VonHelton Posted January 10, 2019 Posted January 10, 2019 1 hour ago, EgoBallistic said: 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. I think I figured out the problem......SEU won't do all 4 stages of Savage Cabbage Dogmeat. Any idea why? If it IS playing all 4 stages on YOUR end, then I must have a corrupt version. ?
EgoBallistic Posted January 10, 2019 Posted January 10, 2019 23 minutes ago, VonHelton said: I think I figured out the problem......SEU won't do all 4 stages of Savage Cabbage Dogmeat. Any idea why? If it IS playing all 4 stages on YOUR end, then I must have a corrupt version. ? Mods don't know anything about stages. Mods tell AAF what actors to animate and what tags and other settings to use, and AAF plays Positions that match those settings. The reason you are only seeing one stage at a time of SavageCabbage's animations is because his Positions file defines a separate Position for each stage. <position id="FDH-Floor01-01TeaseRestrained"/> <position id="FDH-Floor01-02StartRestrained"/> <position id="FDH-Floor01-03DoggyRestrained"/> <position id="FDH-Floor01-04DoggyRestrained"/> <position id="FDH-Floor01-05DoggyRestrained"/> <position id="FDH-Floor01-06DoggyRestrained"/> <position id="FDH-Floor01-07ClimaxRestrained"/> <position id="FDH-Floor01-08FinishRestrained"/> Nothing in SC's XMLs tells AAF that those positions are linked in any way. To get all the stages of an animation as a single Position, you need an Animation Groups file that combines the stages into one Group, and then an Animation Position file that makes those Groups available as Positions. This is what Staged Leito Animations does for the new Leito's. I do not know if anyone has done the same thing for the new SavageCabbage animations. 1
dagobaking Posted January 10, 2019 Author Posted January 10, 2019 1 hour ago, EgoBallistic said: 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. Thank you. That's what I thought. If characters are sitting in furniture used by AAF after the animation starts I would like to see a screenshot and learn more about circumstances. Because that should already be blocked.
gizmo1206 Posted January 10, 2019 Posted January 10, 2019 im happy to report my playthrough with v48 and so far no ctd's only issue which might be the animations themselves is every so often when in a populated place aaf error 34 pops up(so far human male + human female and human female +human female) when i have multiple animations for those pairing,which makes me think it might be the animations tagged wrong and im currently using themes or it might be rsee shenanigans since the errors only popped from two npc's starting sex
VonHelton Posted January 10, 2019 Posted January 10, 2019 2 hours ago, EgoBallistic said: Mods don't know anything about stages. Just for shits & giggles, what anti-virus are you using? I'm willing to explore every possibility to get Dogmeat to work right. What's interesting is that I can revert to an older version of SEU & Dogmeat will do his animation 2 times, but the 3rd time I use Dogmeat, he no longer will work. ?
2Dimm Posted January 10, 2019 Posted January 10, 2019 after updating to the last versions of AAF (i jumped from the 35b version to 49b) my game started crashing after loading the save while AAF loads its things, i wonder if its happening with just me
darchangel891 Posted January 10, 2019 Posted January 10, 2019 Hi, so I have a list of animations blocking out half of my screen, and I cant figure out how to make it go away. Any help would be greatly appreciated. Thanks
dagobaking Posted January 10, 2019 Author Posted January 10, 2019 8 hours ago, gizmo1206 said: every so often when in a populated place aaf error 34 pops up(so far human male + human female and human female +human female) when i have multiple animations for those pairing,which makes me think it might be the animations tagged wrong and im currently using themes or it might be rsee shenanigans since the errors only popped from two npc's starting sex its possible that tags cause this. but, it should say in the error message what tags are being looked for/filtered. 16 minutes ago, 2Dimm said: after updating to the last versions of AAF (i jumped from the 35b version to 49b) my game started crashing after loading the save while AAF loads its things, i wonder if its happening with just me i haven't heard of anyone else having this issue once using the external save method. did you change that setting? could be another mod as well.
dagobaking Posted January 10, 2019 Author Posted January 10, 2019 6 minutes ago, darchangel891 said: Hi, so I have a list of animations blocking out half of my screen, and I cant figure out how to make it go away. Any help would be greatly appreciated. Thanks screenshot missing
darchangel891 Posted January 10, 2019 Posted January 10, 2019 1 minute ago, dagobaking said: screenshot missing Sorry, here it is.
