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Posted
19 minutes ago, DoctorZ said:

@hkheung do you still have a previous version of RSE? Such as 3.6.x ? Before the new gang gathering features was introduced to the game? If I had still such version I would give it a try. I'm pretty sure it would fix the aggro issue.

Hello DoctorZ

 

unfortunately, I only have the last one

Posted
23 hours ago, dagobaking said:

I haven't tested this out yet. But, if there are alignment issues, you can adjust those per animation with an offset attribute:

 


<animation id="romance3" offset="0,0,0,0:0,20,0,180">

Those are x,y,z,angle coordinates for each actor in the animation (in the order they are listed) separated by ":".

I don't seen this working in my tests. I have no xml errors at launch. When we using this, we have to remove all over offsets in position xml?

It's not urgent, all crazy animation work great without.

 

CGI gave me his standalone xmls that refers to beds:

animation="CrazyDDogBed" location="SingleBed,DoubleBed"

AFF inform me that there is missing data in furniture data xml: what is the correct syntax?

Posted
14 hours ago, dagobaking said:

Thank you. Good to hear that things are sounding more stable.

 

For the unequipping. Can you see a pattern with the items being unequipped? For example, have you ever seen a vanilla equipment not unequip?

I have not noticed any discernible pattern between modded or unmodded clothing.  For instance, the same delay occurs if my player is wearing a custom outfit (modded) or vanilla outfit like a vault suit, pre-war dress, etc. 

 

The delays also occur with only the barebones mod profile on a new game as well.  Though I was testing during the starting sequence - fairly close to game start - about 1min after leaving the bathroom and before the Vault Tec Salesman knocks on the door.  For the sake of science, I could advance the new game start (or use Start Me Up) to get past this heavily scripted portion of the game - if you need additional data points.

Posted
8 hours ago, DoctorZ said:

@hkheung do you still have a previous version of RSE? Such as 3.6.x ? Before the new gang gathering features was introduced to the game? If I had still such version I would give it a try. I'm pretty sure it would fix the aggro issue.

I have a few old versions of RSE. What are you looking for?

Posted
6 minutes ago, Olmech said:

J'ai quelques anciennes versions de RSE. Que cherchez-vous?

Hello Olmech


I test AAF with rse but version 3.7.3 does not work well with
do you have a stable version without the new features nemesis multi rape farmer girl etc? to see if it works with your

 

cordially

Posted
5 minutes ago, hkheung said:

Hello Olmech


I test AAF with rse but version 3.7.3 does not work well with
do you have a stable version without the new features nemesis multi rape farmer girl etc? to see if it works with your

 

cordially

hkheunh give me about 1 1/2 hrs to get off work I'll check for earlier version of rse for you. 

Posted
On 4/29/2018 at 1:31 PM, dagobaking said:

Sorry to be behind the times, which mod is FPE?

It's no problem at all, FPE is Family Planning Enhanced by Chosen Clue. I'm assuming that it has a dependency with four play (like, it uses some part of the four play resources to trigger) that the proxy you've made doesn't include, but I'm still very much a beginner at making my own mods, so I could be totally wrong....

Posted
48 minutes ago, Olmech said:

I have a few old versions of RSE. What are you looking for?

I wanna try 3.6.7 so I could elaborate a debug theory about CSA aggro bug with AFF :smile:

Posted
5 hours ago, Polistiro said:

animation="CrazyDDogBed" location="SingleBed,DoubleBed"

AFF inform me that there is missing data in furniture data xml: what is the correct syntax?

Ya, forgot to give you a working furniture XML.
Here ya go: AAF_furnitureData.xml

Posted
52 minutes ago, hkheung said:

Hello Olmech


I test AAF with rse but version 3.7.3 does not work well with
do you have a stable version without the new features nemesis multi rape farmer girl etc? to see if it works with your

 

cordially

hkheunh give me about 1 1/2 hrs to get off work I'll check for earlier version of rse for you. Edit here's RSE 3.6.0 can go higher or lower

RSE v3.6.0.zip

Posted
37 minutes ago, DoctorZ said:

I wanna try 3.6.7 so I could elaborate a debug theory about CSA aggro bug with AFF :smile:

I do believe I have that. Let me get home in about an hour.

