dagobaking Posted April 26, 2018 Author Posted April 26, 2018 42 minutes ago, hkheung said: thanks to everyone for your help but i can tell you one thing is that the bug pipboy and shortcuts of the weapons also occurred with fourplay 0.0.8.2 it's not a coincidence! You are saying that when you install fourplay, you have the same bug that you see when AAF is installed?
Guest Posted April 26, 2018 Posted April 26, 2018 1 hour ago, dagobaking said: Vous dites que lorsque vous installez Fourplay, vous avez le même bug que vous voyez quand AAF est installé? Absolutely with fourplay 0.0.8.2 the animations sometimes crash and systematically it is impossible to access the pipboy and the shortcuts of the weapons and it is necessary to restart the game
Fiona159 Posted April 26, 2018 Posted April 26, 2018 25 minutes ago, hkheung said: Absolutely with fourplay 0.0.8.2 the animations sometimes crash and systematically it is impossible to access the pipboy and the shortcuts of the weapons and it is necessary to restart the game You did not try to use the ESC key, and then the TAB?
Fiona159 Posted April 26, 2018 Posted April 26, 2018 Dear dagobaking. In the download, I now see only 2 files. Does this mean that now I do not need to install a proxy and dof patch?
Guest Posted April 26, 2018 Posted April 26, 2018 25 minutes ago, Fiona159 said: Vous n'avez pas essayé d'utiliser la touche ÉCHAP, puis le TAB? hello Fiona nothing works to try to recover the pipboy and access to shortcuts and even restarting a backup does not work unless restart the game
Relimera Posted April 26, 2018 Posted April 26, 2018 Hello again ^^ Sometimes if i start the animation from the wizard the penis is not erect ...after this i start the animation with Sex em up and then its erect .. Any solutions?^^
Badtanker Posted April 26, 2018 Posted April 26, 2018 2 hours ago, Fiona159 said: Dear dagobaking. In the download, I now see only 2 files. Does this mean that now I do not need to install a proxy and dof patch? I'm not Dagobaking but the 2nd file the one saying 2-AAF Compatibility patches has the proxy and dof patch along with other patches 2
DoctorZ Posted April 26, 2018 Posted April 26, 2018 2 hours ago, hkheung said: hello Fiona nothing works to try to recover the pipboy and access to shortcuts and even restarting a backup does not work unless restart the game Thats a bug related to ending an animation cycle manually, before it end by itself. It does exactly the same thing with Fourplay. I'm not sure if its related to RSE (I mostly only using this mod right now) or if its related to F4SE.
CGi Posted April 26, 2018 Posted April 26, 2018 @rufgt released a 3rd animation, giving us 2 native F/F animations for AFF. And if you want him to make more animations in general, then don't forget to like this post of his.
Fiona159 Posted April 26, 2018 Posted April 26, 2018 1 hour ago, Badtanker said: I'm not Dagobaking but the 2nd file the one saying 2-AAF Compatibility patches has the proxy and dof patch along with other patches Thank you. I understood.
dagobaking Posted April 26, 2018 Author Posted April 26, 2018 7 hours ago, hkheung said: Absolutely with fourplay 0.0.8.2 the animations sometimes crash and systematically it is impossible to access the pipboy and the shortcuts of the weapons and it is necessary to restart the game 3 hours ago, DoctorZ said: Thats a bug related to ending an animation cycle manually, before it end by itself. It does exactly the same thing with Fourplay. I'm not sure if its related to RSE (I mostly only using this mod right now) or if its related to F4SE. I see. I was not aware of that issue. It sounds like, from DoctorZ's post that this is a known issue that affects everyone? 5 hours ago, Relimera said: Hello again ^^ Sometimes if i start the animation from the wizard the penis is not erect ...after this i start the animation with Sex em up and then its erect .. Any solutions?^^ What body do you have installed? Can you determine if it is specific animations that do this or just random?
DoctorZ Posted April 26, 2018 Posted April 26, 2018 Well, idk if its a known issue tbh but I always can reproduce this behavior doing so.
