vaultbait Posted July 24, 2024 Posted July 24, 2024 1 hour ago, MajorWard said: I'll ask around. Again I love the animations themselves, very much up my alley (that's what she said!) 😜 Note that the example morphSetData above didn't include a loadPriority, so any mods defining the same morphSet names which do set loadPriority to some value will override them. For example, Themes adds its morphSets with loadPriority in a defaults section at the top like so: <defaults loadPriority="5"/> And UAP uses a loadPriority of 100 which then supersedes the same definitions from Themes. 1
MajorWard Posted July 24, 2024 Posted July 24, 2024 4 hours ago, vaultbait said: Note that the example morphSetData above didn't include a loadPriority, so any mods defining the same morphSet names which do set loadPriority to some value will override them. For example, Themes adds its morphSets with loadPriority in a defaults section at the top like so: <defaults loadPriority="5"/> And UAP uses a loadPriority of 100 which then supersedes the same definitions from Themes. So I add that line to the top of that XML?
vaultbait Posted July 24, 2024 Posted July 24, 2024 2 hours ago, MajorWard said: So I add that line to the top of that XML? Well, I don't know, it was more of a suggestion to check the morphSetData files in other animation packs and patches you have installed to see what might be overriding those specific (ready/unReady) morphSet definitions with something completely different, assuming that's even the problem.
RohZima Posted July 25, 2024 Author Posted July 25, 2024 8 hours ago, MajorWard said: So I add that line to the top of that XML? Try that just to test. If you make the xml for my anims override, and it works, then you at least know that's the issue... I'll look or ask around for a guide on that.
Geofizz Posted July 25, 2024 Posted July 25, 2024 In trhe UAP discord it was stated by Ulfberto: "in animation data for those packs, you have to adda <morph Erection to=1.0000001/>" This seems to work in my limited testing 1
MajorWard Posted July 25, 2024 Posted July 25, 2024 7 hours ago, RohZima said: Try that just to test. If you make the xml for my anims override, and it works, then you at least know that's the issue... I'll look or ask around for a guide on that. I notice your XML has a <meta title...> line at the top but with my limited coding knowledge, that doesn't need a separate closer tag i.e </meta>. However I noticed other MorphSet Data files have descriptions with a <!...> tag so may be the meta tag is upsetting something, I also noticed they had pretty much the same code as yours but some encased it between <morphSetData...> tag, as below: <meta title="RZF4S_morphSetData.xml" version="2.6.1b" dataSet="morphSet"/> <!-- Default attributes are applied to the morph node below if no conflicting attribute is set there. --> <defaults /> <morphSetData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <morphSet id="unReady"> <!-- Apply these morph changes if the condition attributes are true for that actor. --> <condition isFemale="false"> <!-- The morph to affect and the value to change to. --> <morph value="Erection" to="0"/> <morph value="Erection Up" to="0"/> <morph value="Erection Down" to="0"/> </condition> </morphSet> <morphSet id="ready"> <condition isFemale="false"> <morph value="Erection" to="1"/> <morph value="Erection Up" to="0"/> <morph value="Erection Down" to="0"/> </condition> </morphSet> </morphSetData> Not sure if that would make a difference? I'm not in a position to test right now but I will see how I get on when I get the chance. 1
MajorWard Posted July 25, 2024 Posted July 25, 2024 13 hours ago, vaultbait said: Well, I don't know, it was more of a suggestion to check the morphSetData files in other animation packs and patches you have installed to see what might be overriding those specific (ready/unReady) morphSet definitions with something completely different, assuming that's even the problem. The only morphSetData files I could find with a load priority were AAF at 100, as you mentioned, and the Themes AIO, which was set to 5. However another poster here suggests the issue may lie in the UAP and the erection variable needs changing for it to work right with that patch.
vaultbait Posted July 25, 2024 Posted July 25, 2024 5 hours ago, MajorWard said: I notice your XML has a <meta title...> line at the top but with my limited coding knowledge, that doesn't need a separate closer tag i.e </meta>. XML tags in the form of <...> need to be paired with a closing </...> but any that look like <.../> are singletons and are supposed to stand on their own with no corresponding closing tag. 5 hours ago, MajorWard said: However I noticed other MorphSet Data files have descriptions with a <!...> Tags in the form of <!...> are comments and should get completely ignored by the parser. 5 hours ago, MajorWard said: The only morphSetData files I could find with a load priority were AAF at 100, as you mentioned, and the Themes AIO, which was set to 5. AAF itself doesn't include an AAF_morphSetData.xml file assuming that's what you mean, you're likely seeing one installed by UAP, Creature Resources or Staged Leito Plkus if you're using any of those (all seem to set loadPriority 100). BodyTalk3 includes a AAF_morphSetData.xml file but it has no loadPriority specified.
