Vader666 Posted July 31, 2018 Posted July 31, 2018 Is there a script function that returns all the races for which are anims installed ? Would be a neat thing to have for multi race supporting mods.
Drapo Posted July 31, 2018 Posted July 31, 2018 10 hours ago, reaper69 said: Had a porblem with the first minutemen quest in concord where the quest got stuck inside the museum. tried everything to fix the problem. then i disabled AAF and the quest work fine anyone else having this problem It has been talked about in this thread already... quests that automaticaly trigger (ex getting a clue, vault 75, reunions..) sometimes do not trigger. best be since no one has formally addressed the issue is to save before turning in any quests that lead to you getting another quest started. Now if the quest does not trigger you need to close the game and restart it.....then it should trigger.
Sulphur.999 Posted July 31, 2018 Posted July 31, 2018 2 minutes ago, Drapo said: It has been talked about in this thread already... quests that automaticaly trigger (ex getting a clue, vault 75, reunions..) sometimes do not trigger. best be since no one has formally addressed the issue is to save before turning in any quests that lead to you getting another quest started. Now if the quest does not trigger you need to close the game and restart it.....then it should trigger. It is being addressed. It's just being persistent. Dagobaking is all up in it.
dagobaking Posted July 31, 2018 Author Posted July 31, 2018 2 hours ago, Vader666 said: Is there a script function that returns all the races for which are anims installed ? Would be a neat thing to have for multi race supporting mods. Not currently. But, it's a good idea. I will add it to the next build. I'm thinking that I will add that to the data that is sent out in the "OnAAFReady" event. So, anyone who needs it can listen for that event and store for their uses.
forgets Posted July 31, 2018 Posted July 31, 2018 49 minutes ago, dagobaking said: Not currently. But, it's a good idea. I will add it to the next build. I'm thinking that I will add that to the data that is sent out in the "OnAAFReady" event. So, anyone who needs it can listen for that event and store for their uses. Is there currently a way to turn on logging? or is that a planned feature?
Paeantrix Posted August 1, 2018 Posted August 1, 2018 I thought I had everything worked out, but my erections are no longer showing up... I've reinstalled AAF and RSE, and checked my overwrite order. Any suggestions?
forgets Posted August 1, 2018 Posted August 1, 2018 20 minutes ago, Paeantrix said: I thought I had everything worked out, but my erections are no longer showing up... I've reinstalled AAF and RSE, and checked my overwrite order. Any suggestions? Did you already try a clean save?
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 2 hours ago, forgets said: Is there currently a way to turn on logging? or is that a planned feature? No and no. I always found reading separate log text files to be a really tedious and inefficient way to troubleshoot things. So, I use the in-game debug window to make custom log messages there as I am working on things. I try to disable most of them when I am done because I don't want them to draw any performance and they are probably too archaic to be useful to anyone else. For user troubleshooting, I try to use more clear in-game error messages in place of logs. 17 minutes ago, Paeantrix said: I thought I had everything worked out, but my erections are no longer showing up... I've reinstalled AAF and RSE, and checked my overwrite order. Any suggestions? Did you install the compatibility patch? 1
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 5 hours ago, Vader666 said: Is there a script function that returns all the races for which are anims installed ? Would be a neat thing to have for multi race supporting mods. What would be the most useful format of this list? It's a little complex because the way that animations categorize themselves are by skeleton rather than race. So, for example, which race "counts" when an animation using the Robot skeleton exists? All that use the Robot skeleton? The easiest thing for me would be to send a string array with the names of the skeletons that have been used. Would that work? 1
astymma Posted August 1, 2018 Posted August 1, 2018 On 7/29/2018 at 3:12 PM, dagobaking said: You're definitely not alone. The wizard ended up being more of a focus than I expected. So, I will put more effort than planned into improving it. Not sure if you've seen it. But, there is a second UI widget now. I need to think of a better name for it. But, it's the "positionTree widget". This is similar to OSA navigation where you can pick animations step by step. ...(snip) I'd like to make something that is just as easy to use. But, might have to navigate around obstacles in FO4 that Second Life doesn't seem to have. Ah no I hadn't read about the positionTree but that looks like an excellent solution I'd probably use in a heartbeat. And if you can provide mod access anywhere into the tree that would make designing mods for AAF easier. Second Life has the standard obstacles we face here... premade bodies with minimal customizability. Animations are premade with the animators bodies so who knows if they'll fit your avatar. Animations have to be made and uploaded then bound to a furniture item via code. A lot of the same restrictions we have. However, it is a specifically click event based system so it has a LOT more support for that interaction type. Now, you do have possibilities... To activate the wizard, by default we press the Home key. You could do the following when the Home key is pressed. 1. If the cursor is on an actor, start the wizard with that actor already selected as if PageDn was pressed for them. 2. If the cursor is on a piece of furniture, start the wizard as normal but when location is being selected, start with that furniture item so right arrow can be used immediately. Have those behaviors be MCM toggles. Just food for thought. Those are things that can be done that don't complicate the UI... just streamline using it. EDIT: and obviously by MCM toggles I meant settings.xml options and by cursor I meant crosshair target... oops. 1
