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Posted

 

New Version:

 

## [Beta 89] - 2019-7-14
### Fixed
- animations sometimes not starting when called via changePosition. This was occurring because the game engine apparently ignores animation requests when they are made very quickly on the same actor. So, a 350 millisecond delay is enforced to fix. As a side consequence, this means that animations must be at least 350 milliseconds long.
- changePosition causing animations with playOnce=true to end.

## [Beta 88] - 2019-7-12
### Added
- calculation_frame_delay to AAF_settings.ini. Advanced performance tuning variable. This allows changing the frequency of stat calculations AAF makes during animations.

### Fixed
- startEquipmentSet and stopEquipmentSet in animation XML causing bootup stall.
- start/stop equipmentSet and overlaySet in animation XML not applying correctly to all actors.

## [Beta 87] - 2019-7-8
### Added
- Support for blank XML files (for over-writing unneeded XML files)
- startEquipmentSet and stopEquipmentSet attributes to actor nodes in animation XML. (note for EgoBallistic: untested. possible CTD.)

### Fixed
- ScanCode link in settings ini.

### Changed
- wizard_search_area setting to actor_search_area and furniture_search_area in AAF_settings.ini. Allows separate configurations.

## [Beta 86] - 2019-7-1
### Fixed
- setTo reaction miscalculated the value to go to.
- reactions to work with relationship stats.

## [Beta 85] - 2019-6-30
### Fixed
- cases where loadPriority would sometimes fail to choose files with priority.

### Changed
- Finalized transition to using release Papyrus optimization. Logging and messages should still work.

## [Beta 84] - 2019-6-28
### Fixed
- flaw in XML parser that caused empty, closed nodes to be incorrectly translated.

### Changed
- Papyrus publish settings to release. This disables logging and messagebox messages (like theme installation and some errors) but appears to run faster. If users like this test build I will take measures to add the messages back while keeping the performance boost.

## [Beta 83] - 2019-6-26
### Changed
- stat decay so that it is no longer applied to stats during animations. Decay should now start on game-load and when actors leave animations.

### Fixed
- average functionality in comboStat.
- wizard not advancing past actor selection when animation XML is missing.
- dynamic actorType handling being thrown off by competing actorType XML. Note: this fix causes AAF to use the raceList attribute from the last actorType XML loaded. Right now, that should always be the one that comes with AAF. But, someday, if multiple actorType XML are made, each with that attribute, it could cause unexpected results.

### Added
- GetActorTypeList to API. Allows getting the currently enabled list of actor keywords.

## [Beta 82] - 2019-6-22
### Changed
- actorType keyword handling. AAF now includes all actorType keywords by default. Then the engine disables any keywords for actor types that there are no animations for. This should make installation easier while still maintaining performance. The list of enabled actorType keywords can be seen in-game in the admin section.

### Added
- "average" operation to comboStat options.
- Rufgt and TBOS to the nickname list.

### Fixed
- Some equipment skins looking broken during animations. (Thanks to EgoBallistic)

 

https://www.nexusmods.com/fallout4/mods/31304?tab=description

Posted

Just got my game switched over to Vortex. Been away for awhile from FO4. so got a question did things get worked out about using Unique Character and Followers? Also before I forget to you dagobaking and the other modders working on these mods very much Thanks

Posted
1 hour ago, Badtanker said:

Just got my game switched over to Vortex. Been away for awhile from FO4. so got a question did things get worked out about using Unique Character and Followers? Also before I forget to you dagobaking and the other modders working on these mods very much Thanks

Thank you.

 

I don't know if I ever heard decisively that Unique Character and Followers wouldn't work with AAF. It seems like it could cause issues. But, I'm not certain what the details are.

Posted

Thanks for the update! The list of improvements is impressive.

 

Out of curiosity, has anyone noticed penis morphs (with BodyTalk2) toggling on and off in some animations since upgrading from 81b to 89b? In some it's rapid, in some the morph alternates at each stroke... very strange and I'm not certain it's AAF at fault, but suspicious as that was the only thing I upgraded. This is affecting supermutant actors at least, I haven't tested with human males yet.

Posted
29 minutes ago, vaultbait said:

Thanks for the update! The list of improvements is impressive.

