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2 minutes ago, VOIDPORN said:

So is it normal that when starting or reloading a gamesave all the aaf mods are reloading and cousing the game to lag?

I don't see much, if any, lag. But, I suppose it depends on how much you have installed and machine power.

2 minutes ago, VOIDPORN said:

Can you somehow deactivate that or at least minimize the lagging?

No. It has to load the data for mods that have been installed.

 

Technically, a different model could have been used that spread out the loading among many files on an as-needed-in-the-moment basis. That would lessen boot-up. But, then we would have 1000s of separate XML files. Several times more than the number we have now. And they would all have to include much more configuration since they would not have access to universal config that gets re-used.

 

I think I made the right choice given the pros/cons of the options.

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Hi Dagobaking, I usually have no problems downloading AAF from the nexus but today I have tried to download the latest but when I hit the download button my screen is filled with a load of writing I just don't get the intended program I tried other downloads from different mods on nexus with no problem ,very strange any ideas whats happening  

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6 hours ago, formanfred said:

Hi Dagobaking, I usually have no problems downloading AAF from the nexus but today I have tried to download the latest but when I hit the download button my screen is filled with a load of writing I just don't get the intended program I tried other downloads from different mods on nexus with no problem ,very strange any ideas whats happening  

Same, it shows me this: https://cf-files.nexusmods.com/cdn/1151/31304/AAF Beta 90-31304-90b-1563383069.7z?md5=kZ0apEwkppjExwqCqwSXfA&expires=1563474314&user_id=41113475&rip=77.3.158.146

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21 minutes ago, maddadicusrex said:

I just downloaded the mod 4 straight times from Nexus without any problem. Could have been a Nexus/Vortex blip that is now resolved..

It works if you download it through Vortex, but not if you download manually.

Some people always download manually, myself included, I never download through Vortex.

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2 hours ago, walkin said:

It works if you download it through Vortex, but not if you download manually.

Some people always download manually, myself included, I never download through Vortex.

I just had the "wall of letters" thing downloading something completely different, it worked ok the second time.

2 hours ago, maddadicusrex said:

Did anyone see the latest AAF One Patch to Rule Them All on Nexus. Done by the same author who did all those single animation patches? 

Yes an3k is a valued member of the team actually and a lot of work and thought has gone into this release, but inevitably with something this size there may be hiccups of course. But people are free to use the old outdated xml's if they choose to do so. someone has to do it, the rest of us are busy on other things.

 

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20 hours ago, Halstrom said:

Yes an3k is a valued member of the team actually and a lot of work and thought has gone into this release, but inevitably with something this size there may be hiccups of course. But people are free to use the old outdated xml's if they choose to do so. someone has to do it, the rest of us are busy on other things.

 

Its a great idea for one patch, as long as you don't get every file if you don't need them cause youre not using that particular mod. Like for instance, I don't use hardly any of the pose packs so I don't need files for fixes for those. If the fomod is set up similar to the other ones where you can pick which mods you are using then great, if not then I don't think it will be for me personally. But good work getting it all into one fomod regardless. I actually haven't looked at it yet to know, I'm working on something else to try at the moment.

 

Edit: Ive seen the patch now and had a chance to use. Although the option isn't available to pick each individual mod youre using, it does only give you the patch files for the mods that you are using. So good to go and good job.

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So im trying to figure out what i need to do to Ghetto rig a positioning mod.  Where would i look to stop the animation from resetting the position of actors?   Basically if i can use the commands modpos and setpos, i want thtem to stick. Unfortunatly they reset the moment the ~ command line is deactivated.

 

I like diversity in my fallout, and i have mods that drastically change the height of characters, my side kick, is like 12 feet tall, so I want to make the animations at least pretend to line up.

 

If you could point me towards the script or xml to alter, that would be awesome.

 

 

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In past versions of AAF, we had to fix Savage Cabbage to play nice with AAF and Bodytalk2 by deleting the morph line = "1" in it's animation files. With this version 90, my Savage Cabbage fix stopped working and all SC penises are back to backward. Did this update negate that fix and if we download an untouched version of SC, will the current problems now be resolved?

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4 hours ago, maddadicusrex said:

In past versions of AAF, we had to fix Savage Cabbage to play nice with AAF and Bodytalk2 by deleting the morph line = "1" in it's animation files. With this version 90, my Savage Cabbage fix stopped working and all SC penises are back to backward. Did this update negate that fix and if we download an untouched version of SC, will the current problems now be resolved?

