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Posted
3 hours ago, VonHelton said:

I manually install my stuff, so it's not NMM.......Not this time, anyway.

Is there anything besides Looksmenu that is required before AAF will run?

 

?

Manual install can be done. But, a lot of room for error. Especially cases where old files remain that were removed in old versions.

 

AAF needs LooksMenu for certain features to work (overlays, morphs). But, it will run even without LooksMenu. F4SE is the only hard dependency.

3 hours ago, Gulfwulf said:

I've seen just about every animation I have being run, so I think he just grabs two actors and tells AAF to pick an animation for them,

I have tried that, with only ground animations installed, and it works for me. There are many settings though. So, maybe a specific setting I haven't tried is throwing things off. Need to know the code to figure that out.

1 hour ago, SpyderArachnid said:

So interesting turn of events. Before I was trying to activate everything via dialogue instead of using the AAF Wizard (just felt more immersive doing it via dialogue than opening a menu to set it all up), and that seems to be the issue for me.

That is not surprising because the process of starting from the wizard uses different code than starting from the API. So, if one is broken, the other one often is not.

8 minutes ago, Nosimo said:

I have the sane issue, uninstalling anim packs with furniture.xml seems to get rid of it (.savage cabbage, crazy's gun anim for sure,. atomic lust I would assume as well but was missing something for that) everything works fine with those uninstalled. 

Wait. Wait. Wait. The bug happens WITH furniture packs installed? I thought it was described as happening only when no furniture packs are installed.

 

Which exact animation packs are installed when you see the error?

Posted
29 minutes ago, Nosimo said:

 

I have the sane issue, uninstalling anim packs with furniture.xml seems to get rid of it (.savage cabbage, crazy's gun anim for sure,. atomic lust I would assume as well but was missing something for that) everything works fine with those uninstalled. 

 

I have all the requirements though for those mods that require objects. So it seems AAF is trying to use the objects for certain animations even though they aren't actually placed in the game world (but they are in my mod list). Which would be causing that error (I assume) since I don't have every single object that has an animation, placed in the game world.

 

I figured if an object isn't present, it just wouldn't use that animation. At least, that is how it seemed to work before the newest AAF update. Now I think it is not checking if an object is physically present before selecting that animation and so it errors cause it can't find the object that the specific animation would require, instead of just not using that specific animation and using a different one.

 

Could be wrong though, as all that coding stuff is beyond me lol.

Posted
6 minutes ago, dagobaking said:

Wait. Wait. Wait. The bug happens WITH furniture packs installed? I thought it was described as happening only when no furniture packs are installed.

 

Which exact animation packs are installed when you see the error?

 

I have all animation packs installed, with all their requirements installed as well (workshop mods and such). Leitos, Crazy, Atomic Lust, Mutated Lust, SavageCabbage, BP70, Farelle, and Vadermania. And all the mods they require, and I get the error (AAF Error: Furniture group not found). Only started getting the error with the new AAF and only when initiating via an addon like RSE, MCG, Autonomy, HotC, etc. Works fine via the AAF Wizard.

Posted
28 minutes ago, dagobaking said:

Manual install can be done.

Got AAF running. Apparently, you can't install AAF until AFTER you talk to Codsworth after leaving the vault.

 

Now I know, and knowing is half the battle!

 

?

 

 

Posted
35 minutes ago, dagobaking said:

I have tried that, with only ground animations installed, and it works for me. There are many settings though. So, maybe a specific setting I haven't tried is throwing things off. Need to know the code to figure that out.

The only 2 (3?) animation packs I have installed are Leito's and Rufgt's. I do use AWCKR, though, and have had two NPCs use a PA station, but that was the vanilla one that was already in the game (the one in the Red Rocket just outside of Sanctuary to be exact).

Posted
34 minutes ago, dagobaking said:

Unfortunately, I don't have a way to test with those packs because they won't install without AAF.esm when my dev version is AAF.esp.

Now that I have AAF running again, I'm gonna do some testing......I'll be right back.......

 

?

 

 

Posted
1 hour ago, VonHelton said:

Got AAF running. Apparently, you can't install AAF until AFTER you talk to Codsworth after leaving the vault.

 

Now I know, and knowing is half the battle!

 

?

 

 

What version ?? right now i got aaf trigger fine at new start so i can actually test it in vault 111 if everything worked right from the start. The only thing i did see in the description of aaf when first triggering it says to use the wizard you need to press Null key i think it means to say home key but home key still works fine for me.

Posted
5 minutes ago, D_ManXX2 said:

it says to use the wizard you need to press Null key i think it means to say home key but home key still works fine for me.

