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Posted
19 hours ago, Fakenet said:

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.

I had exactly the same problem in one of my Vortex profiles. 30%. 

 

Reinstalling One Patch fixed it.

Posted
6 hours ago, thestick882 said:

have a liitle problem,

 

when i start  a animation, my full nude female body mesh is weired(skin texture),but when i eqip a boot or something, than is normal...

That's a question for the body authors.

Posted
13 hours ago, floplissxis said:

How can i select animation during the scene?

Unless you've remapped them in the configuration, PgUp and PgDn keys should cycle through available animations matching the criteria for number/genders of actors, location and keywords. There's also a key switch to another one selected at random, right Ctrl I think? The HUD should give you context help saying what keys do which things though.

Posted

Hi, thanks for your work on this amazing framework, been having a fun time trying things on the Gameplay layer.

Could you provide an example on how to implement a set of conditions defined in a condition XML.

Using the wiki example in https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/condition

I tried using "medium_happines" and "is_female" like this:

<meta title="MyMod_reactionData.xml" version="1.0" dataSet="reaction"/>
<defaults loadPriority="1"/>

<reactionSet id="My ReactionSet">
    <condition medium_happines="true">
        <doExpression ... />
        <sayTopic .../>
        <doNarration .../>
        <setStat .../>
    </condition>

    <condition is_female="true">
        <doExpression ... />
        <sayTopic .../>
        <doNarration .../>
        <setStat .../>
    </condition>
</reactionSet>

But didn't have luck getting it working. I do have a working action modifying the Happiness stat and have tested it using a simple <condition isFemale="true"> instead of the condition set.

Thanks in advance.

Posted
2 hours ago, monterrey4ever said:

Hi, thanks for your work on this amazing framework, been having a fun time trying things on the Gameplay layer.

Could you provide an example on how to implement a set of conditions defined in a condition XML.

Using the wiki example in https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/condition

I tried using "medium_happines" and "is_female" like this:


<meta title="MyMod_reactionData.xml" version="1.0" dataSet="reaction"/>
<defaults loadPriority="1"/>

<reactionSet id="My ReactionSet">
    <condition medium_happines="true">
        <doExpression ... />
        <sayTopic .../>
        <doNarration .../>
        <setStat .../>
    </condition>

    <condition is_female="true">
        <doExpression ... />
        <sayTopic .../>
        <doNarration .../>
        <setStat .../>
    </condition>
</reactionSet>

But didn't have luck getting it working. I do have a working action modifying the Happiness stat and have tested it using a simple <condition isFemale="true"> instead of the condition set.

Thanks in advance.

Thank you m4e.

 

It's a bit confusing because there are two different condition systems. The one you link to above doesn't apply to the XML you provided. The system from the link is currently only implemented in animation XML, for the purpose of controlling which options are available within a positionTree.

 

The wiki entry for the type of condition nodes in your XML example is here: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/conditionNode

 

As you can see, it's a bit limited in comparison to the other condition system. I have considered changing things around a bit so that all condition nodes always use the more flexible system. If/when I do, the nodes would look more like this (compared to your usage):

<condition id="medium_happiness"> ... </condition>

All of that being said, I think you may be able to accomplish what you are interested in by defining stat ranges within the reactionSet sub-nodes. For example:

 

<doExpression stat="Happiness" range="41-" expressionID="happy_level3"/>

That would apply the expression "happy_level3" once the "Happiness" stat goes over 41.

Posted
20 minutes ago, dagobaking said:

Thank you m4e.

 

It's a bit confusing because there are two different condition systems. The one you link to above doesn't apply to the XML you provided. The system from the link is currently only implemented in animation XML, for the purpose of controlling which options are available within a positionTree.

 

The wiki entry for the type of condition nodes in your XML example is here: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/conditionNode

 

As you can see, it's a bit limited in comparison to the other condition system. I have considered changing things around a bit so that all condition nodes always use the more flexible system. If/when I do, the nodes would look more like this (compared to your usage):


<condition id="medium_happiness"> ... </condition>

All of that being said, I think you may be able to accomplish what you are interested in by defining stat ranges within the reactionSet sub-nodes. For example:

 


<doExpression stat="Happiness" range="41-" expressionID="happy_level3"/>

That would apply the expression "happy_level3" once the "Happiness" stat goes over 41.

Thanks for the quick clarification. I did indeed use stat ranges and they did work. Then I read the wiki entry for condition XML and thought I could use it to "declutter" the reactionData xml.

