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Vioxsis Strap-Ons (ZeX Bones fixed) - ENGINE XML Patch [01/26/24]


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Vioxsis Strap-Ons (ZeX Bones fixed) - ENGINE XML Patch [01/26/24]

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This provides a fix, with skinned bones properly improved by hand, compared to other 'fixes' (SAM Enhanced animations, under files or someone who tried to fix) that actually is clipping than fixed. ...

What's behind the work? 3ds max/blender/Outfit studio. I Move into the correct positions where the bones are located. I extend the edges of dildo's length, to paint the weight with precision. It turned out the dildo works like a charm after several tries in fallout 4.

*It's still beta, requires time to do the rest if there's more.

 

Spoiler

RESCALING TEST/FEEDBACK... (Finished)

- Now tested. Everything is scaled, even if we play sex with FM (Female-male). AAF_SCRS_CR is 100% required!

 

Thanks Lee3310 for feedback and uploading rescaling patch!

*Test it with SC-FM-Human-Floor01-Tease01 animation (The hand on a penis), and type GetScale, on both actors, otherwise it should be working.

 

==========
> FEATURES <

  • ZeX bones skinned fully working
  • FG and CBBE bodyslide (pre-built NIF+TRI, zero-ed sliders)
  • Doesn't require any Morphsetdata.xml for AAF. The strapons, dildo, penis,... are always erected as it is
     
  • (4.0 + 2.0) Full-Packed mod with Action+Equipment XMLs, while EXP uses new, separated XMLs
  • (2.0) EXP becomes ungendered to provide support along with Synth and rescaling into place
     
  • (0.1 - 0.4) Xml patches with FF (Lesbian) genders, using LXP_EquipmentSetData
    [Since 0.5, Providing Clamp-ons for synths, they detect as Male. The Rescaling fix becomes an issue for female(s), so it's ungendered for now on]


===================================================================================================

> PACKAGES < (What's inside?)

  • VIOXSIS Strap-Ons [ ZEX BONES Fixed ] (4.0) [REQUIRED]


        CORE PACKAGE ]

  • Packed as a mod for now on. This contains more Strap-on Items from Indarello (e.g. Clamp-Ons)
  • Vioxsis_Strap-Ons.esp, becomes ESL-Flagged ESP
     
  • [AAF] Vioxsis_ActionData.xml (FF_Activity) + Vioxsis_EquipmentSetData.xml (ESL compatible)
  • GO Models re-exported with new collisions, can be dropped away from the inventory
    (Known bug - Missing inspect item as preview)

 

Spoiler

Vioxsis_Strap-Ons.esp [ ESP + ESL-Flagged ESP ]
*In 2.0, i skipped "VIO_Strap-Ons.esp" and went back to using the same name as an3k's

*If you enable ESL-Flagged ESP, Install EXP (Because UAP won't be visible without FF_Activity options !) . The VIO_ / EXP_ equipmentSets.xml, from EXP, adds ESL compatible, even if you stick to ESP or ESL-Flagged from Vio fixed mod!

===
        STRAP-ONS: Version, BODYSLIDE Type ]

  • (LITE) - Sliders:
    (+) Dildo Bulge (Value 0.0: no bulged modifications; 1.0: Vio's Default shape)
    (-) Erection Up + Down
    ( I modified the dildo tip to look like male shaped penis )

     
  • (FULL) [ RECOMMENDED ] - Sliders:
    (-) Dildo Bulge
    (+) Erection Up + Down
    ( FULL Pack is separated into 2 Projects: Bulged and No Bulged. If you build one of them with bodyslide, both works at the same slider values for Erection Up+Down )

    -> Slider Groups (FG Users) by Vaultbait [ LINK ]

===
        [ VIO DILDO + CHASTITY ]