 

Out of curiosity, has anyone noticed penis morphs (with BodyTalk2) toggling on and off in some animations since upgrading from 81b to 89b? In some it's rapid, in some the morph alternates at each stroke... very strange and I'm not certain it's AAF at fault, but suspicious as that was the only thing I upgraded. This is affecting supermutant actors at least, I haven't tested with human males yet.

Pretty sure it is AAF. My human penises are doing the same up/down motion. AAF was going to address Bodytalk penis issues with some animation packs. And BT's last update was to place it's own morphing capability as an AAF priority. I think we need to know if the update will affect those animation packs we had to fix to get Bodytalk to work correctly?

Posted

I'm not sure if that morph issue is an AAF bug or if an AAF fix has revealed a problem in non-AAF XML. Need more technical info.

 

[Follow Up: I wasn't able to reproduce this issue when using BT2 and Leito Animations that use morphs for angles. So, there is some additional factor at work here.]

Posted
1 hour ago, dagobaking said:

I'm not sure if that morph issue is an AAF bug or if an AAF fix has revealed a problem in non-AAF XML. Need more technical info.

 

[Follow Up: I wasn't able to reproduce this issue when using BT2 and Leito Animations that use morphs for angles. So, there is some additional factor at work here.]

Am not getting any AAF errors in menu. I have tried Savage Cabbage, BP70, Atomic and some Leito (about 25 animations using the AAF triggers) Most all have the penis rapidly moving up/down on a pivot. I have no idea which animations call for a straight or up/down XML. My Savage Cabbage is fixed with the straight = 1 line removal. All animations were proper working with the past AAF version.

 

( Follow up) Just tried it again. It is Savage Cabbage, again. Most of us had "fixed" SC by removing the = "1" XML. Do we now go back to an unfixed version? My AAF will not even activate without it, so removing SC is not an option. And truthfully, he is admittedly way behind in fixing it himself. So what do we do?

Posted

Hi,

 

I'm getting the same up-down motion in scenes using Vioxsis's strapon from "Strap-on's of fallout 4 V3". I believe dagobaking is right. I only seem to get this effect with Savage Cabbage's animations, it doesn't appear to occur with Leito's animations, that also utilizes morphing. Unfortunately there are no errors or warnings in the logs. I'm very pleased that the changes in the latest AAF release, it makes scenes with furniture more frequent :)

 

@edit Correction, I've just had a Leito animation with the same effect.

Posted
1 hour ago, maddadicusrex said:

Most of us had "fixed" SC by removing the = "1" XML. Do we now go back to an unfixed version? My AAF will not even activate without it, so removing SC is not an option. And truthfully, he is admittedly way behind in fixing it himself. So what do we do?

 

46 minutes ago, satanfist said:

I'm getting the same up-down motion in scenes using Vioxsis's strapon from "Strap-on's of fallout 4 V3". I believe dagobaking is right. I only seem to get this effect with Savage Cabbage's animations, it doesn't appear to occur with Leito's animations, that also utilizes morphing.

 

@an3k is working on XML files for all packs that should reflect correct formatting for the latest AAF version. You could try those. If the issue is still there with his files, he will probably be able to pin-point the issue (and if it's an AAF or XML problem).

Posted
29 minutes ago, dagobaking said:

 

 

@an3k is working on XML files for all packs that should reflect correct formatting for the latest AAF version. You could try those. If the issue is still there with his files, he will probably be able to pin-point the issue (and if it's an AAF or XML problem).

I'm using the latest an3k compatibility patches for both Leito & Savage Cabbage already.

 

@edit I thought I might try setting 'disable_morph_handling' to true in settings.ini, but it made no difference.

Posted
11 minutes ago, satanfist said:

I'm using the latest an3k compatibility patches for both Leito & Savage Cabbage already.

Ok. So, he can likely identify what the issue is. Or, maybe he is planning on another update to use the recent updates fixes.

Posted

I fixed my BT2/Savage Cabbage conflict by deleting the xml ="1" line, as suggested. But now, my Super Mutants have gone flat. Were we supposed to delete similar lines in SC SM animation files or is this a different problem? Is the SM body part of the human body in game dynamic?

Posted

Greetings!
Thank you for your work!
Will there be HHS support?
Because of the shoes with the HHS, the characters became taller and in the animations they are not "connected".

Posted
37 minutes ago, Dyremark said:

Greetings!
Thank you for your work!
Will there be HHS support?
Because of the shoes with the HHS, the characters became taller and in the animations they are not "connected".

scale_actors_for_animations 	= false		; If true, re-scales all actors to match the players scale during animations.

