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Posted

I added custom races with all the tags and all, and now the game freezes upon finishing loading anything, a previous save, a new game etc.

 

Edit: I'm a f*cking retard, i was missing a 0 in both formIDs.

 

Edit Edit: Nope, it still freezes.

 

Edit Edit Edit: I think it is fussy as i pointed it to VulpinePlayer.esp and not VulpineRace.esm. Hopefully i'll figure this out someday in the distant future after trial and error. x_____x

Posted

Okay, the issue was and wasn't the Ref IDs.

 

when i went to copy and modify your custom race template for the ikyios or however it was spelled, my computer for some reason added a "?" at the end of the line with the load-order. Also, i removed the load-order by looking at the dog actortypedata file.

Posted

And it still doesn't work. Failed to find animations for female vulpine.

 

<meta title="AAF_raceData.xml" version="1.0" dataSet="race"/>

<!-- Default attributes are applied to all race nodes below if no conflicting attribute is set there. -->
<defaults source="Fallout4.esm" skeleton="Human" maleSWF="AAF_ActorIcon_M.swf" femaleSWF="AAF_ActorIcon_F.swf" loadPriority="-1"/>

<!-- Race nodes identify the races that AAF can recognize for the purpose of limiting animations to
be played only by races using a specific skeleton. For example, adding skeleton="Robot" to an animation node
in an animation XML causes that animation to only be playable for the races below with the "Robot" skeleton.
The maleSWF and femaleSWF attributes indicate which SWF files are displayed in the wizard as 
avatars for actors of that race. -->
<race id="Human" form="13746"/>
<race id="Alien" form="184C4D" skeleton="Alien"/>
<race id="Assaultron" form="D8417" skeleton="Robot"/>
<race id="Bloatfly" form="29463" skeleton="Bloatfly"/>
<race id="Bloodbug" form="2456D" skeleton="Mosquito"/>
<race id="Brahmin" form="2047E" skeleton="Brahmin"/>
<race id="Cat" form="C9ACF" skeleton="Cat"/>
<race id="Deathclaw" form="1DB4A" skeleton="Deathclaw" requiresAnimationReset="true"/>
<race id="Dogmeat" form="1D698" skeleton="Dog" requiresAnimationReset="true"/>
<race id="EyeBot" form="A563A" skeleton="EyeBot"/>
<race id="FeralGhoulGlowing" form="A96BF" skeleton="FeralGhoul"/>
<race id="FeralGhoul" form="6B4EC" skeleton="FeralGhoul"/>
<race id="FEVHound" form="90C33" skeleton="FEVHound"/>
<race id="Ghoul" form="EAFB6"/>
<race id="Gorilla" form="D9804" skeleton="Gorilla"/>
<race id="Handy" form="359F4" skeleton="Robot"/>
<race id="LibertyPrime" form="108019" skeleton="LibertyPrime"/>
<race id="MirelurkHunter" form="64C60" skeleton="MirelurkHunter"/>
<race id="MirelurkKing" form="B7F91" skeleton="MirelurkKing"/>
<race id="MirelurkQueen" form="E12A6" skeleton="MirelurkQueen"/>
<race id="Mirelurk" form="23FFC" skeleton="Mirelurk"/>
<race id="Molerat" form="1D810" skeleton="Molerat"/>
<race id="PowerArmor" form="1D31E" skeleton="PowerArmor"/>
<race id="Protectron" form="DFB33" skeleton="Robot"/>
<race id="RadRoach" form="4716C" skeleton="RadRoach"/>
<race id="RadScorpion" form="636AB" skeleton="RadScorpion"/>
<race id="RadStag" form="7ED1D" skeleton="RadStag"/>
<race id="RaiderDog" form="187AF9" skeleton="Dog"/>
<race id="SentryBot" form="AE0B7" skeleton="CreateABot"/>
<race id="Stingwing" form="5FBB1" skeleton="Stingwing"/>
<race id="SupermutantBehemoth" form="BB7D9" skeleton="SupermutantBehemoth"/>
<race id="Supermutant" form="1A009" skeleton="Supermutant"/>
<race id="SynthGen1" form="E8D09"/>
<race id="SynthGen2" form="10BD65"/>
<race id="SynthGen2Valentine" form="2261A4"/>
<race id="ViciousDog" form="3578A" skeleton="Dog"/>
<race id="YaoGuai" form="A0F2F" skeleton="YaoGuai"/>
<race id="Vulpine" source="VulpinePlayer.esp" form="12000F99"/>
<race id="Pony" source="CaN.esm" form="0A00EC7B"/>
<meta title="AAF_actorTypeData_Pony.xml" version="1.0" dataSet="actorType"/>
<defaults source="CaN.esm" loadPriority="-1"/>