  • Dildo (Viodoe) [ Ready ]
  • Chastity (DD Add-on) [ WIP ] ( Conflicts with Indarello's fix: Futa dicks in fomod ) ( LINK ) You can use his fix but must be installed BEFORE my Fixed Strap-ons, before adding as new items soon ]


===[ADD-ONS]======

        [ Indarello - CLAMP-ONS ]

  • Clamp-Ons [ Ready ] (Support for Synths during AAF Scene)
    ( EXP FOMOD -> Skip this if you use UAP with Synth Gen-1 + 2 Enabled! Results in receiving penis meshes with .tri morphs already! )

 

 


===[OTHER MODS]=========


        [ OTHER STRAP-ONS ]

  • Straw - Strap-Ons (Default Dildo) [ WIP ]
  • Straw - Strap-Ons (Black Dildo by Maxie) [ WIP ]

 

===================================================================================================

 

  • VIOXSIS Strap-Ons [ TEXTURE SELECTIVE ] (FOMOD) [OPTIONAL]
    ( REQUIRES ECF [Placeholder], if you choose latex colors or BGSM materials ! )

    *It means that you swap default with any other textures you choose
     

        > STRAP-ONS + DILDO

 

===================================================================================================

 

  • ENGINE XML PATCH (2.0+) [REQUIRED]

    EXP uses:
    EXP_ActionData
          
    Switch Vioxsis_ to EXP_ (FF_Activity remains), this swaps equipments, to avoid any conflicts with UAP and others

    EXP_EquipmentSetData Supports ESL-Flagged ESP + Synths, ... and more ! )
          In each Add-on, one item uses one equipment (per your choice: Strap-on, dildo...)
          NPC Add-ons: Synth (Clamp-ons)


    *REASON(s):
       1. Vioxsis XMLs (From Vio fix mod) can be overwritten by anyone (UAP...), but you lose ESL items suppport !
             So getting patched by EXP, resolves the problem ( RECOMMENDED )
             *Because EXP uses different equipment names ( addEquipmentStrapon -> EQSTRAPON ), while UAP uses default ones as An3k's package from TFM guide

       2. EXP XMLs provides full support, easy to swap between Strap-on items by categories from FOMOD

       3.1. EXP_ActionData + EXP_EquipmentSetData, are separate, no longer dealing with any others' patches about overwriting together
          (so OVERWRITING ISSUE IS RESOLVED BY EXP)
       3.2. Vioxsis_ActionData -> EXP_ActionData (FF_Activity) (for UAP, Leito Staged Plus.... etc) [ = Uses EXP_EquipmentSetData ]
          (so Vioxsis_EquipmentSetData become REDUCTANT)

        *Some Patches (UAP...) uses FF_Activity Action, linked from Vioxsis' EquipmentSets. (use EXP to avoid any conflicts)

        [ ACTION vs. EQUIPMENT SETS ] ( XML Injection Differences )

Spoiler

Action: FF_Activity

  • FF_Action is used by Vioxsis_Strap-ons_Equipmentsets (Legacy mod): addEquipmentStrapon + removeEquipmentStrapon
  • Injects one or many actions at once, per animation branches
  • Actions can be anything (From expressions, morphs...)


Example:

 

    <animation id="anim1" frames="500">
        <actor gender="F" idleForm="800"/>
        <actor gender="F" idleForm="801">
            <action id="FF_activity"/>
        </actor>
    </animation>


====================================================================================================================
 

EQUIPMENT SETS: EQStrapon + UNEQStrapon ( That is what we use to patch up with EXP )

  • No Action required
  • Injects once per animation branches
  • Also fixes unwanted unequipping on next animation that uses 3 or many actors (Threesome Sex Animations)
  • Works with any Action/MFG/... branch you have

 

Example:

    <animation id="anim1" frames="500">
        <actor gender="F" idleForm="800"/>
        <actor gender="F" idleForm="801" startEquipmentSet="EQStrapon" stopEquipmentSet="UNEQStrapon"/>
    </animation>

=====

 

  • EXP - EQUIPMENT SETS [ AAF ] : [ VIO: Strap-Ons / Dildo / Chasity + Straw: Strap-Ons + *more... ]


    > Supported Animation Packs

  1. SavageCabbage (1.3) [ LINK ]
    [DLC's + Torture Devices merged] + Staged animations

     
  2. BP70 (2.8) [ LINK ]
    + Staged animations
     
  3. Atomic Lust [ WIP ]
     
  4. Four-Play Animations (Rug + Gun) [ WIP ]

    ...

