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3 hours ago, RitualClarity said:

Have you checked the guides created by myself and/or @forgets?
If you have please feel free to chime in on that thread on your thoughts.. (being completely new to AAF)

 

Have you tried to manually initiate an animation just using AAF?  I find it is a good first step to see if the animations are even working for what you want to do. Testing the animation packs and such. I'd make sure the animations you want to use is indeed functional and working.. then work from there (the possible issue with the mods etc) Once you confirm that AAF is working and the animation set you want to work is working also it is much easier to work out the issue. Without that.. it could be anything from a bad install of AAF to animations not working properly to bad tags.. and such. at least from what I understand of the process.

That is what I do.. Install AAF... animation packs.. test some of them (or all :P) then I start installing some mods.. test those.. and then some more.. When I run into a problem I have a confirmed record of what was done, that the previous worked and this new thing(s) is what caused things to flake out. I do that personally and when I am testing various mods for authors here and elsewhere. (not currently being done.. toooooo busy :( )

hey there thank you for the reply and a pretty detailed one at that and i have to say your tutorial is very well put together it thought me to use the aaf ingame wizard the other day lol 

 

that being said i can seem to get the missing animations working in the wizard in this case the deathclaw whereas they refuse to work fluently with sex em up or violate with tags toggled to be more lenient with restriction (if any) 

 

now im just trying to figure out how to makem work with mainly sex em up but with no luck  , is it weird i like problems like this? lol half the fun of modding is learning the ins and outs of new mod frameworks (pun wasnt intended) 

 

again thank you for your time and help any suggestions for fixing sex em up is very welcome but only if you have a few minutes to spare,

 

 

p.s apologies if reply really slowly i have work in the morning so may be away 

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On ‎5‎/‎19‎/‎2019 at 6:44 PM, anghelos92 said:

Have you tried uninstalling completely MCG and see if you still have errors?

yes, but somehow the mod doesn`t disappears from my load order on mod organizer and recently my game crashes when processing AAF animations at starup, it also may be because i have 323 mods active, half of them esl flagged.

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1 hour ago, NexusVetX94 said:

hey there thank you for the reply and a pretty detailed one at that and i have to say your tutorial is very well put together it thought me to use the aaf ingame wizard the other day lol 

 

that being said i can seem to get the missing animations working in the wizard in this case the deathclaw whereas they refuse to work fluently with sex em up or violate with tags toggled to be more lenient with restriction (if any) 

 

now im just trying to figure out how to makem work with mainly sex em up but with no luck  , is it weird i like problems like this? lol half the fun of modding is learning the ins and outs of new mod frameworks (pun wasnt intended) 

 

again thank you for your time and help any suggestions for fixing sex em up is very welcome but only if you have a few minutes to spare,

 

 

p.s apologies if reply really slowly i have work in the morning so may be away 

Good that you are able to use the wizard and get those animations working. AS I understand it.. if they are working there they should be working on the various mods that access them. I could be wrong. However, I doubt it is an AAF issue. I'd also post on those support threads to get better exposure on the issue in case there is a bug or issue known by those users that might not be active on the main thread. (this one) 
 

I personally believe it is more related to the mods and combinations (possibly a conflict ) that might be causing your issues.  an other trick is to try only one AAF mod to run at a time.. Another would be just in case, start a clean save.. or fresh start before you installed all these mods in. Could be something flaky in the save. It has been known to happen.

 

Thanks for the feed backs on the guides. I like to hear from complete new people from time to time to see if it is addressing most if not all of the issues. It is a guide so it is more broad than a direct step by step but should give a good overview. Glad to see it worked for you. Unfortunately, I haven't had that game installed for a LOOONNNNGGG time and haven't had any of the current versions installed so I am only working with my general understanding of modding and the mechanics that AAF is based on and how mods accessing a framework and the Gamebro engine works in general. In other-words, not current with all the various current issues/glitches and such that might be present in the various mods/animations.

