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@dagobaking

 

I have a request for new functions in AAF_API

 

It is not easy when you call StartScene to know if the scene actually started. You have to register for the SceneInit event and check the status int returned and deal with the result in another function. If you had local variables in your calling function like the actors array or the scenesettings you need to recreate them in the event function.

 

I would like to see two new functions :

 

int Function CanStartScene(Actor[] actors, SceneSettings settings = None)

This function would check if the scene can start and return the same int as the status in the SceneInit event, 0 meaning that it can start

 

String Function GetRandomScenePosition(Actor[] actors, SceneSettings settings = None)

This function would check if it can find a position compatible with the actors and scene settings and return the position that was found or none if it failed

 

Thanks for reading.

 

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4 hours ago, thor said:

@dagobaking

 

I have a request for new functions in AAF_API

 

It is not easy when you call StartScene to know if the scene actually started. You have to register for the SceneInit event and check the status int returned and deal with the result in another function. If you had local variables in your calling function like the actors array or the scenesettings you need to recreate them in the event function.

 

I would like to see two new functions :

 

int Function CanStartScene(Actor[] actors, SceneSettings settings = None)

This function would check if the scene can start and return the same int as the status in the SceneInit event, 0 meaning that it can start

 

String Function GetRandomScenePosition(Actor[] actors, SceneSettings settings = None)

This function would check if it can find a position compatible with the actors and scene settings and return the position that was found or none if it failed

 

Thanks for reading.

 

Thank you, thor.

 

Yes. I realize that it would be more convenient to have instant feedback on that value. But, in order to change that, I would have to transport a massive amount of data and logic from Flash into Papyrus. Papyrus is not well suited for what is happening in the Flash. So, it would essentially mean re-building most of the code from scratch in a platform that may not even be technically capable of everything needed. It would definitely be much slower.

 

In order to verify that a position is available or that a specific scene can start, AAF has to have access to quite a lot of data with complex relationships and apply multiple-layered filters against it. Papyrus does not have an object-based syntax (basically array elements with names instead of an index number). So, for every single comparison filter, in Papyrus, I would have to poll through the data numerically to find matches.

 

I wouldn't go as far as to say that anything is technically impossible. But, making AAF in Papyrus this way would be like trying to build a rocking chair out of only toothpicks and glue.

 

That said, I could make functions like those that also return the information in an event if that would be convenient for preparing to start a scene?

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I know i cant play AAF right now but i do have a request aswell. Sexlab for skyrim had option to lower sex sound voices though mcm without having to lower the actualy sound of the game itself i was wondering if something like that could also be implemented for AAF right now the sound are way to loud and it would look from the outside like your watching porn. :)

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ok so ive read and read and read and cant find the issue im having on any of the posts for aaf or aaf related things. everything works with the exception of forgetting to install animal penis mods because i thought they were part of the creatures unlocked thing, but anyway. ok so say i try to masturbate or start any sex scenario. get long black screen then a clone of myself appears and first gets stuck in endless loop of selected scene, then just stands there and has half of my armor in said clones inventory.

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10 hours ago, D_ManXX2 said:

I know i cant play AAF right now but i do have a request aswell. Sexlab for skyrim had option to lower sex sound voices though mcm without having to lower the actualy sound of the game itself i was wondering if something like that could also be implemented for AAF right now the sound are way to loud and it would look from the outside like your watching porn. :)

Well... you are watching porn. ;)
Since AAF uses vanilla mechanics incl. what you ask for would mean a major change with many con's and only 1 pro.

8 hours ago, xkcorruption said:

ok so ive read and read and read and cant find the issue im having on any of the posts for aaf or aaf related things. everything works with the exception of forgetting to install animal penis mods because i thought they were part of the creatures unlocked thing, but anyway. ok so say i try to masturbate or start any sex scenario. get long black screen then a clone of myself appears and first gets stuck in endless loop of selected scene, then just stands there and has half of my armor in said clones inventory.

A clone is how AAF works.
You can try lowering the walk_timeout in AAF's settings.

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yes i

8 hours ago, CGi said:

Well... you are watching porn. ;)
Since AAF uses vanilla mehcanics incl. what you ask for would mean a major change with many can's and only 1 pro.

A clone is how AAF works.
You can try lowering the walk_timeout in AAF's settings.

Yes i know but it would still be handy to tone the volume down for sound voice like skyrim has. that way you can still play the game normally and not having all sound files overwhelming the game itself.

