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Posted
6 hours ago, CGi said:

What language is your game in and what mod manager did you use?

 

25 minutes ago, ElysianDisclosure said:

English, mo2.

 

I do, but in this instance I feel it's blinding me to what's really important y'know? And who knows what difficulty it might cause me.

It is blinding you to important items.  The reason for the questions that CGi gave was to try to get to the bottom of why you are seemingly missing some critical components.  Because of this, there is some "place holders" not sure what it is called but that is why you get these strange effects. Somewhere along the line, something got messed up and caused this. :D

 

Also it isn't some subliminal suggestions by @dagobaking to contribute to a patron account or give him some cash ;)  LOL. The same can happen to MCM and other gaming stuff as well.

Posted
52 minutes ago, ElysianDisclosure said:

I do, but in this instance I feel it's blinding me to what's really important y'know? And who knows what difficulty it might cause me.

Well. You wrote that you gave up. So, the difficulty is over, right?

24 minutes ago, RitualClarity said:

 Because of this, there is some "place holders" not sure what it is called but that is why you get these strange effects.

Fallout 4 handles translations by replacing those codes with text corresponding to the users language settings.

 

In the past, I believe it has only failed to work when something wonky was done to language settings. In this case, the next step would probably be to run GFV to verify that the basics are installed right.

Posted
1 hour ago, ElysianDisclosure said:

English, mo2.

 

I do, but in this instance I feel it's blinding me to what's really important y'know? And who knows what difficulty it might cause me.

Or maybe you could start by buying the game off of STEAM & we can go from there.........Sheesh.

 

:angry:

 

 

Posted
7 hours ago, VonHelton said:

Or maybe you could start by buying the game off of STEAM & we can go from there.........Sheesh.

 

:angry:

 

 

This is definitely a possibility that crossed my mind since its such an unusual symptom.

 

Good to see you back around, VonHelton.

Posted
21 hours ago, ElysianDisclosure said:

Got some sort of UI bug that hours of searching and and testing couldn't make go away so I finally gave up and asked. Why is the whole AAF mod like this? All the menu's have dollar signs too. My load order, for this screen shot, is just the DLC's AAF.esm and Looksmenu.esp

Do you have DEF_UI installed ? If Yes-disable it and see what has changed in the game .

Posted

Hello.

In case these questions don't belong here, my apologies beforehand. ?

 

Currently using AAF beta97 (updated from beta49):

- When opening AAF menu (via "home") and then scanning for actors (via "enter") is there any reason that super mutants (as an actor type) are not on the actors list anymore (all other races incl. dogs are)?

- Regardless of any mods running besides AAF (animations, furniture etc.) shouldn't all actors (available in the area) always be listed? Or do I understand this wrong?

- Is actor scanning somehow dependent on specific mods for this race (I'm using SavageCabbages v1.04)?

 

Since (force-)updating to fallout4 v.138 - and therefor also to beta83 (now beta97) - no super mutant has been listed as an actor anymore - especially Strong as a companion, but also Virgil (tested right now) and the wolf SM on Far Harbor.

With the old v.120 and AAF beta49 there were no problems at all, Strong was always in the actors list.

 

I've looked into the AAF installation and all files are there. I've also installed the new AAF_VanillaKinkyCreatureAnimations_Themes_V190806.1 incl. super mutants and all files regarding SM seem to be there...

 

Just to add: During an RSEE surrender a SM animation also started, so the events/animation system still seems to work but actor scanning via menu somehow won't.

 

I've also read your wiki regarding actor types but to no avail so far.

 

Thanks in advance,

will

Posted

Hello,
little minor problem, when I use the command "sucsm 2" it comes to me at the end of a moment that when loading the video sequence the screen remains black and my only solution is to call the menu to reload the last part save; if I don't activate this command AAf is smooth. would anyone have another trick to avoid worrying?

Posted
1 hour ago, pepejp24 said:

Hello,
little minor problem, when I use the command "sucsm 2" it comes to me at the end of a moment that when loading the video sequence the screen remains black and my only solution is to call the menu to reload the last part save; if I don't activate this command AAf is smooth. would anyone have another trick to avoid worrying?

In the file Fallout 4 Custom.ini add this line to the [General]section:

sStartingConsoleCommand=sucsm 2

, where the camera speed digit, you can set any digit.The game does not need to open the console.

Posted

now that hhs seems to be more stable and working well, any chance of revisiting a workaround for the height offset between actors in AAF anims? It isn't critical,but can be a bit distracting. 

 

Posted
4 hours ago, Fiona159 said:

In the file Fallout 4 Custom.ini add this line to the [General]section:

sStartingConsoleCommand=sucsm 2

, where the camera speed digit, you can set any digit.The game does not need to open the console.

Thank you very much, I'll make the change right away.