 

At least you have AAF and some animations working properly!

 

OH, and try the Discord source for more direct assistance. There are usually some highly current and skilled assistance there that can give you some more hands on / possible quick turn around for your issues opposed to the slow Pms. (I also am slow and work and not so much on this site. as some ;))

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5 hours ago, Elllollos said:

yes, but somehow the mod doesn`t disappears from my load order on mod organizer and recently my game crashes when processing AAF animations at starup, it also may be because i have 323 mods active, half of them esl flagged.

I saw this behaviour sometimes with NMM that doesn't remove mods from the data folder and just leave them with a "block" icon mark next to their name in the list like they were. Disabled but still installed, well you can do the following:

 

-go to your fallout 4 install folder/data.

-find MagnoCumGaudio.esp and magnoCumGaudio - Main.ba2

-delete both

-find in data/MCM/config the folder magnoCumGaudio and delete also that and you are free from that mod.

I don't see how MCG could break your AAF install though unless you installed the loose file for modders at any time overwriting the AAF_api.pex but you already said that you never installed those so, it should not be an MCG problem.

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Hi everyone!  If I'm recalling correctly there's an .xml that can be configured to change percentage rate that furniture would be utilized in an animation, as well as the range in which furniture is detected.  For the life of me, however, I'm not finding it.  Does anyone recall what it's called?

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8 minutes ago, OlBenny said:

Hi everyone!  If I'm recalling correctly there's an .xml that can be configured to change percentage rate that furniture would be utilized in an animation, as well as the range in which furniture is detected.  For the life of me, however, I'm not finding it.  Does anyone recall what it's called?

Both in the AAF_Settings.ini, but most mods calling for animations will define their own radii and furniture preference %, like SEU/Violate.

Those use the MCM configs for them to set it, but the base ones are in AAF's settings [wizard_search_area and default_furniture_preference]

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8 minutes ago, Nebuchadnezzer2 said:

Both in the AAF_Settings.ini, but most mods calling for animations will define their own radii and furniture preference %, like SEU/Violate.

Those use the MCM configs for them to set it, but the base ones are in AAF's settings [wizard_search_area and default_furniture_preference]

Thank you!  And I just found it, too.  I was about to delete my post, actually.  ?

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After I updated to the most recent version of AAF it seems to just hang at "gathering" for all animations? Everything loads up properly with no errors on startup but everytime an animation is triggered and I check the GUI for AAF it just says "gathering" forever.

 

Edit: I noticed my animation themes tag data was out of date and im trying to update it but the new NMM is being dumb and wont install it. I think this is the problem though.

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okay so i set the aaf debug on and i got this:

*warning* [078] Unlimited Companion Framework not installed. AAF companion features disabled.

Do i need to install UCF?

Also get this as well: [065] Actor ID "117373" not found---->prety sure this from a mod that uses aaf,reinstalling might solve it

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On ‎5‎/‎21‎/‎2019 at 1:53 AM, anghelos92 said:

I saw this behaviour sometimes with NMM that doesn't remove mods from the data folder and just leave them with a "block" icon mark next to their name in the list like they were. Disabled but still installed, well you can do the following:

 

-go to your fallout 4 install folder/data.

-find MagnoCumGaudio.esp and magnoCumGaudio - Main.ba2

-delete both

-find in data/MCM/config the folder magnoCumGaudio and delete also that and you are free from that mod.

I don't see how MCG could break your AAF install though unless you installed the loose file for modders at any time overwriting the AAF_api.pex but you already said that you never installed those so, it should not be an MCG problem.

it somehow worked, however it only worked in an old save file of mine instead of the recent ones, however my camera angle for third persone mode got moved and i don't know how to fix it

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32 minutes ago, Elllollos said:

it somehow worked, however it only worked in an old save file of mine instead of the recent ones, however my camera angle for third persone mode got moved and i don't know how to fix it

It's clear at this point that you have some other mod rather than MCG interfering with your AAF install then, i would start checking for your mods that change camera point of view if you installed any, unfortunately i can't help more at this point, maybe post your load order in a spoiler and maybe someone could help you

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SOmething doesn't seem right to me. After updating to AAF Beta 78, I get the message that it is installed properly, but cannot open the menu/wizard anymore. And no, there's no UI mod responsible for in my case. Also the file is much smaller than all prior versions (Beta 78 file size 442 kb, prior versions file size is always around ~2 mb).