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 20 minutes ago, astymma said: And if you can provide mod access anywhere into the tree that would make designing mods for AAF easier. Yeah. My plan has been to build on its capabilities. I hadn't thought of starting within a tree because the beginning would usually be transitions into different positions. But, I could make it so that if you select a deeper position in the tree that it automatically traverses through the steps needed to get there so it doesn't just jump. I also want to be able to link a spot within a tree to another tree. Add clothes options in-tree. Etc. And NPCs can use them too with a rudimentary AI based on stats and keywords to choose how they navigate through them without player input. Quote 2. If the cursor is on a piece of furniture, start the wizard as normal but when location is being selected, start with that furniture item so right arrow can be used immediately. The actor one can be done. But, the code to detect an actor under the cross-hair comes from an F4SE plugin. There is not an equivalent for furniture detection that way. And doing that would be kind of complex because what counts as a furniture? AAF can play animations in cars, on tables, on walls, rails, on any game object. Not just furnitures. So, a cross-hair mod for that would basically detect something always no matter what. Quote Just food for thought. Those are things that can be done that don't complicate the UI... just streamline using it. Thank you for the ideas! They are welcome! 2
astymma Posted August 1, 2018 Posted August 1, 2018 11 minutes ago, dagobaking said: The actor one can be done. But, the code to detect an actor under the cross-hair comes from an F4SE plugin. There is not an equivalent for furniture detection that way. And doing that would be kind of complex because what counts as a furniture? AAF can play animations in cars, on tables, on walls, rails, on any game object. Not just furnitures. So, a cross-hair mod for that would basically detect something always no matter what. I know in FONV we'd use GetCrossairRef then have to GetBaseObject. Then iterate over all the detected objects within a detection radius, GBO those too, then compare the RefID to what was detected. My assumption is that when you search for everywhere that an animation can be played for the Wizard, you're doing something similar. I.E. iterating a detection radius, comparing the base objects of the instances you find to the list of "furniture" items from the XMLs and then showing the items that apply along with the standard ground at actors options. Does F4SE not provide GetCrosshairRef yet? 1
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 No GetCrosshairRef in F4SE. I requested that feature a long time ago. Expired basically said that the crosshair system works differently in FO4 and that it didn't make sense to add. The search doesn't need to go through all objects for AAF. You can send in a list of forms to search specifically for and a radius. It then returns a list of all matching forms found. Animators set up XML files that identify valid furniture and then link animations to those. Then AAF searches for all furnitures usable by the animations and gives u just the possible options nearby. 1
astymma Posted August 1, 2018 Posted August 1, 2018 4 minutes ago, dagobaking said: No GetCrosshairRef in F4SE. I requested that feature a long time ago. Expired basically said that the crosshair system works differently in FO4 and that it didn't make sense to add. The search doesn't need to go through all objects for AAF. You can send in a list of forms to search specifically for and a radius. It then returns a list of all matching forms found. Animators set up XML files that identify valid furniture and then link animations to those. Then AAF searches for all furnitures usable by the animations and gives u just the possible options nearby. Ah, gotcha, so what I suggested is not doable without something like GetCrosshairRef. Good to know... still considering whether or not I should dive into learning Papyrus. The problem is I don't have the free time to truly mod... but I do want to know *how* to do it. Sort of a Catch-22... if I learn it, I'll wanna use it... and I don't learn it, I won't know what I'm talking about... like now... so... yeah... LOL 3
