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Posted
15 hours ago, jarno5 said:


I would love to see someone making a patch for all popular anim mods that utilize PositionTrees. They are lot less fault sensitve when it comes to timing + they have force flags for exit and branches. UAP provided Trees for alot of anims, but never finished it all the way..

I can adjust my program to generate positionTreeData XML files.

 

Realistically I probably only need less than 24 hours but I have personal promises and work this week. I'll study up on positionTreeData XML files this weekend and see if I can get something out in the weekend or by the latest, next week.

 

15 hours ago, jarno5 said:

When using GroupData for anims, you need to determin a total time you want your anims to play, like 60 seconds. Anims do 30 frames a second 60x30=1800 frames. Most loose anims default to 500 frames per anim. So yeah, if the group has 5 anims, that will total in 2500 frames, and it wont reach the last anim in the group if your anim time is 60 seconds. If the group contains 3, it does 1500 frames and will loop back to the first entry, until total frames has been reached.

Unless there is an option with the Groupdata method that im unaware of, it requires some handwork in the animationdata files to uniform frames to your set time. Loop=0 in the animationgroup data files is posible on the last entry if you want to prevent loopback within the group, but it will just repeat the last anim in the group until frame limit is reached, which is kinda wonky.

One of the things that confused me when I was originally writing the program (which I originally was trying to get to include positionTreeData support) is the "time=" attribute in the positionTreeData XML files. It looked like a percentage at first because a lot of 4-stage animations were given the following values for time: 15/35/35/15.

 

That doesn't seem to be the case though and it appears to be seconds and the common.xsd for AAF says it's a float (numbers with support for decimals like 20.3 instead of integers like 20).

 

My only gripe with that is, users who set their animations to play for greater than or less than that time will still run into similar issues.

 

I'm open to suggestions on what to do in those cases.

Posted (edited)
3 hours ago, Here4SlootyMods said:

I can adjust my program to generate positionTreeData XML files.

 

Realistically I probably only need less than 24 hours but I have personal promises and work this week. I'll study up on positionTreeData XML files this weekend and see if I can get something out in the weekend or by the latest, next week.

 

One of the things that confused me when I was originally writing the program (which I originally was trying to get to include positionTreeData support) is the "time=" attribute in the positionTreeData XML files. It looked like a percentage at first because a lot of 4-stage animations were given the following values for time: 15/35/35/15.

 

That doesn't seem to be the case though and it appears to be seconds and the common.xsd for AAF says it's a float (numbers with support for decimals like 20.3 instead of integers like 20).

 

My only gripe with that is, users who set their animations to play for greater than or less than that time will still run into similar issues.

 

I'm open to suggestions on what to do in those cases.



Oh that would be sweet!

As far as i understand Trees. Yes, that time entry is in seconds. And as far as i know, they can/will ignore any time settings outside of the Tree XML's. Like the time setting in the AAF ini, or in game time settings like AAF Violate. I have noticed this not only in the XML's, but also ingame. Tree animations always ignored my time settings and played for way longer then 60 seconds. So im prety certain it is seconds.

I think the 15/35/35/15 is used to simulate it as realistic as posible. It makes sense giving any foreplay/tease anims less showtime then the main anims, and same for the afterglow/climax, atleast, thats how i see it and that is how i usualy config my Grouped anims aswell, giving more frames to the middle anims. The values seem like a personal preference from the UAP author as it amounts to exact 100 seconds. I have changed them on my end to 10/25/25/10, keeping it closer to the 60 second default.

I have seen a few flags that would explain the behavior of the current use of trees (UAP as example)

strictExiting="true"
forceComplete="true"

Above one from UAP, patching leito's animation. i guess the strict exit means that the tree can only exit on the exit branch. The force complete should mean that the branch has to complete regardless of outside influence (like ini time settings ect..)

As far as compatibility, that would be rough, as the times set in trees would need to be leading for a patch to make sense (biggest pro for using trees), otherwise, we could stick with grouped anims.