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On 5/21/2019 at 12:30 PM, Sumskittles said:

After I updated to the most recent version of AAF it seems to just hang at "gathering" for all animations? Everything loads up properly with no errors on startup but everytime an animation is triggered and I check the GUI for AAF it just says "gathering" forever.

I had this issue for F/F animations in betas after 73.   AJs Various XML after he patched it fixed that issue for the SC animations.  but the Leito/Crazy animations were stuck on gathering for F/F.  (m/f worked fine tho')  

So, cut to today, I'm trying a clean build with AAF 78.  Installed fine. All animations seem to be working fine from the interface (f/f anis included) and all seems to be okay...
except -  other mods i have that call AAF functions are broken and get stuck on gathering.  So I'm assuming something's changed about the way to 'do sex' in the scripts/xml?

two in particular are Sleep Intimate and HotC Lite AAF patch.
here's a snipet that used to work fine in 73 perhaps someone could point out any changes that need to be made for this to work in 78?

 

 


Scriptname HotC_Escort_Script extends Quest

AAF:AAF_API AAF_API
AAF:AAF_API:SceneSettings settings

GlobalVariable property HOTC_MCMHasLoaded auto
GlobalVariable property HOTC_Global_Duration auto
GlobalVariable property HOTC_Global_Active auto


ReferenceAlias Property Escort Auto Const
MiscObject Property Caps001 Auto Const
Scene Property SubComment Auto Const
Scene Property SexPrepare Auto Const

ObjectReference Property XPlayerHR Auto Const
ObjectReference Property XCortHR Auto Const
ObjectReference Property XPlayerBH Auto Const
ObjectReference Property XCortBH Auto Const
ObjectReference Property XPlayerDI Auto Const
ObjectReference Property XCortDI Auto Const

Actor Property Player Auto Const
SPELL Property FFG Auto Const

string ThisMod = "AA HotC - Standalone WE"

Event Actor.OnPlayerLoadGame(Actor akSender)
    HotC_Start()
endEvent

Event OnInit()
    HoTC_Start()
endEvent

function HoTC_Start()
    ;debug.trace("Hotc Starts")

    if ThisMod != "AA HotC - Standalone WE"
        ThisMod = "AA HotC - Standalone WE"
    endif

    HOTC_MCMHasLoaded.SetValue(0)

    If CheckForMCM(true)
        UpdateMCMSettings(true)

        RegisterForExternalEvent("OnMCMSettingChange|"+ThisMod, "OnMCMSettingChange")
        
        HOTC_MCMHasLoaded.SetValue(1)
    EndIf        

    RegisterForRemoteEvent(Player, "OnPlayerLoadGame")

    LoadAAF()

endFunction

Function LoadAAF()
        AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
    settings = AAF_API.GetSceneSettings()

        If !AAF_API
            Debug.Notification("Can't find AAF API.")
            utility.wait(0.1)
        Else
              RegisterForCustomEvent(AAF_API, "OnAnimationStop")
        Endif
EndFunction

Function DateStart(string sLoc)
    if !settings
        HoTC_Start()
        utility.wait(1.0)
    endIF

    utility.wait(1.0)

    ;Game.FadeOutGame(True, True, 0.0, 1.0, True)

