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Posted
11 hours ago, trix62 said:

discord is horrible.

 

This is a good candidate for perhaps a diary entry.

 

Do not bring it up here.

 

8 hours ago, cosworth said:

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.

 

It's discord. Probably the most widely used chat app in the world. If anyone has issues using it it's because they are doing something extra (VPN, etc.). As a general baseline, mainstream app it's as vanilla to use as humanly possible.

 

Do not take up any more space in my project thread discussing it. There are many other places you can do this at.

 

5 hours ago, Rampadarat said:

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?

 

I have explained the reasons for my choice in where to put it long ago.

 

Stop discussing it here.

Posted
On 4/23/2026 at 9:26 AM, laura1212 said:

Since the last Fallout 4 update, I haven't been able to get this and other mods to work. Can anyone help me?

Fastest way: roll back (corresponding mods available on Nexus) , check If your mods work again, if not do as @PippinTomadvised and follow TFM.

Posted

Hi, I upgraded to AAF version 1.5.5 and AAF got stuck. The old version worked fine. Is it safe to switch between versions during gameplay?

Or is it necessary to start the game from the beginning? My game version is :1.10.163.0  and the last version of AAF I used was 1-1-2

 

Posted
12 hours ago, poblivion said:

Hi, I upgraded to AAF version 1.5.5 and AAF got stuck. The old version worked fine. Is it safe to switch between versions during gameplay?

Or is it necessary to start the game from the beginning? My game version is :1.10.163.0  and the last version of AAF I used was 1-1-2

 

I can't rule out all the ways a game save can break when switching mods. A lot of it can depend on how you switch. For example loading a game from before the switch. Or, one after. Etc.

 

Normally, AAF has been pretty durable in terms of switching between versions. But, it is going through quite a lot of changes lately. So, I would recommend starting a new game with the change. Or, at least having a stand-by save ready to revert to if needed.

Posted (edited)

I have upgraded from 1.1.2 to 1.5.5 on OG, absolutely seamless, 0 Issues, everything works out of the box ❤️

Edited by MSM_Alice
Posted (edited)
18 minutes ago, MSM_Alice said:

I have upgraded from 1.1.2 to 1.5.5 on OG, absolutely seamless, 0 Issues, everything works out of the box ❤️

 

Thank you. Yeah. That's what I would expect.

 

But, I do want to be cautious in case there are edge cases where some save/mod combo fries things. Always be safe!

Edited by dagobaking
Posted (edited)

I did similar update inplace (1.1.5>1.5.5) but on AE, supposedly seamlessly too, but after a long while (and dozens of saves) weird things started happening/surfaced so decided to switch back. And did that on the same save. Then installed quite few other mods, then removed some. So far so good. I'm either lucky or that's safe by design. Or I do it right. We'll see.

 

edit: my point being - update procedure seems fine and safe - however there seems to be something wrong with 1.5.5 in other areas.

Edited by PippinTom
Posted
5 hours ago, dagobaking said:

 

I can't rule out all the ways a game save can break when switching mods. A lot of it can depend on how you switch. For example loading a game from before the switch. Or, one after. Etc.

 

Normally, AAF has been pretty durable in terms of switching between versions. But, it is going through quite a lot of changes lately. So, I would recommend starting a new game with the change. Or, at least having a stand-by save ready to revert to if needed.

I went back to the old version and everything works as before. I have a lot of mods installed, apparently some of them have a problem with the new AAF version.

Posted
16 hours ago, poblivion said:

I went back to the old version and everything works as before. I have a lot of mods installed, apparently some of them have a problem with the new AAF version.

 

One thing some have ran into is that the XML check is more accurate than before. So, it could be that some content mods with XML typos no longer get through.

Posted

I've finally got my mod list mostly sorted after getting a new computer... I'm getting consistent CTDs when trying to load saves. Can anyone help me with this crash log? Scrap Everything is usually a CTD culprit so I did a save without it and the game actually runs better WITH it then without so that isn't the issue. I'm running it Old-gen because most of my mod order haven't been updated in ages. My mods worked fine on my old rig with some general Bethtesda usualness but it was stable. Now with a new rig and may the flames of hell rain down on Windows 11 its barely stable. My biggest issue now (I got past the CTD on starting the game) is CTD when loading saves. I'm playing survival but I've got a mod so that I can save and I am doing regular saves obsessively because of this issue. Any help is welcome. Most mods are on Mod manager 2 with a few on Vortex. Is this bizarre? Yes! Did I have to do this on windows 10? NO! WTH!!! 

crash-2026-05-02-22-55-14.log

Posted

A couple questions.

Was the idea of AAF banners completely abandoned? Haven't found anything relevant on the topic.

