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Posted

I encounter animation problems only with dogmeat , female works / dogs not interested... (My tests with leito dogs anims works without skip)

If someone can take a look at this: AAF patch for Four-Play Animations by Crazy6987.7z

This mod must be installed too (animations)

Sadly dogs are divided in 3 races and we can only register animation for one of them  although this animation works for all of them. IDK if a solution exists.

Posted

@dagobaking : I have a question. One that I really want to ask but one that I dont want to sound in any way other than the question that it is because in my head, when mentally framing said question, it smacks of everything BUT a sincere curiosity. Since there really is no other way than to just ask it, Im curious to know what the purpose of the player packages that cause movement and introduce the drivenAI issue. And I only ask because this is literally the only mod I have ever come across that does this so it just has me wondering what about AAF requires the player to have these move packages and such. Not just because it may be part of our AAF/RSE problem, but it also apparently causes issues with FP_Violate as well. Personally, my first test is going to be to occlude the player package script segments and such and see what difference this has, but from your side of things, I was just curious why forcing the player into an AI driven quest alias was something that you did... and I am sorry if it sounds in any way other than simple curiosity and a need to understand the mechanics of your methodology.

Posted

Okay AAF/RSE peeps.

 

I have submitted my 'stage one' edit of AAF's ESP and script to Dagobaking for review and internal testing with his testers that use RSE / Violate. Hoping to hit a home run here right off the bat, but if not, Im good with waiting for the bases to be loaded and then knock it out of the park for a grand slam.

 

For references / updates, I kindly refer you to THIS thread, not RSE's thread and on the word of the man himself as I am not a tester and cannot provide updates on how it functions.

Posted
1 hour ago, Flashy (JoeR) said:

@dagobaking : I have a question. One that I really want to ask but one that I dont want to sound in any way other than the question that it is because in my head, when mentally framing said question, it smacks of everything BUT a sincere curiosity. Since there really is no other way than to just ask it, Im curious to know what the purpose of the player packages that cause movement and introduce the drivenAI issue. And I only ask because this is literally the only mod I have ever come across that does this so it just has me wondering what about AAF requires the player to have these move packages and such. Not just because it may be part of our AAF/RSE problem, but it also apparently causes issues with FP_Violate as well. Personally, my first test is going to be to occlude the player package script segments and such and see what difference this has, but from your side of things, I was just curious why forcing the player into an AI driven quest alias was something that you did... and I am sorry if it sounds in any way other than simple curiosity and a need to understand the mechanics of your methodology.

Big words. Brain hurt.

Posted
19 hours ago, VonHelton said:

Might want to make sure it supports ultra wide screens........I have one, and I bet there are others as well.

 

:smile:

 

 

Bear with me folks as I am posting from a machine that can barely handle this forum. So, can only chime in with shorthand until next week.

 

Wide screens should work as it places the right justified items based on the size it detects. But I dont have one to test and verify. So let me know if its out of alignment.

19 hours ago, ignotum_virum said:

Hi. Is it possible to use the furniture through "QuickScene". All xml configured. In the wizard, you can choose this furniture. When calling a "QuickScene" with an argument - preventFurniture = true, the furniture is not being used.

Currently, the quickscene routine does not look for furnitures to use. Its a slightly different logic path than the wizard. I will update that.

4 hours ago, Polistiro said:

I encounter animation problems only with dogmeat , female works / dogs not interested... (My tests with leito dogs anims works without skip)

If someone can take a look at this: AAF patch for Four-Play Animations by Crazy6987.7z

This mod must be installed too (animations)

Sadly dogs are divided in 3 races and we can only register animation for one of them  although this animation works for all of them. IDK if a solution exists.

Will test when I return. You can designate mutiple races, comma separated. race="race1,race2,race3"

3 hours ago, moddyguy said:

Ok here is a bit of information that should help new comers who want to try out AAF, in my opinion, is well laid out - nice organization job, super important in programming.

 

To anyone who has animation not triggering after selection, here is a thing to try.  After cross examination on nexus page, I found out the detail about large load order running AAF not triggering animation.  And it is strange since there is no plugin conflict when looked in FO4edit.