Perhaps, if possible with your program, set the branch time to whatever is used by the loose anims in frames. So let it calculate using 30 frames a second. If a loose anim has 500 frames, the time in a branch should be set to 16 ish seconds (500 / 30 = 16,7, round down to prevent overshoot) Or settle for 16,5 since they are supposed Floats.

That should get you as close to default as possible. I dont think manual user edits are entirely preventable. Everone uses their own time preference and that will always require some manual tinkering on the user end.

Edited by jarno5
Posted

Are there any known incompatibilities?  All this seems to do is break AAF for me.  I deleted the NAF folders and that prevented the game from being locked when loading.  But apart from that, nothing works.  I can't start scenes, Violate can't trigger them.

Posted
7 hours ago, Valykry said:

Are there any known incompatibilities?  All this seems to do is break AAF for me.  I deleted the NAF folders and that prevented the game from being locked when loading.  But apart from that, nothing works.  I can't start scenes, Violate can't trigger them.

Try loading them one at a time and see where the issue is.   If one fails go to next.   You can also see hints in the above posts for how people got them to work.   Also make sure you read the requirements as it is slightly different then what the "manual" would tell you to use in some cases.

Posted (edited)

Already tried that.  Of the animation packs this seems to support, I only have leito  (spelling?) and SC.  I've tried them individually.  Same result for each.  (When I press the home key to start a new scene, the only option available is something like "undefined".  Not around my PC atm.). Also, idk if this is a clue, but aaf usually appears in brackets like [AAF], but oddly enough it shows as [AAF (Missing the closing bracket).

 

I've also went through the position data files and deleted any lines that include "is hidden=true" as someone suggested. No change.

 

At this point, any more digging and I'm likely just going to make things worse.  I don't really understand all of this XML stuff.

Edited by Valykry
Posted

I'm still trying to figure out how I should do this in a more "proper" way (although looking at the default animation XMLs by many animators there doesn't seem to be one).

 

While many XMLs do have a frames= option in their animationData XML files, it's not strictly necessary (Vadermania's animations have a time= option and no frames= option in their animationData XML files).

 

For the time being, as a means of testing, I've attached the modifications I made to Leito's animations and their animations only.

 

It seems like multiple people here use Leito's animations so I chose them for testing.

 

As for the AAF issues, honestly all of you are having different issues so it's hard to say pin point the specific problem. If all of you were having the same issue I might be able to help but nothing's the same.

Staged Animation XMLs: Leito's Animations.zip

Posted (edited)
On 8/23/2025 at 6:52 PM, Valykry said:

Already tried that.  Of the animation packs this seems to support, I only have leito  (spelling?) and SC.  I've tried them individually.  Same result for each.  (When I press the home key to start a new scene, the only option available is something like "undefined".  Not around my PC atm.). Also, idk if this is a clue, but aaf usually appears in brackets like [AAF], but oddly enough it shows as [AAF (Missing the closing bracket).

 

I've also went through the position data files and deleted any lines that include "is hidden=true" as someone suggested. No change.

 

At this point, any more digging and I'm likely just going to make things worse.  I don't really understand all of this XML stuff.

Are you using this with UAP? and if yes are you using SC 1.30 and have it NOT selected in UAP.   For Leito are you using the staged Leito with Erection Fix? This apparently does not work with that so it should be disabled.   These should also be last in the AAF section of you mod list.

 

Thats all I can think of, doing that got those two specific ones to work for me.   

 

If AAF is not in brackets [AAF] both sides that means it did not finish loading (you will not get the themes pop up etc) and is the general result of something causing a conflict.

 

edit: if it helps this is my AAF patch section when loads last after AAF Files and AAF Animations

 



image.png.b2ed51dbeaed9f272f539e66f37898af.png

Edited by Mimirue17
Posted (edited)

"As far as I can tell", my load order looks good.  At the very least, I don't think anything is overriding anything it shouldn't.  Yes, i'm using UAP.  While I was pretty certain, I installed it with support for SC unchecked, I went ahead and reinstalled it just in case.  Just to be thorough, I disabled everything having to do with Leito.  Work on one at a time.  As of now, SC is the only animation pack i'm running that is supported by this mod.