Savage Cabbage works with the new AIO Patch. Ive only tested using the wizard, I haven't tested using mods that call on animations automatically yet. I will when I get the chance.

 

Fourplay animations by Crazy (not gun version-haven't tested) doesn't work with AIO Patch. You need to install the previous patch for this one after you install AIO Patch.

AIO Patch works for Leito. Everything I've tested so far has been through the AAF Wizard only. Wont know if the results are the same until I test those without the wizard. IE- SEU, Violate etc.

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I'm absolutely psychotic about fixing errors, warnings, conflicts in my mod. And I've just had this error pop up again when loading it in the CK.

 

SCRIPTS:	<CURRENT> 		INFO '' (020BCA10)	Cannot open store for class "aaf:aaf_api", missing file?


I know it's unrelated to my mod and safe to ignore but I simply cannot lol.


I've had it before and vaguely remember fixing it then by extracting a related script from another mod (maybe?). Any one can jog my memory? Thanks!

 

[edit]

 

ooh! While I'm here. @dagobaking wonderful, wonderful mod/resource. Thank you. I have an ever so tiny niggle with it though. And I wanted to see if you were aware of it/didn't care etc.

 

I use skk50's fast start mod (this one) a lot as I'm constantly restarting for testing or whatever. It basically speeds you through the pre-war part of the game up to the bit where you exit the vault first time. So you go from the bathroom mirror to exiting the vault in about 30 seconds via a series of three or so loads.

 

If I have AAF loaded during that part, there's a good chance the game will lock or crash on one of the load transitions. I think maybe it's in some way related to the messagebox that AAF displays (which you can't interact with due to the loads initiated by FastStart and the faux fade outs).

 

I get around it currently by disabling AAF and only enabling it after leaving the vault.

 

[edit2]

 

Regarding the editor warning in the in the first part of the post. It went away after extracting the BodyGen and Overlays psc files from Looksmenu main.ba2 into the source scripts folder. I think it only need the Overlays.psc but those are the only two scripts bundled in the Loosmenu archive.

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1 hour ago, Merope said:

I'm absolutely psychotic about fixing errors, warnings, conflicts in my mod. And I've just had this error pop up again when loading it in the CK.

 


SCRIPTS:	<CURRENT> 		INFO '' (020BCA10)	Cannot open store for class "aaf:aaf_api", missing file?


I know it's unrelated to my mod and safe to ignore but I simply cannot lol.


I've had it before and vaguely remember fixing it then by extracting a related script from another mod (maybe?). Any one can jog my memory? Thanks!

 

[edit]

 

ooh! While I'm here. @dagobaking wonderful, wonderful mod/resource. Thank you. I have an ever so tiny niggle with it though. And I wanted to see if you were aware of it/didn't care etc.

 

I use skk50's fast start mod (this one) a lot as I'm constantly restarting for testing or whatever. It basically speeds you through the pre-war part of the game up to the bit where you exit the vault first time. So you go from the bathroom mirror to exiting the vault in about 30 seconds via a series of three or so loads.

 

If I have AAF loaded during that part, there's a good chance the game will lock or crash on one of the load transitions. I think maybe it's in some way related to the messagebox that AAF displays (which you can't interact with due to the loads initiated by FastStart and the faux fade outs).

 

I get around it currently by disabling AAF and only enabling it after leaving the vault.

I mentioned this sometime back as being an issue. Really, no one mod's fault. The mechanics just clash. About 50% of the time ,I do get to the proper alternative place even with both mods enabled, but it is a crapshoot, so I feel your pain..

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9 hours ago, walkin said:

Savage Cabbage works with the new AIO Patch. Ive only tested using the wizard, I haven't tested using mods that call on animations automatically yet. I will when I get the chance.

 

Fourplay animations by Crazy (not gun version-haven't tested) doesn't work with AIO Patch. You need to install the previous patch for this one after you install AIO Patch.

AIO Patch works for Leito. Everything I've tested so far has been through the AAF Wizard only. Wont know if the results are the same until I test those without the wizard. IE- SEU, Violate etc.

Is that the original Savage Cabbage that has not been "fixed"? Because my fixed version caused all kinds of warnings with the new AIO patch. Please humor me. Check out the in game AAF Administration File using the delete toggles. Do you get all kinds of warnings relating to SC?