 

What works for me, without a new game, running on existing save is, to move AAF.esp to absolutely topmost or lowest priority for an esp - which is right under esms.  Again, nothing overrides AAF.esp content, checked in FO4Edit

 

This change triggers animation right away.  I have to test more to see if there are other issues.  But this is quite nice as I can test AAF and not worry about switch from fourplay to AAF in the future, since I've made the switch now.

 

thanks for the new animation framework and all the troubleshooting.

Thank u for this. Several people have said the same thing. I hestitate to add to description because it doesnt make technica sense. But, enough people have pointed it out that I will add next week.

2 hours ago, Flashy (JoeR) said:

@dagobaking : I have a question. One that I really want to ask but one that I dont want to sound in any way other than the question that it is because in my head, when mentally framing said question, it smacks of everything BUT a sincere curiosity. Since there really is no other way than to just ask it, Im curious to know what the purpose of the player packages that cause movement and introduce the drivenAI issue. And I only ask because this is literally the only mod I have ever come across that does this so it just has me wondering what about AAF requires the player to have these move packages and such. Not just because it may be part of our AAF/RSE problem, but it also apparently causes issues with FP_Violate as well. Personally, my first test is going to be to occlude the player package script segments and such and see what difference this has, but from your side of things, I was just curious why forcing the player into an AI driven quest alias was something that you did... and I am sorry if it sounds in any way other than simple curiosity and a need to understand the mechanics of your methodology.

Perfectly reasonable question. The only reason for it is that its the only way I know of to make the game control and animate the player character walking to a marker. If there is another way (sounds like there is) I am all for it!

2 hours ago, Flashy (JoeR) said:

Okay AAF/RSE peeps.

 

I have submitted my 'stage one' edit of AAF's ESP and script to Dagobaking for review and internal testing with his testers that use RSE / Violate. Hoping to hit a home run here right off the bat, but if not, Im good with waiting for the bases to be loaded and then knock it out of the park for a grand slam.

 

For references / updates, I kindly refer you to THIS thread, not RSE's thread and on the word of the man himself as I am not a tester and cannot provide updates on how it functions.

Thank you. I am ok with posting these tests here in the thread for people to try until I get back next week.

Posted
2 minutes ago, Badtanker said:

going to play around with the load order and animations but now animations quit working and back to the same walking error

ScreenShot3.png

I have some ideas on how to make the walk thing more reliable. But depends somewhat on where we land with the RSE adjustments. Will work on it next week.

Posted
1 hour ago, dagobaking said:

I have some ideas on how to make the walk thing more reliable. But depends somewhat on where we land with the RSE adjustments. Will work on it next week.

After changing the load orders around and had the same problem I unistalled all mods for AAF and animation patches along with RSE, then reinstalled FP got it going then reinstalled AAF Animations then AAF then the patches and overwrote FP. Changed the lock setting from 10 to 30 being as lock kept timing out. now I get standing in one spot and jittering up and down and the other npc has disappeared. if I move the mouse my character faces around. I have nothing on debug showing up. going to uninstall all FP mods but 2 then reinstall with this new update and patches. I have a feeling that there is another mod or mods possibly interfering with this also still no home key control panel or anything like that

ScreenShot3.png

I installed the new updates and patches after in uninstalled Four Play and patch. the second one is from this . I'll be out on the road till Friday so i'll have plenty of time to uninstall all the mods except for clothing and weapon mods and go from there. thanks to you all for doing this. in was needed and it will get all worked out eventually.

ScreenShot3.png

Posted

I have a question, because I am well, dumb as a stump some days.

 

Is the 4play proxy supposed to an automated process? Should it call the animations automatically like 4play did or do I need to use the home key to bring up the wizaed for that as well?

 

For example, in 4play, if I use SEU, once the npc agrees to sex we move to the bed or do it on the spot with no more input from me. If that is what is supposed to happen using the proxy, I am not yet getting that to work then.

 

The wizard on the other hand worked fine, new version 1.49 alpha with 1.5 compatibility patches.

 

Thanks.

Posted
40 minutes ago, Xper000 said:

I have a question, because I am well, dumb as a stump some days.

 

Is the 4play proxy supposed to an automated process? Should it call the animations automatically like 4play did or do I need to use the home key to bring up the wizaed for that as well?

 

For example, in 4play, if I use SEU, once the npc agrees to sex we move to the bed or do it on the spot with no more input from me. If that is what is supposed to happen using the proxy, I am not yet getting that to work then.