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 19 minutes ago, astymma said: Ah, gotcha, so what I suggested is not doable without something like GetCrosshairRef. Good to know... still considering whether or not I should dive into learning Papyrus. The problem is I don't have the free time to truly mod... but I do want to know *how* to do it. Sort of a Catch-22... if I learn it, I'll wanna use it... and I don't learn it, I won't know what I'm talking about... like now... so... yeah... LOL Makes sense. Papyrus is pretty simple if you have other coding experience. The frustrating part about it is that it's full of undocumented nuances. You can't expect much polish since its an ad hoc thing just for Bethesda games. But, its a huge step back from professional grade platforms. Without access to the maintainers like the Bethesda team has, there are many WTF moments. That is one of the main reasons why I minimize my use of Papyrus in AAF. The vast majority of the code is in Flash Actionscript. I just reach out to run the minimum Papyrus functions needed to interact with the game engine. 1
astymma Posted August 1, 2018 Posted August 1, 2018 1 hour ago, dagobaking said: Makes sense. Papyrus is pretty simple if you have other coding experience. The frustrating part about it is that it's full of undocumented nuances. You can't expect much polish since its an ad hoc thing just for Bethesda games. But, its a huge step back from professional grade platforms. Without access to the maintainers like the Bethesda team has, there are many WTF moments. That is one of the main reasons why I minimize my use of Papyrus in AAF. The vast majority of the code is in Flash Actionscript. I just reach out to run the minimum Papyrus functions needed to interact with the game engine. Interesting... the script that Second Life uses is heavily based on ActionScript. But I'm guessing you mean editing SWF files in the UI. As for experience, yeah... I've been a professional programmer for more than 30 years. I don't think learning Papyrus would be difficult... just time consuming. I was in charge of FONV's Sexout while Prideslayer was unavailable so I know what it's like managing a large framework mod. You seem to be approaching AAF with a good object oriented flexible methodology which I can definitely appreciate. I especially like the XML configuration files which I've been able to mod myself despite lacking any knowledge on the underlying framework, just using your XML docs. On an unrelated note, I wanted to ask you about morphs. As an example, I was thinking of adding some morph code to some animation XMLs to make use of the Animated Fannies body. In the sliderset osp file the morph is named CBBE2VaginaPenetrate. In BodySlide it appears as VaginaPenetrate. In SLM it appears as 0VaginaPenetrate for BodyGen. In a morphset XML what would be the morph name I'd need to use? I'm guessing you're using BodyGen to implement the morphs... so the 0VaginaPenetrate? 2
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 22 minutes ago, astymma said: Interesting... the script that Second Life uses is heavily based on ActionScript. Hm. Maybe I should have given it a closer look then! I just went by screenshots and it seemed like the graphics were kind of behind Bethesda games. So, didn't look further. Quote But I'm guessing you mean editing SWF files in the UI. Yes. I inject my own SWF and put all of the logic and data for AAF in there. Much better language to work with than Papyrus. Plus, access to add widgets in UI are right there. Quote As for experience, yeah... I've been a professional programmer for more than 30 years. I don't think learning Papyrus would be difficult... just time consuming. With that much experience you will be able to use Papyrus on day 1. Maybe just a day to get tools in place and hook up to the compiler. Quote I was in charge of FONV's Sexout while Prideslayer was unavailable so I know what it's like managing a large framework mod. You seem to be approaching AAF with a good object oriented flexible methodology which I can definitely appreciate. I especially like the XML configuration files which I've been able to mod myself despite lacking any knowledge on the underlying framework, just using your XML docs. Awesome! That was the goal. Externalize the data layer so others can do more with it without me hard-coding things for every niche. Quote On an unrelated note, I wanted to ask you about morphs. As an example, I was thinking of adding some morph code to some animation XMLs to make use of the Animated Fannies body. In the sliderset osp file the morph is named CBBE2VaginaPenetrate. In BodySlide it appears as VaginaPenetrate. In SLM it appears as 0VaginaPenetrate for BodyGen. In a morphset XML what would be the morph name I'd need to use? I'm guessing you're using BodyGen to implement the morphs... so the 0VaginaPenetrate? I think that "BodyGen" is the system for randomizing bodies with morphs based on an instruction text file. [Sorry to be confusing. Yes. You are right. The function is also called BodyGen and I do use that.] For AAF, the name to use is the "morph" variable in the slider.json. So, in your example, I think its the "VaginaPenetrate" one. 2