Cheers!

Posted

I'm not sure what is meant by "declutter" here. But, you can still use the condition nodes there for some control (isFemale instead of is_female works for example).

Posted

I do not know if anyone already had the same problem and have given the answer, but I can not open the scene menu, shows the [AAF] loading but nothing happens, and not the surrender scenes for example work either. I'm using the latest versions (released so far) of AAF beta97, violate 1.07.7 (dlc patch too), dlc creature pack 0.1.

Posted
31 minutes ago, moleke_da_morte said:

I do not know if anyone already had the same problem and have given the answer, but I can not open the scene menu, shows the [AAF] loading but nothing happens, and not the surrender scenes for example work either. I'm using the latest versions (released so far) of AAF beta97, violate 1.07.7 (dlc patch too), dlc creature pack 0.1.

Post your full load order. Cuz if I was to go by this I would say you could be missing Animation's, Mod not installed correctly or conflicting . There is a good guide to be found here: https://www.loverslab.com/topic/124848-aaf-a-comprehensive-installation-guide-and-resource-collection-wip/ .

 

Posted

What is this stretching problem, I can't really describe it either.

 

What I have in my load order:

 

BodyTalk V2 - The Extended Skeleton Edition - and yes I did build the body 

FSM Body Textures 5.1 - Base

Atomic Beauty

AAF - The One Patch to Bang Them All

Skeletal Adjustments for CBBE - Knee Fix

ZaZ-Extended_Skeleton (ZEX) V2.0
ZCBP - CBP Configs for ZeX Bodies (BT2 - Fusion Girl)
CBP Physics for Fallout 4
ZeX - Fusion Girl 1.45

 

ScreenShot4.png.0f361c910b909353ed44faf38cf38cab.png

 

Found out the problem was that I had CBBE still enabled which messes up with the skeleton of Fusion Girl.

Posted

Hi , i have problem when i'm using violate mod , after i get assaulted by female it goes into endless loop of animation (animation should end after 30s this one doesn't end)  ,only happens when female is assaulter

Posted
2 hours ago, maddadicusrex said:

Whoever though it WAS a good idea to have AAF to auto install apon load. Because when it does not load, how does one debug it? Or check it for warnings? Or see about errors? At least the old exposed way of loading was apparent and reasons for crap was right there in front of you.

I actually thought it was better to show the debug output during boot by default for this reason as well. But, I got a lot of complaints/criticism about it.

 

It's not a public release yet. But, future builds do have the option to turn on a debug mode in the FOMOD. Then, it will show the whole bootup sequence. So, you will be able to use the old way if you experience problems.

33 minutes ago, maddadicusrex said:

Update..

Disabled all mods but 35, mostly body/face mods. Purged the mods in Vortex, then checked the unmodded game file and noted no obvious issues. Then started new game and saved after creating character. Added AAF(reinstalled), Vanilla/Kinky/Creature Themes, and Atomic Lust. Reloaded save and got the Error 74 Main Quest Corrupted Save BS.  On a new game with minimum mods. Are we talking a game reinstall just for a corrupted sex mod? Might be easier to get the Leitos Sex gun out of mothballs..Gotta love this stuff just for jollies..

Based on the info you've given, the only thing I can think of is some issue with Vortex. I've never used it. I've seen corrupt save issues before with MO2. But, pretty few and far between. Something is causing your saves to become corrupt repeatedly. Could even be a failing hard drive actually.

Posted
1 hour ago, maddadicusrex said:

After I reinstall my game (5 hours left) I will test your theory but what causes AAF other than bad F4SE not to even open if all minimum requirements are in place?

Broken XML can do that.

1 hour ago, maddadicusrex said:

 

How can I take a save with the Error 74 message, do some slight changes and recover AAF in that save till it might blow up again?

Fallrim tools might work. How to use it for this is in the guide.

1 hour ago, maddadicusrex said:

Do other mods that also install at time of reload block AAF command to open or even start in a new game?

I think there are some other mods that use the HOME key as a hotkey. But, they would just do their action at the same time rather than block.

Posted

Nobody is having the same issue that you describe. It's a bit ridiculous to automatically blame it on one mod. AAF cannot corrupt saves on its own. Something else is doing that outside of AAF (most commonly caused by bad patterns of installing, removing mods and saving the game).

