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Posted
10 hours ago, Monkeybonk said:

How can I turn off the loading message spam? My animations work fine, I don't need this every single time.

It's a function of the mod itself loading everything, effectively. Just visually displayed as it does so, so if/when shit breaks, people can know *where* it broke, and trouble-shoot from there.

Posted
4 hours ago, dagobaking said:

Hm. Maybe it's at a point now where I should have that display optional. Or, some minimal representation by default.

I like it, because it tells me when I can start moving my character normally. Unless  everyone else is having a different experience, during its display, everything around me is stutter city with game lag. So I do not see how anybody could care that it runs..

Posted
17 hours ago, maddadicusrex said:

I like it, because it tells me when I can start moving my character normally. Unless  everyone else is having a different experience, during its display, everything around me is stutter city with game lag. So I do not see how anybody could care that it runs..

Yeah. I prefer it as well. But, I guess it's kind of subjective.

Posted
30 minutes ago, Pillock69 said:

Is there a way to make the free camera a bit more sensitive when moving?

You can change it using the console, with the command SUCSM (number)

i.e.

SUCSM 2

Posted
On 9/15/2019 at 3:47 AM, dagobaking said:

Hm. Maybe it's at a point now where I should have that display optional. Or, some minimal representation by default.

I assume it is just a visual representation of what is going on in the background? Ive gotten into some hairy situations where I make a save while in combat and when I go to reload the game will crash when the scrolling green wall of text starts. I have discovered that using the tilde key to sort of pause the game while allowing the green wall of text to finish allows the game to reload. But yeah, once you know that everything is working...it can get annoying. But you know what? Im certainly not going to be nitpicky about it. I do appreciate the wonderful work you do and how well this is working for me.

Posted

Well, this is driving me nuts! The free camera simply refuses to work! I know it's been asked many times here and elsewhere.... so what's the answer? Why won't the damn thing work?

Posted
13 hours ago, Olmech said:

I assume it is just a visual representation of what is going on in the background? Ive gotten into some hairy situations where I make a save while in combat and when I go to reload the game will crash when the scrolling green wall of text starts. I have discovered that using the tilde key to sort of pause the game while allowing the green wall of text to finish allows the game to reload. But yeah, once you know that everything is working...it can get annoying. But you know what? Im certainly not going to be nitpicky about it. I do appreciate the wonderful work you do and how well this is working for me.

It does represent steps as things are loaded and processed. But, with actual output being listed. It could instead just be a little loading animation.

 

I'm not sure why it would cause a crash during combat. There could be other things going on there that the tilde strategy is helping with.

28 minutes ago, bubba999 said:

Well, this is driving me nuts! The free camera simply refuses to work! I know it's been asked many times here and elsewhere.... so what's the answer? Why won't the damn thing work?

https://www.loverslab.com/forum/309-technical-support-advanced-animation-framework/

Posted
4 hours ago, bubba999 said:

Well, this is driving me nuts! The free camera simply refuses to work! I know it's been asked many times here and elsewhere.... so what's the answer? Why won't the damn thing work?

 

3 hours ago, bubba999 said:

No answer there.

If it doesn't work by default, either F4SE's not installed/working properly, AAF's not installed/working properly, or your movement keys are rebound away from WASD [not entirely sure why that one happens, personally].

 

Well, either that or there's a mismatch somewhere between FO4, AAF and F4SE versions.

Posted
14 minutes ago, Nebuchadnezzer2 said:

 

If it doesn't work by default, either F4SE's not installed/working properly, AAF's not installed/working properly, or your movement keys are rebound away from WASD [not entirely sure why that one happens, personally].

 

Well, either that or there's a mismatch somewhere between FO4, AAF and F4SE versions.

Being a lefty, I use the arrow keys instead of WASD. I have checked versions and that everything is working. Nuts!

Posted

Hello Dago

 

I have a question about a mod that I use with AAF, AAF Violate ...
it's the mod Combat Strip Lite, which works 99% correctly but has an addiction with fourplay.esp .
Indeed there is in the MCM menu an option of "break clothing recovery during sex scenes" but it is necessary to install fourplay.
Will it be difficult to remove this addiction to fourplay and replace it with AAF.esm?