Try changing that to true, in the AAF_settings.ini, see if it helps any.

Posted
56 minutes ago, maddadicusrex said:

I fixed my BT2/Savage Cabbage conflict by deleting the xml ="1" line, as suggested. But now, my Super Mutants have gone flat. Were we supposed to delete similar lines in SC SM animation files or is this a different problem? Is the SM body part of the human body in game dynamic?

Best bet is to not delete/edit the XML. Just use an3k XML.

55 minutes ago, Dyremark said:

Greetings!
Thank you for your work!
Will there be HHS support?
Because of the shoes with the HHS, the characters became taller and in the animations they are not "connected".

It seems like that mod is still in flux. So, I'm going to give it a little time to develop. If it develops an API, I will integrate working with that.

Posted
7 hours ago, Nebuchadnezzer2 said:

Try changing that to true, in the AAF_settings.ini, see if it helps any.

Did not work

 

 

7 hours ago, dagobaking said:

It seems like that mod is still in flux. So, I'm going to give it a little time to develop. If it develops an API, I will integrate working with that.

Understand. thanks for the answer

Posted
8 hours ago, maddadicusrex said:

I fixed my BT2/Savage Cabbage conflict by deleting the xml ="1" line, as suggested. But now, my Super Mutants have gone flat. Were we supposed to delete similar lines in SC SM animation files or is this a different problem? Is the SM body part of the human body in game dynamic?

From what I remember the Super Mutant body is a EVB body. Unless another working super mutant body has been made then you need the files I gave you already a few weeks back to fix it when it broke on you last time.

I think there is a possibility of another body but I think it doesn't work properly. I believe I read somewhere that when you kill it, it just stands there frozen and doesn't do anything.

Posted
36 minutes ago, walkin said:

From what I remember the Super Mutant body is a EVB body. Unless another working super mutant body has been made then you need the files I gave you already a few weeks back to fix it when it broke on you last time.

I think there is a possibility of another body but I think it doesn't work properly. I believe I read somewhere that when you kill it, it just stands there frozen and doesn't do anything.

Got it fixed by going back to AAF 81....

Posted
2 minutes ago, maddadicusrex said:

Got it fixed by going back to AAF 81....

Right on. Good to hear. I finally picked up a 2nd computer so I can finally update everything with everybody else and see what the hell is going on. Just haven't had a lot of time to do it yet. The only thing I've been able to look at so far is Bodytalk and Leito's and Crazy animations. Within a couple few weeks I should have a lot more answers. Lol

Posted

Hi, guys)

I'm not sure if my question is in correct topic so i'm sorry in advance )
The question is - the actors are not aligned when animation starts. They are moving according to animation loop but they are placed in different places. So is there any possibility to align them like in Skyrim SexLab? Some keys maybe or settings?

 

Thanks! )

Posted
1 minute ago, Dovim said:

Hi, guys)

I'm not sure if my question is in correct topic so i'm sorry in advance )
The question is - the actors are not alighned when animation starts. They are moving according to animation loop but they are placed in different places. So is there any possibility to align them like in Skyrim SexLab? Some keys maybe or settings?

 

Thanks! )

I think you can use the number pad to adjust them but I'm not sure how well this works.

Do you have this line under [General] in your Fallout 4 Custom .ini folder.  fMinPlayerMoveToDistForLoadScreen=2000.

Posted
2 hours ago, Dovim said:

Hi, guys)

I'm not sure if my question is in correct topic so i'm sorry in advance )
The question is - the actors are not aligned when animation starts. They are moving according to animation loop but they are placed in different places. So is there any possibility to align them like in Skyrim SexLab? Some keys maybe or settings?

 

Thanks! )

If they are way out of alignment, you may not be using the right files. (some older animations made for four_play used an offset system that makes them way out of alignment in AAF).

 

If you are talking about fine-tuning positions a small amount, that can be done in the XML. See docs in the wiki. There is not an in-game adjustment system currently. Maybe in the future.

2 hours ago, walkin said:

I think you can use the number pad to adjust them but I'm not sure how well this works.

Do you have this line under [General] in your Fallout 4 Custom .ini folder.  fMinPlayerMoveToDistForLoadScreen=2000.

The number pad controls move the entire animation (all actors) together. This is more for moving things to a location for screens or moving actors out of a wall, etc.

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