 

 

===================================================================================================

> MOD REQUIREMENTS < ( Following up Saya's Scarlett's TFM guide )
 

  • VIOXSIS [ ZEX BONES ] + TEXTURE SELECTIVE
  1. Environment Cubemapping Framework (2.12+) [ LINK ]
    Download both packs under installation highlight and merge into one mod )

     
  2. CBBE [ LINK ] OR Fusion Girl [ LINK ]
    *Fusion Girl requires Zex extended, as it's using genital bones for animations

     
  3. ZeX Extended skeletons (6.0) [ LINK ]
    *CBBE DOESN'T SUPPORT ZEX, learn more in CBBE USERS Info, to resolve the strap-on issues!
     
  4. Indarello's fix Obsolete - SKIP ) [ SOURCE LINK ]
    *Chastity becomes futa dicks, based on the options you picked in FOMOD
    *At the moment, I am waiting for permission by original author, before adding them as new items, without conflicting with each other's...

       ( Since he provided both viodoe and strap-on nif files, looking like futa dick, my fix gets overwritten but we wanna overwrite them! )

     
  • ENGINE (LESBIAN) XML PATCH
  1. [ AAF ] (171.0 beta+) [ LINK ]
  2. Lee3310's SC Rescaling Patch (1.1, AAF_SCRS_CR) [ LINK ]
  3. Outfit ReDress Fix [ LINK ]
  4. *Supported Animation Packs [ AAF ]

    *In the end, your (MO2) mod order should look like this:

    -> Vioxsis Strap-Ons of Fallout 4 ( REDUNDANT for 4.0 - Can be uninstalled )
    -> Indarello's fix mod ( REDUNDANT + VIO_Strap-Ons.esp plugin is now patched by EXP (2.0), but better skip this, too ! )
    -> Ultimate AAF Patch ( Because of Vioxsis_Strap-Ons.esp plugin + default Vioxsis XMLs. BOTH overwrite Vio fix mod !! )
    -> Vioxsis Strap-Ons (Zex Bones Fixed)

    -> Vioxsis Strap-Ons - Texture Selective (DILDO) + (STRAPON)
    ...
    -> *Any Patches (Leito Staged fix...) that use FF_Activity action...

    -> ENGINE XML Patch

    *Orders for ECF, CBBE...... don't matter. Pay attention to the DFS by the plugin conflicts!

 

===================================================================================================
CBBE USERS ( INFOs + quick install mods ) <
         CBBE doesn't contain any skeletons, it uses VANILLA skeleton. We use the CBBE Body, regardless what skeleton(s).nif we use!

Many people report, that they use CBBE KNEE FIX mod, which is completely INCOMPATIBLE WITH ZEX SKELETON SKELETON!
( = Results in Strap-on Stretched out in the air )

When i mention CBBE KNEE FIX, i was referring to the fact that it contains an EDITED ... Vanilla skeleton, to tweak the knees inproperly skinned done by CBBE's author!
SQr17 made a patch for SAM that resolves the conflict issues with any skeletons. So far, we STILL keep ZeX skeleton to be in use, and we can use SAM Adjustments for similar results as you were using before....


