Church the Cat Posted November 23, 2019 Share Posted November 23, 2019 5 minutes ago, mashup47 said: no worries any problems post back I'll be about. Seems to be okay. [AAF] is no longer hanging on 80%, so that's an improvement already. Thanks, again. ? Link to comment
mashup47 Posted November 23, 2019 Share Posted November 23, 2019 Just now, Church the Cat said: Seems to be okay. [AAF] is no longer hanging on 80%, so that's an improvement already. ? But are the animations working thats the question Link to comment
SAC Posted November 23, 2019 Share Posted November 23, 2019 On 11/10/2019 at 11:57 AM, EgoBallistic said: That is correct. The morphs get lost when the game is saved/reloaded and when the actor speaks. As you say, that is why I added the save/restore functions. Is it possible to apply face morphs to dead actors? I haven't been able to. If applied OnDying() they stick after the actor dies, but, as you say, reset on game load Link to comment
Church the Cat Posted November 23, 2019 Share Posted November 23, 2019 1 hour ago, mashup47 said: But are the animations working thats the question Those seem okay, as well. Cait and my character were successfully gang-banged, after they were overwhelmed by a gang of Super Mutants. ? 1 Link to comment
mashup47 Posted November 23, 2019 Share Posted November 23, 2019 1 minute ago, Church the Cat said: Those seem okay, as well. Cait and my character were successfully gang-banged, after they were overwhelmed by a gang of Super Mutants. ? That is good news. 1 Link to comment
Kharos Posted November 23, 2019 Share Posted November 23, 2019 2 hours ago, SAC said: Is it possible to apply face morphs to dead actors? I haven't been able to. If applied OnDying() they stick after the actor dies, but, as you say, reset on game load It does not work on dead actors even with the console command, so that might be a limitation of the engine. 1 Link to comment
SAC Posted November 23, 2019 Share Posted November 23, 2019 Thank you! Another q: maybe I'm wrong (because I have a lot of randomized activity), but I am not entirely sure that with the latest LLFP dll the AAF_API.ApplyOverlaySet still works. Does it also require an update of the AAF? Rest of AAF seems to work fine. Link to comment
VonHelton Posted November 23, 2019 Share Posted November 23, 2019 3 hours ago, Kharos said: It does not work on dead actors even with the console command, so that might be a limitation of the engine. Dead is dead in Fallout 4. I tried reviving a dead settler several different ways. I found out that things that are already dead are meant to stay that way. Link to comment
EgoBallistic Posted November 23, 2019 Share Posted November 23, 2019 4 hours ago, SAC said: Thank you! Another q: maybe I'm wrong (because I have a lot of randomized activity), but I am not entirely sure that with the latest LLFP dll the AAF_API.ApplyOverlaySet still works. Does it also require an update of the AAF? Rest of AAF seems to work fine. That function relies on LooksMenu, not LLFP. Link to comment
Divinemight99 Posted November 23, 2019 Share Posted November 23, 2019 I installed this via vortex, but aaf is still halt at 70%, did I do something wrong? Link to comment
EgoBallistic Posted November 23, 2019 Share Posted November 23, 2019 1 hour ago, Divinemight99 said: I installed this via vortex, but aaf is still halt at 70%, did I do something wrong? Uninstall this and install AAF Beta 107 instead. https://www.loverslab.com/topic/97147-advanced-animation-framework/page/256/?tab=comments#comment-2819668 Link to comment
jaam Posted November 24, 2019 Author Share Posted November 24, 2019 v37 has been tested successfully with the new 0.6.19 release of F4SE. 1 Link to comment
VonHelton Posted November 24, 2019 Share Posted November 24, 2019 1 minute ago, jaam said: v37 has been tested successfully with the new 0.6.19 release of F4SE. ......and you LITERALLY saved my game! Link to comment
Church the Cat Posted November 26, 2019 Share Posted November 26, 2019 I seen that [AAF] has been updated. Is this mod able to be used with the newly updated [AAF], or should I wait for an update for this mod as well? Or was this mod's only purpose to make the older pre-runtime update [AAF] work until it was updated? I'm so confused. ? Link to comment
mashup47 Posted November 26, 2019 Share Posted November 26, 2019 6 hours ago, Church the Cat said: I seen that [AAF] has been updated. Is this mod able to be used with the newly updated [AAF], or should I wait for an update for this mod as well? Or was this mod's only purpose to make the older pre-runtime update [AAF] work until it was updated? I'm so confused. ? You do not need this Mod if you have the latest AAF version 107.1b installed. You only need this if you are a Mod Creator or still running FourPlay (old Animation FrameWork). Link to comment
Church the Cat Posted November 27, 2019 Share Posted November 27, 2019 19 hours ago, mashup47 said: You do not need this Mod if you have the latest AAF version 107.1b installed. You only need this if you are a Mod Creator or still running FourPlay (old Animation FrameWork). Oh, okay. Thanks, friend. ? Link to comment
jaam Posted December 5, 2019 Author Share Posted December 5, 2019 v38 = compatible with runtime v1.10.163 Untested but no offsets changed, so it should work once everything else updates. Tested ok. 1 Link to comment
jaam Posted June 19, 2020 Author Share Posted June 19, 2020 FYI: The current version, v38, is also compatible with F4SE v0.6.21 1 Link to comment
jaam Posted September 29, 2020 Author Share Posted September 29, 2020 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 2 Link to comment
prinyo Posted November 29, 2020 Share Posted November 29, 2020 Is it possible to get a version compiled against F4SEVR? Link to comment
jaam Posted April 16, 2021 Author Share Posted April 16, 2021 v40: adds 4 WAV functions contributed by fedim: ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global 3 Link to comment
Kharos Posted May 29, 2021 Share Posted May 29, 2021 On 4/16/2021 at 8:15 PM, jaam said: v40: adds 4 WAV functions contributed by fedim: ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global Only the .psc is changed compared to v39, the dll did not. I assumed that the new native functions require dll changes, am I wrong? Sorry if that question is a stuipd one... Link to comment
EgoBallistic Posted May 29, 2021 Share Posted May 29, 2021 17 minutes ago, Kharos said: Only the .psc is changed compared to v39, the dll did not. I assumed that the new native functions require dll changes, am I wrong? Sorry if that question is a stuipd one... Looks like a packaging error. The dll included in the binary package is the old v39 one. The dll included in the release folder of the source archive is the v40 one. Link to comment
Kharos Posted May 29, 2021 Share Posted May 29, 2021 1 hour ago, EgoBallistic said: Looks like a packaging error. The dll included in the binary package is the old v39 one. The dll included in the release folder of the source archive is the v40 one. Taking a look at it again, the .pex has a different timestamp but the same CRC, so it might be wrong too? Link to comment
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