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[Dev/Test/Beta] LL FourPlay community F4SE plugin


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Posted
2 hours ago, Roleplej said:

games keep crashing while running it with f4se and new version of LLFP

 

 

Are you using the new version of F4SE designed for the latest game release? Are all the other F4SE extensions you have installed also updated to work with the new game and F4SE version?

Posted
12 hours ago, vaultbait said:

 

Are you using the new version of F4SE designed for the latest game release? Are all the other F4SE extensions you have installed also updated to work with the new game and F4SE version?

Yup, I am using new version of F4SE. Game starts normally when I delete plugin folder from F4SE

Posted
2 hours ago, Roleplej said:

Yup, I am using new version of F4SE. Game starts normally when I delete plugin folder from F4SE

 

And what other plugins do you have in there besides this one? Are they all also updated for latest F4SE?

Posted

Heh...been scratching my head for a couple of days on why stuff wasn't working.  Finally did a search for what AAF was saying wasn't loading and found this.  Added it and now everything works again.

 

Thank you.  

  • 2 weeks later...
Posted

I tried this (V50), but was running into ctd on load, even from a clean save. Turns out it's conflicting with the newest version of FO4HHS, though I'm not exactly sure why.

Posted
5 hours ago, jaam said:

I just tried this and FO4HHS without any issue.

Well that's odd. It's the only thing I've dropped from my LO, and it's a relatively short list. You're running the post-NG update of FO4HHS?

  • 1 month later...
Posted

Hi @EgoBallistic I'm on my own adventure of learning to program Papyrus. Can I call functions in v51 LL_fourPlay_1_10_163, even if I don't have AAF installed? I'm constantly logging in and out of the game to test my private mod and I want to have the cleanest mod installation possible.
Thanks in advance

Posted
3 hours ago, antoniut said:

Hi @EgoBallistic I'm on my own adventure of learning to program Papyrus. Can I call functions in v51 LL_fourPlay_1_10_163, even if I don't have AAF installed? I'm constantly logging in and out of the game to test my private mod and I want to have the cleanest mod installation possible.
Thanks in advance

 

Also, to reiterate what jaam said, you'll find more mods here on LL which use LLFP without needing AAF (Real Handcuffs and Rad Morphing Redux come to mind, but there are more).

Posted

👌 thanks for your kindness!

  • 3 weeks later...
Posted

I just noticed that the original post of this support topic did not update. I made a silent edit of the download page to force a refresh.

Posted

New functions in v52 by EgoBallistic:

 

; Returns whether the actor is currently ignoring combat (e.g. due to package flags)
Bool Function ActorGetIgnoringCombat(Actor akActor) native global

; Force the actor to ignore combat or not, overriding any package flags
Function ActorSetIgnoringCombat(Actor akActor, Bool abIgnoreCombat) native global

 

; Return the actor gender as seen by AAF
Bool Function AAF_GetGender(Actor targetActor) native global

 

; Converts the internal representation of AAF's furniture list to an array of Forms as Var
Var[] Function AAF_ProcessFurnitureList(Var[] akArgs) native global

; Returns an array of LocationData, packed as a Var, of all the valid locations for animations within the given radius from the scan location
Var Function AAF_GetLocationData(int scanLocation, Var[] furnitureForms, Var[] furnitureSources, Var[] actorGroup, Bool quickScan, Float scanRadius) native global

 

;    Enable or disable blinking. Disabling allows MFG morphs to work on eyelids (morph ID 18 and 41)
Function SetAllowBlinking(Bool allowed) native global

 

 

Posted

v52-20240902 is a hotfix for v52-20240821

Everyone using v52, from here or from AAF should update.

 

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