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Posted (edited)
4 hours ago, darthroman said:

Can you show me what happened with heads? Didn't understand

 

Just slightly misaligned with the CBBE female Body, Bloodworm Head is not quite aligned to the back on the medium Bloodworm. There are a lot of Bloodworm sizes, so I don't know if CBBE or Bloodworm size makes a difference.

 

Bloodworm tail aligned perfectly, the head is slightly offset with the CBBE female back.

Edited by Krazyone
Posted
2 hours ago, yokito78 said:

Excuse me, do you know what triggers AAF violate? 

 

MCM Settings trigger Violate.

 

MCM...

Health... at a certain amount of Health, Nora will surrender.

Damage... when you have a broken limb, you have a chance to surrender.

 

Debug Plugin...

AAF_debug_on.esp

 

Reinstall AAF Advanced Animation Framework main mod, Fomod Installer... Support Files... Debug Mode... turn it ON.

Check Plugin AAF_debug_on.esp is turned on in the plugin section.

 

Turning on the AAF Debug plugin, will tell you on-screen when playing, any problems when you get a Violate scene to start.

Posted
1 hour ago, Krazyone said:

 

La configuración de MCM activa la violación.

 

MCM...

Salud... en cierta cantidad de salud, Nora se rendirá.

Daño... cuando tienes una extremidad rota, tienes la oportunidad de rendirte.

 

Complemento de depuración...

AAF_debug_on.esp

 

Reinstale el mod principal de AAF Advanced Animation Framework , el instalador de Fomod... Archivos de soporte... Modo de depuración... actívelo .

Compruebe que el complemento AAF_debug_on.esp esté activado en la sección de complementos.

 

Al activar el complemento de depuración AAF, se le informará en la pantalla durante la reproducción si hay algún problema cuando se inicia una escena de violación.

I didn't say it because it has been deactivated, but rather because I want to pause it because I want to create an escape mod. 

Posted
1 hour ago, yokito78 said:

I didn't say it because it has been deactivated, but rather because I want to pause it because I want to create an escape mod. 

 

The MCM Settings in my Post tells you, Health and Damage settings will turn off Violate events.

Posted
4 hours ago, Krazyone said:

 

Just slightly misaligned with the CBBE female Body, Bloodworm Head is not quite aligned to the back on the medium Bloodworm. There are a lot of Bloodworm sizes, so I don't know if CBBE or Bloodworm size makes a difference.

 

Bloodworm tail aligned perfectly, the head is slightly offset with the CBBE female back.

Ok I see, all bloodworms in animations going to scale 1:1 with actors. If you use SCRS

Posted
1 hour ago, camper228228 said:


I just got a problem, i have updated from 1.0.2 to 1.0.3 version, now my AAF just getting stuck at loading and wont work, while at 1.0.2 everything worked fine

Try to reinstall. And if you use mod loaders check if no conflicts. Or you can go to AAF folder and check the AAF files from pack, if there any non English letters in names. It's possible bug, but I checked all before uploaded update. All works. And in new version there is a new sounds from other sound pack mod. If something missing we will find it. 

Posted
1 hour ago, darthroman said:

Try to reinstall. And if you use mod loaders check if no conflicts. Or you can go to AAF folder and check the AAF files from pack, if there any non English letters in names. It's possible bug, but I checked all before uploaded update. All works. And in new version there is a new sounds from other sound pack mod. If something missing we will find it. 

Just to let you know I have the same issue here (MO2), rolled back to 1.0.2. Give it a new try in the days to come. 

Posted
2 hours ago, camper228228 said:


I just got a problem, i have updated from 1.0.2 to 1.0.3 version, now my AAF just getting stuck at loading and wont work, while at 1.0.2 everything worked fine

 

7 minutes ago, cosworth said:

Just to let you know I have the same issue here (MO2), rolled back to 1.0.2. Give it a new try in the days to come. 

 

Are you both using the RadStag Doe Penis patch?  That patch is still using 1.0.2 versions of the xml files, so AAF will get stuck. 

 

You can fix it yourself or wait for an update.

