megururu Posted October 22, 2019 Share Posted October 22, 2019 AAF Turn The Light ON View File About This MOD + This very mini MOD places 1 to 3 light sources (and a dummy object if turned ON in MCM) at the start of an AAF scene. + For the player character, and NPCs if set in MCM. (For NPCs, there are only 3 slots for NPCs, so it'll not light from the 4th.) + Light Radius, dummy usage, Light Level Threshold etc can be set in MCM. - This MOD is ESL. - I'm not so good at English, so please bear with my poor English and I hope that I can tell you what I want to tell. Sorry. + Some Notes + The light level thresholds are set to 42 by default, but if you keep that values, TTLO may light up even in a slightly dim place. + TTLO has two objects as dummy, 'oil lamp' and 'fire barrel'. - Dummy objects may overlap actors depending on the animation being played. - So please adjust the placement distance in MCM according to your animation MODs while playing your FO4. + The light from the 'optional light (In this MOD, it ’s called AO-Light)' passes through the object and may be visible from the other side of the object (such as a wall) that normally blocks the light. + All lights and objects are reset when saving data is loaded. + Please please let me know if you noticed any bugs! Thank you! + For Modders: If you send "TTLONoLightUp" on Meta, TTLO will not light up that AAF scene. + If you need Japanese version of config.json for MCM, please download it separately. - Files other than config.json, ie ESL file, script do not need to be translated. - If I forget to explain something or the English text is very wrong, this description will probably be updated without updating the file. Sorry. Submitter megururu Submitted 10/22/2019 Category Other Requires AAF.esm, MCM 12 Link to comment
anghelos92 Posted October 22, 2019 Share Posted October 22, 2019 AMAZING! You always hit where there is need , thank you for your mod! 2 Link to comment
Hanaxar Posted October 22, 2019 Share Posted October 22, 2019 This is awesome! Thank you very much. 1 Link to comment
Cataclysimz Posted October 22, 2019 Share Posted October 22, 2019 Thank you! I've always wanted something like this. 1 Link to comment
megururu Posted October 23, 2019 Author Share Posted October 23, 2019 Hi, @anghelos92. I hope this MOD will make your FO4 a little more fun, because I really enjoy my FO4 with your M.C.G. So I am the one who should, thank you ❗ Hi, @Hanaxar, @Ayserx, @サマエル. I made this because I wanted this, thank you for your comment! Let me know if you have any problems! Thank you. 2 Link to comment
galgat Posted October 23, 2019 Share Posted October 23, 2019 Excellent Idea, and truly needed Thank you! 1 Link to comment
Indarello Posted October 23, 2019 Share Posted October 23, 2019 This mod crash my game when I load save F4SE 0.6.17 Mod Configuration Menu 1.37 AAF 0.97b Link to comment
megururu Posted October 23, 2019 Author Share Posted October 23, 2019 1 hour ago, Indarello said: This mod crash my game when I load save F4SE 0.6.17 Mod Configuration Menu 1.37 AAF 0.97b Hi, Indarello. Thank you for your report. This MOD locks the own script to not listen to AAF events when loading a save. And I think that the function used when loading is only vanilla's one, so it isn't related to what other MODs' versions. I'd like to test it myself, so please tell me in detail the situation when it was saved and when it was loaded. I am sorry for your inconvenience! Link to comment
megururu Posted October 23, 2019 Author Share Posted October 23, 2019 1 hour ago, Indarello said: Don't know what details will help you It was saved in front of red rocket, it was morning, lol Save was made without this mod and I load it when I enter game Thank you for uploading your saved data and coming up with this! I too couldn't think of something that could lead to CTD, So, if you did something, I thought I might come up with something. I tried opening your saved data with Resaver, but again, from that, I couldn't come up with anything but one thing. However, I am not currently using the function that automatically start AAF scenes between NPCs, so I thought when many scenes stop at once when loading a save, there was something that the script couldn't handle, and maybe it was the cause. But then, nothing happened when I tested. So, about one thing, Uh... well, there are 677 Unattached Instances in the saved data that you uploaded. Meaning that, there is something bad script data left in this saved data, and this remaining script data may conflicting with TTLO. In that case, I'm very sorry, but there is nothing I can do... Although it is possible to clean Unattached Instances in Resaver, this action does not solve everything, and the saved data after cleaning 677 Unattached Instances at once is probably not loadable, I think. I'm sorry I can't help you. Please let me know if you have any other ideas. I will continue the test. Thank you. Link to comment