 

The wizard on the other hand worked fine, new version 1.49 alpha with 1.5 compatibility patches.

 

Thanks.

The 4Play proxy enables mods made for Four-Play to to run through AAF instead.
So however a Four-Play based mod triggeres an animation in the Four-Play framework, it'll trigger them the same with AAF.

But be aware that compatibility is not at 100% so some mods will not work as expected and animations involving animals do not work yet.

Posted

Since I can share this for people willing to test it, find attached my v48 edit of AAF.

 

This is ONLY meant for people running v48!!!

 

Simply download it and extract it to your Fallout 4 folder and allow windows to overwrite ALL files it indicates. The changes to the mod are simply related to the player move packages and setdrivenAI scripting. Im hoping this alleviates the CSA issues. I look forward to any feedback, as I am sure @dagobaking is as well.

 

AAF_v48_JOER_Edit.zip

Posted
<actor gender="M" race="Dogmeat,RaiderDog">

Won't work. Anim not listed (no compatible animation). It is the correct syntax? (seen on this page)

 

but with both

<actor gender="M" race="Dogmeat">
<actor gender="M" race="RaiderDog">

in the same xml, animations are correctly listed for each dog race.

Posted

I've been experimenting this morning, trying to get AAF to work.

 

At first I got nothing at all. But I found the tip about moving AAF to the top of the load order, and that got animations playing. Weird, but it works. Didn't even require a new save, it worked on a save where I already been testing with AAF at the bottom... FO4Edit shows absolutely no conflicts (or any overriden records of any kind actually). And Mod Organizer doesn't show any file conflicts. So that's weird, right?

 

However, animations are incredibly jittery. Every animation I tested. I switched to a non-physics body, and that got rid of the big jitters (the ones where the player jumps about a metre away from the partner), but the player is constantly vibrating in place, like a few inches in game but it's happening at least ten times per second.

 

I do love how perfect the positioning is. This looks like a really promising successor to four play. Thanks for working so hard on it!

Posted
On 6.5.2018 at 5:48 PM, dagobaking said:

What you are seeing is probably due to not having the latest F4SE. AAF is packaged with the latest version of LLFP which is built for the latest F4SE.

Add: isFemale="false" to the condition node in the equipmentSet xml.

i did but doesnt work females still undressing:confused:  look in my xml pls whats wrong thx

AAF_equipmentSetData.xml

Posted
1 hour ago, CGi said:

i'm posting those updates at the behalf of @dagobaking.

AAF V49 alpha (1.6MB)
AAF - Compatibility Patches V1.5 (24.1MB)

 

Changelog Main: Fix for furniture animations that run on furnitures from plugins.

Changelog Patches: Fixed the installer error Roggvir reported, that resulted in the DoF Patch not being installed.

 

Repost to avoid it from getting burried.

This includes the Dogmeat fix above, right?

Posted
4 minutes ago, VonHelton said:

This includes the Dogmeat fix above, right?

No. i can't add changes like this and dagobaking created this version before this fix was uploaded.

Posted
9 minutes ago, Polistiro said:

Which dogmeat fix?

i know i saw a post with an XML that allowed the ActorType for Dogmeat to be used.
Was deleted since then.

Btw: Mind to update your translation? The details are in dagobaking's Discord.

Posted
Just now, DoctorZ said:

I just tried this testing file and I couldnt access to AFF menu using the home key and with 100% chance in the CSA setting, the NPC just killed my character, no csa happened.

It should be noted that this is not a full install of v48. You need to install the ful v48 and then overwrite its files with my edits, in case this was not done. Other than script edits and one quest edit, I have touched nothing so your keys should be working... :confused: Not sure why that is happening.

Posted
12 hours ago, Flashy (JoeR) said:

Since I can share this for people willing to test it, find attached my v48 edit of AAF.

 

This is ONLY meant for people running v48!!!

 

Simply download it and extract it to your Fallout 4 folder and allow windows to overwrite ALL files it indicates. The changes to the mod are simply related to the player move packages and setdrivenAI scripting. Im hoping this alleviates the CSA issues. I look forward to any feedback, as I am sure @dagobaking is as well.

 

AAF_v48_JOER_Edit.zip

After a few tests the aggressive behavior is still happening each time a CSA related animation is triggered. Also idk if its new but the NPC stay naked after the sex scene.