Secondly I was curious if there's a way to finely adjust the placement of an actor in non-solo animation separately instead of relocating the whole sequence via numpad. If that's impossible via ingame AAF interface I wondered if it could be done by making changes in animation XML files. Basically I was hoping to slightly adjust initial male actor scale and female positioning relative to male in some Leito's animations.

Not sure this is the right place to ask these, feel free to point me in the right direction.

Posted
2 hours ago, iPhoenix8 said:

Secondly I was curious if there's a way to finely adjust the placement of an actor in non-solo animation separately

For each animation and actor, you can specify an "offset" parameter in animationData.
Since entering offset values requires guesswork, reloading the save each time for the changes to take effect (and in v1.5.5, reloading the entire game), this is a very tedious and time-consuming process.
v1.5.5 also allows you to specify a scale value for each actor in animationData. I haven't tested this, as I'm completely satisfied with how SCRS handles this without manually editing all animationData.
It's much more convenient and functional to do the same thing using SAM adjustments and SAMFormer, since everything can be edited directly in the game.

Posted (edited)
22 hours ago, Holylokki said:

For each animation and actor, you can specify an "offset" parameter in animationData.
Since entering offset values requires guesswork, reloading the save each time for the changes to take effect (and in v1.5.5, reloading the entire game), this is a very tedious and time-consuming process.
v1.5.5 also allows you to specify a scale value for each actor in animationData. I haven't tested this, as I'm completely satisfied with how SCRS handles this without manually editing all animationData.
It's much more convenient and functional to do the same thing using SAM adjustments and SAMFormer, since everything can be edited directly in the game.

Thanks! Before your reply I had no idea how to adjust AAF animations in SAM, then it came to me that the answer was in the question itself. Is it... "legal" to share these adjustments and if so - does anyone know the place for it?

Edited by iPhoenix8
Posted
17 hours ago, iPhoenix8 said:

Is it... "legal" to share these adjustments and if so - does anyone know the place for it?

I don't see any problem with publishing SAM adjustments. Adjustments already used in SAM Enhanced animations and EAP.

Posted
16 hours ago, deathmorph said:

@dagobaking A question regarding the manual display: Is it possible to address this issue in one of the upcoming updates?

 

if your character is in a tree scene that isn't flagged NPC-only, AAF defaults to assuming you want to drive it manually. Mod authors can override that when they start the scene, and they can also choose whether to include exit nodes. So today, control of this lives entirely with the mod that starts the scene.

Two things I'm considering for an upcoming update:

1. A user-side AAF setting that flips the default to "automated" - but only for scenes you start yourself via the wizard. It would not override mod authors' explicit choices.
2. A per-tree XML attribute so animation authors can say "auto-advance when the PC is in this actor slot." That handles the common case where the PC could be either role in a 2-person tree, and only one role really makes sense to hand controls to.

Posted
7 hours ago, dagobaking said:

Two things I'm considering for an upcoming update

 

thank you in advance for being willing to look into this matter

Posted
On 5/11/2026 at 5:23 PM, BlyssOblyvion said:

@dagobaking your discord invite does not work. would you mind updating it so i can get AAF?

 

I just tested it and it works for me. Maybe you have some kind of script blocker, etc.?

Posted
1 hour ago, dagobaking said:

 

I just tested it and it works for me. Maybe you have some kind of script blocker, etc.?

yeah, just checked, for some reason my discord on my web browser specifically is fubard. if i could beg an invite sent to BlyssfulOblyvion on discord directly, i would be greatly appreciated. if not, that's fine. i'll just come back whenever i can get this annoyance fixed

Posted

I joined the Discord group and read the rules, then clicked "accept," but I get an "interaction error" when trying to open the other channels. I honestly don't know anything about Discord or bots; I'm relatively new to all of this. Plus, I don't speak English, and translating everything is a hassle. I don't know exactly what to do. xD

Posted

1.10.163 Game Version.
 

I haven't updated AAF for a long time and accidentally came across it again when it received an update.

I played with version 1.1.1 and everything was stable. After installing the new version (1.5.5), I came across the fact that the AAF menu does not open.

First of all, I decided that maybe it was my list of mods and AAF had nothing to do with it (it just so happened that I hadn't played Fallout for a long time, but only made my own mod and checked it inside, installing various minor mods along the way.).

 

I disabled all mods, leaving only AAF, and the menu still didn't appear. I decided that I needed to install the previous version (I still have version 1.1.1 on my computer). The menu started to appear and everything started working as usual.
But I was wondering what the problem was. I won't go into details, but I got to the point where I installed both versions (I use MO2) — version 1.1.1 and version 1.5.5.
After deleting all the files in version 1.1.1, except for the Interface folder, I realized that it was the SWF files. Then I thought that maybe when I downloaded the new version, the files got corrupted, but I downloaded the archive again and the problem remained.
That's why I want to report it. I have no idea if this approach (old SWF files) will cause problems in the future, but for now...

IT JUST WORKS.

 

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