Posted
42 minutes ago, Badtanker said:

hkheunh give me about 1 1/2 hrs to get off work I'll check for earlier version of rse for you. Edit here's RSE 3.6.0 can go higher or lower

RSE v3.6.0.zip

thank you man

I test and I will come back to you if necessary

 

Posted

Yeah so after testing with the 3.6.0 version of RSE, I can confirm thats the aggro CSA bug is not related to the new CSA overhaul of the 3.7.x version of the mod. The NPC attack right after the animation start with any RSE version. Other than that, everything work fine

Posted

So these patches are doing great work, but we seem to have 1 issue to resolve, when you go into an animation, the screen will fade to black and load for a sec, then when it finishes loading and comes back, my character isn't there and the person is just standing there. So we aren't crashing but we arent doing animations

Posted
31 minutes ago, zyrxx said:

So these patches are doing great work, but we seem to have 1 issue to resolve, when you go into an animation, the screen will fade to black and load for a sec, then when it finishes loading and comes back, my character isn't there and the person is just standing there. So we aren't crashing but we arent doing animations

That is a known issue. I haven't had it though..

Posted
1 hour ago, DoctorZ said:

Yeah so after testing with the 3.6.0 version of RSE, I can confirm thats the aggro CSA bug is not related to the new CSA overhaul of the 3.7.x version of the mod. The NPC attack right after the animation start with any RSE version. Other than that, everything work fine

Here is 3.6.5. I did not have 3.6.7:

 

RSE v3.6.5.zip

 

 

Posted
16 hours ago, RohZima said:

I still don't have a clue how to pick what slots to un equip, but I'll come to that another time.

 

I just wanted to ask about AnimObjects, such as the cuffs Leito uses. Will we load them through AAF, ie in the xml, or will AAF not be involved in that part of it?

I will eventually make a per XML guide and add comments to the vanilla XML to help explain how to adjust those.

 

AnimObjects get hard-coded into the actual animation files. So, those will be implemented through the animations themselves. But, telling AAF that an object is being used may make sense in some contexts for some features that will be added later (statistics, reaction tracking, etc.).

15 hours ago, DeathtoSlaanesh said:

Can i request what these mods cause Conflict to AAF?

 

Diverse Children : https://www.nexusmods.com/fallout4/mods/16289

SuperMutant Redux : https://www.nexusmods.com/fallout4/mods/11853

 

These mods affect nothing to humanrace or actortype of human, but when it's esp file turned on, AAF Animation function got stuck.

 

I uploaded esp of that mods.

DiverseChildren.esp

SuperMutantOverhaul.esp

One possibility is that those mods change the vanilla forms in a way that causes the keyword for human actors to change. The xml that is packaged with AAF directly references some vanilla forms by form id number. So, if those get changed somehow, things will break.

 

I would like to start an "Incompatible" list of mods to help people out. But, I don't want to add mods to the list that aren't truly incompatible. Are you certain those are the ones that cause problems?

14 hours ago, hkheung said:

hello dago

 

I come to the report on RSE 3.7.3.

 

First the positive point:

the RSE animation launches now, my character, kneels with his hands in the air then gets up and goes to his aggressor then the two actors undress and normally the rape animation starts.

But it is at this precise moment that one of the enemies present shoots me (and each time I tried).

Here several possible scenarios: See Video

 

IN ALL CASES everything is blocked pipboy shortcuts of the weapons and even the flycam.
Only the main menu is accessible by pressing the button to reload its last backup.

When we restart the last backup, we can no longer access the pipboy weapon shortcuts and our character starts to run faster than usual and floats in the air if we skip it should mean that the vanilla animations are messed up.

-single solution restart the game.

I tried to be precise enough but the behavior of the game and mods are very random.

Fallout4 AAF vs RSE.zip

Fallout4 AAF vs RSE.z01

Fallout4 AAF vs RSE.z02

Fallout4 AAF vs RSE.z03

Thank you for the update. Sounds like there is at least a few steps forward.

 

Will keep trying things.

 

7 hours ago, Polistiro said:

I don't seen this working in my tests. I have no xml errors at launch. When we using this, we have to remove all over offsets in position xml?

It's not urgent, all crazy animation work great without.

 

CGI gave me his standalone xmls that refers to beds:

animation="CrazyDDogBed" location="SingleBed,DoubleBed"

AFF inform me that there is missing data in furniture data xml: what is the correct syntax?

From memory, I think that the offsets in position and on animations work cumulatively. But, I could be mistaken. You should not really need the ones in position if you are doing the per animation ones. They are different solutions for different scenarios (one if all animations in a pack are offset in the same way. the other if the offsets are various.)

 

Looks like CG sent an example furniture xml. Let me know if you have any questions.

 

5 hours ago, AWP3RATOR said:

I have not noticed any discernible pattern between modded or unmodded clothing.  For instance, the same delay occurs if my player is wearing a custom outfit (modded) or vanilla outfit like a vault suit, pre-war dress, etc. 

