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Posted
59 minutes ago, lmaojerkofftohentai said:

Got some stretch problems during AAF scenes. Otherwise, there is no problem.

bad female body replacer

Posted
15 hours ago, dagobaking said:

 

My apologies. I gave bad advice as I didn't realize the GFV tool was already outdated. So, it was recently taken down.

 

There is some talk about updating it. But, I'm not sure if/when that will happen.

No problem.  I have the version mention above & it works okay.  It's especially useful checking the esm, esl, esp order.  If & when there's an update I would like to get it.  BTW, AAF 1.1.5 is working 99% with few problems.  Every one in a while it glitchs on a distant interaction then doesn't go beyond the exiting window until I restart the game.  I tried stopquest aaf_mainquest then startquest aaf_mainquest but, then I only get a little square box where the AAF in the corner should be.  As it turns out, I cannot use Leito or Crazy's animations, which is unfortunate but, most of the rest work.  Thanks.

Posted
On 3/3/2026 at 9:15 AM, Hasagawa said:

Upgraded from 166 to 1.1.1 beta, now AAF cant find available actors. anyone know how to solve it?

Did you find a solution? I upgraded too and have since reinstalled AAF, along with all dependencies. Even did a fresh install of AAF and then the mods, following TFM throughout the process. In my case, AAF can find the actors, but is then unable to list the locations (on feet, or on nearby furniture). I tried furniture XMLs, UAP, and even the Extended AAF patch but no luck. Also, the error messages are different in my setup... usually along the lines of specific Equipment ID not found (in my case, "cockerect"), but all animations work fine when things work.

 

Animations work if they are pre-defined to work on a specific piece of furniture (like bed, or a fixed animation). Example being most of Nuka Ride, Commonwealth slavers and even Hardship.

Posted

Don't forget to reinstall UAP each time you add or subtract an animation.  I had to uninstall Leito & Crazy or 1.1.5 wouldn't work.  I am running GOGY.

Posted

Odd, because those animation packs were there in TFM.. But, I will see if Leito / Crazy are causing issues. Thanks for the suggestion.

 

And yes, UAP after every run ... just like FNIS in good old Skyrim. I am running pre-NG FO4 btw.

 

EDIT: Tried that ... the game now CTDs on New Game or loading a clean save in the Vault.

Posted
10 hours ago, Wolve03 said:

Did you find a solution? I upgraded too and have since reinstalled AAF, along with all dependencies. Even did a fresh install of AAF and then the mods, following TFM throughout the process. In my case, AAF can find the actors, but is then unable to list the locations (on feet, or on nearby furniture). I tried furniture XMLs, UAP, and even the Extended AAF patch but no luck. Also, the error messages are different in my setup... usually along the lines of specific Equipment ID not found (in my case, "cockerect"), but all animations work fine when things work.

 

Animations work if they are pre-defined to work on a specific piece of furniture (like bed, or a fixed animation). Example being most of Nuka Ride, Commonwealth slavers and even Hardship.

Sadly no, i have to create a new instance on MO2 and built a clean install with just AAF and its requirements.

Posted
6 hours ago, Hasagawa said:

Sadly no, i have to create a new instance on MO2 and built a clean install with just AAF and its requirements.

I am planning to do the same thing this weekend. Gonna set up and create a clean install. Thanks

Posted (edited)
16 hours ago, Wolve03 said:

Odd, because those animation packs were there in TFM.. But, I will see if Leito / Crazy are causing issues. Thanks for the suggestion.

 

And yes, UAP after every run ... just like FNIS in good old Skyrim. I am running pre-NG FO4 btw.

 

EDIT: Tried that ... the game now CTDs on New Game or loading a clean save in the Vault.

I installed each animation IAW TFM then started a new game.  Each worked in turn, with the previous animation or without it (tedious process).  I then installed Leito & AAF didn't work.  I tried Leito without any other animation & it didn't work.  I then tried Crazy the same way; it didn't work.  I tried them with other animations & it did't work.  I tried it with the Leito/Crazy patch & it didn't work.  When I took out both Leito & Crazy, it worked Okay.  With Leito &/or Crazy I would get [AAF in the upper right corner & Mode: Undefined.  Every now & then an animation starts out of view with Autonomy then gets to the ending & stays on screen until I quit & reload.  I've tried stopquest aaf_mainquest & startquest aaf_mainquest but, then I get a small box where AAF should be.  Restart seems to work.  I forgot to mention I reinstalled UAP each time.