CBEE_Kneefix_1.PNG.8ccd81aaab1df22caf41b30aed22e87c.PNG

(From: Skeletal Skeletons for CBBE)
CBEE_Kneefix_2.PNG.c4336b37f42c22627a75bb25ffd2832b.PNG
It means that once you selected one of the skeletons, you will get: skeleton.nif (CONFLICTS WITH ZEX)


(From: Skeletal Skeletons for CBBE - Screen Archer Menu) - Use the option that gives you 3 json adjustments

CBEE_Kneefix_3.PNG.3bb24dbb7369ce18a44ea1f3a3fa0f34.PNG

to fix Strap-ons stretched issues... Please uninstall CBBE knee fix version (Skeleton.nif replacer) and install one of the following mods below (includes direct links from Nexus):

1. Screen Archer Menu [ LINK ]
2. CBBE Knee Fix (SAM Adjustment version + Girly/HeadNeck SAM version)

- (Optional) Discrete Female Skeleton [ LINK ]

   *DFS must be placed after LMCC and Pip-Pad in Plugin Load Order


   *SAM Adjustments are like skeleton bone modifiers, overwriting your current bones. Load one of the adjustments of your choice (OR even more at once), and it remains permanently in the menu as soon as you remove; on your game save.
   *3BBB is not compatible. The goal is Zex bones must be visible or at least present, in skeleton.nif to make strapon animating. None should overwrite ZeX, regardless.

 

===================================================================================================

> CREDITS <

  • Dagoba_king, and other developers who made AAF and LLFP scripts
  • Lee3310 + niston for SC rescaling patch and SAMFormer
  • TBOS and ZaZ, for Zex extended skeleton and fusion girl
  • Snapdragon for outfit redress fix
  • An3k for repacking original author's Strap-ons (Vioxsis)
  • SavageCabbage + BP70 for animations
  • Kziitd, vaultbait, ookkerpak, eflat01 for suggestions, fixes
  • Indarello for clamp-on and his fixes

          ... and everyone!


I got my Discord server, join me if you want:


STORY ACTION COMPENDIUM [ INVITE LINK ]
 

===================================================================================================

> CHANGELOGS <

Spoiler

Vioxsis Strap-Ons (ZEX BONES Fixed)
4.0TOPIC ]


3.0TOPIC ]

2.0TOPIC ]


0.3.1TOPIC ]

-> Duplicated animations: Dinerbooth01 from Savage is removed
-> Renamed LXP_equipmentsetdata to as Vio_Strapon_equipmentsetdata. I wanted to sound like one patch. (More thoughts in topics)


0.3TOPIC ]

-> Gangbangs (FFF)... 4,5,8 actors... animations are fixed. Actiondata ID injections for animationdata.xml is removed.


0.2 (Beta)TOPIC ]

-> Threesome or gangbang xml animations are hidden for a moment before a fix is needed. Known bugs for AAF: I was planning to test the FFF animations with 2 strap-ons wit the same action data: FF_Activity (Even tried with 2 different action datas). The 2nd strap-on is unequipped in next animations...

 

==================================================================================

 

Vioxsis Strap-Ons (TEXTURE SELECTIVE) [ 01/07/24 ] [ TOPIC ]
-> Restructured FOMOD

-> Added Rusty Leather and Raider (Requested by Lee3310)

-> Added fixed version for 3 texture sets (Camo, BW, Leather) with ECF cubemaps

 

==================================================================================
 

ENGINE XML PATCH (EXP)
2.0 [ TOPIC ]

1.1
-> Fixed 68% caused by bp70 (Staged) animations chosen for EXP

1.0 [ TOPIC ]

0.5TOPIC ]

 

LESBIAN XML PATCH (Obsolete)
(from 0.1 to 0.3.1 -> 0.4)

-> SC: Merged the xmls into one. Added staged animations. Added the missing equipmentset inject at sedancar02 cowgirl animations, iirc??
-> In general: Renamed from LXP_ ... to (LXP) for tracking easily.
-> Changed back the Vio_Strapon_equipmentsetdata to LXP_equipmentsetdata (That's cause having 2 separated name would conflict each other, both used EQStrapon UNEQStrapon. So rather one data and many variants with same name, as replacer, using fomod)

 


 

Link to comment

First of all, thank you for sharing your bone fix.
But wouldn't it be better to offer the bodyslides together with the different body versions in one download, instead of putting the bodyslides of both body versions in one download?
It's just a suggestion.