According to Mo2, the only thing overriding AAF is UAP, and the only thing overriding that is the NSFW soundpack.

The only thing overriding SC animation pack is this mod and UAP.  Nothing is overriding this mod.

 

That being said, I don't have all of the patches you seem to have.  Starting to wonder if there is an unlisted requirement somewhere in there.  Or an unknown incompatibility.

Edited by Valykry
Posted
18 hours ago, Here4SlootyMods said:

I'm still trying to figure out how I should do this in a more "proper" way (although looking at the default animation XMLs by many animators there doesn't seem to be one).

 

While many XMLs do have a frames= option in their animationData XML files, it's not strictly necessary (Vadermania's animations have a time= option and no frames= option in their animationData XML files).

 

For the time being, as a means of testing, I've attached the modifications I made to Leito's animations and their animations only.

 

It seems like multiple people here use Leito's animations so I chose them for testing.

 

As for the AAF issues, honestly all of you are having different issues so it's hard to say pin point the specific problem. If all of you were having the same issue I might be able to help but nothing's the same.

Staged Animation XMLs: Leito's Animations.zip 62.85 kB · 3 downloads

 

I tried these unfortunately AAF would not load them. The AFF admin log in game says "Removing position *Leito*xx due to error",  "Removing tree *Lieto*xx due to error", and Position ID not found repeatedly for each one. When a leito animation is selected with this enabled only a single stage plays. I'm on AAF 1.1.1b.2.

Posted
On 8/24/2025 at 4:52 AM, Valykry said:

(When I press the home key to start a new scene, the only option available is something like "undefined".

Most likely your AAF is not working because your animation settings xml files contain too many conflicts and therefore AAF cannot load them.

Posted
On 8/26/2025 at 6:22 AM, Here4SlootyMods said:

While many XMLs do have a frames= option in their animationData XML files, it's not strictly necessary (Vadermania's animations have a time= option and no frames= option in their animationData XML files).

"Frames" is a required property.
Using "Time" in animationData is an error.

 

image.png.fc44d5bd3c85d0611b422ee5c61478c7.png

Posted
8 hours ago, Holylokki said:

Most likely your AAF is not working because your animation settings xml files contain too many conflicts and therefore AAF cannot load them.

Is this something that wouldn't show as a conflict in regards to the Mo2 Load order?  If so, how do I check and what am I looking for when checking?

Posted
9 hours ago, Valykry said:

Is this something that wouldn't show as a conflict in regards to the Mo2 Load order?

Usually no. But if one xml patch overwrites the files of another, then this most likely leads to errors.
It is not the files that conflict, but their contents.
Anyone can write xml files for existing animations as they please. This creates a large number of conflicts when using different xml patches.
It can be difficult to find and fix errors in xml even when you know approximately which file they are in.
Therefore, it is highly undesirable to use more than one xml patch. Unless its author has taken care of complete independence from any other xml files.

Posted

I think i'm just going to have to wait for an update or something.  I basically wiped the slate clean, and started a fresh modlist.  Still couldn't get this to work even though it (and its requirements) were the only mods on testing.

  • 2 months later...
Posted

A much long needed update.

 

I fully intend to continue to work on this but at the moment work has gotten very busy.

 

Although I've just significantly improved my job security, my former manager was dumb enough to fire a bunch of lower level employees thinking they could be replaced with ChatGPT which was proven wrong in the month of October. He has since been fired and I have been given permission to start the (re-)hiring process for the company which should lighten my load a bit.

 

This post was made when I had a small break (because Thanksgiving is coming up) but I'll still be quite busy with training new hires and such much throughout December.

 

I will try to get an update on this by late December but if not then, January for sure.

 

Sorry for the delay, it's been a hectic October for me.

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