dagobaking Posted February 26, 2019 Posted February 26, 2019 No prob. Â I may release a build with the function used along with a note that they have to save and reload. That may be better than the possibility of some users hitting the array limit and having weird errors I don't see in tests.
jaam Posted March 15, 2019 Author Posted March 15, 2019 The same file properly uploaded: Â new in v31: compatible with runtime version v1.10.130.0 Â 5
pihwht Posted March 15, 2019 Posted March 15, 2019 10 minutes ago, jaam said: The same file properly uploaded: Â new in v31: compatible with runtime version v1.10.130.0 Â Thanks.
jaam Posted June 14, 2019 Author Posted June 14, 2019 Update v32 v32 = compatible with runtime v1.10.138 Â Untested but should work. 2
jaam Posted June 14, 2019 Author Posted June 14, 2019 @dagobaking & @EgoBallistic : I detected that one of the message from F4SE was not implemented. The consequence is that some functions only works after loading a save and not when creating a new one. I'll look at working around it until it is implemented in F4SE. Â 1
EgoBallistic Posted June 14, 2019 Posted June 14, 2019 50 minutes ago, jaam said: @dagobaking & @EgoBallistic : I detected that one of the message from F4SE was not implemented. The consequence is that some functions only works after loading a save and not when creating a new one. I'll look at working around it until it is implemented in F4SE.  I think that is affecting the actor under crosshairs detection. It only works after a save/load.  Thanks for the quick update!
jaam Posted August 13, 2019 Author Posted August 13, 2019 v33 = Bug fix for LastCrossHairActor by EgoBalistic. Â Correct a possible CTD, so everyone should upddate.
jaam Posted August 14, 2019 Author Posted August 14, 2019 v34 = Bug fix for SetMinimalMaxArraySize by EgoBalistic
LawOnlyMan Posted August 15, 2019 Posted August 15, 2019 HELP ME PLS SOMEONE how do I install it? where can I put those three folders (Release, LL_Fourplay and Debug)Â in rar file? F4SE/plugins or where? i don't get it
EgoBallistic Posted August 15, 2019 Posted August 15, 2019 28 minutes ago, LawOnlyMan said: HELP ME PLS SOMEONE how do I install it? where can I put those three folders (Release, LL_Fourplay and Debug) in rar file? F4SE/plugins or where? i don't get it You downloaded the source archive. You need to download the other one.  Note that this library comes as part of AAF as well as Real Handcuffs. You normally don't need to download it separately.
LawOnlyMan Posted August 15, 2019 Posted August 15, 2019 Just download only LLFP-v34-20190814? Can I ignore the source archive?Â
bubba999 Posted September 20, 2019 Posted September 20, 2019 On 6/8/2018 at 10:29 AM, smashly said: Thank You jaam, You rock, DelKeywordFromForm works awesome on my locations. Had the test code commented out in place from last update. 21 nails it.  good work Cheers  Edit: I'll try pushing my luck again since you seem to be active ftm. I asked once before about the FlyCam and key config...  If the user maps their movement keys to anything other then WSAD the fly cam movement fails to move the cam. It's definitely broken in this scenario.  Example: I set my movement keys to Arrow keys and when FlyCam is enabled I can not move the camera with any keys at all. The Arrow keys wont move the cam and the WASD keys wont move the cam. If I do not remap WASD movement keys then FlyCam camera movement works fine.  Does not matter the method I assign the keys. Setting the movement keys via CustomControlMap.txt or by the native in game menu, the results are the same, broken fly cam movement.  I'm getting this result on more then one pc and 2 different operating systems. It is not a case of the incorrect versions or bad installs of F4SE, LL_FourPlay plugin.  To eliminate that the error comes from Layer keys being disabled in Fourplay itself, I've created a small test esp with no dependencies, 1 quest, 1 script, registered 1 key to toggle FlyCam and no layer disable keys. The behavior I mention above is exactly the same. No FlyCam cam movement when Movement keys are mapped to anything other then WASD. I know it's late but this is exactly my problem!
EgoBallistic Posted September 20, 2019 Posted September 20, 2019 9 hours ago, bubba999 said: I know it's late but this is exactly my problem! Like I said in the AAF thread... This plugin lets scripts turn the flycam on and off. It is the exact same flycam you get when you use the tfc command in console. So any issues with controlling the camera are vanilla issues.
smashly Posted September 21, 2019 Posted September 21, 2019 On 9/20/2019 at 11:12 PM, EgoBallistic said: Like I said in the AAF thread... This plugin lets scripts turn the flycam on and off. It is the exact same flycam you get when you use the tfc command in console. So any issues with controlling the camera are vanilla issues. A quick look at the LLFP source code tells me that LLFP does register an InputManager class to handle moving the camera and it not the same as the console command TFC at all. It is a LLFP issue as TFC console command does not have the issue at all and works correctly no matter what movement keys you map/bind.  No disrespect meant to jaam as I've already resolved it for myself anyways.
EgoBallistic Posted September 21, 2019 Posted September 21, 2019 6 hours ago, smashly said: A quick look at the LLFP source code tells me that LLFP does register an InputManager class to handle moving the camera and it not the same as the console command TFC at all. It is a LLFP issue as TFC console command does not have the issue at all and works correctly no matter what movement keys you map/bind.  No disrespect meant to jaam as I've already resolved it for myself anyways. The InputManager_LL class in LLFP extends the base InputManager class to add new functions to swap between controlling the player and controlling the free camera. Likewise, LLFP extends the PlayerCamera class to allow toggling the freecam and getting the freecam state. The instances of both objects have the same offsets as the vanilla versions, and the freecam is definitely the exact same camera.  But you are correct that remapped movement keys work in TFC and not when freecam is started via LLFP. It appears the key remapping is not being applied when LLFP switches between player movement and camera movement.  How did you resolve the issue?
jaam Posted October 29, 2019 Author Posted October 29, 2019 I uploaded the correct source for v34. Thank you EgoBallistic for catching that.
VonHelton Posted October 30, 2019 Posted October 30, 2019 16 hours ago, jaam said: I uploaded the correct source for v34. Thank you EgoBallistic for catching that. Hmmmmmm......... Â My camera works just fine??? Â ? Â Of course, I'm using the one that comes with AAF though.........??? Â Â
jaam Posted October 30, 2019 Author Posted October 30, 2019 I uploaded the source. The DLL itself was correct already.
jaam Posted November 3, 2019 Author Posted November 3, 2019 new in v35: new MFG morph functions and Scaleform integration by EgoBallistic.  ;   MFG morph function provided by EgoBallistic  ;  Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global  ;   Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global  ;   Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global  ;   Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global  ;   Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global  ;   Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global Â
VonHelton Posted November 3, 2019 Posted November 3, 2019 2 hours ago, jaam said: new in v35: <snip> Â If I install the manual file, will it use it, or keep using the one integral to AAF? Â Â Â
EgoBallistic Posted November 3, 2019 Posted November 3, 2019 1 hour ago, VonHelton said: If I install the manual file, will it use it, or keep using the one integral to AAF? This file will overwrite the one from AAF.
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