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AAF and Occupied Furniture


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Posted (edited)

While playing "Nuka Ride", during the quest "The Audition", all animations with Mason failed. When I try to manually select an animation using the "throne" no animations show up in the wizard.
I'm using version 169 of AAF. When I downgrade to version 168 I get the same result.
However, when I downgrade to version 167 the animations work in "Nuka Ride" and animations for the "throne" show up in the wizard.
Is there anyone here using version 168 or version 169 and not having this problem?

I was thinking it's because version 168 and later ignore "occupied" furniture. Since Mason is sitting on his throne, is AAF ignoring the throne?
 

Edited by krlll
Posted
14 hours ago, krlll said:

I was thinking it's because version 168 and later ignore "occupied" furniture. Since Mason is sitting on his throne, is AAF ignoring the throne?

 

That's possible.  Versions earlier than 168 did not check whether furniture was occupied, which would lead to actors having sex on a couch and clipping through someone who was already sitting there.  In 168 we added a check so occupied furniture is not considered valid for animations.

 

So this is a case where one of the actors being selected for an animation is already sitting in the furniture that you want to use in the animation?

Posted
3 hours ago, EgoBallistic said:

 

That's possible.  Versions earlier than 168 did not check whether furniture was occupied, which would lead to actors having sex on a couch and clipping through someone who was already sitting there.  In 168 we added a check so occupied furniture is not considered valid for animations.

 

So this is a case where one of the actors being selected for an animation is already sitting in the furniture that you want to use in the animation?

 Yes. Mason is sitting in his chair while you interact with him.  So when "Nuka Ride" goes to play an animation using his chair it fails because Mason is  occupying it.

Posted
1 hour ago, krlll said:

 Yes. Mason is sitting in his chair while you interact with him.  So when "Nuka Ride" goes to play an animation using his chair it fails because Mason is  occupying it.

 

That makes sense.  That scenario didn't occur to us when we made that change.  I think we can fix this by adding an additional check - if the furniture is occupied, but the occupant is one of the selected actors, then allow it to be used.

 

I don't know whether the timing of the scripts will allow it, but you can force him out of the chair by selecting him in console and giving the command  "pa ActionInteractionExit"

Posted
2 hours ago, krlll said:

 Yes. Mason is sitting in his chair while you interact with him.  So when "Nuka Ride" goes to play an animation using his chair it fails because Mason is  occupying it.

 

Thank you for pointing this issue out. Working on a fix.

 

21 minutes ago, Debaster said:

Is there a link to the 169 version of AAF? I checked moddingham and other places and it says the latest version is still 166

 

That version is currently only available as a pre-release on Patreon: https://www.patreon.com/posts/beta-169-new-84281944

Posted
2 hours ago, dagobaking said:

 

Thank you for pointing this issue out. Working on a fix.

 

Excellent! Thank you.

Posted

I just tried version 171 and it didn't work for me. Not just with occupied furniture but free furniture as well.

I have videos showing what happens:

Occupied Furniture

Unoccupied Furniture

As before, version 167 works without issues. The AAF log contains no errors related to these scenes.

 

Posted (edited)
31 minutes ago, krlll said:

I just tried version 171 and it didn't work for me. Not just with occupied furniture but free furniture as well.

I have videos showing what happens:

Occupied Furniture

Unoccupied Furniture

As before, version 167 works without issues. The AAF log contains no errors related to these scenes.

 

 

What you are seeing there isn't the bug in 168 with occupied furniture.  Something else entirely is going on there, the AAF GUI is hanging up and animations aren't starting at all.

 

People have been reporting a similar issue that can happen when there are too many invalid position errors in the installed XML files.  It seems to be caused by Position data that points to nonexistent Animations or AnimationGroups.  This can be caused simply by badly coded XML or by patch conflicts.  It is strange, however, because that issue was fixed in 171 as well.

 

Are you sure nothing is conflicting with the AAF 171 files?  Old versions of LLFP would cause major problems, as would AAF NativeSync since it replaces some AAF files that have been updated since it was published.