 

cordially

Posted
8 hours ago, hkheung said:

Hello Dago

 

I have a question about a mod that I use with AAF, AAF Violate ...
it's the mod Combat Strip Lite, which works 99% correctly but has an addiction with fourplay.esp .
Indeed there is in the MCM menu an option of "break clothing recovery during sex scenes" but it is necessary to install fourplay.
Will it be difficult to remove this addiction to fourplay and replace it with AAF.esm?

 

cordially

This is also more of a technical support question. But, I think probably more for the author of Combat Strip Lite. I am not familiar with the mod. So am not sure how it relates to AAF/fourplay, etc.

Posted
2 hours ago, dagobaking said:

C’est aussi une question de support technique. Mais, je pense probablement plus pour l'auteur de Combat Strip Lite. Je ne suis pas familier avec le mod. Donc, je ne suis pas sûr de la relation entre AAF / fourplay, etc.

Thank you for your reply

it was only a technical question because I thought well ask this question on the thread of the mod but the author has not shown for a long time that's why I asked you.

Posted

 

New AAF Version:

 

## [Beta 97] - 2019-9-18
### Added
- A routine that removes AAF_ActorBusy from the PC and any actors within a 2000 unit radius of them at startup. This is a fallback solution to ensure the PC is available for animations if AAF or other mods using AAF_ActorBusy does not clean-up (remove) the AAF_ActorBusy keyword.

### Changed
- The debug output no longer shows on screen during boot-up. Instead, there is a minimal load progress indicator in the upper right corner of the screen. If debug mode is on, it will turn on the debug output window as soon as it loads the settings ini. However, some debug output from before the ini is loaded is no longer available with this change. Errors will still appear listed in the AAF admin mode.

## [Beta 96] - 2019-9-1
### Added
- default_hidetags to AAF_settings.ini. This automatically excludes positions with the "hidden" tag from showing up in the wizard.
- command XML type. This allows mod authors to configure custom menu options within the AAF UI. Then users can select the option while in-game without going into MCM, using the console, etc. and trigger a desired function.
- OnCustomCommand Event in API. This is the event that custom command selections trigger. See docs.

## [Beta 95] - 2019-8-26
### Fixed
- Start equipmentSet inconsistency.

### Changed
- Actors don't leave PowerArmor if their animation uses the PowerArmor skeleton.

### Added
- default_excludetags to AAF_settings.ini. This automatically excludes "pose,utility" tags from API calls so that certain positions can be excluded from use.

## [Beta 94] - 2019-8-16
### Changed
- animationMeta so that it adds new value nodes to any existing value nodes rather than replacing them.
- animation fadeOut only applies first time PC joins animation (not when later hierarchy joins happen).

### Fixed
- some equipment not having correct customizations applied to them during animations.
- Re-equip procedure unexpected results when equipment manager was used during scene.

 

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

Posted

The main F4SE silverlock page says that they intend on supporting the VR version. Did that change?

 

AAF would need them to support F4SEVR and probably a version of LLFP that works with it.

 

If those things were in place I would at least look into what it needs.

Posted

This is my problem. Over a year later, no fix for us lefties? This is from the LLFP thread.

 

On 6/8/2018 at 10:29 AM, smashly said:

Thank You jaam,

You rock, DelKeywordFromForm works awesome on my locations.

Had the test code commented out in place from last update.

21 nails it.

 

good work

Cheers

 

Edit:

I'll try pushing my luck again since you seem to be active ftm.

I asked once before about the FlyCam and key config...

 

If the user maps their movement keys to anything other then WSAD the fly cam movement fails to move the cam.
It's definitely broken in this scenario.

 

Example:
I set my movement keys to Arrow keys and when FlyCam is enabled I can not move the camera with any keys at all.
The Arrow keys wont move the cam and the WASD keys wont move the cam.
If I do not remap WASD movement keys then FlyCam camera movement works fine.

 

Does not matter the method I assign the keys.
Setting the movement keys via CustomControlMap.txt or by the native in game menu, the results are the same, broken fly cam movement.

 

I'm getting this result on more then one pc and 2 different operating systems.
It is not a case of the incorrect versions or bad installs of F4SE, LL_FourPlay plugin.

 

To eliminate that the error comes from Layer keys being disabled in Fourplay itself,
I've created a small test esp with no dependencies, 1 quest, 1 script, registered 1 key to toggle FlyCam and no layer disable keys.
The behavior I mention above is exactly the same.
No FlyCam cam movement when Movement keys are mapped to anything other then WASD.

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