Link to comment
13 minutes ago, N.Gamma said:

First of all, thank you for sharing your bone fix.
But wouldn't it be better to offer the bodyslides together with the different body versions in one download, instead of putting the bodyslides of both body versions in one download?
It's just a suggestion.


I obviously planned on merging the slidersets osp with 2 projects. But both are like modder resources for me cause they are both built with tri files and can be configurated with sam, aaf... or looksmenu.

Then i can split it and post it one by one, sure.

Link to comment

Version 0.2 (Beta)

- Gangbangs: FMM Animations... FMMM.... FMMMM.... etc. are hidden.

I tested these animations in game with one and two different action datas in the same animation. Until the 2nd strapon from 3rd female is unequipped in next animations.

 

I am being told that the outfit redress bug could fix the issue. But it remained the same. .....

Now i am currently working on a dildo modifications for 2 more sliders which BP70 tweaked in animationdata. In next version we will have bp70 support with strap on....
Good news is that i can add sliders over the FG/CBBE sliders without messing anything there (or redoing the bodyslide project), so it's like an upgrade.

LXP_10.PNG.cfc235b26a2060b8d1afe5ad42e26df1.PNGLXP_11.PNG.7c8949c76cb7120c633ae8e2aa3ee2bb.PNG

Link to comment
1 hour ago, vaultbait said:

 

I expect they're referring to this one from a couple of months ago. Last I looked, it's not rigged with any bones.


Oi! And i was making this after taking shots for Straws release. Maybe ill ask for permission if he lets me add it.

Wasnt sure only this is one on nexus, theres other one. Poor quality tho.

Link to comment

Straw's strapon can only be used for photography.

It has no "practicality" because even with the addition of bone weight, its position is severely away from the position of the male penis/vio.

Using SAM may improve.

But this can only bring more 'chaos'.

Link to comment
36 minutes ago, kziitd said:

Straw's strapon can only be used for photography.

It has no "practicality" because even with the addition of bone weight, its position is severely away from the position of the male penis/vio.

Using SAM may improve.

But this can only bring more 'chaos'.

Hey, people everyday are breaking new ground modding FO4 past it's limitations. Nothing is truly impossible if taken the time with the right person.

Link to comment
1 hour ago, kziitd said:

Straw's strapon can only be used for photography.

It has no "practicality" because even with the addition of bone weight, its position is severely away from the position of the male penis/vio.

Using SAM may improve.

But this can only bring more 'chaos'.

 

1 hour ago, evamay222 said:

Hey, people everyday are breaking new ground modding FO4 past it's limitations. Nothing is truly impossible if taken the time with the right person.


My only concern is these small straps. The moment after release I got them skinning at the straps but getting clippy in between. Its like 2 layers to each other... I was about to lose my fix when i deleted files in overwrite folder. Only luck i had with tri and nif built up.

Link to comment
On 7/24/2023 at 5:31 PM, EngineGaming said:

Version 0.2 (Beta)

- Gangbangs: FMM Animations... FMMM.... FMMMM.... etc. are hidden.

I tested these animations in game with one and two different action datas in the same animation. Until the 2nd strapon from 3rd female is unequipped in next animations.

 

I am being told that the outfit redress bug could fix the issue. But it remained the same. .....

Now i am currently working on a dildo modifications for 2 more sliders which BP70 tweaked in animationdata. In next version we will have bp70 support with strap on....
Good news is that i can add sliders over the FG/CBBE sliders without messing anything there (or redoing the bodyslide project), so it's like an upgrade.