megururu Posted October 23, 2019 Author Share Posted October 23, 2019 SO... I'm sorry . I tried various tests, but nothing happened. Considering the number of Unattached Instances, this saved data is likely to have been a number of MODs uninstalled. As a result of uninstallation, CTD occurred. And probably it was the same time that TTLO was installed, coincidentally. I will suspend this test. That's all for the report. Thank you. 1 Link to comment
SAC Posted November 23, 2019 Share Posted November 23, 2019 Hi, First of all, thank you for this mod, it was much needed! A couple of questions, please: fROTzPOSxy[0] = PlayerRef.GetAngleZ() fROTzPOSxy[1] = afLocations[0] + (Math.sin(fROTzPOSxy[0]) * (fPlaceDistance + Utility.RandomInt(0, 8))) fROTzPOSxy[2] = afLocations[1] + (Math.cos(fROTzPOSxy[0]) * (fPlaceDistance + Utility.RandomInt(0, 8))) Can you please explain the math / the logic behind calculating the light position? I am not sure I follow it. Reason I'm asking is that I am trying to script place some sex scenes around the player, but not directly on top of the player, and I'd like to replicate the logic. Current AAF API doesn't provide for this, you can specify the player as location but then the scene would start exactly on top of the player, not nearby. The second question is: I have noticed the lamp being placed on top of surrounding furnitures instead of clipping into the furniture, and, again, I am trying to understand how you've accomplished that. Also considering this logic for another mod of mine, I am trying to script place some statics attached to room ceilings, if indoor Thank you very much again Link to comment
Hanaxar Posted November 23, 2019 Share Posted November 23, 2019 2 hours ago, SAC said: Can you please explain the math / the logic behind calculating the light position? I am not sure I follow it. I don't want to be rude and interrupt the conversation but I was using same logic for my new vegas mod when placing graves in front of the player. The light is positioned to some distance according to player; and the distance vector converted to X,Y coords. With my 30 years old trig knowledge and with my magnificient drawings: here: distance r = fPlaceDistance + Utility.RandomInt(0, 8 ) and angle a = fROTzPOSxy[0] I hope it helps. 2 Link to comment
SAC Posted November 23, 2019 Share Posted November 23, 2019 Thank you, interruption welcome Link to comment
megururu Posted November 24, 2019 Author Share Posted November 24, 2019 Hi, @Hanaxar. Thank you so much for the explanation and image! I really appreciate that! On 11/23/2019 at 6:23 PM, SAC said: Hi, First of all, thank you for this mod, it was much needed! ... The second question is: I have noticed the lamp being placed on top of surrounding furnitures instead of clipping into the furniture, and, again, I am trying to understand how you've accomplished that. Also considering this logic for another mod of mine, I am trying to script place some statics attached to room ceilings, if indoor Thank you very much again Hi, @SAC. Sorry for the late reply! As I mentioned in my very primitive script source, the placement location's calculation is a copy of a vanilla script's function, and I only understood it by sense, not by theory. Thanks to Hanaxar's image, I understand it now, hehe. The original script name is "TestTownINVScript". I’m sorry to tell you something extra if you already know, but the Sublime3 can search for a word in all the text in some folders and giving you easy-to-read-and-use search results (Double-clicking the search result will open the file and jump to that line). So when I can't find the function I need on the CK wiki, I'm searching for "\Fallout 4\Data\Scripts\Source\Base" etc using some words that I think are valid. Searching from 7945 vanilla sources takes only about 10 seconds at most. It's very useful. About the second question, I'm using only a following function: PlacedBarrel.MoveToNearestNavmeshLocation() https://www.creationkit.com/fallout4/index.php?title=MoveToNearestNavmeshLocation_-_ObjectReference If the lamp was placed on a furniture, I didn't do anything special, but probably because that furniture has some NavMesh. I think it can be done if you know in advance that the height of the ceiling is constant, but since FO4's statics are pre-combined, I can't think of how to put it on the ceiling in various situations... Sorry for not helping you much! 1 Link to comment