    ;utility.wait(3.0)

    if sLoc == "DateHR" || sLoc == "DateGNC" || sLoc == "DateTTR"
        ;Escort.getref().moveto(XCortHR)
        ;Game.getplayer().Moveto(XPlayerHR)
    endIF

    if sLoc == "DateBH"
        ;Escort.getref().moveto(XCortBH)
        ;Game.getplayer().Moveto(XPlayerBH)
    endIF

    if sLoc == "DateDCC" || sLoc == "DateDI" || sLoc == "DateDCTH"
        ;Escort.getref().moveto(XCortDI)
        ;Game.getplayer().Moveto(XPlayerDI)
    endIF

    ;Game.FadeOutGame(False, True, 0.0, 2.0)

    ;SexPrepare.Start()
    ;utility.wait(1.0)

    StartSex(Escort.GetReference() as Actor, Player)
endFunction

Function DateEnd()
    ;debug.trace("HotC: Date End")
    Utility.Wait(1.0)
    Subcomment.Start()
    FFG.Cast(Player, Player)
    Player.removeitem(Caps001, 110)
    ;Player.removeitem(Caps001, 10)
    ;Game.RequestAutoSave()
endFunction

Event AAF:AAF_API.OnAnimationStop(AAF:AAF_API akSender, Var[] akArgs)    
    int iResult =  akArgs[0] as int
    Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]

    string sCurMod

    ;debug.trace("HoTC: animation stop")

    if iResult == 0    
        sCurMod = akArgs[4]

        ;debug.trace("HoTC: this mod is " + sCurMod)

        if sCurMod == ThisMod
            DateEnd()
        endif
    endIF
endEvent

Function StartSex(Actor a0, Actor a1)
    Actor[] actors = new Actor[2]

    if HOTC_Global_Active.GetValue() == 1
        actors[0] = a0
        actors[1] = a1
    else
        actors[0] = a1
        actors[1] = a0
    endif


        Float fDuration = HOTC_Global_Duration.getValue()

    ;debug.trace("HOTC: global duration is " + HOTC_Global_Duration.getValue())
    ;debug.trace("HOTC: duration is " + fDuration)

        settings.preventFurniture = true
    settings.duration = fDuration
    settings.usePackages = false
    settings.meta = ThisMod
        
    AAF_API.StartScene(actors, settings)
EndFunction

Function OnMCMSettingChange(string modName, string id)
    ;debug.trace("HOTC: MCM changed")
    If modName == ThisMod
        UpdateMCMSettings()
    endIF
endFunction

Function UpdateMCMSettings(bool firstLoad = false)
    ;debug.trace("HOTC: MCM updated")
    LoadSetting(HOTC_Global_Duration, "fDuration:Global", 10.0, 90.0)
    LoadSetting(HOTC_Global_Active, "fActive:Global", 0.0, 1.0)
endFunction

Function LoadSetting(GlobalVariable akGlobal, string asSetting, float afMin, float afMax)
        if akGlobal
        float settingBuffer = MCM.GetModSettingFloat(ThisMod, asSetting)

        ;debug.trace("HOTC: ThisMod is" + ThisMod)
        ;debug.trace("HOTC: settingBuffer is " + settingBuffer)
    
        If settingBuffer != akGlobal.GetValue() ;1.15 - If the value changed

            If settingBuffer <= afMax && settingBuffer >= afMin ; The setting is within the range of values
                       
                akGlobal.SetValue(settingBuffer)
    
            ElseIf settingBuffer < afMin ; The setting is improperly less than the minimum
    
                akGlobal.SetValue(afMin)
        
                MCM.SetModSettingFloat(ThisMod, asSetting, afMin)
    
            ElseIf settingBuffer > afMax ; The setting is improperly greater than the max
    
                akGlobal.SetValue(afMax)
        
                MCM.SetModSettingFloat(ThisMod, asSetting, afMax)
    
            EndIf
        
        EndIf
    endIF
EndFunction

bool Function CheckForMCM(bool FirstLoad = false)

    If !MCM.IsInstalled()

        If FirstLoad            
            Utility.Wait(1.0)
            DEBUG.Notification("HOTC Lite: Please install Mod Configuration Menu.")
            