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6 hours ago, maddadicusrex said:

Is that the original Savage Cabbage that has not been "fixed"? Because my fixed version caused all kinds of warnings with the new AIO patch. Please humor me. Check out the in game AAF Administration File using the delete toggles. Do you get all kinds of warnings relating to SC?

Its just the file from the main download page. No edits. I don't have time to check it now, have to go to work shortly, but I'll look when I get home in the morning.

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I have to ask. Since the update to 90 I have had all sorts of false warning reports. It mostly happens with Leito's mod. My AAF Sheet comes up clean every time without it installed. The AIO mod fixes Savage Cabbage fine and no problem with the others but it does nothing for Leito..  I cannot run Leito at this time though I never had these issues with it before.  Now I have missing animation warnings with Leito installed, actually hit the 300 error log limit. The minute I uninstall Leito, no errors. Problem is the animations are not missing. I can use all the Leito animations. These are false AAF warnings. Maybe an AAF problem. 

 

Nevermind...We were supposed to reinstall the AIO patch after adding or deleting animation packs. I did not think to do that, causing my issues. Not sure if everyone knows that with that mod..It does work...

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From the VIS-G forums, there seems to be a hard limit on the amount of memory available to the scaleform library that parses SWF files and manages the user interface. This came up with VIS-G because it adds a lot of icons to the inventory screen. For whatever reason, AAF seems to use up a lot of scaleform's memory too.

 

A reliable way to recreate this issue is to install VIS-G and its dependencies (AWKCR, def_ui, etc), along with AAF and its dependencies. There should be no issue switching between different pipboy tabs. Then install some AAF animation packs. Once three or four are installed, there start to be regular crashes while switching between the inventory, data, and perk pages.

 

What's strange is that AAF doesn't seem to actually DO anything with the pipboy interface.

 

Is there any way to completely disable AAF's menu and the loading of the flash files, so that I can test whether that helps?

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9 hours ago, markdf said:

Is there any way to copletely disable AAF's menu and the loading of the flash files, so that I can test whether that helps?

That's not possible at all.  Most of AAF's functionality is in Scaleform.  The GUI elements are only a small part of it.  Parsing the XML, playing animations, etc, is done in Scaleform.  The scripts and plugin provide the mod interface and some of the actor functionality like AI and equipment handling, but without the Scaleform component AAF doesn't do anything.

Quote

There should be no issue switching between different pipboy tabs. Then install some AAF animation packs. Once three or four are installed, there start to be regular crashes while switching between the inventory, data, and perk pages. 

That makes sense if this is a Scaleform memory issue.  The more animation packs and other XML you install, the more memory AAF has to use to keep all that data loaded.  So if VIS-G leaves just barely enough memory for AAF run with no animation packs, adding some XML will exceed that memory and there you go.

 

I would point this out, though: I originally developed the scripts that AAF uses to update itself when a new version is installed.  The first version I created didn't unload the SWF, it only stopped and started all the Papyrus scripts.  This meant that I was ending up with two complete copies of the AAF SWF running in my game, and I have every animation mod installed.  It worked perfectly and I had no idea there was a problem, I only found out about this when dagobaking pointed it out.  So it's not like the AAF SWF is a huge memory pig on its own if it's possible to run two copies of it simultaneously with no issues.

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22 hours ago, EgoBallistic said:

That's not possible at all.  Most of AAF's functionality is in Scaleform.  The GUI elements are only a small part of it.  Parsing the XML, playing animations, etc, is done in Scaleform.  The scripts and plugin provide the mod interface and some of the actor functionality like AI and equipment handling, but without the Scaleform component AAF doesn't do anything.

That makes sense if this is a Scaleform memory issue.  The more animation packs and other XML you install, the more memory AAF has to use to keep all that data loaded.  So if VIS-G leaves just barely enough memory for AAF run with no animation packs, adding some XML will exceed that memory and there you go.

 

I would point this out, though: I originally developed the scripts that AAF uses to update itself when a new version is installed.  The first version I created didn't unload the SWF, it only stopped and started all the Papyrus scripts.  This meant that I was ending up with two complete copies of the AAF SWF running in my game, and I have every animation mod installed.  It worked perfectly and I had no idea there was a problem, I only found out about this when dagobaking pointed it out.  So it's not like the AAF SWF is a huge memory pig on its own if it's possible to run two copies of it simultaneously with no issues.

Is this possible if your not using VIS-G, but the original VIS mod.

I am constantly running into a CTD when using pipboy while trying to level.

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