<!-- Keyword(s) to use for actor scan. -->
<group id="Pony">
    <actorType form="0002CB72" id="ActorTypeHuman"/>
</group>
<meta title="AAF_actorTypeData_Vulpine.xml" version="1.0" dataSet="actorType"/>
<defaults source="Vulpineplayer.esp" loadPriority="-1"/>

<!-- Keyword(s) to use for actor scan. -->
<group id="Vulpine">
    <actorType form="0002CB72" id="ActorTypeHuman"/>
</group>

 

 

 

Edit:

 

Okay, this is starting to get on my nerves, turns out the race is in the ESM not the ESP, and on top of that, i had the filename off by one letter for the type data file. Giving it one last go.

 

 

Nope. still doesn't work. Is it not detecting any of my animations?

Posted
3 hours ago, EgoBallistic said:

I just released a full featured port of Sex 'Em Up for AAF.  All the features work and there is no need for Four-Play or the AAF Four-Play proxy to use it.  It just needs AAF, MCM, Halstrom's tags mod, and of course animation packs.

 

 

I hope you remembered to give Dogmeat some additional options. Right now all he can do is have fun with me. I want to be able to tell him to go after a follower or NPC.

 

?

 

 

Posted
12 minutes ago, MetalMax said:

Edit:

 

Okay, this is starting to get on my nerves, turns out the race is in the ESM not the ESP, and on top of that, i had the filename off by one letter for the type data file. Giving it one last go.

I tried several races from Nexus......

 

The races that worked all had human skeletons. The races that didn't all had unique skeletons.

 

?

 

 

 

Posted

I reinstalled the leito v1.4b anims, and the aaf patch for leito and crazy, and nothing. the game still doesn't want to find any animations for the vulpine.

Posted
9 minutes ago, VonHelton said:

I tried several races from Nexus......

 

The races that worked all had human skeletons. The races that didn't all had unique skeletons.

 

?

 

 

 

 

Vulpine race uses a human skeleton last I checked, no need to be snarky with the little emoticons. It uses CBBE, and the in game body-sliders function properly. I'm starting to think i borked something with the animations.

Posted

And i know for a FACT that the Crimes against nature races use a human skeleton and should have no issues, they worked with four-play.

 

Okay, the pony race sorta works. But the masturbation animation threw up an error of no actor 20

Posted
4 minutes ago, MetalMax said:

 

Vulpine race uses a human skeleton last I checked, no need to be snarky with the little emoticons. It uses CBBE, and the in game body-sliders function properly. I'm starting to think i borked something with the animations.

I don't know what icon you see, but the one I posted essentially means "I think so" or "Thinker"........

 

?????

 

 

Posted
7 minutes ago, VonHelton said:

I don't know what icon you see, but the one I posted essentially means "I think so" or "Thinker"........

 

?????

 

 

Ah, you use it different than the people i normally talk to. They usually use it as the snarky "Hmm, makes you think, really gets your noggin joggin doesn't it."

 

My apologies.

Posted
5 minutes ago, MetalMax said:

 

Vulpine race uses a human skeleton last I checked, no need to be snarky with the little emoticons. It uses CBBE, and the in game body-sliders function properly. I'm starting to think i borked something with the animations.

If they use a human skeleton and have the actorTypeHuman keyword, then you don't need an actorTypeData XML for them.  You just need the raceData entry.

Posted
Just now, MetalMax said:

Ah, you use it different than the people i normally talk to. They usually use it as the snarky "Hmm, makes you think, really gets your noggin joggin doesn't it."