MajorWard Posted July 25, 2024 Posted July 25, 2024 1 hour ago, vaultbait said: BodyTalk3 includes a AAF_morphSetData.xml file but it has no loadPriority specified. Should I be concerned that there is only a BodyTalk2 (I have the latest installed) morph xml and it's blank?
MajorWard Posted July 25, 2024 Posted July 25, 2024 15 hours ago, Geofizz said: In trhe UAP discord it was stated by Ulfberto: "in animation data for those packs, you have to adda <morph Erection to=1.0000001/>" This seems to work in my limited testing I can't find a UAP for these animations and they are not on the list to check for when installing UAP. I have changed the RZ MorphsetData XML but can't test it yet as the new AAF is borked in my case.
vaultbait Posted July 25, 2024 Posted July 25, 2024 58 minutes ago, MajorWard said: Should I be concerned that there is only a BodyTalk2 (I have the latest installed) morph xml and it's blank? No idea what's installing that file for you (Staged Leito Plus installs it for me), but AAF ignores empty XML files anyway so it shouldn't influence anything. I expect that was included in patches in order to prevent old BT2 morphsets from breaking erection morphs (erection polarity switched from negative to positive between BT2 and BT3).
MajorWard Posted July 25, 2024 Posted July 25, 2024 8 minutes ago, vaultbait said: No idea what's installing that file for you (Staged Leito Plus installs it for me), but AAF ignores empty XML files anyway so it shouldn't influence anything. I expect that was included in patches in order to prevent old BT2 morphsets from breaking erection morphs (erection polarity switched from negative to positive between BT2 and BT3). I was using SLP but disabled it while trying to fix AAF as the manual states you only need it if you have Hardship, which I don't.
Geofizz Posted July 25, 2024 Posted July 25, 2024 44 minutes ago, MajorWard said: I can't find a UAP for these animations and they are not on the list to check for when installing UAP. I have changed the RZ MorphsetData XML but can't test it yet as the new AAF is borked in my case. I don't believe they are in the UAP. But if you open RZF4S_animationData.xml and paste in <morph Erection to=1.0000001/> so it looks like the picture I posted from the discord -- you might get it working. (It did for me.)
MajorWard Posted July 25, 2024 Posted July 25, 2024 14 minutes ago, Geofizz said: I don't believe they are in the UAP. But if you open RZF4S_animationData.xml and paste in <morph Erection to=1.0000001/> so it looks like the picture I posted from the discord -- you might get it working. (It did for me.) Can't see that pic anymore - it says it's unavailable.
Geofizz Posted July 25, 2024 Posted July 25, 2024 1 hour ago, MajorWard said: Can't see that pic anymore - it says it's unavailable. Well thet makes it more difficult, doesn't it. Open RZF4S_animationData.xml Scroll down to any animation. Look for a gender = "M" line and paste in <morph id = "Erection" to="1.0000001"/> So it goes from something like this: <actor gender="M" idleForm="00F9A"> </actor> to something like this: <actor gender="M" idleForm="00F9A"> <morph id="Erection" to="1.0000001" /> </actor> Try it to see if it works on that animation. 2
MajorWard Posted July 27, 2024 Posted July 27, 2024 On 7/25/2024 at 8:19 PM, Geofizz said: Well thet makes it more difficult, doesn't it. Open RZF4S_animationData.xml Scroll down to any animation. Look for a gender = "M" line and paste in <morph id = "Erection" to="1.0000001"/> So it goes from something like this: <actor gender="M" idleForm="00F9A"> </actor> to something like this: <actor gender="M" idleForm="00F9A"> <morph id="Erection" to="1.0000001" /> </actor> Try it to see if it works on that animation. So I finally got AAF working again and applied this fix and it seems to have done the trick! While testing if AAF was working in the pre-war section I specifically chose an RX animation to test the erection fix at the same time. Cycled through a bunch of the animations and they all seemed to be ok! 2
RohZima Posted July 28, 2024 Author Posted July 28, 2024 11 hours ago, MajorWard said: So I finally got AAF working again and applied this fix and it seems to have done the trick! While testing if AAF was working in the pre-war section I specifically chose an RX animation to test the erection fix at the same time. Cycled through a bunch of the animations and they all seemed to be ok! On 7/26/2024 at 3:19 AM, Geofizz said: Well thet makes it more difficult, doesn't it. Open RZF4S_animationData.xml Scroll down to any animation. Look for a gender = "M" line and paste in <morph id = "Erection" to="1.0000001"/> So it goes from something like this: <actor gender="M" idleForm="00F9A"> </actor> to something like this: <actor gender="M" idleForm="00F9A"> <morph id="Erection" to="1.0000001" /> </actor> Try it to see if it works on that animation. I'm glad it's working now and it's something kinda easy to understand... But does that mean I would have to put that piece of xml under every single animation entry in the list to ensure it works for everyone?