Guest Posted April 26, 2018 Posted April 26, 2018 hello dago I have 2 questions to ask you but nothing important: The first is to know if it was possible to change the camera at the end of the scene because I play for third person and at the end of the animation we always come back in first person view. The second is that I use this modhttps://www.nexusmods.com/fallout4/mods/30006/ and I tried to modify your file equipment xml to remove and put back some clothing of this mod but without success. The clothes I use from this mod are: HighHelledBoots on 33 "BODY" slot >> works BikiniBotton on the slot 40 R Leg - do not take offShirt on 48 Beard Slot >> do not take off can you tell me what's wrong and what I'm doing wrong? AAF_equipmentSetData.xml
RohZima Posted April 26, 2018 Posted April 26, 2018 I just can't tell you how excited I am for this right now! You are like the dragonborn of modding scene, the bards will sing of your deeds throughout the ages! I have it working nicely, I tested with rufgt's animations and shino. I am about to get set up for animating and all will be native to this mod. I have desperately wanted to get my anims into FO4 for ages but I have been holding off because I was so disillusioned with the state of the FO4 scene... But.. I knew that at a hero would rise... Anyway, jokes aside, I have a feeling the FO4 modding scene is going to explode pretty soon, with this at the centre of it. Many thanks for your awesome work and extremely helpful attictude (I read the whole thread) -Roh 5
dagobaking Posted April 26, 2018 Author Posted April 26, 2018 41 minutes ago, DoctorZ said: Well, idk if its a known issue tbh but I always can reproduce this behavior doing so. Ok. Appreciate the info. I am operating fairly blind to things like that as I have barely used Four Play or many Fallout 4 mods. I haven't even really used AAF in a play-through sense. I just mod and test. 37 minutes ago, hkheung said: hello dago I have 2 questions to ask you but nothing important: The first is to know if it was possible to change the camera at the end of the scene because I play for third person and at the end of the animation we always come back in first person view. The second is that I use this modhttps://www.nexusmods.com/fallout4/mods/30006/ and I tried to modify your file equipment xml to remove and put back some clothing of this mod but without success. The clothes I use from this mod are: HighHelledBoots on 33 "BODY" slot >> works BikiniBotton on the slot 40 R Leg - do not take offShirt on 48 Beard Slot >> do not take off can you tell me what's wrong and what I'm doing wrong? AAF_equipmentSetData.xml Ok. I made a note to test it from the perspective of playing in 3rd person mode. I will probably add a toggle for that in the settings. But, that will be down the road after some other work. Your XML looks ok. So, that should work. I will test. I have an idea about what it could be... 4 minutes ago, RohZima said: I just can't tell you how excited I am for this right now! You are like the dragonborn of modding scene, the bards will sing of your deeds throughout the ages! I have it working nicely, I tested with rufgt's animations and shino. I am about to get set up for animating and all will be native to this mod. I have desperately wanted to get my anims into FO4 for ages but I have been holding off because I was so disillusioned with the state of the FO4 scene... But.. I knew that at a hero would rise... Anyway, jokes aside, I have a feeling the FO4 modding scene is going to explode pretty soon, with this at the centre of it. Many thanks for your awesome work and extremely helpful attictude (I read the whole thread) -Roh Hah! Thank you.
Rufgt Posted April 27, 2018 Posted April 27, 2018 @dagobaking How would I go about adding a transition to one of my animations?
dagobaking Posted April 27, 2018 Author Posted April 27, 2018 3 hours ago, rufgt said: @dagobaking How would I go about adding a transition to one of my animations? Attached is an example transition file. Transitions have their own XML. I think that is helpful since it is expected that animators will first make their loops in one file and later fill in transitions where they feel they are needed if they want to. Transitions, just like positions, reference an animation from animation xml files, and they are defined there in the exact same way. The transition entries, instead of having one id, have both a "from" and a "to" id. So, it triggers that animation to be played whenever AAF sees that you are switching from playing the "from" position to the "to" position. When you are entering or exiting an animation, it uses the codeword "none" to represent "out of the animation". Note, these transitions will not currently play when you are switching animations with the up and down arrows. They weren't really designed for that kind of arbitrary switching. They are more for going into and out of animations, switching between position hierarchies (more on this below) or along a more defined method of animation control (like through 0Sex-like menus). All that said, I recommend making position hierarchies before going to transitions. They are a more natural progression. Hierarchies create options for ways that other modders can use the animations while transitions are more like extra polish. I don't think that I've done a good job explaining hierarchies and the potential they have. If you were to make a few examples I think people would get it a lot more and start thinking of ways that they can be used in add-on mods. To summarize how they work, they are animations that other actors can/must "join" in order to create a new animation. And an additional actor can "join" that animation to make a new one. It is very flexible. So, an actor can join another actor in multiple ways if there are animations to support it. For example, imagine a solo animation of someone in a provocative position. Basically, inviting or waiting for their partner to do something. In