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MCM not recognizing AAF or associated mods


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Posted
11 minutes ago, Fixadent said:

I used vortex mod manager to install AAF and several of it's connected mods, including atomic lust, but they aren't showing up in MCM.

Atomic Lust doesn't show up in the MCM.

 

Mods like SEU- Violate- RSE- Animated Fannies- those type of mods show up in MCM. Not actual animation packs (mods)

Posted
16 minutes ago, walkin said:

Atomic Lust doesn't show up in the MCM.

 

Mods like SEU- Violate- RSE- Animated Fannies- those type of mods show up in MCM. Not actual animation packs (mods)

Here's my mod list. Which AAF mods show up in MCM, and which don't?

1.jpg

2.JPG

Posted
4 minutes ago, Fixadent said:

Here's my mod list. Which AAF mods show up in MCM, and which don't?

1.jpg

2.JPG

I don't use all the same mods so I couldn't say for sure but looking at this list, I'd say none. You only have like 2-3 AAF mods listed there.

Posted
3 hours ago, Fixadent said:

I used vortex mod manager to install AAF and several of it's connected mods, including atomic lust, but they aren't showing up in MCM.

AAF doesn't use MCM. You can adjust settings for it in its .ini file.

 

I did create an API so that someone could make an MCM add-on for AAF. But, nobody has taken that up.

Posted
9 hours ago, Fixadent said:

I used vortex mod manager to install AAF and several of it's connected mods, including atomic lust, but they aren't showing up in MCM.

Maybe I can help.  What are you trying to adjust?  For example I changed two aaf settings, First I removed the compass (not just during animations, but it removed the compass entirely) and the second is I disallowed the removal of the pipboy during animations 

 

Spoiler

[PREFERENCES]

default_scene_duration             = 30        ; The default duration of animations in seconds
reequip_delay                     = 15        ; Length of delay before reEquipping actors after animations complete in seconds (-1 to disable delay)
top_margin                        = 62        ; The distance from the top of the screen to place top/bottom justified UI elements
side_margin                     = 62        ; The distance from the side of the screen to place left/right justified UI elements
disable_equipment_handling        = false        ; Turn off all equip and unequip changes by AAF
disable_morph_handling            = false        ; Turn off all morph changes by AAF
disable_overlay_handling        = false        ; Turn off all overlay changes by AAF
wizard_show_distance            = true        ; Show distances of actors/furniture to player in wizard
wizard_search_area                = 500         ; The area to search for other actors and furniture in the wizard AND through API calls.
show_busy_indicator             = true         ; Shows the "busy" loading icon while scanning
force_thirdperson_on_exit        = false     ; Go into third person mode when player character exits animations
hide_compass                    = true     ; Hide vanilla compass widget
fadeout_during_lock             = true         ; Fades the game out during locking of player character to animation locations. This is to hide actor re-position.
scale_actors_for_animations     = false        ; If true, re-scales all actors to match the players scale during animations.
ignore_animation_genders        = false     ; If true, AAF will ignore animation gender assignments. Gender checks in other XML files, for equipmentSets, etc. may still apply.
default_action_step             = 2         ; Default number of frames per step to use in an action value node when step attribute is omitted. Lower number means more steps (smoother icon animations but greater performance hit). 
show_class_name_in_wizard        = true         ; If true, shows the class name of Actors that have been renamed by AAF (ie. "(Raider)"). If false, just shows the new name.
narration_duration                = 5000         ; The amount of time in milliseconds to show each narration phrase on screen.
remove_pipboy                    = false        ; If true, the pipboy is removed from the player character during animations.
nudge_amount                    = 50         ; The distance to nudge the actors per key press when using nudge keys.
nudge_rotate_amount             = 10         ; The amount to rotate the actors per key press when using nudge keys.
return_to_powerarmor            = true         ; Tries to retun an actor to their power armor after animations. Does not try if value is false.
default_furniture_preference    = 75         ; A percentage (0-100). This is the chance that AAF will select a furniture over the ground for an animation location. Note: can be over-ridden by mods calling animations.
animation_timescale             = -1         ; The timescale to use during animations that the player character is involved in. If set to -1 timescale is not changed.
auto_equipment_on                = true        ; Automatically makes equipment changes based on action XML tags and equipmentRules XML configuration.

 

  • 2 months later...
Posted
On 4/9/2019 at 9:00 AM, walkin said:

Atomic Lust doesn't show up in the MCM.

 

Mods like SEU- Violate- RSE- Animated Fannies- those type of mods show up in MCM. Not actual animation packs (mods)

hey did you ever find a solution beacuse im having the same problems i use sex em up and i know for a fact that has a mod menu

Posted
3 minutes ago, Tdpinks22 said:

hey did you ever find a solution beacuse im having the same problems i use sex em up and i know for a fact that has a mod menu

Not sure why you quoted me. I was never looking for anything, just answering someone else posts. What was it you wanted to know.

Posted
3 hours ago, Tdpinks22 said:

hey did you ever find a solution beacuse im having the same problems i use sex em up and i know for a fact that has a mod menu

If SEU is not showing up in your MCM I would try a uninstall reinstall of both SEU and MCM.  I see no reason that they wouldn't show up after doing that.  