LXP_10.PNG.cfc235b26a2060b8d1afe5ad42e26df1.PNGLXP_11.PNG.7c8949c76cb7120c633ae8e2aa3ee2bb.PNG

Question comes to mind... and I really do not know this as am new to AAF and never looked at the source. 

 

Seems to me the action node should have been inherited, but for some reason - typically things like that happen when parsing - got lost or could be that self (the object) is undefined - or pointed to the wrong one - at that point.

 

In any matter, All the action does however is connect startEquipmentSet="addEquipmentStrapon" stopEquipmentSet="removeEquipmentStrapon" by a reference, so is it not likely possible and plausible to place such actually on the referencing node?

 

Edited by eflat01
Link to comment
2 hours ago, evamay222 said:

Hey, people everyday are breaking new ground modding FO4 past it's limitations. Nothing is truly impossible if taken the time with the right person.

When something needs a ton of work, it's sometimes better to reinvent it from ground up.  

Link to comment

Version 0.3 (beta)

 

FFF Animations, gangbangs.... i got them working. Thanks to Kziitd. I removed the UAP as required since both actiondata and equipment data were needed. EquipmentSetData was needed.

BP70 is finished. It took way longer than ever to sort out their animations. Also renamed the position ids to be more specific, but still wip. There could be other names i missed.
Some of their animations added the morph value Erection up. I doubt my fix with dildo won't take any effects cause the condition for female is false, in aaf morphset. Hope there's a way of making morph sets with erection up/down sliders for female.

So either. You can pick between lite and full versions of ur choice. For animations, both are the same.

=
My thoughts

I checked inside of EgoBallistic's and Marge's ungendered SC patch. ... Not really all in one pack as sayings. A pack with all FM animations and super mutant. Rest of them is missing.
Personally my patch with gender F injected, i added all that contains prisoner shackles mod, torture devices... from SC.

Normally their animation packs have genders F and M. Ungendered, no gender required... MM or FF
None of their patches conflicts with mine. So you can have either UAP, ungendered and my lesbian patch at the same time.

Other hand, i dont really like staged animations, or said.. animationgroup. Positiontree is ok to me. Theres many unstaged animations from SC and BP70... That would be a good idea to make trees instead of staged, so that we can pick next anytime you want.... or switch for next position tree. What u think about this?

My patch won't involve creatures. Idk what pack i will do next.

Btw, i am not really into leito's and rufgt's to make patches... Both used different rigs. But i am sure someone patched them up before me. I hope i would have time to test the fixed version of their patch from sam enhanced animations.

Until then, i am taking a short break and enjoying animations in game, and sleep. There's some other mods i have in my mind that i have to work on something else. Too many mods, requests, in my mind. I must rest. ?

=
Next version i plan to doing is more dildo variants, patches... ... I got permission from Straw. I can work on with bones and hope the straps don't screw up at the end.

Thanks to all of u being patience while i was working. Especially... feedback. Thanks!

Edited by EngineGaming
Link to comment

Good one! I got a bit frustrated with the whole strap-on thingy and ended up neglecting it. I don't know if I was trying to mess with too many and/or wrong bones in OS. Good to see that you got the thing working properly. I'm going to remove my version from SAM Enhanced Animations mod page and recommend using yours in the future. I tried your strap-on with some of my modifications and so far it worked and aligned perfectly. Suggestion: how about making a fomod for the strap-on, which would let you pick the textures? Such that would place Dildo_F_A.dds and Strap-on_L_A.dds of choice in the mods Textures folder. I was thinking about making one, but don't yet know how to make fomods.