That is already fixed for next version.

Posted

I FIXED IT! EUREKA!

 

Obviously something broke between Beta 23 & Beta 24, so I rolled back to Beta 23, installed it over 24, then I installed the current LLFP standalone file.

 

Everything is back to normal with no errors!

 

?

 

 

Posted
17 hours ago, VonHelton said:

I got this same problem, so I did a fresh install.......

 

AAF no longer works.......Any version!

 

Other mods work, but only the dialogue, no animations fire, because AAF is not responding.

 

As Han Solo famously said, I got a bad feeling about this.........!!!

 

?

 

 

Funny thing, when I use AAF, using the home key and now I have to hit enter key too, but using the home key AAF animations run flawlessly, its when I use sex em up flirts ,or  JB obedience I get that error.  Whats causing it, it could be anything in the mods. I had a Body glitch using animations in the past, for weeks I tried to fix it, reinstalling animation mods  changing load orders and so on. The headaches were killer. Know what the problem was...a damn scarf. A clothing accessory. LOL  Nothing is ever what it seems.

Posted
6 hours ago, VonHelton said:

Got AAF running. Apparently, you can't install AAF until AFTER you talk to Codsworth after leaving the vault.

 

Now I know, and knowing is half the battle!

 

?

 

 

That’s strange cause I’ve used AAF countless times in the pre-war era. Doing poses and testing that my sex mods work.

 

Major problem I’ve had is any equipment I toggle with equipment manager won’t reequip afterwards. So if I reequip clothes on PC female during say a BJ but then remove them through the manager to further the sex act after I choose to end the scene it won’t reequip said gear. Has done it on    NPC and PC.

Posted
4 hours ago, Hippeus said:

That’s strange cause I’ve used AAF countless times in the pre-war era. Doing poses and testing that my sex mods work.

 

Major problem I’ve had is any equipment I toggle with equipment manager won’t reequip afterwards. So if I reequip clothes on PC female during say a BJ but then remove them through the manager to further the sex act after I choose to end the scene it won’t reequip said gear. Has done it on    NPC and PC.

Let's put some money on this........

 

5 bucks says that 90% of the problems people are having is because they install mods BEFORE talking to Codsworth after leaving the vault.

 

?

 

 

Posted
2 hours ago, VonHelton said:

Let's put some money on this........

 

5 bucks says that 90% of the problems people are having is because they install mods BEFORE talking to Codsworth after leaving the vault.

 

?

 

 

Okay, thank you for that little gem, lol SEU works again. Talking to codsworth, wow did work. I never talk to codsworth cause  I think he's a C-3PO ripoff personality wise.

Adding to this post everything works again, I still get the error message, I think that's because rename anything still has not updated, so I have it disabled for now..

Posted
3 hours ago, VonHelton said:

Let's put some money on this........

 

5 bucks says that 90% of the problems people are having is because they install mods BEFORE talking to Codsworth after leaving the vault.

 

?

No idea what you guys are talking about.  I just started a new game with my whole set of mods installed, AAF, pretty much every animation pack there is, etc, and had zero issues.  Animations work, quest progression works, etc. 

 

The only problem you should ever have when starting a new game with AAF installed is if you run animations before talking to the Vault-Tec rep.  That part of the quest has all kinds of timers built into it, and animations can mess up the timing.  Once you've picked your SPECIAL stats, you're free to do whatever you want with AAF.

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Posted
20 hours ago, Gulfwulf said:

I don't use any of the CC content.

 

I use MO 2, but I install every version of F4SE to the main FO4 folder and not via MO 2. Everything else gets installed via it though. Here's my load order if that'll help.

 

  Reveal hidden contents

 

[Edit]: I do not get this error whenever I manually trigger a scene either via Immersive Lovers Remastered or via the AAF wizard, I only get it when Autonomy Enhanced scans through nearby NPCs to select two for a scene. The scene still happens, I just get that error. This error started popping up with the latest version of AAF I downloaded from the Nexus and there are no startup errors.

I advise to install the F4SE folder (data) into MO2 so that you can see if there are any unforeseen conflicts. Can help in the rare occasion when there is a conflict (shouldn't have one) otherwise it is much more difficult to resolve. Saved my bacon a couple of times with ol'rim. ;) . Also you always know which version you have in MO2.. useful if you ever do like I do and zip up an install and store it somewhere and later pull it out... :P

Posted
16 hours ago, Halstrom said:

AAF allows for practically every combination, so that gets complicated believe me when you are trying to work out who is receiving Jizz from who in a 6 actor animation, I have spent last 3 weeks on coding a spunk system to do that and only hope to test it tomorrow :)
 

Learning how to do the XML edits isn't complex as coding, you need to install Notepad++, open the file swap all the "Male" and "Female" references in the animationData.XML's then test them and adjust the X/Y offsets if necessary. Then rename the XML file and in the first line to something like "MF Leitos animationData.xml" then save test, create a download page and share it for others, bingo you are now a modder  :)
Other Modders here will help if you have questions there is probably more help faster on Dagobakings AAF in Discord.