        Else
            DEBUG.MessageBox("HOTC Lite: Please re-install Mod Configuration Menu.")        
        EndIf
        
        Return False
    
    EndIf
    Return True

EndFunction

 

 


Also in terms of errors.  I turned on 'troubleshooting_level = 2' and set 'debug_to_papyrus_log = true'
(I've never been able to get a log to output. ? Any help with that appreciated.  the folder exists and i've used the same folder debugging weapons mods in the past.)
Anyhow seeing lotsa warnings about (ff_activity) frames/time can't be greater than the animation node.
wondering what to change to fix these and also if this might be the cause of the other mods getting stuck?

thx
 

 

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5 hours ago, ezfreee said:

Anyhow seeing lotsa warnings about (ff_activity) frames/time can't be greater than the animation node.
wondering what to change to fix these and also if this might be the cause of the other mods getting stuck?

What is the complete error?

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39 minutes ago, dagobaking said:

What is the complete error?

I get the same ones with Atomic Lust since it's not updated yet, I'll boot up the game and put the error at the end of this comment.

 

 

Edit:
"*warning* [080] XML Error: Value Node (Cait Sounds) frames/time can't be greater than the Animation Node (Atomic Scissor) frames/time. Defaulting to Animation Node time..."
 

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4 hours ago, dagobaking said:

What is the complete error?

a bunch (like over 150 f/f) like this:
"*warning* [080] XML Error: Value Node (FF_activity) frames/time can't be greater than the Animation Node (FF-DoubleBed01-02Doggy) frames/time. Defaulting to Animation Node time..."

and similarly
"*warning* [080] XML Error: Value Node (Cait Sounds) frames/time can't be greater than the Animation Node (Atomic Scissor) frames/time. Defaulting to Animation Node time..."

* note these seem to play ok from AAF.  i'm just looking for possible reasons for issues in regards to the other mods not working.

EDIT: it appears those errors are stemming from AJ's recent 'patched' xml 2.3 (which seemed to work for beta v76?)
 reverting to the prior un-patched version has resolved that error issue.
stuck on gathering still seems to be an issue though for the mods mentioned above.

 

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actually for me aff always playing wrong animations-female player char always in receiving position no mater using strap and by dialog it must be violating...so can be nice to get better gender tags or possibility tu disable them att all. Using sex stats and sex atributes-no any reaction(all game stats at highest - strenth, charisma,..... all at 10)

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With all the updates, is it now possible to move individual actors during an animation?

 

It's possible with Fallout Four Play, with console commands. (tcl, toggle collision) But Four Play is outdated.

 

There are offset files for AAF, but you have to constantly restart the game in order to see the effect. And since you can move group animations with numpad, I was hoping it can be done in some none-tedious way for individual actors. Like in Four Play.

 

An abandoned Four Play has that option, while "advanced" animation framework has not.

It's a painfully missed opportunity.

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9 hours ago, Nebuchadnezzer2 said:

I get the same ones with Atomic Lust since it's not updated yet, I'll boot up the game and put the error at the end of this comment.

 

 

Edit:
"*warning* [080] XML Error: Value Node (Cait Sounds) frames/time can't be greater than the Animation Node (Atomic Scissor) frames/time. Defaulting to Animation Node time..."
 

Thank you.

 

And what is the XML for Cait Sounds and Atomic Scissor?

9 hours ago, ezfreee said:

a bunch (like over 150 f/f) like this:
"*warning* [080] XML Error: Value Node (FF_activity) frames/time can't be greater than the Animation Node (FF-DoubleBed01-02Doggy) frames/time. Defaulting to Animation Node time..."

and similarly
"*warning* [080] XML Error: Value Node (Cait Sounds) frames/time can't be greater than the Animation Node (Atomic Scissor) frames/time. Defaulting to Animation Node time..."

* note these seem to play ok from AAF.  i'm just looking for possible reasons for issues in regards to the other mods not working.