dagobaking Posted January 10, 2019 Author Posted January 10, 2019 That's not a list of animations. One of the packs/themes you have installed is not able to find an animation that it needs. You need to check with the authors of those packs, read their requirements, etc.
darchangel891 Posted January 10, 2019 Posted January 10, 2019 Oh, so the list is there because it found an error? That makes sense. Thanks for your help! I will go in search of the missing animation
darchangel891 Posted January 10, 2019 Posted January 10, 2019 1 hour ago, dagobaking said: That's not a list of animations. One of the packs/themes you have installed is not able to find an animation that it needs. You need to check with the authors of those packs, read their requirements, etc. Ok, so for the life of me, I can not find the missing animation. I have installed ALL the animation packs in the world, it seems like, and still havent found a mod that has this one missing animation. Is there a way to make AAF stop looking for that particular animation? Or just disable the warning, so it will go away?
Tron91 Posted January 11, 2019 Posted January 11, 2019 2 hours ago, darchangel891 said: Ok, so for the life of me, I can not find the missing animation. I have installed ALL the animation packs in the world, it seems like, and still havent found a mod that has this one missing animation. Is there a way to make AAF stop looking for that particular animation? Or just disable the warning, so it will go away? Did you install SavageCabbage Animations properly???
dagobaking Posted January 11, 2019 Author Posted January 11, 2019 4 hours ago, darchangel891 said: Ok, so for the life of me, I can not find the missing animation. I have installed ALL the animation packs in the world, it seems like, and still havent found a mod that has this one missing animation. Is there a way to make AAF stop looking for that particular animation? Or just disable the warning, so it will go away? Yes. You could find the pack that references it and remove the references to it. At that point, you could also then ask the mod author what other packs were intended and where to get them.
Chosen Clue Posted January 11, 2019 Posted January 11, 2019 I know this is minor, but when in the Main Menu of Fallout 4, if I COC QASmoke into the debug area, or COC anywhere for that matter, AAF doesn't properly start for me. Is this reproducible on your ends?
gizmo1206 Posted January 11, 2019 Posted January 11, 2019 6 hours ago, dagobaking said: its possible that tags cause this. but, it should say in the error message what tags are being looked for/filtered. its saying animation tags useing :none
Aldebaraan Posted January 11, 2019 Posted January 11, 2019 I'm using the transdogrifier to change dogmeats apearance, but during animations he reverts to the default one, is there a way to avoid this? I tried looking in dog_equipmentsetData.xml, but if I understood it correctly nothing should be unequiped from dogmeat during the animations... unless it has someghing to do with FO4_AnimationsByLeito.esp. I don't know, I'm very new to all this...
dagobaking Posted January 11, 2019 Author Posted January 11, 2019 1 hour ago, Chosen Clue said: I know this is minor, but when in the Main Menu of Fallout 4, if I COC QASmoke into the debug area, or COC anywhere for that matter, AAF doesn't properly start for me. Is this reproducible on your ends? You are using COC without being in a running game? If so, I didn't know that was possible. AAF wouldn't run in that case because its waiting for the Looksmenu to open and close in intro. 57 minutes ago, Aldebaraan said: I'm using the transdogrifier to change dogmeats apearance, but during animations he reverts to the default one, is there a way to avoid this? I tried looking in dog_equipmentsetData.xml, but if I understood it correctly nothing should be unequiped from dogmeat during the animations... unless it has someghing to do with FO4_AnimationsByLeito.esp. I don't know, I'm very new to all this... AAF doesn't do anything to dogmeats appearance by itself. My guess is that something is added that changes his body to include equipment during animations?
