GoldenFrieza Posted January 8, 2019 Posted January 8, 2019 3 minutes ago, Vincenza said: I activate the debug mode like that? Many thanks for your help! Open Data/AAF/AAF_settings.xml with a text editor like Sublime Text, Notepad++ or if you must, Notepad. Change the value attribute next to debug_on from false to true like this: <!-- DEBUG MODE --> <setting id="debug_on" value="true"/> <!-- Turn debug mode on (true) or off (false) --> Save Exactly! I am glad to be able to do my part to help! I AAF! 2
Tron91 Posted January 8, 2019 Posted January 8, 2019 3 hours ago, hkheung said: Hello thank you for your file AAF it solved for me also the errors aaf but could you send me your load order NMM please because I have a problem with mine and I would like to compare them cordially Here is mine: Plugins.txt
Tron91 Posted January 8, 2019 Posted January 8, 2019 12 hours ago, qwertywads said: I keep getting Error 008 Morph ID missing. And I have to click through about a 100 boxes. I can't find a solution for this. Does anyone know? You probably miss this file: Male_morphSetData.xml
Guest Posted January 8, 2019 Posted January 8, 2019 59 minutes ago, Tron91 said: Voici le mien: Plugins.txt TY Tron I will try to compare to see why sperm traces do not appear although they are visible in looksmenu
VonHelton Posted January 8, 2019 Posted January 8, 2019 4 hours ago, hkheung said: hello von thank you for your reply I will compare with yours while waiting for tron because for me I have two problems the first is that the animations work but the tags are not, so, sometimes I have aggressive animations and sometimes neutral the second problem is that I do not apply the sperm on the body after the animations and no matter the race so I thought about a loading order problem Anything marked with "VH" is mods I've made, in case you were wondering......... ?
Tron91 Posted January 8, 2019 Posted January 8, 2019 1 hour ago, hkheung said: TY Tron I will try to compare to see why sperm traces do not appear although they are visible in looksmenu Are you using any mod like AAF SEU, RSE CSA or AAF Violate ?
Guest Posted January 8, 2019 Posted January 8, 2019 13 minutes ago, Tron91 said: Utilisez-vous un mod comme AAF SEU, RSE CSA ou AAF Violate? aaf violate lastest version
Tron91 Posted January 8, 2019 Posted January 8, 2019 28 minutes ago, hkheung said: aaf violate lastest version Cum overlays not being applied after Violate scenes? or when you just use the F11 key?
Guest Posted January 8, 2019 Posted January 8, 2019 4 minutes ago, Tron91 said: Cum overlays not being applied after Violate scenes? or when you just use the F11 key? after every scene and no matter the race
dagobaking Posted January 8, 2019 Author Posted January 8, 2019 6 hours ago, VonHelton said: When an animation starts, if it has Dogmeat or 3 or more people, they just stand around...2 people (Man & Woman) work just fine, so far......... You are the only one who has reported this. Most likely, you have a broken build and need to start over from scratch (zero other mods not just re-installing AAF) to fix it. 1
Tron91 Posted January 8, 2019 Posted January 8, 2019 @VonHelton I don't see UFO4P in your load order. Why? 2
VonHelton Posted January 8, 2019 Posted January 8, 2019 1 hour ago, Tron91 said: @VonHelton I don't see UFO4P in your load order. Why? I heard it breaks more than it fixes........ ?
VonHelton Posted January 8, 2019 Posted January 8, 2019 1 hour ago, dagobaking said: You are the only one who has reported this. Most likely, you have a broken build and need to start over from scratch (zero other mods not just re-installing AAF) to fix it. Actually, there are others, but they are scattered over the various threads. The animations start, but a split second after starting, people will stand up & dogmeat stops doing what he's doing. ?
dagobaking Posted January 9, 2019 Author Posted January 9, 2019 3 hours ago, VonHelton said: Actually, there are others, but they are scattered over the various threads. The animations start, but a split second after starting, people will stand up & dogmeat stops doing what he's doing. ? I tested just now with latest version of AAF. Neither dogmeat or more-than-2 animations caused any characters to stop animating. 2
qwertywads Posted January 9, 2019 Posted January 9, 2019 12 hours ago, Tron91 said: You probably miss this file: Male_morphSetData.xml Thanks very much. 1
shane4244 Posted January 9, 2019 Posted January 9, 2019 I had a question about animation start/stop events. Unless I missed another function or event that allows me to this while reading through the API and the wiki. I wanted make sure it is safe to register a start and stop event to add exp and other buffs during any sex animation so it works with any mod that uses AFF. I discovered this functionality when I forgot to unregister an event in another mod I was making and noticed it was working with scenes from other mods. It only unregisters when the mod is disabled so it is pretty much always active. Is it safe to have this event always active in long play sessions? I have about 12 or so hours in testing and have noticed no ill effects in my game. I'm ready for a public release but I need to make sure it's safe and/or there isn't a better way to "hook" into AFF animations. Thank you for your time.
