JB. Posted September 4, 2021 Share Posted September 4, 2021 Request Please add a special tag to be able to call animation on the cross. (I have put Xcross just to test it). 1 Link to comment
JB. Posted September 5, 2021 Share Posted September 5, 2021 (edited) And I have a question regarding TortureDevices. I can make the player appear restricted in a cross with the MoveTo script. But here is my big problem: No matter how much the controls are disabled (before or after appearing restricted in a cross), the player can always leave the cross and move freely. I can verify that disableplayercontrols works perfectly, but when the player appears in the cross, I regain control. And if I apply it after being on the cross, it doesn't work. Game.GetPlayer().MoveTo(NukaWorldXCross) Utility.Wait(0.5) InputEnableLayer inputLayer inputLayer = InputEnableLayer.Create() inputLayer.DisablePlayerControls() Or InputEnableLayer inputLayer inputLayer = InputEnableLayer.Create() inputLayer.DisablePlayerControls() Utility.Wait(2.0) Game.GetPlayer().MoveTo(NukaWorldXcross) Edit: PlayerREF.SetRestrained() works fine! ? Although camera is disabled (something I wanted to enable in DisabledPlayerControls). An NPC frees you with PlayerREF.SetRestrained(false) through a dialogue. Edited September 5, 2021 by JB. Link to comment
EgoBallistic Posted September 5, 2021 Author Share Posted September 5, 2021 13 hours ago, JB. said: Please add a special tag to be able to call animation on the cross. (I have put Xcross just to test it). The tags are wrong on a couple of the animations. Thanks for pointing that out. I probably was in a hurry and just copied the same line several times. I'm about to upload a fixed version. 8 hours ago, JB. said: I can verify that disableplayercontrols works perfectly, but when the player appears in the cross, I regain control. That's happening because your inputLayer variable is declared inside your function, so, when the function ends, the variable goes out of scope and the layer gets deleted. You need to declare that variable at the top level in your script, before the function definition. I wouldn't use setRestrained(), as you discovered it messes with the camera, and it has side effects on NPC AI. 1 Link to comment
archiemerch Posted September 10, 2021 Share Posted September 10, 2021 cant find the furniture anywhere, ive searched everything and still cant find them, ik it installed properly because im using another mod that requires this and ive seen the models. can anyone help me with this? Link to comment
Un1t Posted September 15, 2021 Share Posted September 15, 2021 I have no idea how to get it to work, I've downloaded it and it wont appear in my workshop Link to comment
computerguy13 Posted September 16, 2021 Share Posted September 16, 2021 How do I have sex with characters in the device. When I put settlers in the device it just lets me talk to them or trade with them. I checked the mod page to see if I was missing any supporting mods, and that doesn't appear to be the case. Is there a setting or procedure I might be overlooking? Link to comment
vaultbait Posted September 16, 2021 Share Posted September 16, 2021 14 hours ago, computerguy13 said: How do I have sex with characters in the device. When I put settlers in the device it just lets me talk to them or trade with them. I checked the mod page to see if I was missing any supporting mods, and that doesn't appear to be the case. Is there a setting or procedure I might be overlooking? I think those are screenies of some of Savage Cabbage's animations? Try reinstalling his animation pack and see if there's a FOMOD installer checkbox to enable the ones for TD. Link to comment
Johnny453 Posted September 18, 2021 Share Posted September 18, 2021 cool mod with devices, ima find a way to implement all these loose assets like the toxic waste tank lol..... though whats up with the enormous navmesh edit, half of me wants to just slice that out..... Link to comment
EgoBallistic Posted September 18, 2021 Author Share Posted September 18, 2021 1 hour ago, Johnny453 said: though whats up with the enormous navmesh edit, half of me wants to just slice that out..... The mod doesn't edit any navmeshes. It creates a test cell with its own navmesh, and because of that the CK generates this massive Navmesh Info Map. It doesn't actually change anything though. Link to comment
Johnny453 Posted September 19, 2021 Share Posted September 19, 2021 ok thanks for reassuring my ignorance, i know just enough to be dangerous when looking through cd/fo4edit ? Speaking of breaking things, is there a flag or setting somewhere that disables furniture or markers from having valid entry points if they're rotated in the vertical plane? I'm trying to create silly setups where people are on xcrosses say on a ceiling. I can put them there via console or in a cell in CK, but then they're no longer recognized as something an npc can interact with -as soon as the object is rotated a few degrees in X or Y. Does rotating furniture not also rotate the animation's reference frame? Thanks for your work on this mod- makes for less boring settlements. Link to comment