Chosen Clue Posted January 11, 2019 Posted January 11, 2019 42 minutes ago, dagobaking said: You are using COC without being in a running game? If so, I didn't know that was possible. AAF wouldn't run in that case because its waiting for the Looksmenu to open and close in intro. AAF doesn't do anything to dogmeats appearance by itself. My guess is that something is added that changes his body to include equipment during animations? Yeah, you can COC via opening the console while in the main menu. I suspect BGS does this as well, since the game sort of compensates for you starting it like that in weird ways. Probably used to quick debug things. A way of fixing this may be to first check for if the player is in the intro level, and if they are not, then initialize AAF anyway. Also, I've dug into the code of AAF, and noticed that you use a doppelgänger for the player. I'm guessing there's a CTD or something when you use the actual player actor, but I noticed that this causes NPCs that would naturally be hostile to you, but are not because you are in their faction, to become hostile to your doppelgänger, and kind of kill the fun of doing AAF things I figured this out when I added my character to the Super Mutant faction, went up to a friendly super mutant, then started a paired animation via AAF, only to have his friends come and try to kill the doppelgänger and have the AAF idle switching feature broken as a result.
dagobaking Posted January 11, 2019 Author Posted January 11, 2019 37 minutes ago, Chosen Clue said: Yeah, you can COC via opening the console while in the main menu. I suspect BGS does this as well, since the game sort of compensates for you starting it like that in weird ways. Probably used to quick debug things. A way of fixing this may be to first check for if the player is in the intro level, and if they are not, then initialize AAF anyway. Interesting. I will look into something for that. 37 minutes ago, Chosen Clue said: Also, I've dug into the code of AAF, and noticed that you use a doppelgänger for the player. I'm guessing there's a CTD or something when you use the actual player actor, but I noticed that this causes NPCs that would naturally be hostile to you, but are not because you are in their faction, to become hostile to your doppelgänger, and kind of kill the fun of doing AAF things Yeah. I've seen that happen. It's on my to-do list of things to look into. Might be able to fix by copying the factions over to the doppelganger. The doppelganger is needed to get around some major limitations of using the PC. It doesn't CTD. There are a couple of ways to try and force it to work. But, each has different flaws. It's been a while so I dont even remember the exact issues per strategy any more. One of them the PC wont stay in alignment within furniture. Another the PC body disappears. Another wont allow you to seamlessly play another animation loop once another one has been started. Using the doppelganger allows relying on one locking method that is reliable for PC and NPC.
VonHelton Posted January 11, 2019 Posted January 11, 2019 7 hours ago, Chosen Clue said: Yeah, you can COC via opening the console while in the main menu. I suspect BGS does this as well, since the game sort of compensates for you starting it like that in weird ways. Probably used to quick debug things. A way of fixing this may be to first check for if the player is in the intro level, and if they are not, then initialize AAF anyway. Also, I've dug into the code of AAF, and noticed that you use a doppelgänger for the player. I'm guessing there's a CTD or something when you use the actual player actor, but I noticed that this causes NPCs that would naturally be hostile to you, but are not because you are in their faction, to become hostile to your doppelgänger, and kind of kill the fun of doing AAF things I figured this out when I added my character to the Super Mutant faction, went up to a friendly super mutant, then started a paired animation via AAF, only to have his friends come and try to kill the doppelgänger and have the AAF idle switching feature broken as a result. Do you, by any chance, remember what we did in 4Play to fix when people would stand around & not animate? I can't remember how we fixed it, and none of the new guys know how!! ?
VonHelton Posted January 11, 2019 Posted January 11, 2019 11 hours ago, Tron91 said: Did you install SavageCabbage Animations properly??? Lilly has a WONDERFUL fix for Savage Cabbage!! ?
urbanoantigo Posted January 11, 2019 Posted January 11, 2019 Someone indicates a package of animations to use with the AAF that has Human female + human female + human male or others 3, i tests in SexUp and Violate
Chosen Clue Posted January 11, 2019 Posted January 11, 2019 9 hours ago, dagobaking said: Interesting. I will look into something for that. Yeah. I've seen that happen. It's on my to-do list of things to look into. Might be able to fix by copying the factions over to the doppelganger. The doppelganger is needed to get around some major limitations of using the PC. It doesn't CTD. There are a couple of ways to try and force it to work. But, each has different flaws. It's been a while so I dont even remember the exact issues per strategy any more. One of them the PC wont stay in alignment within furniture. Another the PC body disappears. Another wont allow you to seamlessly play another animation loop once another one has been started. Using the doppelganger allows relying on one locking method that is reliable for PC and NPC. Hmm, I looked into a "GetAllFactions" function for actors in the papyrus scripts, and there doesn't seem to be a function like that. Maybe a F4SE plugin or even official F4SE functions could fix that. Then we could try to copy the factions and ranks over to the doppelganger before it gets enabled.
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