Posted
22 minutes ago, spicydoritos said:

 

 

Are you both using the RadStag Doe Penis patch?  That patch is still using 1.0.2 versions of the xml files, so AAF will get stuck. 

 

You can fix it yourself or wait for an update.

O ho ho, I forgot to change there new files, ok I will replace them 😅

Posted
47 minutes ago, spicydoritos said:

 

 

Are you both using the RadStag Doe Penis patch?  That patch is still using 1.0.2 versions of the xml files, so AAF will get stuck. 

 

You can fix it yourself or wait for an update.

thank you! 

Posted (edited)
2 hours ago, darthroman said:

Ok I see, all bloodworms in animations going to scale 1:1 with actors. If you use SCRS

 

SCRS... AAF: SavageCabbage Animations Rescaling ... already using it, Normal Animations line up much better.

 

Scaling... I thought things scaled from their lock off point, in Bloodworms, it seems like it's between the Legs in one of the lower Bones. IK Inverse Kinematics ... Unless I'm wrong.

 

Soo... if something is locked off between the Legs, then scaling would push the upper part higher up, the longer it gets. Rotations would get more, the further out the head got out, on longer Bloodworms. ... I've never made Animations, only 3d modelling, so I might be wrong.

 

 

Regardless... I'm glad you made all the animations... 🙂

 

Favourite animations... Gorillas.

 

Edited by Krazyone
Posted (edited)
22 hours ago, camper228228 said:


I just got a problem, i have updated from 1.0.2 to 1.0.3 version, now my AAF just getting stuck at loading and wont work, while at 1.0.2 everything worked fine

try running it with Just this and the base versions of Violate (no optional files from violate thread) and see if AAF loads properly (should see [AAF] ) then add option files one at a time for Violate and find which ones are useable with this Version.   This is what broke my game when updating (the Doe Penis one did not work with this version) removing the one(s) that broke it.

 

Edit: and I see the Doe Penis one was already updated! so it should work now

Edited by Mimirue17
Posted (edited)
19 hours ago, darthroman said:

thank you! 

Thank you for the update! 
I am already using this pack (on the mandatory list) in MSMA for the "four dildo friends", and will update now as I can make all four can be different, more than in just color.

I do want to help people manage versions and upgrade as needed, so aside from checking the existence of forms that I can see in Xedit that are present in 103 but not in 102,and make some guesses based on that, is there an official version checking mechanic that you recommend that other mods may use so they can determine which version of this pack a user has installed? 
Just in case a certain version is needed for compatibility reasons?

I could not locate a Version Global variable or anything of the sort. 



Additionally, may I make another suggestion about the sounds being used. 
Can you consider set them up with a category, perhaps :

image.png.44aee2ce1f847eb4e1e94c74210c30d5.png

Instead of " None" ?
 

For any mods that want to add any form of flavor dialogue lines or dynamic dialogue choices during the AAF animations (which is what I am trying to do these days) , that setting on the Sound Descriptor helps a lot preventing the soundscape from becoming a jumble of sounds,  as it auto ducks the volume of certain categories of sounds, when a dialogue line starts, making things more manageable and helping the spoken audio be discernable.

Edited by MSM_Alice
Posted

For some unknown reason, the Yao-Guai animations are not working properly for me. When the animation starts everything looks normal, but as soon as I switch to the next scene, the Yao-Guai gets stuck on the movement from the first animation while my character changes animation.

 

Can you advise me where to look for the problem?

Posted (edited)
38 minutes ago, poblivion said:

For some unknown reason, the Yao-Guai animations are not working properly for me. When the animation starts everything looks normal, but as soon as I switch to the next scene, the Yao-Guai gets stuck on the movement from the first animation while my character changes animation.

 

Can you advise me where to look for the problem?