izzyknows Posted September 19, 2021 Share Posted September 19, 2021 (edited) 3 hours ago, Johnny453 said: ok thanks for reassuring my ignorance, i know just enough to be dangerous when looking through cd/fo4edit ? Speaking of breaking things, is there a flag or setting somewhere that disables furniture or markers from having valid entry points if they're rotated in the vertical plane? I'm trying to create silly setups where people are on xcrosses say on a ceiling. I can put them there via console or in a cell in CK, but then they're no longer recognized as something an npc can interact with -as soon as the object is rotated a few degrees in X or Y. Does rotating furniture not also rotate the animation's reference frame? Thanks for your work on this mod- makes for less boring settlements. No it doesn't. You'd have to .. as @Vader666 put it Rotate it by 90 degrees, adding a connecting point to snap it to walls, rotate the animation and add an offset to it. The Interacting point needs to be placed in front of the frame, otherwise NPCs wouldn't be able to use it because there's collision above the interacting point. Adding the new anims and generate Furniture meta data. Edited September 19, 2021 by izzyknows Link to comment
Vader666 Posted September 19, 2021 Share Posted September 19, 2021 5 hours ago, Johnny453 said: is there a flag or setting somewhere that disables furniture or markers from having valid entry points if they're rotated in the vertical plane? There isn't a flag or setting, however the engine ignores activatable collision boxes that are not at x and y rotation 0. So if you take i.e. the Xcross and rotate it on either x or y, you can't activate it anymore, even if the interacting points are not blocked by collision. To get it to work you need to rotate the mesh while keeping the root node at 0,0,0 rotation. Then set the interacting point with an offset and apply the apropr iate rotation and the negative offset to the animation. Or in short, you have to make a new furniture. Link to comment
Johnny453 Posted September 20, 2021 Share Posted September 20, 2021 (edited) ok thanks both of you, that's what I figured, the game innately ignores. Another way to do it perhaps: If I could figure out how AAF is getting the nudge_amount variable from the settings.xml to the MainQuest script from to put it in the functions ala- actors.TranslateTo(x + 0.0001, y + 0.0001, z, 0.0, 0.0, a+0.01, 500.0, 0.00000001) I could simply add a second input variable for non-zero X rotations...... then use offsets to properly line up actors with inverted furniture.... Edited September 20, 2021 by Johnny453 Link to comment
izzyknows Posted September 20, 2021 Share Posted September 20, 2021 11 minutes ago, Johnny453 said: ok thanks both of you, that's what I figured, the game innately ignores. Another way to do it perhaps: If I could figure out how AAF is getting the nudge_amount variable from the settings.xml to the MainQuest script from to put it in the functions ala- actors.TranslateTo(x + 0.0001, y + 0.0001, z, 0.0, 0.0, a+0.01, 500.0, 0.00000001) I could simply add a second input variable for non-zero X rotations...... then use offsets to properly line up actors with inverted furniture.... Problem is, AAF wont see it as valid furniture so unless you start the animation in valid furniture then move the actors... Personally, at that point, I learn how to make the new furniture. LOL Link to comment
Vader666 Posted September 20, 2021 Share Posted September 20, 2021 7 hours ago, izzyknows said: Problem is, AAF wont see it as valid furniture Afaik AAF doesn't care about that. As long as a reference in the search radius is a reference to a registered furniture base form, it might do its thing. However, i don't think AAF does the actor rotations relative to the furnitures root, espacially x and y rotations. Link to comment
EgoBallistic Posted September 20, 2021 Author Share Posted September 20, 2021 1 hour ago, Vader666 said: Afaik AAF doesn't care about that. As long as a reference in the search radius is a reference to a registered furniture base form, it might do its thing. However, i don't think AAF does the actor rotations relative to the furnitures root, espacially x and y rotations. AAF won't play furniture animations or show the furniture in the list if the furniture is rotated more than 5 degrees on the X or Y axis. This is to avoid goofy looking animations where the actors are clipping through a couch or similar. Link to comment
Johnny453 Posted September 22, 2021 Share Posted September 22, 2021 Sure, I've tested and it wont find it - but I'm talking about manually lining up things myself via just starting animation on floor then adding offset, at this point I really only rely on AAF as an easy anti-bump-out-of position script. Link to comment
computerguy13 Posted September 26, 2021 Share Posted September 26, 2021 How do I have sex with characters in the torture devices? I put a settler in the F-Frame and all it does it let me talk to her or trade (which both appear to be the same thing). If I use the "sex'em up" hotkey, they pop up and start having a conversation with me. If I hit for punishment, it will crop whip them while they are in the F-Frame, but there doesn't seem to be a hotkey for sex. If there an animation I am missing perhaps or a mod/step you can think of that I am missing, please let me know. Link to comment