Edited by reconphil
Posted

I will probably do a clean non AAF build first. Ensure that all those mods work and then slowly build the AAF setup again. I regret having updated from the old beta version to the new one. The old setup was working fine and I didn't back up the old installer packages.

Posted
5 hours ago, Wolve03 said:

I will probably do a clean non AAF build first. Ensure that all those mods work and then slowly build the AAF setup again. I regret having updated from the old beta version to the new one. The old setup was working fine and I didn't back up the old installer packages.

I was using V1.10.163  up until V1.1.5 dropped.  All of the V1.1.X behaved the same until I could make it work as I stated above.  Leito & Crazy should work but, they don't.  I don't know why.  For now I will not use them.

Posted
22 hours ago, reconphil said:

I was using V1.10.163  up until V1.1.5 dropped.  All of the V1.1.X behaved the same until I could make it work as I stated above.  Leito & Crazy should work but, they don't.  I don't know why.  For now I will not use them.

Before rebuilding everything, I rolled back to 161.1. And that seems to be working fine for now, along with all the animation packs. I will rebuild stuff if/when it breaks. Didn't want to spend a day or so rebuilding the entire mod list.

Although, I had already deleted a few additional mods and save games in preparation for a fresh build. Might as well go with a new game ;)

  • 3 weeks later...
Posted

Is there any known incompatibilities between AAF and HUD mods?

My HUD disappears during scenes. This started happening when I started updating my HUD mods. I have FallUI, HUDframework, a survival widget and a clock one. They all work fine, except during a scene when it all goes away. Disabling all the mods doesn't solve it, neither unistalling all the UI mods and reinstalling. It was working until I set about modernizing my setup. I run old-gen FO4, though.

I have the setting in Violate set to show the AAF UI and I tried immersiveHUD with no success. Is there a hidden setting of sorts I can look for in the console?

Posted

Hi! I just istalled the latest public release of AFF via MO2 and the latest version of fallout4 and F4SE. when i try to load the game via MO2 i get a pop up saying that a mod i have installed has a DLL plugin that hasnt loaded correctly. I am not sure where i went wrong. can anyone help please?

6cc272bf4ecef8f6a876670e0b0e3cb0.png

Posted
On 4/4/2026 at 1:17 PM, JohnyBurner said:

Is there any known incompatibilities between AAF and HUD mods?

 

Yes. But, it depends on which ones and I believe some mitigations were created as well.

 

The problem is that some UI mods max out the memory alotted for use by Scaleform in the game. So, any other mods useing Scaleform (AAF is just one of many) can cause issues when installed next to them.

 

Personally, I stay away from "UI Overhaul" type mods in FO4 for this reason. But, I think that one of the performance fix mods (Addictol?) boosts the available Scaleform memory, allowing all to work better together. You will have to do a lot of testing to make that path work.

 

17 hours ago, Crimsonfoxx14 said:

Hi! I just istalled the latest public release of AFF via MO2 and the latest version of fallout4 and F4SE. when i try to load the game via MO2 i get a pop up saying that a mod i have installed has a DLL plugin that hasnt loaded correctly. I am not sure where i went wrong. can anyone help please?

6cc272bf4ecef8f6a876670e0b0e3cb0.png

 

Hello. That warning looks scarier than it is. AAF ships with multiple versions of LL_fourPlay so that it will work with multiple game versions. When you start the game, it detects which one matches your game version and uses that. Unfortunately, it also gives this warning for versions that don't match. But, it otherwise causes no issues and can be ignored.

Posted
14 hours ago, dagobaking said:

 

Yes. But, it depends on which ones and I believe some mitigations were created as well.

 

The problem is that some UI mods max out the memory alotted for use by Scaleform in the game. So, any other mods useing Scaleform (AAF is just one of many) can cause issues when installed next to them.

 

Personally, I stay away from "UI Overhaul" type mods in FO4 for this reason. But, I think that one of the performance fix mods (Addictol?) boosts the available Scaleform memory, allowing all to work better together. You will have to do a lot of testing to make that path work.

 

Thanks for the insight into the issue. I managed to use FallUI options to keep most of the UI active (except during some scripted dialogues), but the survival stats are still ellusive. They have an option to always stay on, even when the pipboy is open, that doesn't work, so it's probably that Scaleform limitation at work.

I can live with that widget not showing during scenes, I would rather have an up-do-date AAF and FallUI set ups.