 

Edited by EgoBallistic
Posted (edited)

I just tried using the hotkey and it works. It also works using the wizard - both Mason, while sitting on the throne, and the throne are listed, unlike with versions 168 & 169.

As for NativeSync, I don't have that because, as I understood it, that worked with 166. LLFP is the one from AAF itself. The only things in the log are 085 warnings. If I'm the only one having this issue, it must be on my end.

Edited by krlll
Posted
1 hour ago, krlll said:

I just tried version 171 and it didn't work for me. Not just with occupied furniture but free furniture as well.

I have videos showing what happens:

Occupied Furniture

Unoccupied Furniture

As before, version 167 works without issues. The AAF log contains no errors related to these scenes.

 

I have exactly the same problems with Version 171 and also issues with pole dancing as it does nothing at all and I am just when the pole appears.

Posted
5 minutes ago, badboy64 said:

I have exactly the same problems with Version 171 and also issues with pole dancing as it does nothing at all and I am just when the pole appears.

The pole at Golden Globes actually worked for me.  I didn't expect it to.

Posted
38 minutes ago, krlll said:

I just tried using the hotkey and it works. It also works using the wizard - both Mason, while sitting on the throne, and the throne are listed, unlike with versions 168 & 169.

As for NativeSync, I don't have that because, as I understood it, that worked with 166. LLFP is the one from AAF itself. The only things in the log are 085 warnings. If I'm the only one having this issue, it must be on my end.

 

Strange.  I'll test it myself and see what happens.

Posted

Let me know if I can help with anything. I've looked at those scripts a bit and now I remember that I added this line last year:

 

   Settings.isNPCControlled = true

 

My mod relied heavily on UAP before, and that line prevented sex scenes that required manual intervention ("press arrow to advance stage")

 

    AAF:AAF_API AAF_API
     AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
     Actor[] actors = new Actor[2]
     actors[0] = PlayerRef
     actors[1] = akActor
     AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
     settings.preventFurniture = False
      Settings.Duration = _NR_Duration.GetValue()
     settings.includeTags = "MasonOral"
     Settings.isNPCControlled = true
     settings.usePackages = True
     settings.Meta = "NukaRide"
     settings.position = None
     AAF_API.StartScene(actors, settings)

 

Posted

I didn't know it was already available for download. I have done some tests and if I delete my tag, a random animation kicks successfully. Instead of using the bike they used a couch nearby.

 

 

My tag is "Kells". 

 

NukaRide_Position Data.XML.

 



	<position id="NR_Motorcycle_Staged" animationGroup="NR_Motorcycle_AnimGroup" location="Motorbike" tags="Kells,PenisToVagina" isHidden="true"/>
	<position id="NR_Motorcycle_PT" positionTree="NR_Motorcycle_Tree" location="Motorbike" tags="Kells,PenisToVagina"/>

 

NukaRide_AnimationGroupData.XML

 

	<animationGroup id="NR_Motorcycle_AnimGroup" sequential="true">
		<stage animation="Nuka Ride Motorcycle S1"/>
		<stage animation="Nuka Ride Motorcycle S2"/>
		<stage animation="Nuka Ride Motorcycle S3"/>
		<stage animation="Nuka Ride Motorcycle S4"/>
		<stage animation="Nuka Ride Motorcycle S5"/>
	</animationGroup>

 

NukaRide_PositionTreeData.XML

 

	<tree id="NR_Motorcycle_Tree" strictExiting="true">
		<branch id="Sequence with Auto Exit" positionID="NR_Motorcycle_Staged" forceComplete="true" time="83.3" isExit="true"></branch>
	</tree>

 

The motorcycle in question is not a furniture. It is a movablestatic: Form ID 188D2A. I hope I have helped. 

Posted
9 minutes ago, JB. said:

 

The motorcycle in question is not a furniture. It is a movablestatic: Form ID 188D2A. I hope I have helped. 

I understand that. I used the term 'furniture' for convenience.  The animations work fine using version 167, so I don't think it's your mod. It could very well be something on my end.

Posted
6 hours ago, JB. said:

I didn't know it was already available for download. I have done some tests and if I delete my tag, a random animation kicks successfully. Instead of using the bike they used a couch nearby.