Vader666 Posted September 26, 2021 Share Posted September 26, 2021 36 minutes ago, computerguy13 said: I am missing perhaps or a mod/step TD doesn't initiate a sex scene on its own, for that you'd need another mod. Additionally it seems AAF completely ignores furnitures in use, which means if you put someone into the frame you can't start a scene there. You would need to start a scene, by dialogue or hotkey or wizzard or whatever, while both actors are close to the frame and hope AAF picks the animation for the frame. 1 Link to comment
izzyknows Posted September 26, 2021 Share Posted September 26, 2021 1 hour ago, Vader666 said: TD doesn't initiate a sex scene on its own, for that you'd need another mod. Additionally it seems AAF completely ignores furnitures in use, which means if you put someone into the frame you can't start a scene there. You would need to start a scene, by dialogue or hotkey or wizzard or whatever, while both actors are close to the frame and hope AAF picks the animation for the frame. You can start a scene with a NPC assigned to the F-Frame & Xcross via the AAF menu. The trick is to not be to close to the furniture or AAF wont detect it. About a floor tile away seems the sweet spot. If the NPC in the furniture is chosen first, they will "generally" stay put. Sometimes they hop out & back in. I like to use the F-Frame as a "stress reliever" for the Caravans. LOL Via a mod.. yeah, AAF doesn't care if the furniture is "occupied" or how many it stacks on/in it. 1 Link to comment
computerguy13 Posted September 26, 2021 Share Posted September 26, 2021 14 hours ago, Vader666 said: TD doesn't initiate a sex scene on its own, for that you'd need another mod. Additionally it seems AAF completely ignores furnitures in use, which means if you put someone into the frame you can't start a scene there. You would need to start a scene, by dialogue or hotkey or wizzard or whatever, while both actors are close to the frame and hope AAF picks the animation for the frame. Thank you for the reply, not everyone does. I do have a few animation mods, but your solution makes since: initiate and hope the furniture detection picks it up. I guess that means using things like the barrel aren't going to happen (since it only appears while the character is idle). Link to comment
vaultbait Posted September 26, 2021 Share Posted September 26, 2021 9 minutes ago, computerguy13 said: Thank you for the reply, not everyone does. I do have a few animation mods, but your solution makes since: initiate and hope the furniture detection picks it up. I guess that means using things like the barrel aren't going to happen (since it only appears while the character is idle). Also see my reply from a dozen or so entries back, when you asked basically the same question. Link to comment
computerguy13 Posted September 26, 2021 Share Posted September 26, 2021 16 minutes ago, vaultbait said: Also see my reply from a dozen or so entries back, when you asked basically the same question. Thank you, your help is always great. I did try your advice back when you posted it, but unfortunately reinstalling savages animation did not resolve the issue. I took the time to tinker around with it more myself to see if I could figure it out before reposting the question in hopes of another solution. Link to comment
computerguy13 Posted September 26, 2021 Share Posted September 26, 2021 13 hours ago, izzyknows said: You can start a scene with a NPC assigned to the F-Frame & Xcross via the AAF menu. The trick is to not be to close to the furniture or AAF wont detect it. About a floor tile away seems the sweet spot. If the NPC in the furniture is chosen first, they will "generally" stay put. Sometimes they hop out & back in. I like to use the F-Frame as a "stress reliever" for the Caravans. LOL Via a mod.. yeah, AAF doesn't care if the furniture is "occupied" or how many it stacks on/in it. Thank you for the help, I will give that a try. Link to comment
vaultbait Posted September 26, 2021 Share Posted September 26, 2021 (edited) 9 minutes ago, computerguy13 said: Thank you, your help is always great. I did try your advice back when you posted it, but unfortunately reinstalling savages animation did not resolve the issue. I took the time to tinker around with it more myself to see if I could figure it out before reposting the question in hopes of another solution. The summary here is that TD items are treated as furniture by AAF, same as a couch, chair or table. You need an animation pack which has animations making use of that furniture (e.g. Savage Cabbage's), and you need the device to be within the furniture scan range. With those requirements satisfied, a mod which uses AAF may select that device as the location for playing an animation, or you may initiate one manually through the AAF interface. Note that it's possible not all the devices in TD are covered by the animations you've installed, so you may want to familiarize yourself with the XML files included in them to see what specific devices they might utilize and then be sure to make those available. Edited September 26, 2021 by vaultbait 1 Link to comment
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