AAF, they will assume that position while the other actor is walking to them. When the partner arrives, a new animation is played that makes sense as stemming from the first position. This, I think, will be a good effect for multiple reasons. One, I think it will add a dimension of body language, character and immersion. But, two, it opens up a ton of possibilities for other mods usage in many different contexts. Actors can enter a solo animation that represents a "state" during which the player or NPCs join. The "state" can be anything. "Soliciting on a street corner", "being seductive on a bed", "dealing drugs on a corner", "dancing on the bar". Other mods, when seeing that state, can scan for nearby NPCs and have them "join" whatever the activity is "dance with person", "buy drugs from person", etc. and show a new animation of that happening. Basically, you can have an "opening act animation" by one character that is a visual cue for the player that they can join and engage in a unique tree of animations with a theme. This is already functional in AAF. Just needs the animations and XML to run. To start with, you could work from what you have already done by making a solo "lady lying on the ground" animation and then have a second animation of "lady joining the lady on the ground." AAF_transitionData.xml 2
RohZima Posted April 27, 2018 Posted April 27, 2018 Hey, couple of questions Are animation stages/timers implemented already? Regarding the UI; I really like the lightweight simplicity of it. I like triggering animations myself, I didn't use Fallout with foreplay, I preferred to use the guns, same with SKyrim, only had SL installed, not defeat or anything that triggers stuff. Anyway, I have a feature request, don't know if it is in there because I haven't looked in the XML yet. Could we toggle menus off when animations start by default? Because after that the user just has up/down scrolling (which I love) or to 'End' the animation? Anyway, I am so excited about this mod. It's like you have looked at all the mods over the last few games and decided what was good and what sucked and just designed the perfect app, lol, crazy. 2
dagobaking Posted April 27, 2018 Author Posted April 27, 2018 43 minutes ago, RohZima said: Hey, couple of questions Are animation stages/timers implemented already? Regarding the UI; I really like the lightweight simplicity of it. I like triggering animations myself, I didn't use Fallout with foreplay, I preferred to use the guns, same with SKyrim, only had SL installed, not defeat or anything that triggers stuff. Anyway, I have a feature request, don't know if it is in there because I haven't looked in the XML yet. Could we toggle menus off when animations start by default? Because after that the user just has up/down scrolling (which I love) or to 'End' the animation? Anyway, I am so excited about this mod. It's like you have looked at all the mods over the last few games and decided what was good and what sucked and just designed the perfect app, lol, crazy. Stages are not implemented yet. But, they remain high up on the to-do list and it really won't take very much to get them going. One sticking point that I am thinking through about them is that animations get played in two ways: as a never-ending loop or as a timed event. How would that work for sequenced animations? Do they just play all the stages and then start over at the first one? Do they go to the last one and stay there? Do they play the first one until a button is pressed? If they automatically go through stages, how is each one timed? I can easily just put a bunch of switches in the xml to control all of that. But, I like to boil those commands down as much a possible so that the options don't get too overwhelming and hard to follow/use. I haven't quite settled on a strategy for that with the staged animations... will get there. Yes. I will be adding a toggle button to turn the UI off/on and a setting for how it should start is also a good addition. I'll make a note of it. Thank you for the kind words! 1
Rufgt Posted April 27, 2018 Posted April 27, 2018 3 hours ago, dagobaking said: Attached is an example transition file. Transitions have their own XML. I think that is helpful since it is expected that animators will first make their loops in one file and later fill in transitions where they feel they are needed if they want to. Transitions, just like positions, reference an animation from animation xml files, and they are defined there in the exact same way. The transition entries, instead of having one id, have both a "from" and a "to" id. So, it triggers that animation to be played whenever AAF sees that you are switching from playing the "from" position to the "to" position. When you are entering or exiting an animation, it uses the codeword "none" to represent "out of the animation". Note, these transitions will not currently play when you are switching animations with the up and down arrows. They weren't really designed for that kind of arbitrary switching. They are more for going into and out of animations, switching between position hierarchies (more on this below) or along a more defined method of animation control (like through 0Sex-like menus). All that said, I recommend making position hierarchies before going to transitions. They are a more natural progression. Hierarchies create options for ways that other modders can use the animations while transitions are more like extra polish. I don't think that I've done a good job explaining hierarchies and the potential they have. If you were to make a few examples I think people would get it a lot more and start thinking of ways that they can be used in add-on mods. To summarize how they work, they are animations that other actors can/must "join" in order to create a new animation. And an additional actor can "join" that animation to make a new one. It is very flexible. So, an actor can join another actor in multiple ways if there are