 

My apologies.

No, I'm not a troll.........(Thankfully). My icons are used in the literal sense.

 

?

 

 

Posted
21 minutes ago, VonHelton said:

I hope you remembered to give Dogmeat some additional options. Right now all he can do is have fun with me. I want to be able to tell him to go after a follower or NPC.

 

?

I haven't added any new features yet, this first version is a shakedown cruise so to speak.  Adding dogmeat to companion fun shouldn't be too difficult, though, so I will work it in.

Posted

Okay, no more missing animations for the pony only, but now it spits out an error 5, no actor "20"

 

Also, apparently, vupline does indeed use a skeleton, albeit extremely similar to a human to the point where they can share animations.

Posted
32 minutes ago, EgoBallistic said:

I haven't added any new features yet, this first version is a shakedown cruise so to speak.  Adding dogmeat to companion fun shouldn't be too difficult, though, so I will work it in.

Did you take over from Cryptoghost, or is this something else?

 

?

 

 

Posted

Not sure where to ask this question, but here goes nothing....I just started learning javascript, in  an online course, should I also learn python as well, or are they basically the same thing??

 

Posted
8 minutes ago, Hogz50 said:

Not sure where to ask this question, but here goes nothing....I just started learning javascript, in  an online course, should I also learn python as well, or are they basically the same thing??

 

I think there are are off-topic sections on this forum, and on top of that, there are other forums specifically for programming bud. O.o

Posted
14 minutes ago, MetalMax said:

I think there are are off-topic sections on this forum, and on top of that, there are other forums specifically for programming bud. O.o

I've read the forums associated with my online course, but they are for the industry of programming, I have ideas for mods of my own just looking for the right paths to make them, This is the only place where people know what a mod is,  Most think a mod is a british youth in suit acting out scenes from Quadrophenia. 

Posted

Okay, i'm losing my mind. I disabled the vulpine race, and went back to CaN player race and now it went back to there being no animations tagged maturbation for female pony, no more error 5 no actor 20

Posted

Okay, i updated, and now i got errors about only a handful of animation morphs missing, and masturbation doesn't do anything at all, no error messages, but no animations.

Posted

"Error 10 - Animation ID FM-Bed01-05DeepthroatB Not found

Error 08 MorphsetID SCunReady Not found

Error 08 MorphsetID SCready Not found

Error 08 MorphsetID SCunReady Not found

Error 08 MorphsetID SCready Not found

Error 08 MorphsetID SCunReady Not found

Error 08 MorphsetID SCready Not found"

Posted

 

2 hours ago, MetalMax said:

And i know for a FACT that the Crimes against nature races use a human skeleton and should have no issues, they worked with four-play.

 

Okay, the pony race sorta works. But the masturbation animation threw up an error of no actor 20

Actor 20 is the player, I did a fix because it was screwing up giving an Actor20 error in Prewar Sancturary. I've never tried using a custom race, maybe STATS is looking for the Player and the player no longer exists, this will be tricky to fix, I'll look into it today and try getting some way to fix it, I'm adding the player to the Monitored actors list in STATS as I would assume it needs to be functional for Lust etc before having sex, other actors are added as they have sex.
 

STATS is using the GetPlayer function when it initialises after leaving Cryosleep. Maybe the custom race needs to be installed and saved before STATS is installed?

Hmm maybe I can add a reset player option in MCM.

Posted
6 hours ago, SavageCabbage said:

@dagobaking I've just upgraded from Beta 1 to Beta 25 and I'm getting a problem with animation alignment where it looks like one of the actors is down a bit too far on the Z axis. It's just enough to look weird and cause clipping. Did anything change with regards to positioning between beta 1 and beta 25?

 

It seems to only affect the first actor in a scene, by that I mean the one that takes the position of the first actor as specified in the animation XML file, not the first one selected in the wizard.

Hm. I can't think of anything that should cause that. There is a feature to set the scale of the actors so that they are all equal height (to cut down on clipping). But, it should be off by default. Maybe mess with that to see if it affects the issue (can be turned off/on in the settings file).

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