Look, this is not a problem with animations but with the character's behavior. There are two options, but both are unstable. With the one currently installed, the animations play completely and correctly BUT when switching animations through the AAF wizard with the home button, YaoGuai crashes and freezes. If you install another behavior that, for example, Gray User uses, then the animation plays only once and does not work in a loop. This was happened with gorillas and dogs. And people who understand how to do this, corrected the files of these behaviors, by creating new ones. I don't know how to do this. That's why I will now add a version with behaviors like Gray User. Test this version 1.0.3a

 

It is assumed that the trigger for calling animations is a mod like Violate and there should not be any problems, but if you watch animations through the AAF wizard as a playlist, then this bug occurs. That is, for this you can view each animation and it will work, but then you manually need to exit the wizard and then re-select the actors and select another animation

Yaoguai_01.jpg

Yaoguai_02.jpg

AAF_darthroman_creature_pack_v1.0.3a.zip

Edited by darthroman
Posted
5 hours ago, MSM_Alice said:

Thank you for the update! 
I am already using this pack (on the mandatory list) in MSMA for the "four dildo friends", and will update now as I can make all four can be different, more than in just color.

I do want to help people manage versions and upgrade as needed, so aside from checking the existence of forms that I can see in Xedit that are present in 103 but not in 102,and make some guesses based on that, is there an official version checking mechanic that you recommend that other mods may use so they can determine which version of this pack a user has installed? 
Just in case a certain version is needed for compatibility reasons?

I could not locate a Version Global variable or anything of the sort. 



Additionally, may I make another suggestion about the sounds being used. 
Can you consider set them up with a category, perhaps :

image.png.44aee2ce1f847eb4e1e94c74210c30d5.png

Instead of " None" ?
 

For any mods that want to add any form of flavor dialogue lines or dynamic dialogue choices during the AAF animations (which is what I am trying to do these days) , that setting on the Sound Descriptor helps a lot preventing the soundscape from becoming a jumble of sounds,  as it auto ducks the volume of certain categories of sounds, when a dialogue line starts, making things more manageable and helping the spoken audio be discernable.

About sound categories, I will look how it's working and if all will be stable I will add this lines in next updates 

Posted
52 minutes ago, darthroman said:

Look, this is not a problem with animations but with the character's behavior. There are two options, but both are unstable. With the one currently installed, the animations play completely and correctly BUT when switching animations through the AAF wizard with the home button, YaoGuai crashes and freezes. If you install another behavior that, for example, Gray User uses, then the animation plays only once and does not work in a loop. This was happened with gorillas and dogs. And people who understand how to do this, corrected the files of these behaviors, by creating new ones. I don't know how to do this. That's why I will now add a version with behaviors like Gray User. Test this version 1.0.3a

 

It is assumed that the trigger for calling animations is a mod like Violate and there should not be any problems, but if you watch animations through the AAF wizard as a playlist, then this bug occurs. That is, for this you can view each animation and it will work, but then you manually need to exit the wizard and then re-select the actors and select another animation

Yaoguai_01.jpg

Yaoguai_02.jpg

AAF_darthroman_creature_pack_v1.0.3a.zip 147.87 MB · 1 download

 

 

Thanks!  Version 1.0.3a works without problems.

Posted (edited)
On 9/12/2025 at 3:28 PM, Krazyone said:

Scaling... I thought things scaled from their lock off point, in Bloodworms, it seems like it's between the Legs in one of the lower Bones. IK Inverse Kinematics ... Unless I'm wrong.

 

Soo... if something is locked off between the Legs, then scaling would push the upper part higher up, the longer it gets. Rotations would get more, the further out the head got out, on longer Bloodworms. ... I've never made Animations, only 3d modelling, so I might be wrong.

Scaling in 3DSmax is changing the distance along XYZ relative to the zero coordinate.
And scaling in F4 is changing the distance along XYZ relative to the actor's fixation point.
The actor's fixation point is determined by the position of his ROOT. Therefore, it is desirable that during animation the ROOT remains motionless at the zero coordinate.

ROOT is very convenient to use for changing the position of the actor when creating animation. But... it is highly undesirable to use it for changing the position of the actor. 🤣

Edited by Holylokki
Posted
4 hours ago, darthroman said:

About sound categories, I will look how it's working and if all will be stable I will add this lines in next updates 

Thank you.

Is there a recommended path for checking the mod version in a papyrus script (like a global variable holding a version number or similar)?

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