vaultbait Posted July 28, 2024 Posted July 28, 2024 10 minutes ago, RohZima said: I'm glad it's working now and it's something kinda easy to understand... But does that mean I would have to put that piece of xml under every single animation entry in the list to ensure it works for everyone? It would be good if someone can identify one specific test case. I'm happy to check a specific animation to see if erections are already working correctly in my game. I'm worried that the proposed "fix" is a hacky workaround that shouldn't be necessary and could simply be papering over an install problem or conflict some users have in their setups. If a specific animation isn't working for some users but is working fine for me, then maybe we can determine the difference and find clues to identify the underlying cause.
RohZima Posted July 28, 2024 Author Posted July 28, 2024 3 hours ago, vaultbait said: It would be good if someone can identify one specific test case. I'm happy to check a specific animation to see if erections are already working correctly in my game. I'm worried that the proposed "fix" is a hacky workaround that shouldn't be necessary and could simply be papering over an install problem or conflict some users have in their setups. If a specific animation isn't working for some users but is working fine for me, then maybe we can determine the difference and find clues to identify the underlying cause. Agree. I don't want to hack it in. I'll bring it up on AAF discord next week...
kziitd Posted July 28, 2024 Posted July 28, 2024 (edited) Essentially. When animators create animations, they use models that they are in an erect state. So the game characters also need to they are in an erect state. So the BS project for naked characters has a slider to make them in an erect state. That slider is usually named "erection". AAF will activate the character's "erection" slider through the looksmenu function at the beginning of the animation. So the character male in an erect state in the AAf animation. ------------- AAF itself does not have its own morphSet data.xml UAP combines the names of the sliders that act as erections in many BS projects and makes them into AAF_anims_morphSetdata.xml And names each group of morphSet ids that activate and cancel erections as "ready"(include r the capital "Ready") and "unready". When the default line in the position data of the AAF animation has the content of startMorphSet="ready" stopMorphSet="unReady", the animations used in all position ids in the positiondata will be valid. That is, if the characters involved in all animations used in this position data are not female, the "erection" slider will be activated. So I don't see why you have to add that 1.0000001 to every M in the animation data, that's a "method" that appeared around 2020. For animators, it is absolutely not necessary to add that to every M in the animation data. Just have your own morphset data, you can directly copy the UAP. And it is enough to have ready and unready on the default line of your own position data. Edited July 28, 2024 by kziitd 2
Geofizz Posted July 28, 2024 Posted July 28, 2024 For me at least the line of XML I relayed from the UAP discord fixed the issue. I didn't know it was an old method. Having said that it does not seem necessary now. In my case, at least, the animation pack works fine without it while using AAF 1.0. However it had the flaccid penis issue while using AAF's NG beta. Swapping between versions on a save made the issue appear and disappear for me.
MajorWard Posted July 28, 2024 Posted July 28, 2024 10 hours ago, RohZima said: Agree. I don't want to hack it in. I'll bring it up on AAF discord next week... I went through and copy/pasted the line into every animation, which wasn’t a chore exactly but if there’s a more efficient way then I’m hoping you can find it.
georgechalkias Posted August 3, 2024 Posted August 3, 2024 Curious, can Violate choose your animations at random? Is there a mod that randomly chooses your animations?
vaultbait Posted August 3, 2024 Posted August 3, 2024 (edited) 1 hour ago, georgechalkias said: Curious, can Violate choose your animations at random? Is there a mod that randomly chooses your animations? Violate is choosing animations which have the "aggressive" tag included. If these animations are considered consensual then you won't see them with Violate. Edited August 3, 2024 by vaultbait
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