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AAF: SavageCabbage Animations Rescaling


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Posted
18 hours ago, lee3310 said:

 

You can do it in xedit but it's not as easy as CK:

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image.png.ad6477d5854a6bc09a9c25bb7a393755.png

 

Left click then add a new key to the struct then left click on the new key (struct#2) and add two members (fill them exactly as the previous ones)

 

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Screenshot2024-03-21223839.png.3611418326bf4b79fa5fa947381ce4a7.png

 

 

 

Thank you for the tuto it's working :)

Posted
7 hours ago, XNukacharlieX said:

Thank you for the tuto it's working :)

I will add an xedit tutorial in the mod description (eventually). If you give me the animation/race/scale that you find more suitable, i can incorporate it in the next update (didn't find much time to test anims/races myself).

Posted
23 hours ago, lee3310 said:

I will add an xedit tutorial in the mod description (eventually). If you give me the animation/race/scale that you find more suitable, i can incorporate it in the next update (didn't find much time to test anims/races myself).

For me it is not necessary I understood how it works, but thank you for the help.

  • 1 month later...
Posted (edited)

Not seeing the holotape under Utility at the Chemistry station.   Not sure where in the load order this needs to be.   At present, it's loading near the end (#79 out of 85).  (Some ESP/ESL's in UAP are loading after it).

 

(Just using the AAF_SCRS version)

Edited by poplan
Posted
13 hours ago, poplan said:

Not seeing the holotape under Utility at the Chemistry station.   Not sure where in the load order this needs to be.   At present, it's loading near the end (#79 out of 85).  (Some ESP/ESL's in UAP are loading after it).

 

(Just using the AAF_SCRS version)

that's an old version (no holotape). Use this one instead image.png.0a3e043659e6cb30c6cd145b372d7e01.png

Load order shouldn't matter.

  • 3 months later...
Posted

So, I recently found out almost all characters in the game are like 5'10" or 6', which is nuts. The mod 'people arent the same height Todd' is a great mod, but will require FO4 Edit tweaking for each persons load order.

 

My question: Does this help in scaling animations with a 0.90 [5'4"?] player? Most women I know are often shorter than men unless they're Icelandic goddesses lol.

I wish there were just adjustment buttons like in Skyrim SL... -_- that would be easier, just adjust the anim as it happens and it saves it to a local config.
 

Posted
6 hours ago, Dojo_dude said:

So, I recently found out almost all characters in the game are like 5'10" or 6', which is nuts. The mod 'people arent the same height Todd' is a great mod, but will require FO4 Edit tweaking for each persons load order.

 

My question: Does this help in scaling animations with a 0.90 [5'4"?] player? Most women I know are often shorter than men unless they're Icelandic goddesses lol.

I wish there were just adjustment buttons like in Skyrim SL... -_- that would be easier, just adjust the anim as it happens and it saves it to a local config.
 

This mod will scale the PC to 0.98 if its a female (and the position played is one of savagecabbage's) and male to 1.0.
Since AAF 1.0+ doesn't use a doppelganger anymore, this mod needs updating to apply the scale directly to the PC (instead of dpg). I didn't really tried the new AAF 1.0+ but since they added a new scaling option in xmls, i thought that this mod wasn't needed anymore. I have to check how the new xml scaling works. 

Posted
Quote
  1. AAF_SCRS_Cr/AAF_SCRS_Cr_F: Same as AAF_SCRS/AAF_SCRS_F but if the actor race is listed in the override list (SCRS_RaceScaleList) he will get scaled to the specified scale for that race (see description below).

I am confused about this where do i put the height lets say i want to scale them to 0.90 where to i put this variable? do i need Creation Kit for that?

Posted
16 minutes ago, Mr Zombie Brain said:

I am confused about this where do i put the height lets say i want to scale them to 0.90 where to i put this variable? do i need Creation Kit for that?

Yes, you need the creation kit. You can also do it with xEdit but it's more complicated (less intuitive).

Posted

I tried AAF_SCRS but that didn't seem to do anything for me. AAF_SCRS_Cr is really good at making non-SC animations use 1.00 for everyone, and it also makes a female SC receiver use 0.98, but a male SC receiver is still left at 1.00 and I think it might be better at 0.98 as well. What's the easiest way to make that work?

Posted
1 hour ago, idkmanyolo said:

I tried AAF_SCRS but that didn't seem to do anything for me. AAF_SCRS_Cr is really good at making non-SC animations use 1.00 for everyone, and it also makes a female SC receiver use 0.98, but a male SC receiver is still left at 1.00 and I think it might be better at 0.98 as well. What's the easiest way to make that work?

AAF_SCRS_Cr doesn't check for sex (male/female), the receiver will always get scaled to 0.98 if the position is one of SC's. What version of AAF are you using ?

Posted

Oh, then that's peculiar . I'm using 1.1 on the next-gen patch of the game. I had turned off scale_actors_for_animations, and then I also turned off enforce_race_scale but that didn't do any further change, at least not for humans.

Posted
1 hour ago, idkmanyolo said:

Oh, then that's peculiar . I'm using 1.1 on the next-gen patch of the game. I had turned off scale_actors_for_animations, and then I also turned off enforce_race_scale but that didn't do any further change, at least not for humans.

like i said (two comments above yours), this mod needs to be updated in order to be compatible with AAF 1.0+ because it scales the doppelganger not the actual player. So if the player is the receiver, it will not get scaled (for now). 