Link to comment
3 hours ago, ookkerpak said:

Good one! I got a bit frustrated with the whole strap-on thingy and ended up neglecting it. I don't know if I was trying to mess with too many and/or wrong bones in OS. Good to see that you got the thing working properly. I'm going to remove my version from SAM Enhanced Animations mod page and recommend using yours in the future. I tried your strap-on with some of my modifications and so far it worked and aligned perfectly. Suggestion: how about making a fomod for the strap-on, which would let you pick the textures? Such that would place Dildo_F_A.dds and Strap-on_L_A.dds of choice in the mods Textures folder. I was thinking about making one, but don't yet know how to make fomods.


I can make fomod. The black texture from screenies was obviously from u iirc. Aside textures from original author, is it ok to u if ill take ur texture, too?

Link to comment
14 minutes ago, EngineGaming said:

is it ok to u if ill take ur texture, too?

It's not mine, it's from the original mod's files (an3k's release.) I just renamed the black and camo texture files to Dildo_F_A.dds and Strap-on_L_A.dds to make them "default"

So the fomod should probably have all textures named like that and then just install the ones the user wants.

Link to comment
24 minutes ago, ookkerpak said:

It's not mine, it's from the original mod's files (an3k's release.) I just renamed the black and camo texture files to Dildo_F_A.dds and Strap-on_L_A.dds to make them "default"

So the fomod should probably have all textures named like that and then just install the ones the user wants.


Perfect!

Link to comment
14 hours ago, EngineGaming said:

Other hand, i dont really like staged animations, or said.. animationgroup. Positiontree is ok to me. Theres many unstaged animations from SC and BP70... That would be a good idea to make trees instead of staged, so that we can pick next anytime you want.... or switch for next position tree. What u think about this?

 

Simply my personal opinion, but the forced addition of position trees is one of the reasons I don't use UAP. I play with a game controller, and have never figured out how to advance position trees without reaching for a keyboard. If there was a way to configure AAF to just always follow the first branch of any tree and advance the positions automatically on a timer until completion, I'd be fine with that. I'm also perfectly happy just seeing some random unstaged position play in a loop until the timer is reached though, which is how AAF is working for me now.

Link to comment

It was easy for me to make a fomod myself, altho i had one made for my pose pack, Story action poses. (btw... thanks CG!)

LXP_12.PNG.baebb72aebbe326b8ed9759c1840cb41.PNG

But i have a problem. I have a framework that is not released yet. I was planning on releasing on Nexus and a placeholder with direct link... 
I'll need to prepare some screenies for each colors, type... This will be like this image.
Even if you picked a color, you can pick the normal and specular, cloth for example... at the same time! Up of ur choices! ?

Link to comment
21 hours ago, vaultbait said:

 

Simply my personal opinion, but the forced addition of position trees is one of the reasons I don't use UAP. I play with a game controller, and have never figured out how to advance position trees without reaching for a keyboard. If there was a way to configure AAF to just always follow the first branch of any tree and advance the positions automatically on a timer until completion, I'd be fine with that. I'm also perfectly happy just seeing some random unstaged position play in a loop until the timer is reached though, which is how AAF is working for me now.

 

DirectX Scan Codes? Though you'd have to remap something on the controller. 

 

arrow_key_up                   = 38
arrow_key_right                = 39
arrow_key_down               = 40
arrow_key_left                   = 37

 

Although I do prefer stagged, trees are okay though...

Edited by eflat01
Link to comment
34 minutes ago, eflat01 said:

 

DirectX Scan Codes? Though you'd have to remap something on the controller. 

 

arrow_key_up                   = 38
arrow_key_right                = 39
arrow_key_down               = 40
arrow_key_left                   = 37

 

Although I do prefer stagged, trees are okay though...

 

Right, that would need four dedicated controller buttons remapped (which could no longer be used for their normal functions). One defining aspect of most game controllers is that they have a limited number of buttons, so...

 

The arrow buttons on the controller would be ideal, but they're needed for the "favorites" menu in normal gameplay. I suppose the favorites menu isn't needed while the player is in an AAF scene though.

