for a second, stand up, repeat and repeat and repeat. lol I mean a literal second. The stages play for a second each and they stand up in between each one. Not sure what is causing this issue, or if anyone else has it. I used the AAF wizard to test it out, with Dogmeat and a female character. And on the topic of the standing, is there no way to disable that? I know you said it is "vanilla", but it really ruins the transitions between stages (ignoring the second long stages I'm reporting above lol). 2
tesalutamus Posted June 8, 2019 Author Posted June 8, 2019 5 hours ago, Spyder Arachnid said: I'm having an issue with the SavageCabbage ones. The animation only lasts for a second before they stand up and switch to the next stage and then the next animation lasts for a second and over and over. So it's a constant, show the animation for a second, stand up, show the next stage for a second, stand up, next stage for a second, stand up, repeat and repeat and repeat. lol I mean a literal second. The stages play for a second each and they stand up in between each one. Not sure what is causing this issue, or if anyone else has it. I used the AAF wizard to test it out, with Dogmeat and a female character. And on the topic of the standing, is there no way to disable that? I know you said it is "vanilla", but it really ruins the transitions between stages (ignoring the second long stages I'm reporting above lol). I just confirmed this myself. I think the first issue is caused by the new AAF, might have to view the new things myself. I've already made some notes to isolate the cause (Leito's do not seem to have this problem despite having the same file structuring) As for the second one (the standing part before transitioning) it really is documented under AAF as a vanilla issue. I doubt I have the understanding to fix it (these files were made by literally copy pasting the guide by Dagobaking [AAF creator] and substituting the values. No idea how to fix it tbh. It usually is limited to dogs/supermutants/creatures. If it now happens with human NPC's please inform me. 1
Dapper Dan Pomade Posted June 9, 2019 Posted June 9, 2019 I've noticed the SC staged bed animations also cycling through the stages really quickly.
tesalutamus Posted June 9, 2019 Author Posted June 9, 2019 11 hours ago, Dapper Dan Pomade said: I've noticed the SC staged bed animations also cycling through the stages really quickly. On 6/8/2019 at 3:10 PM, Spyder Arachnid said: I'm having an issue with the SavageCabbage ones. The animation only lasts for a second before they stand up and switch to the next stage and then the next animation lasts for a second and over and over. So it's a constant, show the animation for a second, stand up, show the next stage for a second, stand up, next stage for a second, stand up, repeat and repeat and repeat. lol I mean a literal second. The stages play for a second each and they stand up in between each one. Not sure what is causing this issue, or if anyone else has it. I used the AAF wizard to test it out, with Dogmeat and a female character. And on the topic of the standing, is there no way to disable that? I know you said it is "vanilla", but it really ruins the transitions between stages (ignoring the second long stages I'm reporting above lol). On 6/8/2019 at 8:19 PM, tesalutamus said: I just confirmed this myself. I think the first issue is caused by the new AAF, might have to view the new things myself. I've already made some notes to isolate the cause (Leito's do not seem to have this problem despite having the same file structuring) As for the second one (the standing part before transitioning) it really is documented under AAF as a vanilla issue. I doubt I have the understanding to fix it (these files were made by literally copy pasting the guide by Dagobaking [AAF creator] and substituting the values. No idea how to fix it tbh. It usually is limited to dogs/supermutants/creatures. If it now happens with human NPC's please inform me. General notes 1. All other packages make use of frames (e.g. 310, 308 et al) while SavageCabbage makes use of time (e.g. similar numbers) in their respective animation xmls. I suspect that the new AAF discarded time as a variable thus, SC's package bugs out. Can be fixed by substituting time with frame, although it's a bit tedious. Personally I don't interfere with the animation xml because that is the author's main domain and the last time I talked with SC, he said he will be busy before introducing new animations. I could technically introduce a "fix" but I just recently moved my station to the middle of my office (I can't do NSFW stuff), so although I can guess the proper values for the frames, I cannot test it out if they are "perfect". 2. For now, disable my package for SC because I won't be able to introduce a proper fix to it. I'll try to do it soon-ish
Plaguetard Posted June 19, 2019 Posted June 19, 2019 So mods like Violate set a time limit, do you have a suggested time limit that most animation progressions could be played in?
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