 

that is one fo the most confusing parts of animation for me. is there some sources or info on the basics of this?  (Bold.. I know you have vision issues, it first I changed the color and went.. NOPE, won't work... Not shouting at you ;) )

Posted
17 minutes ago, RitualClarity said:

that is one fo the most confusing parts of animation for me. is there some sources or info on the basics of this?  (Bold.. I know you have vision issues, it first I changed the color and went.. NOPE, won't work... Not shouting at you ;) )

If you want, I can give you a very simple example.

Pick those XMLs I uploaded, check the GROUND package and compare its animation file with the original SC animation file: you can easily spot the few common parts and the few differences added by me, which are basically: a new ID, to let them identify in a different way, the erased gender specification for M, and the Zaxis offset because it had to move from bed to the ground (Z = vertical, height)

On a side note, it would even be easier than coding... but slower and definetely boring, I tell you.

Posted
3 minutes ago, Hogz50 said:

this list flashes by so fast on startup I had to time this screenshot so I can read it. it vanishes quickty so I guess im okay.

 

Yep, that is the normal startup sequence.  It scared me the first couple times I saw it because I only had time to read the word "ERROR" and thought something was wrong ?

Posted
18 hours ago, Halstrom said:

AAF allows for practically every combination, so that gets complicated believe me when you are trying to work out who is receiving Jizz from who in a 6 actor animation, I have spent last 3 weeks on coding a spunk system to do that and only hope to test it tomorrow :)
 

Learning how to do the XML edits isn't complex as coding, you need to install Notepad++, open the file swap all the "Male" and "Female" references in the animationData.XML's then test them and adjust the X/Y offsets if necessary. Then rename the XML file and in the first line to something like "MF Leitos animationData.xml" then save test, create a download page and share it for others, bingo you are now a modder  :)
Other Modders here will help if you have questions there is probably more help faster on Dagobakings AAF in Discord.

 

I'm not sure if I understand it correctly, but I'd love to.

Actually in my game this already happens - the first role is always F and the second always M (or F in case of strapon). This covers both combinations with FF, but of course doesn't swap roles between M and F, which (I think) could be done only removing the gender restriction inside the AAF setting xml.

Am I missing something? also, I always use Wizard, does API work in the same way?

Posted

Hello folks.

 

I've been reading all the posts left in the latests pages here and among all the various and very useful hints I got, specially about editing the .xml files thanks to AJ, I still didn't find there any solution to the problem related to the messages of error saying some actors and group of furniture are missing... I didn't get what I should do to fix it. If a solution was given I likewisely missed it big time even reading everything all over again.

Another problem I personally have is when I try to stop the scene, it dosn't work all the times, it happened to me that I had to roll back to a previous savegame.

 

Thanks in advance to whoever's gonna give me a hint on these.

 

Cheers!

Posted
11 hours ago, RitualClarity said:

that is one fo the most confusing parts of animation for me. is there some sources or info on the basics of this?  (Bold.. I know you have vision issues, it first I changed the color and went.. NOPE, won't work... Not shouting at you ;) )

Yeah cool, I think there's some stuff on the wiki about it, otherwise its just working out how it works from what you see.
https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Home

10 hours ago, A.J. said:

If you want, I can give you a very simple example.

Pick those XMLs I uploaded, check the GROUND package and compare its animation file with the original SC animation file: you can easily spot the few common parts and the few differences added by me, which are basically: a new ID, to let them identify in a different way, the erased gender specification for M, and the Zaxis offset because it had to move from bed to the ground (Z = vertical, height)

On a side note, it would even be easier than coding... but slower and definetely boring, I tell you.

Oops Z axis, I've never done it, so just assume the difference is theheight or thickness of a Female body vs Male. A bit of trial and error.

9 hours ago, A.J. said:

I'm not sure if I understand it correctly, but I'd love to.

Actually in my game this already happens - the first role is always F and the second always M (or F in case of strapon). This covers both combinations with FF, but of course doesn't swap roles between M and F, which (I think) could be done only removing the gender restriction inside the AAF setting xml.

Am I missing something? also, I always use Wizard, does API work in the same way?

Give it a go then you will know something more than me about it :)

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