 

The delays also occur with only the barebones mod profile on a new game as well.  Though I was testing during the starting sequence - fairly close to game start - about 1min after leaving the bathroom and before the Vault Tec Salesman knocks on the door.  For the sake of science, I could advance the new game start (or use Start Me Up) to get past this heavily scripted portion of the game - if you need additional data points.

I think I have enough info. Thank you. I probably need to stagger out the equip changes over time the same way 4P does. I'm going to add that as a feature that can be turned on or off in the settings because it seems like it depends on something about individual machines (graphics card?). It never happens to me. So, I it will be good to retain the fast option for when it works.

2 hours ago, thisismyusername said:

It's no problem at all, FPE is Family Planning Enhanced by Chosen Clue. I'm assuming that it has a dependency with four play (like, it uses some part of the four play resources to trigger) that the proxy you've made doesn't include, but I'm still very much a beginner at making my own mods, so I could be totally wrong....

Thank you. Will take a look.

41 minutes ago, zyrxx said:

So these patches are doing great work, but we seem to have 1 issue to resolve, when you go into an animation, the screen will fade to black and load for a sec, then when it finishes loading and comes back, my character isn't there and the person is just standing there. So we aren't crashing but we arent doing animations

This happens to you every time or just sometimes?

Posted

Here's RSE 2.6.7

RSE v2.6.7.zip

Edit: Sorry i thought i had read you wanted this one wasnt till i got to reading more that you wanted v 3.6.7.  I don't have that one. I have a between v3.6.5-v1.6.0 and not consecutive 

Posted
21 minutes ago, dagobaking said:

This happens to you every time or just sometimes?

Everytime. if any animation gets started this happens

Posted

Regarding these different versions of RSE you are all testing - the core mechanism of surrendering and pacification has not changed since CSA was finalized in the 2.x series releases, so I doubt anyone will see a difference in outcomes simply by downgrading. All the new versions do is put the hostiles into groups (refcollectionalias) with travel package attached - there are no other changes.

 

Its good to see you all reverting versions to try to pinpoint it but I can assure you that RSE, for the most part, is not doing anything other than what it is supposed to be doing - the game engine itself may be the cause of the problem - most likely is, in fact.

 

Im more than positive that once I am back home and able to delve into things that a resolution will be found and implemented, whether within RSE or AAF by means of some sort of patching or by examining the source and the ESP and finding where the breakpoint is and updating @dagobaking on my findings so that he can finally put this issue to bed. :smile:

Posted

As a followup to my previous, has anyone tried AAF with FP_Violate yet, to see if the same outcome occurs? Since it uses pacification and packages as well, that is... Im curious.

Posted
11 minutes ago, Flashy (JoeR) said:

As a followup to my previous, has anyone tried AAF with FP_Violate yet, to see if the same outcome occurs? Since it uses pacification and packages as well, that is... Im curious.

Not yet but I did test with FP_prostitution using that to pacify enemies right after the CSA surrender. That part works, the first rape happens then nothing else happens (even with rape count > 1, and knockout on). All enemies just stand around and I'm free to go on my merry way.

 

Posted

Appreciate you are getting a lot of questions to go through but I just have a couple questions more questions :tongue: 

 

1. Is there a way that AAF or the modder, through the xml files, can make the Animations appear in alpha numerical order in game? Because then you could create stages called abc1/2/3 etc and just scroll through? I just made a poser mod but the poses are not in numerical order (screenshot below)

 

2. In the xml file to omit the gender field, do I delete the whole line, or just the gender bit? <actor gender="F">

 

Here is the mod - Real Animated Poses it is set up native to AAF

 

 

ScreenShot1405.png

Posted
14 minutes ago, RohZima said:

Appreciate you are getting a lot of questions to go through but I just have a couple questions more questions :tongue: 

 

1. Is there a way that AAF or the modder, through the xml files, can make the Animations appear in alpha numerical order in game? Because then you could create stages called abc1/2/3 etc and just scroll through? I just made a poser mod but the poses are not in numerical order (screenshot below)

 

2. In the xml file to omit the gender field, do I delete the whole line, or just the gender bit? <actor gender="F">

 

Here is the mod - Real Animated Poses it is set up native to AAF

 

 

ScreenShot1405.png

You can delete just the 'F' if you want it to work on both genders

Posted
14 minutes ago, Rufgt said:

You can delete just the 'F' if you want it to work on both genders

Ahh, I guessed that at first but then I second guessed and though it wouldn't work lol

 

Thanks

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