Posted

Courpted saves can be from almost anything. If others aren't reporting a constancy cause for this from your mods list. it is very possible that the problem is due to some other source. Even a bad download can be the cause. Data being dumped (wrongly ) into the Data folder from your mod manager and/or not being properly removed. Memory issues can cause it (experienced that one myself)

 

 

Posted
2 minutes ago, RitualClarity said:

Courpted saves can be from almost anything. If others aren't reporting a constancy cause for this from your mods list. it is very possible that the problem is due to some other source. Even a bad download can be the cause. Data being dumped (wrongly ) into the Data folder from your mod manager and/or not being properly removed. Memory issues can cause it (experienced that one myself)

 

 

I have redownloaded my game twice. In deleting all trace of AAF in my game file, I found leftover scripts that the game was having a hard time finding. Most of my issues seem to be about script errors, but I cannot track them down to kill it. Right now, AAF will not even start up with just AAF downloaded and a new F4SE install( I know how to do that the right way) All new games I have strted, AAF will not trigger. Is there a way to manually turn AAF on?

Posted

First off, I am sorry to all for being dismissive of AAF. I was pissed off and frustrated over 4 days of a total AAF related (but not caused) breakdown. Not being PC fluent, my first instinct was to throw out my PC , but thought better. Decided throwing out AAF was smarter and so I started to delete and burn out everything in my system marked AAF and then I found it.   Hidden deep was a reference to an old busted script file not found  yet still stuck in my system. Figured out how to kill it and my AAF came back to working normal. Not sure if the in game administative mode would have found it, but all the corrupted script warnings and failed saves did. Part of the issue is most of us have no idea what these warnings even mean or where to trouble shoot them. We ask and hope that someone more PC versed will help us and often they do, but in truth, half the time, we have no idea what we are talking about in describing our issue, offering the right info needed for the AAF Geek Squad to bail us out. It usually is, " I must be doing something wrong, FIX IT", "What install help thread? , FIX IT", "You can't expect me to read 45 pages on an AAF thread, FIX IT", and my personal favorite, " AAF SUCKS, FIX IT!". Bottom line, read everything, do net searches for your problem, read everything, test everything, try to FIX IT yourself (most satisfying when you figure it out) ,then come here and ask as a last resort and not a first hold my hand cop out...Thanks for your patience and attempts to help.

Posted
On 10/27/2019 at 12:46 AM, maddadicusrex said:

I have redownloaded my game twice. In deleting all trace of AAF in my game file, I found leftover scripts that the game was having a hard time finding. Most of my issues seem to be about script errors, but I cannot track them down to kill it. Right now, AAF will not even start up with just AAF downloaded and a new F4SE install( I know how to do that the right way) All new games I have strted, AAF will not trigger. Is there a way to manually turn AAF on?

I know you do :D.
I don't know of any way to have it manually trigger.

I am of the mind that it might be something still stuck in your mod manager. i've had that happen in the strangest ways and it was a bitch to find and remove short of reinstalling the manager as well. (It was an NMM if you are curious for this instance)

 

You are someone that has had this running if I am not mistaken. It ran well for you, correct? Just now it is having an issue. Perhaps try an older version? One that you used previously that worked well?

 

Oh, also if you are using MO (mostly for others that read. I assume you already did this) make sure you have AAF activated after installation.

 

however for you @maddadicusrex I am at a lost. I believe you would have done all that I can suggest. I can't figure out any way a valid, verified game would be having the problems you are having.

Posted
3 hours ago, RitualClarity said:

I know you do :D.
I don't know of any way to have it manually trigger.

I am of the mind that it might be something still stuck in your mod manager. i've had that happen in the strangest ways and it was a bitch to find and remove short of reinstalling the manager as well. (It was an NMM if you are curious for this instance)

 

You are someone that has had this running if I am not mistaken. It ran well for you, correct? Just now it is having an issue. Perhaps try an older version? One that you used previously that worked well?

 

Oh, also if you are using MO (mostly for others that read. I assume you already did this) make sure you have AAF activated after installation.

 

however for you @maddadicusrex I am at a lost. I believe you would have done all that I can suggest. I can't figure out any way a valid, verified game would be having the problems you are having.

I had a few threads going about this. But in cleaning AAF out of my game files, 2 old scripts showed up that initially were resistent to deletion. I stuck with it and killed them. They were hanging up the whole AAF system, game after game, save after save. After cleaning them, extra purging any files AAF mentioned, AAF IS WORKING BETTER THAN EVER. Now I at least know how to find rogue scripts.  Thanks for your heip and concern....

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