Posted

 

Version 1.5.5 public release. Available now on the AAF discord server.

 

Changelog since last public version:

 

# Version 1.5.5 (2026-04-12)
Hotfix for a scene-breaking cascade bug. A single broken third-party position (e.g. missing animationGroup) could silently wipe the tag data of every position loaded after it, causing "no matching animations" errors for completely unrelated scenes.

## Fixed
- A position whose `initialize()` threw an exception (e.g. from a broken positionTree chain) aborted the entire position initialization loop. Every position loaded after the broken one was left with empty tags and a null animation reference — making those positions invisible to scene filters. Now each position initializes inside its own error boundary; a broken one is cleanly removed without affecting the rest.
- Null-check `positionTree` reference before calling `.validate()` to prevent a null-pointer crash when `Model.positionTree.getByID()` returns null (tree not found).
- `BranchNode.validate()` now also checks that the referenced position has a valid animation reference, not just that the position exists. Catches broken sub-positions at validation time instead of letting them throw downstream.
- Animation group stages that reference a missing animation ID are now warned via the Errors tab (`$MISSING_ANIMATION_DATA`) instead of being silently dropped. Previously there was no indication of why a group had no playable stages.
- Position initialization exceptions caught by `Model.processData` are now surfaced in the AdminWindow Errors tab. Previously they were only visible with `troubleshooting_level >= 2` (off by default), making cascade failures completely invisible to users.

 

# Version 1.5.4 (2026-04-09)
Hotfix for the 1.5.x line. Restores compatibility with several mods that were silently broken when xmlutility switched to libxml2 in 1.5.2. No changes to the F4SE plugin, ESM, scripts, or Flash — only `xmlutility.dll` and `aaf.xsd` are updated.

## Fixed
- libxml2 strict parsing rejected XML files with minor W3C violations (duplicate attributes, unescaped `<` in attribute values, attribute construct errors) that the pre-libxml2 hand-written parser silently tolerated. xmlutility now parses with `XML_PARSE_RECOVER`, producing a usable tree even when the XML has recoverable errors. The first parse error is logged as `XML parse recovered in <file> (line N): <msg>` to `xmlutility.log` for diagnosis. Restores loading for files with duplicate `value=` attribute on `<morph>`.
- 0-byte XML files (commonly placed by patch mods to block other mods' files via load-order conflict) were surfaced as `Failed to read file` errors and counted in the in-game `XML_ERRORS_SUMMARY` notification. They are now silently skipped, restoring the pre-1.5.2 behavior the patch ecosystem depends on. A single `File is empty (0 bytes), skipping: <path>` info line is written to `xmlutility.log` for diagnosis.
- XSD validation failures now log a warning to `xmlutility.log` and the file still loads, instead of being rejected entirely. The `aaf.xsd` schema lagged behind real-world XML usage (custom attributes, capitalised booleans, missing element types), and rejecting otherwise-valid files for schema mismatches caused mod animations to silently fail. Validation warnings are still useful for diagnosis but no longer break loading.
- xmlutility error reporting now distinguishes three failure modes that previously all collapsed into `Failed to read file`: `Failed to open file:` (true I/O failure), `File is empty (0 bytes), skipping:` (benign empty file), and `File contains only BOM, skipping:` (BOM-only file). Bug reports from `xmlutility.log` are now actionable.

## XSD Schema
- Added `idle` and `mfg` as valid child elements of `actorType`. The Flash code (`ActorNode.as`) explicitly supports both the old format (`<actor><idle form="..." source="..."/></actor>`) and new format (`<actor idleForm="..." idleSource="..."/>`). The XSD previously only allowed the new format, rejecting any animationData file using the old format. The orphan `idleType` definition is now wired into `actorType`.
- Replaced `xs:boolean` everywhere with a new `aafBoolean` simpleType that accepts case-insensitive `True`/`False`/`TRUE`/`FALSE`/`true`/`false`/`0`/`1`. AAF Flash has always parsed boolean attributes case-insensitively (via `.toLowerCase()`), and the wiki itself documents `False` (capitalised) as a default value. `xs:boolean` only accepts strict `true`/`false`/`0`/`1`, which rejected valid mods.
- Made `<defaults>` element optional (`minOccurs="0"`) in all 32 dataType definitions where it was previously required. Mods that don't need to set defaults can omit the element entirely.
- Added `form` and `source` attributes to `mfgSetType`. Both are documented in the wiki and read by `MFGSetNode.as`, but were missing from the schema.