SAC Posted November 24, 2019 Share Posted November 24, 2019 Thank you. I've already managed to fix my first question, and now I'll be able to fix my second using the movetonearestnavmeshlocation(). Thanks again both Link to comment
brewha666 Posted October 22, 2020 Share Posted October 22, 2020 Hey, great mod! I noticed what I think is a bug. My character surrendered via AAF Violate, and the first assault the raiders made on her was lit beautifully. However, as there was a number of raiders in the area, they all wanted some, and subsequent scenes were not lit. Link to comment
UpsetAngel Posted July 16, 2021 Share Posted July 16, 2021 Thank you so much for this mod. Link to comment
Kasba7 Posted December 25, 2021 Share Posted December 25, 2021 This mod is not working with the latest AAF patches. Link to comment
ercramer69 Posted December 28, 2021 Share Posted December 28, 2021 (edited) On 12/25/2021 at 5:59 PM, Kasba7 said: This mod is not working with the latest AAF patches. Okay two things, first I want to say thanks for posting to this topic as I had missed this mod previously and decided to try it out. Second, it worked for me, when scenes start it gives a light glow around the scene, enough to let you see it but not so much as to scream "Hey look here for sex". So I'm not sure which AAF patches you are referring to but the mod does in fact work. Edited December 28, 2021 by ercramer69 typos and grammar correction Link to comment
Kasba7 Posted December 28, 2021 Share Posted December 28, 2021 11 minutes ago, ercramer69 said: Okay two things, first I want to say thanks for posting to this topic as I had missed this mod previously and decided to try it out. Second, it worked for me, when scenes start it gives a light glow around the scene, enough to let you see it but not so much as to scream "Hey look here for sex". So I'm not sure which AAF patches you are referring to but the mod does in fact work. Which AAF version do you have ? I have 166 beta Link to comment
ercramer69 Posted December 29, 2021 Share Posted December 29, 2021 11 hours ago, Kasba7 said: Which AAF version do you have ? I have 166 beta I'm using 164.0.0beta which I downloaded on 12/1. However in 2 days I'll be starting a new playthrough when Ivy 6 is released so I'll upgrade and report back for you in a couple of days. Link to comment
Kasba7 Posted December 29, 2021 Share Posted December 29, 2021 (edited) 14 hours ago, ercramer69 said: I'm using 164.0.0beta which I downloaded on 12/1. However in 2 days I'll be starting a new playthrough when Ivy 6 is released so I'll upgrade and report back for you in a couple of days. Hold on. I think I've actually figured it out. This mod works when starting some animations and not all of them and my guess is those were the animations present back then, others were added in later updates. So when one of the new ones play TTLO doesn't recognise it and add lighting to it. Because I noticed it happens when playing an old BP animation (Mistress) for example their be light, but if the one after it (pit doggy) is selected to play instead there will be no light. I have yet to test playing an old animation to spawn the light then cycle to a new one. Edit: Okay so, choosing an old animation first then navigating to a new one once all actors join (The screen goes black for the AAF scene to load) seems to keep the light spawned during the new ones. Edited December 29, 2021 by Kasba7 Test complete 1 Link to comment
tuxagent7 Posted December 29, 2021 Share Posted December 29, 2021 5 minutes ago, Kasba7 said: This mod works when starting some animations and not all of them It's the same for me, i think there is something about some animations that some works and some don't maybe tags or because they are new ? 1 Link to comment
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