animations to support it. For example, imagine a solo animation of someone in a provocative position. Basically, inviting or waiting for their partner to do something. In AAF, they will assume that position while the other actor is walking to them. When the partner arrives, a new animation is played that makes sense as stemming from the first position. This, I think, will be a good effect for multiple reasons. One, I think it will add a dimension of body language, character and immersion. But, two, it opens up a ton of possibilities for other mods usage in many different contexts. Actors can enter a solo animation that represents a "state" during which the player or NPCs join. The "state" can be anything. "Soliciting on a street corner", "being seductive on a bed", "dealing drugs on a corner", "dancing on the bar". Other mods, when seeing that state, can scan for nearby NPCs and have them "join" whatever the activity is "dance with person", "buy drugs from person", etc. and show a new animation of that happening. Basically, you can have an "opening act animation" by one character that is a visual cue for the player that they can join and engage in a unique tree of animations with a theme. This is already functional in AAF. Just needs the animations and XML to run. To start with, you could work from what you have already done by making a solo "lady lying on the ground" animation and then have a second animation of "lady joining the lady on the ground." AAF_transitionData.xml Thanks, dago. I needed to know for a lesbian kissing animation
Polistiro Posted April 27, 2018 Posted April 27, 2018 Maybe... Endless loop / timed with leito mcm option by mcm menu switch animation by up/down keys switch stages by left/right keys (and/or timer depend on first point) just exit at the end of the last stage and/or end key Just one thing that i seen after dave poses installation: it is possible to separate animations and poses? When switching animations it's odd to take pose. ^^
dagobaking Posted April 27, 2018 Author Posted April 27, 2018 2 hours ago, Polistiro said: Maybe... Endless loop / timed with leito mcm option by mcm menu switch animation by up/down keys switch stages by left/right keys (and/or timer depend on first point) just exit at the end of the last stage and/or end key Just one thing that i seen after dave poses installation: it is possible to separate animations and poses? When switching animations it's odd to take pose. ^^ The thing is, there will be some contexts where you always want animations to loop (like controlling a scene with menus). So, that needs to be an option. I'll sort it out. You can add tags to the positions and animations. So, in the future, I was thinking of adding a "Cycle Tag Filters" button at the "Choose Position" phase. If pose packs tag their positions as "pose" they could be selected or unselected that way. But, using poses and animations are kind of two different types of game use. It seems like it might make more sense to simply ask users to enable pose packs when they want to do screen capture type things and then disable otherwise. 1
Vader666 Posted April 27, 2018 Posted April 27, 2018 7 hours ago, dagobaking said: If they automatically go through stages, how is each one timed? By setting a number of how many loops of that anim/stage should be played. In the animation_data XML the number of frames for each anim is set, so by doing some math you can set a time which is equal to a number of loops. This would be a way to avoid weirdness when a transition kicks in, because the transition is always played at the end of a loop and not somewhere in the middle of a loop. 2
RohZima Posted April 27, 2018 Posted April 27, 2018 5 hours ago, dagobaking said: But, using poses and animations are kind of two different types of game use. It seems like it might make more sense to simply ask users to enable pose packs when they want to do screen capture type things and then disable otherwise. Yep, good point. For posers you just need to be able to up/down scroll through the anims and toggle menus off. Maybe the xml packaged with the poser pack can have a Poser flag or something, who knows. For SL type animations I personally like to be able to set a default timer for each stage. Well basically I like the functionality of Sexlab in that particular regard, but thats just me personally
dagobaking Posted April 27, 2018 Author Posted April 27, 2018 2 hours ago, Vader666 said: By setting a number of how many loops of that anim/stage should be played. In the animation_data XML the number of frames for each anim is set, so by doing some math you can set a time which is equal to a number of loops. This would be a way to avoid weirdness when a transition kicks in, because the transition is always played at the end of a loop and not somewhere in the middle of a loop. Good idea. I think for sequences the default will be like that. But, there will be overrides possible in a menu mode. The tricky part is that I'd like for every animation to be played in a sensible way in multiple contexts. So, if they are run in a SexLab like way through the API, they should play in a timed way like that. But, then, what if you are running them in an 0Sex-like menu context? In that case, you either want the sequence to loop at a stage or all the way around until the user makes the next selection. Mainly trying to automate those decisions rather than putting too much in the XML. 2 hours ago, RohZima said: Yep, good point. For posers you just need to be able to up/down scroll through the anims and toggle menus off. Maybe the xml packaged with the poser pack can have a Poser flag or something, who knows. That is technically easy enough and would work. But, with XML, I don't want to build in too many unique flags and patterns because it can quickly become unapproachable that way. As it already is I think it's nearing max capacity of what should be done with XML.
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