Posted
1 hour ago, razzthom said:

now that hhs seems to be more stable and working well, any chance of revisiting a workaround for the height offset between actors in AAF anims? It isn't critical,but can be a bit distracting. 

 

The best solution is for the author of HHS to add listeners for AAF animations, turning HHS on-off in those moments.

Posted

Hi,

 

Is there a specific keyword attached to the player doppelganger (or some other criteria I can use to identify whether an actor is the doppelganger)?

 

What I mean: I have a cloak spell that applies random tattoo overlays to all female actors in the area. Problem is I just switched to a female PC, and now whenever she gets sex, the cloak spell applies random tats during the sex scene (because it detects the doppelganger as a new actor in the area), which then disappear when the doppel gets deleted. I would like to exclude the doppelganger "Actor type" from the spell, but not sure how to specify the exclusion (haskeyword would be very easy, for example)

 

TYVM!

 

Posted
20 hours ago, SAC said:

Hi,

 

Is there a specific keyword attached to the player doppelganger (or some other criteria I can use to identify whether an actor is the doppelganger)?

 

What I mean: I have a cloak spell that applies random tattoo overlays to all female actors in the area. Problem is I just switched to a female PC, and now whenever she gets sex, the cloak spell applies random tats during the sex scene (because it detects the doppelganger as a new actor in the area), which then disappear when the doppel gets deleted. I would like to exclude the doppelganger "Actor type" from the spell, but not sure how to specify the exclusion (haskeyword would be very easy, for example)

 

TYVM!

 

The OnSceneInit Event includes data indicating the doppelganger form (if there is one) in each scene. You could make a listener for that and apply a blocking keyword as needed that way.

16 hours ago, VonHelton said:

AAF 97 only goes to 30% & then stops. I'm gonna try a fresh install.

 

:/

 

 

This suggests some issue with the packs. Maybe look at the One Patch mod.

 

A future release will include the option to install a debug version that will give more detailed messages about why it stopped booting.

Posted
52 minutes ago, dagobaking said:

The OnSceneInit Event includes data indicating the doppelganger form (if there is one) in each scene. You could make a listener for that and apply a blocking keyword as needed that way.

 

I see... well, that is feasible, but more complicated than I hoped. Would you please consider adding a keyword to the doppelganger when you spawn it? It would be a lot easier to detect it, and I suppose quite easy on your end

 

Thank you!

Posted
On 10/10/2019 at 11:22 AM, will_990 said:

Currently using AAF beta97 (updated from beta49):

- When opening AAF menu (via "home") and then scanning for actors (via "enter") is there any reason that super mutants (as an actor type) are not on the actors list anymore (all other races incl. dogs are)?

- Regardless of any mods running besides AAF (animations, furniture etc.) shouldn't all actors (available in the area) always be listed? Or do I understand this wrong?

- Is actor scanning somehow dependent on specific mods for this race (I'm using SavageCabbages v1.04)?

 

Took me some time to figure the AAF thing out by myself since no one was answering but now everything's clear, and after some AAF file tampering Strong "works" again...

Posted
7 hours ago, SAC said:

 

I see... well, that is feasible, but more complicated than I hoped. Would you please consider adding a keyword to the doppelganger when you spawn it? It would be a lot easier to detect it, and I suppose quite easy on your end

 

Thank you!

The Doppelganger is a separate actorBase templated from the Player actorBase.  You can easily check whether an actor reference is a Doppelganger:

	actorBase Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as actorBase

	If akActor.GetLeveledActorBase() == Doppelganger
		Debug.Trace("akActor is a Doppelganger")
	EndIf

 

Posted
2 hours ago, EgoBallistic said:

The Doppelganger is a separate actorBase templated from the Player actorBase.  You can easily check whether an actor reference is a Doppelganger:


	actorBase Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as actorBase

	If akActor.GetLeveledActorBase() == Doppelganger
		Debug.Trace("akActor is a Doppelganger")
	EndIf

 

 

Aha! Thank you very much! I'll get straight to testing this

 

Posted
3 hours ago, EgoBallistic said:

The Doppelganger is a separate actorBase templated from the Player actorBase.  You can easily check whether an actor reference is a Doppelganger:

 

 

Works perfectly! TYVM indeed!

 

Posted
On 10/13/2019 at 2:11 PM, VonHelton said:

AAF 97 only goes to 30% & then stops. I'm gonna try a fresh install.

 

:/

 

 

I got the same issue, haven't figured out a fix yet.

 

EDIT: problem persists even in a new game.

EDIT2: I am not 100% certain what exactly was the problem but after I made sure "The one patch to bang them all" overwrites everything it worked.

Posted

Ugh, I've been trying to get this mod to work for DAYS. I don't know what I'm doing wrong! 

Can anyone help me with these errors? what's more, I can't get the interface to show properly! 

 

 

 

edit: after messing around some more, I got it to mostly work. Only one thing remains unclear as to how to fix it...

 

 

 

20191015175758_1.jpg

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