 

# Version 1.5.3 (2026-03-31)
## Added
- DLL-accelerated body morph path via F4SE templates. Falls back to Papyrus automatically if the DLL call fails.
- Consolidated DLL logging into shared `Log.cpp` to prevent log corruption from multiple file handles.
- Localization strings `$MORPH_DLL_FAILED` [096] and `$MORPH_DLL_EXCEPTION` [097] for morph error reporting.
- SEH crash protection (`SafeCall.cpp`) compiled with `/EHa` in isolation to catch engine-level exceptions without affecting F4SE exception handling.

## Changed
- Theme `version` attribute in XSD changed from `xs:float` to `xs:string` to support semver (e.g. `"0.5.1"`).

 

# Version 1.5.2 (2026-03-22)
## Added
- `protect_custom_equipment` INI setting (default `true`). When enabled, equipmentSets (startEquipmentSet) will not unequip items that have customEquipment states defined. This prevents multi-slot items from being stripped before equipmentRules can change their state. Equipment rules (via action tags) manage custom equipment instead.

## Fixed
- Fixed custom equipment state not reverting to normal at scene end. When a stopEquipmentSet with `resetAll="true"` fires, custom equipment that was state-changed during the scene is now properly reverted to its default state.
- Fixed equipmentRules wiki documentation showing slot numbers instead of slot names in the example.

## Previously Added
- libxml2 XML parser replaces the hand-written parser in xmlutility.dll, providing detailed parse error messages with file paths and line numbers instead of generic "Failed to parse XML structure" messages.
- XSD schema validation for new-format XML files. When `aaf.xsd` is present alongside `xmlutility.dll`, XML files are validated against the schema and violations are reported with file path, line number, and a description of what is wrong (e.g., unknown attributes, missing required attributes). Controlled via `XSDPath` setting in `xmlutility.ini`. Disabled by default when the XSD file is absent.
- XML loading errors are now visible to all users in the AdminWindow Errors tab, not just in debug mode. A summary notification is shown after loading if any files had errors.
- XML loading errors are also written to `xmlutility.log` immediately during parsing, so errors are preserved even if the game crashes during initialization.
- XSD schema updated: all data type definitions now allow empty content (only root element and defaults present), supporting the workflow of commenting out all content temporarily. `source` attribute added to `race` elements in raceData.
- `%NONE%` animation for immediate switchTo. AnimationGroup stages can use `animation="%NONE%"` with a `switchTo` attribute to instantly switch positions without playing any animation. Useful for positionTree navigation where no intermediate animation is needed.
- Cross-tree back navigation. When a switchTo navigates from one positionTree to another, the left arrow now goes back to the previous tree at the branch the user was on. Maintains a per-scene history stack supporting multiple levels of back navigation.
- Animation group stages can now navigate position trees via treeOutcome (back/advance) for random-outcome decision loops.
- forceComplete on a positionTree branch locks the tree widget during treeOutcome decision loops until an outcome fires.
- Updated XSD schema with treeOutcome and treeTarget attributes.

## Changed
- aaf.log (F4SE plugin log) is now truncated on each game launch instead of appending indefinitely.

## Fixed
- Fixed switchTo on animationGroup stages not changing the visible animation on actors. The game engine's animation graph was not accepting new idles when switched rapidly; a graph reset is now forced before applying new idles during switchTo transitions.
- Fixed switchTo on animationGroup stages within a positionTree not navigating the tree. Previously, switchTo bypassed the tree menu entirely — the position changed but the tree widget, branch selection, and forceComplete state were not updated, causing the tree to desync or cycle back. switchTo now properly navigates the tree menu to the target branch (searching current level first, then sibling level), keeping the tree widget, branch state, and forceComplete in sync.
- Fixed switchTo and treeOutcome on animationGroup stages permanently breaking stage progression when the target position was not found. Previously, an unresolved switchTo target would halt all stage cycling. Now logs a warning and continues normal stage progression.
- Fixed transition lookup inconsistency for positionTree nodes. Transitions with a positionTree as the destination now correctly resolve to the tree's root position ID, matching the existing behavior for source positionTree nodes.
- positionConfig attributes (isHidden, stopEquipmentSet, tags, location, etc.) now properly apply to positions auto-created from animationGroupData and positionTreeData XML. Previously only the id and group/tree reference were copied, causing isHidden and other positionConfig attributes to be ignored.
- AnimationGroupNode.parse() now falls back to id when animation attribute is omitted on stage nodes, matching StageNode behavior.
- Position removal messages now include the specific reason for removal (e.g. which animation or animationGroup was not found) instead of a generic "due to error" message.
- Fixed XML files with UTF-8 BOM (byte order mark) failing to load in xmlutility, causing all animations in the affected file to be missing. Common with files saved by Windows text editors.