Posted
54 minutes ago, lee3310 said:

like i said (two comments above yours), this mod needs to be updated in order to be compatible with AAF 1.0+ because it scales the doppelganger not the actual player. So if the player is the receiver, it will not get scaled (for now). 

Ah, I see what you meant now. Thanks for letting me know.

  • 4 months later...
Posted

Hi. Thanks for the great mod. Special thanks for resetting the actors scale to their original state after the animation ends.

I have a question.

I was using AAF v1.1.1 and AAF_SCRS_Cr_NoDPG (v1.2). But AAF v1.1.1 creates problems when scaling actors during animation. Actors start to twitch in convulsions. So I had to roll back the version of AAF to 171.0b.
I also modified AAF_SCRS_Cr_NoDPG (v1.2) so that it uses doppelganger again.
It works great.

But I see that the scaling function on animation change was commented out. And it still does not work if activated.

So is there a way to scale actors when manually changing positions in AAF?
And yes, it is good to do this only when manually changing positions. When changing animation stages, scaling is usually not required.

Posted
1 hour ago, Holylokki said:

Hi. Thanks for the great mod. Special thanks for resetting the actors scale to their original state after the animation ends.

I have a question.

I was using AAF v1.1.1 and AAF_SCRS_Cr_NoDPG (v1.2). But AAF v1.1.1 creates problems when scaling actors during animation. Actors start to twitch in convulsions. So I had to roll back the version of AAF to 171.0b.
I also modified AAF_SCRS_Cr_NoDPG (v1.2) so that it uses doppelganger again.
It works great.

But I see that the scaling function on animation change was commented out. And it still does not work if activated.

So is there a way to scale actors when manually changing positions in AAF?
And yes, it is good to do this only when manually changing positions. When changing animation stages, scaling is usually not required.

I commented that code cause i thought it was unnecessarily straining the vm since onAnimChange event is called during animation trees (between tree stages). You can just revert back to the previous version of this mod (AAF_SCRS_Cr) it has that option enabled if i'm not mistaken. 
I will also take a look at that bug and see if i can change the scale earlier (before anim starts), that could be a workaround until we found the actual problem. 

Posted (edited)
3 hours ago, lee3310 said:

I commented that code cause i thought it was unnecessarily straining the vm since onAnimChange event is called during animation trees (between tree stages).

I declared isSCpos as a global variable and added a check for animation tag changes to OnAnimationChange.
This way, rescaling only happens when it's really needed, not every time the animation changes.

 

 

Rescaling.txt

Edited by Holylokki
Posted (edited)
2 hours ago, Holylokki said:

I declared isSCpos as a global variable and added a check for animation tag changes to OnAnimationChange.
This way, rescaling only happens when it's really needed, not every time the animation changes.

 

 

Rescaling.txt 4.29 kB · 0 downloads

That would work but declaring isSCpos in the global scope is unnecessary since you still have to check the new tags "tags.Find()" anyway. I will reenable that feature in the next update. 

Edited by lee3310
  • 2 months later...
Posted
2 hours ago, amolstormes said:

I have this issue with the sideways canine animation where the actors are in complete different positions from each other (like at least a feet apart).

Are you using UAP ? that sounds like an xml problem, (not the right offset). Nothing to do with this mod, but if you provide the position ID, i will take a look

  • 2 weeks later...
Posted (edited)

echoing what someone else reported, using the no doppleganger version with the latest AAF causes the character to shake in place and get misaligned when furniture is present, as if the physics were glitching out. I haven't poked around in the plugin nor the scripts, but could there be some collisions that got enabled/disabled unintentionally?

 

Testing on the nexusmods available version of aaf, 161.1 and the "AAF_SCRS_F" edition of the mod, I end up running into scaling and misalignment issues as well. Since I play with my character scale at 0.95. How does a receiving character scale lower than .98 get handled by the mod? In my configs, scale_actors_for_animations is set to true.

 

I'd like to say thanks for the mod by the way! This is a smart way to implement scaling, to have it be consistent on an animator-to-animator basis.

Edited by Poeomang
Posted
2 hours ago, Poeomang said:

echoing what someone else reported, using the no doppleganger version with the latest AAF causes the character to shake in place and get misaligned when furniture is present, as if the physics were glitching out.

I made a fix for that bug, i just postponed update until i finish testing. Been playing with it for a week now, and my character didn't "shiver" once.
Will upload it tomorrow.

Posted (edited)
2 hours ago, Poeomang said:

How does a receiving character scale lower than .98 get handled by the mod? In my configs, scale_actors_for_animations is set to true.

Always disable "scale_actors_for_animations" if you use this mod. PC/and NPC will always get scaled according to the animation requirement (1.0, 0.98...) and set back to old scale after anim. So if your PC is 0.95, it will be scaled to 0.98/1.0 during anims then back to 0.95.

Edited by lee3310
Posted
2 hours ago, lee3310 said:

Always disable "scale_actors_for_animations" if you use this mod. PC/and NPC will always get scaled according to the animation requirement (1.0, 0.98...) and set back to old scale after anim. So if your PC is 0.95, it will be scaled to 0.98/1.0 during anims then back to 0.95.

ah gotcha I didn't know whether it would scale the character back to the original scale afterwards so this is good to know, thanks. I'm real excited to see the update as well!

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