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10 hours ago, CGi said:

Well... you are watching porn. ;)
Since AAF uses vanilla mechanics incl. what you ask for would mean a major change with many con's and only 1 pro.

A clone is how AAF works.
You can try lowering the walk_timeout in AAF's settings.

idk what exactly happened but i uninstalled everything aaf related then reinstalled in the exact same order as before and it doesnt happen anymore loads then it goes to freecam like it should and i dont have 2 bodies

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16 hours ago, D_ManXX2 said:

I know i cant play AAF right now but i do have a request aswell. Sexlab for skyrim had option to lower sex sound voices though mcm without having to lower the actualy sound of the game itself i was wondering if something like that could also be implemented for AAF right now the sound are way to loud and it would look from the outside like your watching porn. :)

The current sounds don't technically come from AAF. They are baked into the animations. As far as I know, there is not a way to control specific animation volumes with code. So, this change would have to come from the animators.

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Hello, I'm having a weird camera glitch:

 

After updated F4SE (cause of FO4 runtime update), I'm experiencing a first person camera glitch... Instead of activate the flying camera, AAF keeps in first person camera (even if I'm playing in third person camera), and it allows me activate the conversation with my own PC!!!

 

I have reinstalled everything and updated all F4SE mods that has been updated with the new runtime, and I'm still having this problem, I don't know if this happens cause of the new runtime, but I need help... can someone help me, please?

 

PD: Ah, I almost forgot it... when toggling the armor parts to strip in the wizard menu, my toggled armor parts disappear from my inventory, that's a other weird issue...

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11 minutes ago, dagobaking said:

Yes. AAF does need a new build for the runtime update. But, I can't complete that until LLFP has been updated.

Lol. What a friggin pain in the ass hey. Probably all just for more creation club bullshit that nobody on pc wants or needs in the first place. When they update fallout 4 they should just update the consoles and leave the pc version alone. The fact that the pc version even has creation club in it is absolutely retarded when theres 10's of thousands of great mods available to use in the first place for free. Until something big or new becomes available for AAF I wont be updating jack squat. LOL

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## [Beta 66] - 2019-3-15
### Added
- Non-Sequential animationGroup capability. sequential="true" can now be left out of attributes.
- maleValue and femaleValue attribute option in animation value nodes. See wiki for context.
- meter XML type. Allows defining swf meters by id and referencing them from action XML. Removes redundant data. See wiki for more info.
- Detection for dual requests of same actor. Not sure if this can be a problem or not yet (testing).
- AssignRole, RemoveRole and ClearAllRoles to API. This allows manipulating role tags per actor. Role tags can be used by animation definitions to determine which actor position to use. See wiki for more info.
- Support for role attributes in animationMeta.

### Fixed
- positionTree not appearing when GUI turned off.
- issue with actors implementing actions that target themselves.

### Changed
- Compatibility for Fallout 4 - 1.10.130 / F4SE - 0.6.16 / LooksMenu - 1.6.14

 

## [Beta 65] - 2019-3-11
### Added
- List of installed actions to admin section.
- List of installed animationMeta to admin section.

### Fixed
- animationMeta not populating.

 

## [Beta 64] - 2019-3-8
### Added
- Improvement to new game detection. Should prevent "stuck on white screen" bug.
- Efforts to help AAF work on a broken save and give an error message if it can't.
- playOnce to SceneSettings. Allows playing position animations once through and ending the animation or animationGroup (doesn't affect positionTrees)

### Fixed
- requiresAnimationReset setting so that it can be set to false.
- Various small fixes/cleanup.

 

## [Beta 63] - 2019-2-25
### Fixed
- Combat interfering with walk packages. Thanks to EgoBallistic.
- positionTree widget text sizing.

### Added
- Capability for animationMeta XML to cover gender and skeleton attributes on the actor node.
- Improved eye tracking during scenes.

 

## [Beta 62] - 2019-2-23
### Fixed
- Issue with equipment system sometimes unequipping unexpected items.
- Formatting of AAF_settings.ini to make it easier to read.
- Issue with doppelganger scaling accuracy.

### Added
- Routine to better recover when animations are missing.
- stopOverlaySet and startOverlaySet to action XML. So overlaySets can be applied on a per action basis.
- tags to action XML. Multiple uses. Primarily for indicating qualities that affect equipment changes via equipmentRules XML.
- equipmentRules XML. Allows configuring what equipment slots get changed during actions per tags defined in action XML.
- Various stability improvements.
- Auto Equipment feature. Instead of using equipmentSets at the start of each scene, this adds/removes equipment as logically necessary based on the animation that is occurring. Note that in order for this to be seen working you need to change start/stop equipmentSets to not make equipment changes and also have action XML and equipmentRules XML set up properly (see wiki docs on action and equipmentRules). The feature can be turned off/on in AAF_settings.ini with auto_equipment_on.