## Documentation
- Position XML marked as legacy/obsolete; positionConfig is the recommended approach.
- Wiki updated for treeOutcome, treeTarget, and forceComplete interaction with positionTree.

 

# Version 1.5.1
## Added
- Ability to tie a morphSet to an AAF stat. This way an author could change morph values on an actor and also have that change affect AAF conditions.
- More sensitivity to the gender override keywords. If added, should affect Actors on next AAF scene without needing to reset AAF or other workarounds.
- Individual animation nodes can now specify isHidden to override the positionConfig-level default, eliminating the need to split animations into separate files based on visibility.
- positionTreeData defaults now supports prefix, which is applied to both tree IDs and branch positionID values.
- Updated the .xsd file on moddingham.com
- Restored: MCM hotkey to reset the fly-cam back to the player's location during animations. Tested with no actors going invisible.                                                                      
- Restored: Power Armor is now protected equipment by default, preventing AAF from removing it during animations.
- Restored: Increased default actor and furniture scan radius from 500 to 1500 units.
- In positionTree branches, id and positionID are now interchangeable — each falls back to the other if omitted. In animationGroup stages, id can now be used in place of animation.

## Fixed
- Auto-position creation from positionTree XML initialization order.
- altLocation not working when no animations with the location property were registered in XMLs.
- Fixed suffix variations (e.g. "-one", "-2ndVariation") not being created when any old-style positionTree entry was present in the load order.
- Flycam speed was stuck going too fast.
- Silent freeze at 11% when AAF DLL is missing or no data files are found; now displays actionable error messages instead of hanging.
- Fix AAF DLL failing to load on game version 1.11.191+ (F4SE 0.7.7+) due to missing F4SEPlugin_Version export, which caused AAF to freeze at 11% initialization.

## Compatibility
- This version of AAF only works with game versions 1.10.163 and 1.11.191.

 

# Version 1.5.0
## Fixed
- Bug where animations with combined gender+skeleton requirements were being matched incorrectly. The system now validates gender and skeleton combinations together instead of separately, preventing incompatible actor pairings from passing filter checks.
- EquipmentLayerDataSet XML warning about missing plugin null incorrectly.
- Protected equipment handling interfering with other equip/unequip actions.
- Protect MFG effects of protected equipment.

## Added
- Users can now omit position XML files for animationGroup and positionTree definitions by including a positionConfig key in their XML. The system will automatically generate positions with the appropriate animationGroup or positionTree attribute references, reducing redundant XML file creation.
- Improved XML loading/parsing speed.
- Real-time keyword validation for actors, allowing for dynamic keyword queries during scene execution. Replaces the old keywordWatchData system.
- Code optimizations for scene start/filtering.
- Code optimizations for scene loop code. Should allow better scaling in terms of simultaneous scenes and/or more actors in a scene at once.
- Feature to override actor scale defaults per animation or per XML file (see animationData documentation).
- positionID and position tags to OnSceneInit.
- 2-Way sync for ActorValues when used with AAF stats.
- A per action (from animationData) tryRate and chance over-ride for topicGroup calls (see animationData documentation).

## Compatibility
- This version of AAF only works with game versions 1.10.163 and 1.11.191.

Posted
On 4/11/2026 at 3:18 AM, Rampadarat said:

Is there less inconvenient way to get the latest version other than infamous buggy discord? 

 

On 4/14/2026 at 1:51 PM, nomercyjon said:

Any non-discord source for AAF?

 

6 hours ago, Rooster07 said:

already have discord account on phone but cannot connect pc

 

No.

Please read the mod description. The download location of AAF is not up for discussion.

Posted

Let me add this: as long as you cannot make it work as it should- took me months of trials till I finally got registered and had stable access- it is a Royal Pita indeed. 

It is not the best of all worlds, so to say, but it finally works for downloading AAF.

Posted
12 hours ago, dagobaking said:

 

 

 

No.

Please read the mod description. The download location of AAF is not up for discussion.

Ok. For some reason or conflict, you cannot place it here. Any alternatives to discord for those who cannot pass through its buggy registration and support? Some file server?

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