Posted
30 minutes ago, Flashy (JoeR) said:

It should be noted that this is not a full install of v48. You need to install the ful v48 and then overwrite its files with my edits, in case this was not done. Other than script edits and one quest edit, I have touched nothing so your keys should be working... :confused: Not sure why that is happening.

yeah I figure this was the issue which is why I have deleted my previous post ;) After reinstalling 48 + your patch tho, CSA is still fubar and NPC goes crazynuts if they see tities and dicks ;)

Posted
18 hours ago, Badtanker said:

I have a feeling that there is another mod or mods possibly interfering with this also still no home key control panel or anything like that

Have you tried changing the home key to another key? That can be done now in the settings xml. That might resolve a key conflict?

17 hours ago, Xper000 said:

I have a question, because I am well, dumb as a stump some days.

 

Is the 4play proxy supposed to an automated process? Should it call the animations automatically like 4play did or do I need to use the home key to bring up the wizaed for that as well?

 

For example, in 4play, if I use SEU, once the npc agrees to sex we move to the bed or do it on the spot with no more input from me. If that is what is supposed to happen using the proxy, I am not yet getting that to work then.

 

The wizard on the other hand worked fine, new version 1.49 alpha with 1.5 compatibility patches.

 

Thanks.

It should run SEU similar to 4P. The last proxy test that I did was with SEU. But, with constant changes there is a chance that it became broken again.

10 hours ago, Polistiro said:

<actor gender="M" race="Dogmeat,RaiderDog">

Won't work. Anim not listed (no compatible animation). It is the correct syntax? (seen on this page)

 

but with both


<actor gender="M" race="Dogmeat">

<actor gender="M" race="RaiderDog">

in the same xml, animations are correctly listed for each dog race.

I may have mixed that syntax up with furniture where you do comma separated. I will double check and add that syntax if needed.

8 hours ago, markdf said:

I've been experimenting this morning, trying to get AAF to work.

 

At first I got nothing at all. But I found the tip about moving AAF to the top of the load order, and that got animations playing. Weird, but it works. Didn't even require a new save, it worked on a save where I already been testing with AAF at the bottom... FO4Edit shows absolutely no conflicts (or any overriden records of any kind actually). And Mod Organizer doesn't show any file conflicts. So that's weird, right?

 

However, animations are incredibly jittery. Every animation I tested. I switched to a non-physics body, and that got rid of the big jitters (the ones where the player jumps about a metre away from the partner), but the player is constantly vibrating in place, like a few inches in game but it's happening at least ten times per second.

 

I do love how perfect the positioning is. This looks like a really promising successor to four play. Thanks for working so hard on it!

It is weird. I would love to finally learn which mod AAF needs to be above to work.

 

The jitters are a known issue. They dont happen as much in certain terrain and not with NPC NPC scenes. Plan on working on that.

6 hours ago, Relimera said:

i did but doesnt work females still undressing:confused:  look in my xml pls whats wrong thx

AAF_equipmentSetData.xml

I will have to look when I get back to office in a week.

6 minutes ago, DoctorZ said:

After a few tests the aggressive behavior is still happening each time a CSA related animation is triggered. Also idk if its new but the NPC stay naked after the sex scene.

The staying naked was added to AAF. The actors stay naked if attacked during an animation. Didnt seem realistic that they would suddenly become dressed the moment of being attacked.

Posted
2 hours ago, DoctorZ said:

yeah I figure this was the issue which is why I have deleted my previous post ;) After reinstalling 48 + your patch tho, CSA is still fubar and NPC goes crazynuts if they see tities and dicks ;)

Hey Doc, do you have video capture capability? If so, any chance of capturing a complete combat/CSA scenario?

 

I only ask as I have not installed AAF for one very good reason - as a developer, I want to keep a pristine developing environment and right now, I have the most pristine fourplay install Ive ever had - no hickups, no issues with any mods. Id hate to uninstall it all to test AAF and then find I cant get my dev environment back to where it is...

 

EDIT: Further to the question of CSA expressing issues of hostility, can anyone confirm if the exact same thing happens during Abduction 'visitations'? Reason I ask is because they are both using the same mechanisms to populate a pacified hostile and make them do their thing with you and if one is working and the other not, well, perhaps there is something in CSAScript that is in need of tweaking too...

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