  • 2 years later...
Posted
8 minutes ago, bobdole777 said:

how do i change animations

 

If you are talking about during the scene, first press the Home key to get into the AAF interface.  If you want to manually progress to the next stage, you can try the "PGUP" or "PGDN"  (Page up or Page down) keys on your keyboard, or press the Ctrl button on the right hand side of your keyboard to see if another animation can be played based on the current parameters (This is dependent on which actors are in the scene, location of the scene, e.g. ground or bed or chair etc.)

 

There's also a progressive tree menu that can appear for some animations if you are using the UAP, which uses the Right arrow key to move to the next position, and the up or down arrow keys if there is more than one choice. You'll see that on the Bottom left side of the interface if it's available.

 

If that's not what you were wanting to do, then you'll need to provide more information.

  • 11 months later...
Posted

Just saw this since I am having yet another problem with this aaf thing. I know this is a very late answer to your question, but this info might help you out with something maybe.

 

Not sure why your animation packs aren't showing up in mcm, but aaf doesn't have an mcm entry. am not sure why aaf doesn't have an entry there, maybe because they don't know how to make one?

 

As far as the config file for aaf, if you installed fallout 4 through steam, look for the aaf ini in Steam/steamapps/common/Fallout 4/Data/AAF and its 'AAF_settings' a config file. You can open it with notepad, or whatever text editor that comes with windows or whatever OS you're using. And make sure you are looking for '..all files..' and not just '..Text Documents..'

 

You might want to make a backup of the file (AAF_settings) before messing with it since it's really hard to find information on what the changes actually do except trial and error.

 

 

Posted
22 hours ago, dr_rsc said:

Just saw this since I am having yet another problem with this aaf thing. I know this is a very late answer to your question, but this info might help you out with something maybe.

 

Not sure why your animation packs aren't showing up in mcm, but aaf doesn't have an mcm entry. am not sure why aaf doesn't have an entry there, maybe because they don't know how to make one?

 

As far as the config file for aaf, if you installed fallout 4 through steam, look for the aaf ini in Steam/steamapps/common/Fallout 4/Data/AAF and its 'AAF_settings' a config file. You can open it with notepad, or whatever text editor that comes with windows or whatever OS you're using. And make sure you are looking for '..all files..' and not just '..Text Documents..'

 

You might want to make a backup of the file (AAF_settings) before messing with it since it's really hard to find information on what the changes actually do except trial and error.

 

 

 

AAF has no MCM menu as Dagobaking stated above, not because of a lack of knowledge but because it doesn't really need one and nobody has taken it upon themselves to create one :) .  Animation Packs don't have MCM menus either, as they really need other mods in order to be useful and those mods for the most part do have MCM menus. 

Also I would recommend always using a mod manager and never try and directly manipulate files in the data folder.  In the mod manager you can right click on a mod and "open" it with explorer and work with it there if need to edit an ini file.  If you need further assistance we'd be happy to help you in the AAF discord, the link is in the guide:
 

 

Cheers

Posted
3 hours ago, Sgt. Marge said:

 

AAF has no MCM menu as Dagobaking stated above, not because of a lack of knowledge but because it doesn't really need one and nobody has taken it upon themselves to create one :) .  Animation Packs don't have MCM menus either, as they really need other mods in order to be useful and those mods for the most part do have MCM menus. 

Also I would recommend always using a mod manager and never try and directly manipulate files in the data folder.  In the mod manager you can right click on a mod and "open" it with explorer and work with it there if need to edit an ini file.  If you need further assistance we'd be happy to help you in the AAF discord, the link is in the guide:
 

 

Cheers

OK, thnx. Using a mod manager is a given, I would think. Have mo2, but haven't used it. Used mo, but preferred nmm back in the day when there wasn't much else other than manual installs.

 

As far as manipulating a config file, whether one does it through a mod manager or directly, if a person is going to do that, they need to know where the file is.

 

Concerning an mcm entry for aaf, for a lot of people that would be very useful and a great time saver.

Posted
5 hours ago, dr_rsc said:

OK, thnx. Using a mod manager is a given, I would think. Have mo2, but haven't used it. Used mo, but preferred nmm back in the day when there wasn't much else other than manual installs.

 

As far as manipulating a config file, whether one does it through a mod manager or directly, if a person is going to do that, they need to know where the file is.

 

Concerning an mcm entry for aaf, for a lot of people that would be very useful and a great time saver.

And what would you use that MCM for?

 

AAF's only function is to play poses and animations. The animations that it plays are provided by animation packs (other mods by other modders) and things like animation run times are controlled by yet other mods that activate AAF (like SEU, Violate, etc), and it's those mods that set the timing and circumstances for AAF to fire.

  • 2 weeks later...
Posted
On 4/27/2023 at 7:32 AM, IBAGadget said:

And what would you use that MCM for?

 

AAF's only function is to play poses and animations. The animations that it plays are provided by animation packs (other mods by other modders) and things like animation run times are controlled by yet other mods that activate AAF (like SEU, Violate, etc), and it's those mods that set the timing and circumstances for AAF to fire.

ok, fine - whatever gets changed or manipulated in the aaf ini file? Thought that was obvious, but I guess it wasn't.

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