dagobaking Posted January 9, 2019 Author Posted January 9, 2019 2 hours ago, shane4244 said: I have about 12 or so hours in testing and have noticed no ill effects in my game. I'm ready for a public release but I need to make sure it's safe and/or there isn't a better way to "hook" into AFF animations. Those events are the best way to hook into the animations. You can unregister the events after one event is fired if that is all that you need. Otherwise, it's just good practice to look at the parameters early and skip processing work when it's not needed to keep things efficient. 2
ShepardJim Posted January 9, 2019 Posted January 9, 2019 is there a way to move actors to nearby furniture mid animation? most of the time AAF just plays animations on the floor (even if i have chairs and beds close to me), i'm using this btw
dagobaking Posted January 9, 2019 Author Posted January 9, 2019 there is not a way to move actors to furniture mid animation. you can change the size of the area that AAF looks in for furniture. and you can also change the odds of AAF choosing a furniture when one is detected. another possibility is that the mod you are using to start the animation is inputting some of those preferences when they call the animation.
VonHelton Posted January 9, 2019 Posted January 9, 2019 On 1/7/2019 at 12:50 PM, Tron91 said: Do you have Immersive head Tracking and Player Comments installed? Nope.........
Hogz50 Posted January 10, 2019 Posted January 10, 2019 v48 is working very well for me the savage cabbage animations are quick and amazing, my prostitutes look immersive as they walk their Johns into the bedroom for chair table and pre war bed animations. All is well. Whew! Thank you! 1
picket Posted January 10, 2019 Posted January 10, 2019 Now that the foundation seems to work, I still have some minor but still nagging issues: 1. Sometimes couples still animate inside furniture (not with furniture animations, but a ground animation playing clipped inside a chair or the like) 2. other NPCs walk to furniture that is occupied by a loving couple and sit down on top/inside them. Is there a way to mark furniture currently used for sex as occupied so other NPCs don't ruin it? I assume the technical reason for that is that for animations collisions have to be turned off, but still, if there was a smart way to prevent this (or people walking through couples in general) that'd do much for immersion.
dagobaking Posted January 10, 2019 Author Posted January 10, 2019 5 hours ago, Hogz50 said: v48 is working very well for me thank you for taking the time to drop a positive message! good to hear 2 hours ago, picket said: 1. Sometimes couples still animate inside furniture (not with furniture animations, but a ground animation playing clipped inside a chair or the like) It is on my list to look into. I have to do some research into how to detect actor/furniture relationships. 2 hours ago, picket said: 2. other NPCs walk to furniture that is occupied by a loving couple and sit down on top/inside them. Is there a way to mark furniture currently used for sex as occupied so other NPCs don't ruin it? This should already be in place. @EgoBallistic does this still happen when you set furniture to destroyed? 1
EgoBallistic Posted January 10, 2019 Posted January 10, 2019 38 minutes ago, dagobaking said: thank you for taking the time to drop a positive message! good to hear It is on my list to look into. I have to do some research into how to detect actor/furniture relationships. This should already be in place. @EgoBallistic does this still happen when you set furniture to destroyed? Actors won't use furniture that is set to destroyed; I have tested that quite a bit and it always works. It's used in vanilla too, e.g. to keep settlers from farming plants damaged in raids. The idea to use setdestroyed() occurred to me because there's a bug in vanilla where the Savoldi Brothers' vendor stands almost always get destroyed during the Battle of Bunker Hill but don't get restored afterward, so they just stand around aimlessly forever afterward unless you repair them via console. I don't recall seeing this happen since the destroyed feature went in. It shouldn't be hard to test, since the player can't use destroyed furniture either, so if you use the wizard and make two NPCs use furniture for sex the player should be unable to sit there. I have seen the reverse - actors starting sex on already-occupied furniture - but that is an entirely different situation.
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