 

## [Beta 61] - 2019-2-17
### Fixed
- Issue with scaling not being correct between PC and doppelganger.

### Added
- AAF_ActorBlocked keyword. For other mods to block actors from AAF functionality.

### Changed
- AAF_settings.xml to AAF_settings.ini based on reasoning that ini format will be more familiar to new users than XML. This means anyone using custom settings files will need to adjust those to ini also.

 

## [Beta 60] - 2019-2-11
### Fixed
- OnSceneEnd event not firing.
- Missing meta string from OnSceneInit errors.

### Added
- scanLocation to SceneSettings. This allows using an ObjectReference as the center of your scene scan (for furniture) and if it doesn't find furniture it uses that ObjectReferences location for a ground animation.
- isNPCControlled to SceneSettings. Allows forcing positionTrees to be automated even when the player is involved (ie no player controls become available).
- combinedTags to SceneSettings. Allows filtering position animations by a tag list that is all required (aka an "AND" list).

 

## [Beta 59] - 2019-2-9
### Added
- Block to requests sent to AAF before it has finished booting up.

### Changed
- sayTopic XML to use "voiceTypeFormID" and "voiceTypeSource" in place of "sayAs" and "sayAsSource". Looks like an easier to use set-up this way. Any voice overrides added to actors via this process are cleared when the animation is over.

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Hello!

after recently reinstalling AAF I'm now running into two consistent problems:
- no freeflying camera during sex

- sometimes my char will say "holy shit" during sex and then immediately stand up during animation while her partner still continues. while this does not break the animation, it ends normally it's still annoying.

 

How do I fix this? Thanks!

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Greetings all. I have a question for the general community. I have a follower, Skadi. Her race is half supermutant, but she uses a human skeleton. She is a rather tall girl, most of the animations work remarkably well, all things considered, but some do not. I was wondering if it is possible, within the current AAF build, to create an xml file to adjust positioning on the animations for her, without affecting the other human npc's, perhaps using her race as a condition. Thanks in advance.

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7 hours ago, Ironwulfthegreat said:

Greetings all. I have a question for the general community. I have a follower, Skadi. Her race is half supermutant, but she uses a human skeleton. She is a rather tall girl, most of the animations work remarkably well, all things considered, but some do not. I was wondering if it is possible, within the current AAF build, to create an xml file to adjust positioning on the animations for her, without affecting the other human npc's, perhaps using her race as a condition. Thanks in advance.

Possible.
Check AAF's Wiki for more informations.

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I don't know if that has been answered already, if so I apologize, but is there a way to actually prevent unequipping literally everything during a scene? 

I've chosen the "only unequip torso" in the installation option window, but it still unequips everything except accessoires. The hotkey that enables outfit management mid-animation doesn't help as it only manages still equipped stuff (only acessoires in my case) but doesn't let me re-equip anything. 

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16 minutes ago, LordArek said:

I don't know if that has been answered already, if so I apologize, but is there a way to actually prevent unequipping literally everything during a scene? 

I've chosen the "only unequip torso" in the installation option window, but it still unequips everything except accessoires. The hotkey that enables outfit management mid-animation doesn't help as it only manages still equipped stuff (only acessoires in my case) but doesn't let me re-equip anything. 

https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/HowToChangeEquipmentSettings

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Hello guys I got a very strange problem with AAF and I cant get it fixed!

After the very first animation in a new playthrough my mouse 1 and mouse 2 suddenly stop working as a weapon hotkey.

I cant attack or block after the first animation and even restarting doesnt fix it..

When I rebind the attack and block hotkeys to something different than mouse 1 and mouse 2 everything is working just fine but if i switch it back to normal its the same again!

 

I would really appreciate any help regarding this strange bug!

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On 3/19/2019 at 5:54 AM, dagobaking said:

Yea I've looked into it, thanks. Problem is, I can't really work with it since I have no clue where those XML files are located at. They have to be saved in the same location the mod is saved, right? But where is that? Somewhere under Fallout/Data? 

Only stuff I find are for hotkeys and such things. 

EDIT: Found it. Turns out my search program was bamboozling me. 

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