 

So I can confirm there is a bug in 171.  If you use tags to pick a position that takes place on furniture, but you don't use SceneSettings.LocationObject to pick a specific furniture object, AAF gets stuck during the position selection.  I was able to get the pole dance scene (the very first one with Mason) to work by adding SceneSettings.LocationObject = Pole before the StartScene call.

 

We are working on a fix.

Posted

Update:  the bug that causes AAF to hang when trying to select a furniture using only tags is fixed.  It was a side effect of the changes to allow furniture to be used if it is occupied by one of the actors sent in StartScene.

 

However, there is an existing bug that causes AAF to sometimes give a "no animations compatible with nearby locations" error in the same situation.  This is the cause of the "Nuka Warning: Failed to play AAF scene. Advancing Stage" messages that sometimes happen in the stripper pole and throne scenes.  So we are working on a fix for that.

Posted
11 minutes ago, EgoBallistic said:

Update:  the bug that causes AAF to hang when trying to select a furniture using only tags is fixed.  It was a side effect of the changes to allow furniture to be used if it is occupied by one of the actors sent in StartScene.

 

However, there is an existing bug that causes AAF to sometimes give a "no animations compatible with nearby locations" error in the same situation.  This is the cause of the "Nuka Warning: Failed to play AAF scene. Advancing Stage" messages that sometimes happen in the stripper pole and throne scenes.  So we are working on a fix for that.

At this rate you guys are going to end up hating me.  ?

 

I can adjust my scripts. It only happens in the first quests because at that time I didn't know a lot of stuffs. Nowadays for me it is indispensable to add the localization in the settings. But since it used to work anyway, I didn't pay too much attention to it. 

Posted
On 7/21/2023 at 5:55 AM, EgoBallistic said:

 

So I can confirm there is a bug in 171.  If you use tags to pick a position that takes place on furniture, but you don't use SceneSettings.LocationObject to pick a specific furniture object, AAF gets stuck during the position selection.  I was able to get the pole dance scene (the very first one with Mason) to work by adding SceneSettings.LocationObject = Pole before the StartScene call.

 

We are working on a fix.

Any news on this AAF Fix and where can we find it?

Posted
On 7/21/2023 at 5:55 AM, EgoBallistic said:

 

So I can confirm there is a bug in 171.  If you use tags to pick a position that takes place on furniture, but you don't use SceneSettings.LocationObject to pick a specific furniture object, AAF gets stuck during the position selection.  I was able to get the pole dance scene (the very first one with Mason) to work by adding SceneSettings.LocationObject = Pole before the StartScene call.

 

We are working on a fix.

Pardon me for this newbie question - how do we use these magic words (SceneSettings.LocationObject) and where would we enter them? Is this a dialogue window. This OCD-Autistic Retard (that's me)  is curious and has not yet fully adopted AAF 171. I would like to... but this kind of sorcery frightens and amazes me. Dr. Dave Stukus on Twitter: "Dropped a Frozen Caveman Lawyer reference on  my colleagues in clinic this afternoon. #BlankStare #MakesMeSad  https://t.co/DegzO57Ll1" / Twitter

Posted (edited)
15 hours ago, bhuddaguy said:
On 7/21/2023 at 5:55 AM, EgoBallistic said:

Pardon me for this newbie question - how do we use these magic words (SceneSettings.LocationObject) and where would we enter them? Is this a dialogue window.


The scenesettings thing is for mod authors like JB.  When a mod asks AAF to play an animation the scenesettings data structure is used to specify what type of animation, where the scene should take place, for how long, etc.  

 

The issue being discussed in this thread is that there are some combinations of options that are technically valid but that didn’t really work as expected.  That is fixed in the upcoming version of AAF, but I was explaining to JB what he could do in his mod to work around the problem in the meantime if he wanted.

 

So Mr. Cirroc, don’t be alarmed, these settings are for the little demons that live in the magic box, not end users like yourself.

 

In all seriousness though, apart from these couple of glitches with Nuka Ride, AAF 171 is much quicker than previous versions and it’s the way to go.

 

Edited by EgoBallistic

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