astymma Posted August 1, 2018 Posted August 1, 2018 @Dagobaking The Second Life graphics greatly depend on the quality of textures you find on the products available in game. Since there are literally around 180000 content producers making content for Second Life at any one time, it can vary from ultra crap to amazing. It's harder to have better graphics in a platform like Second Life than a Bethesda game as well... the client that connects to the game has to be prepared to render absolutely ANYTHING people can make. A Bethesda game is far more streamlined to render specific content according to specific graphics rules. It can be optimized a lot better, especially since it can make use of anything a DDS file can use. Second Life uses 32bit Targa or progressive JPG at best. It has though caught up a little since now you can upload content in the Collada format as what they call a "mesh" file. Previously, they used standard primitives like cubes, spheres, cylinders and torii and also a custom sculpted format that stored 3d data in color information of a square projection image. For example you could make an object and the 3d data was stored as the color information in an image so the RGB values corresponded to XYZ coordinates... but this format was supplanted by the mesh format and nobody uses it any more. The scripting language in Second Life is LSL and greatly resembles Action Script. It's entirely event based and coding using it is all about coding event responses. As an example, the most common event is the Touch event which equates to a user clicking something. Sample code: default { touch_start(integer num_detected) { llResetTime(); } touch(integer num_detected) { if (llDetectedKey(0) == llGetOwner() && llGetTime() > 1.0) { // The owner has touched this object for longer than 1 second // execute some special feature such as issuing a management dialog // ... } } touch_end(integer num_detected) { if (llGetTime() <= 1.0) { // The user did a normal quick click on the object // execute actions for normal clicks // ... } } } default is a "state" and you can have multiple states in a code file. touch_start, touch and touch_end are all events defined as the initial moment of being clicked, the entire time it's being clicked and the mouse button is still held down, and when the mouse button is released and the clicking "ends". num_detected is the number of Unique Keys (IDs) of the agents clicking the object if there's more than one, starting at 0 and going to num_detected - 1. So llDetectedKey(0) gives you the Unique Key (ID) of the first agent clicking the object for example. As you can see, the scripting is fairly straight forward event based coding. The way coding works is kind of odd in that you'd put the above code in a script file object and drop the script object into the inventory of the object you want to have the script. Every object in world has its own inventory and can be a container for that reason. EDIT: Oh, and thanks hehe... will give VaginaPenetrate a go and see if it works as a morph. Oh... and I can use any morph defined in any of the sliders.json files in the directories or just the sliders.json defined for AAF.esm? 2
Vader666 Posted August 1, 2018 Posted August 1, 2018 3 hours ago, dagobaking said: What would be the most useful format of this list? Pretty much the only format that makes sense is an array of the races. 3 hours ago, dagobaking said: which race "counts" when an animation using the Robot skeleton exists? All that use the Robot skeleton? exactly that. It would be used by a mod to filter all the races out that have no anims, so only actors with a "valid" race would be processed.
Halstrom Posted August 1, 2018 Posted August 1, 2018 OK I'm making the leap into the dark. I uninstalled Fourplay and all the animation packs with it and have installed a bunch of animation packs except for some reason Atomic Lust and Savage Cabbages refuse to install with NMM. even after I redownloaded them. But when I check the welcome box in AAF it says something like "Welcome is not possible with your loaded mods....will cause crashing and toilet to malfunction yada yada..." So any idea what this means? Am I missing something or do I have something I shouldn't have?
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 7 minutes ago, Halstrom said: OK I'm making the leap into the dark. I uninstalled Fourplay and all the animation packs with it and have installed a bunch of animation packs except for some reason Atomic Lust and Savage Cabbages refuse to install with NMM. even after I redownloaded them. But when I check the welcome box in AAF it says something like "Welcome is not possible with your loaded mods....will cause crashing and toilet to malfunction yada yada..." So any idea what this means? Am I missing something or do I have something I shouldn't have? I work from an installed dev folder in MO2. So, I never end up seeing the install process... I'm assuming that isn't the exact message that it gives? Possible to get more details? 1
Halstrom Posted August 1, 2018 Posted August 1, 2018 Heres a screenshot, I'm probably doing something noob
Halstrom Posted August 1, 2018 Posted August 1, 2018 Load order: LoadOrder_Fallout4_2018-08-01T16-51-59.txt
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 3 hours ago, Vader666 said: Pretty much the only format that makes sense is an array of the races. exactly that. It would be used by a mod to filter all the races out that have no anims, so only actors with a "valid" race would be processed. Ok. That has been added. Will be available in next build. 1 hour ago, Halstrom said: Heres a screenshot, I'm probably doing something noob Aha. I think that is a meaningless message. Using the FOMOD format to have a welcome message isn't perfect. Have you tried just ignoring and installing anyway?
Halstrom Posted August 1, 2018 Posted August 1, 2018 10 minutes ago, dagobaking said: Ok. That has been added. Will be available in next build. Aha. I think that is a meaningless message. Using the FOMOD format to have a welcome message isn't perfect. Have you tried just ignoring and installing anyway? No, I haven't as I thought I had a problem that needed fixing first Its very possible I'm doing something wrong or other people would have reported this?
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