EDIT: it appears those errors are stemming from AJ's recent 'patched' xml 2.3 (which seemed to work for beta v76?)
 reverting to the prior un-patched version has resolved that error issue.
stuck on gathering still seems to be an issue though for the mods mentioned above.

 

AAF is fixing those on the fly. So, they should continue to work. But, the XML is most likely not quite right. If you can post the XML for the nodes it names I can examine for issues.

7 hours ago, Rollan5 said:

actually for me aff always playing wrong animations-female player char always in receiving position no mater using strap and by dialog it must be violating...so can be nice to get better gender tags or possibility tu disable them att all. Using sex stats and sex atributes-no any reaction(all game stats at highest - strenth, charisma,..... all at 10)

Animation pack mods omitting gender tags is why this type of thing happens. AAF can't know which combo you want to see if nobody defines it.

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Alright, made a clean install putting all AAF stuff to their proper folders, launched the game, AAF menu pops up no crash or error etc. pushing home key menu comes up, selecting actor and cannot proceed so same problem....hope some update will be fixing it soon.

P.S.: Sorry to been a P.I.T.A. :D

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2 hours ago, Pazz2 said:

With all the updates, is it now possible to move individual actors during an animation?

 

It's possible with Fallout Four Play, with console commands. (tcl, toggle collision) But Four Play is outdated.

 

There are offset files for AAF, but you have to constantly restart the game in order to see the effect. And since you can move group animations with numpad, I was hoping it can be done in some none-tedious way for individual actors. Like in Four Play.

 

An abandoned Four Play has that option, while "advanced" animation framework has not.

It's a painfully missed opportunity.

It can be done technically. But, it would require a lot of work considering that there can be many numbers of actors in a given animation. With Four Play, there was a more controlled number of actors allowed. So, you could more easily set up a few hotkeys just for those actors.

 

I might add it some day. But, it's not high on the priority list.

5 minutes ago, bdmt said:

Alright, made a clean install putting all AAF stuff to their proper folders, launched the game, AAF menu pops up no crash or error etc. pushing home key menu comes up, selecting actor and cannot proceed so same problem....hope some update will be fixing it soon.

P.S.: Sorry to been a P.I.T.A. :D

This doesn't appear to be something that needs a fix in AAF. More likely an issue with files you've installed.

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12 hours ago, dagobaking said:

It can be done technically. But, it would require a lot of work considering that there can be many numbers of actors in a given animation. With Four Play, there was a more controlled number of actors allowed. So, you could more easily set up a few hotkeys just for those actors.

 

I might add it some day. But, it's not high on the priority list.

This doesn't appear to be something that needs a fix in AAF. More likely an issue with files you've installed.

Yes it was issue with a file the admin feature in AAF showed me errors that not appeared in the left side of the screen, my problem was this file---->"Atomic Lust positionData.xml"

the error messages was something like that: "error [010] Atomic Cowgirl institute bed has been recalled due to error" or something like that

the culprit was CumNWealth atomic lust --->just saw it doesn't have the same version number as the original one (i know it's my bad sorry :( )

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Hello again!

 

Just wanted to pop back in and say thank you once more for your help! I found the issue in load order after you helped my one issue and it all works perfectly!

 

Thanks for all your efforts and your advice

 

:D

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2 minutes ago, LT Roarke said:

I'm trying to make Roggvir's No-Strip Items Manager to work with the new update, but I think it's conflicting since it makes the AAF animations take 3 mins to start. I use AAF SEU to test whether protected equipment is working but animations won't start until my pc undresses. Is there a way to get the xml that Roggvir's plugin needs or should I remove the plugin and clean the save?

The XML is Rogg_protectedEquipmentData.xml.  You could just comment out the whole thing, i.e. put <!-- before the <condition>  and --> after the </condition> and that will cancel it out.

 

However, I don't think this is the cause of your problem.  I use No-Strip Items Manager and animations fire up right away.

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