 

Related, I don't know the answer to this since I pretty much avoid position trees entirely, but how does AAF deal with them for scenes that don't involve the player character? Is the player still expected to advance the scenes manually in that case, or is there some fallback behavior?

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1 hour ago, vaultbait said:

 

Right, that would need four dedicated controller buttons remapped (which could no longer be used for their normal functions). One defining aspect of most game controllers is that they have a limited number of buttons, so...

 

The arrow buttons on the controller would be ideal, but they're needed for the "favorites" menu in normal gameplay. I suppose the favorites menu isn't needed while the player is in an AAF scene though.

 

Related, I don't know the answer to this since I pretty much avoid position trees entirely, but how does AAF deal with them for scenes that don't involve the player character? Is the player still expected to advance the scenes manually in that case, or is there some fallback behavior?

 

I believe AAF is just querying for the - and say this loosely - key events when AAF menu is active. i.e. obviously when a tree is running you can hit the esc and still use the arrow keys there, therefore focus is prioritized by process in the forefront. Favorites menu would be just another interface in the forefront - I'm pretty darn sure.

 

edit: Oh in fact I use cycle key 3 which is 191 - the "/" to toggle approaches on and off in Harassment, So yes aaf stays out of the way until active or  pop-up it's menu (interface).  

 

"How does AAF deal with them for scenes that don't involve the player character?" 

 

I'm not really sure... I've AE in my load and I do not think I ever had to advance the tree for npc's engaged, but can't be sure if a tree ever triggered. May just force them through?

 

One thing I do know is I've taken to hitting home before I leave an area/cell to make sure a animation is not playing, if one is I usually end it too.

 

Edited by eflat01
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2 hours ago, eflat01 said:

 

I believe AAF is just querying for the - and say this loosely - key events when AAF menu is active. i.e. obviously when a tree is running you can hit the esc and still use the arrow keys there, therefore focus is prioritized by process in the forefront. Favorites menu would be just another interface in the forefront - I'm pretty darn sure.

 

edit: Oh in fact I use cycle key 3 which is 191 - the "/" to toggle approaches on and off in Harassment, So yes aaf stays out of the way until active or  pop-up it's menu (interface).  

 

"How does AAF deal with them for scenes that don't involve the player character?" 

 

I'm not really sure... I've AE in my load and I do not think I ever had to advance the tree for npc's engaged, but can't be sure if a tree ever triggered. May just force them through?

 

One thing I do know is I've taken to hitting home before I leave an area/cell to make sure a animation is not playing, if one is I usually end it too.

 

 

Yeah, I might be able to hack something together if the directional buttons on the controller emit keyboard scancodes, but I'm not sure they do. Another option may be to set up a function shifting profile where some button combination puts it in "AAF mode" and then have those buttons remapped to corresponding keyboard keys. This is also why I basically only ever bring up AAF's on-screen interface when I'm debugging a problem, it involves switching to the keyboard unless I want to remap every last controller button to the keys for a UI I rarely actually need to interact with.

 

My main point is, if thinking about adding position trees to animation data, consider how users of game controllers are expected to take advantage of those, and what fallbacks or alternatives there may be for them.

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LXP_13.PNG.cd15cb8f14168cbb4ad9d06274063c88.PNG
FOMOD Texture replacer uploaded...

About my framework i decided to put into a single mod where each cubemaps, flat textures,... go in at the same time. To avoid any duplications provided inside of textures folder (For the sake of folder managements in modlist), and i must remove the cubemaps from my mods in the next versions. Just to keep it 'clean' and know where the textures come from. I wrote more in description on nexus and i would think about releasing on LL too. Repositories, actually. with direct links and infos about it.

Now... that i am finished setting up images, you can go wild in game. Just don't forget to download my placeholder before choosing latex.

I noticed i can put even flat colors like the black one, expecting the purple from original author has veins details that looks like shadows. Hopefully in the future.

Til now. I am resting. Have fun!

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