Cataclysimz Posted November 2, 2019 Posted November 2, 2019 3 minutes ago, Tafseguri said: Is there a way to switch whos doing what in the animation, as in switching whos doing the giving and whos doing the taking? I seem to recall being able to do that at one point but can no longer find that option. Nope, roles are assigned via XML. If you're talking about sex animations then the first actor you select in AAF is usually the sub and the other actor is dominant. Hope this helps.
Tentacus Posted November 2, 2019 Posted November 2, 2019 2 hours ago, EgoBallistic said: I'm using neither the One Patch nor Indarello's, and my Leito anims are also handled by Polistiro's patch. One potential source of conflict is that the One Patch includes its own version of Vioxsis Strap Ons, with a plugin that has different Form IDs than the original Vioxsis mod has. It also includes Vioxsis_Strap-ons_equipmentSetData.xml which refers to the Form IDs in that plugin. Meanwhile Polistiro's patch includes FF_equipmentSetData.xml which refers to the original Vioxsis plugin. So the two mods have different definitions of the addEquipmentStrapon equipment set. And one thing that did change in recent versions of AAF was the handling of loadPriority in various file types. It didn't work properly in older versions, so whichever file loaded last would take precedence regardless of loadPriority. The FF_EquipmentSetData from Polistiro's patch has a default loadPriority of "1" while the Vioxsis_Strap-ons_equipmentSetData has a default priority of -1. In the past the priority was ignored so the definition in Vioxsis_Strap-ons_equipmentSetData would have taken precedence since it loaded last. I have a hunch that if you remove the FF_EquipmentSetData.xml file your strapons will start working again. Problem solved. Removing the XML from Polistros mod fixed it. Thanks 1
Tafseguri Posted November 2, 2019 Posted November 2, 2019 1 minute ago, maddadicusrex said: If manual through AAF's Home Key, choose the other character first, then yours. If through random sex mods, depends of how they call the order and what tags are used... 1 minute ago, Ayserx said: Nope, roles are assigned via XML. If you're talking about sex animations then the first actor you select in AAF is usually the sub and the other actor is dominant. Hope this helps. Two quick replys, both very helpfull. Thank you 1
Tentacus Posted November 3, 2019 Posted November 3, 2019 5 minutes ago, maddadicusrex said: If manual through AAF's Home Key, choose the other character first, then yours. If through random sex mods, depends of how they call the order and what tags are used... Note that if it's a male and a female the male is always gonna be the giver no matter which is selected first. I hope to make a pegging XML at some point in the future when I am less busy. Seems pretty straightforward.
dagobaking Posted November 3, 2019 Author Posted November 3, 2019 8 hours ago, EgoBallistic said: One potential source of conflict is that the One Patch includes its own version of Vioxsis Strap Ons, with a plugin that has different Form IDs than the original Vioxsis mod has. ... And one thing that did change in recent versions of AAF was the handling of loadPriority in various file types. It didn't work properly in older versions, so whichever file loaded last would take precedence regardless of loadPriority. Impressive thinking. You must get much better sleep than I!
SAC Posted November 3, 2019 Posted November 3, 2019 I don't have Polistiro's at all, I have Indarello, still no strapon but I'll move this to Indarello's topic. On a different matter: AAF:AAF_API AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() settings.duration = utility.randomint(45,60) settings.preventFurniture = False settings.usePackages = False settings.position = None settings.includeTags = None settings.excludeTags = None Actor[] actors = new Actor[participants] actors[0] = game.getplayer() actors[1] = akActor1 AAF_API.StartScene(actors, settings) This code starts a scene allright, problem is that it teleports me away and I don't know where. Is there a way to specify "start scene at actor[1] location"? Does the order of actor 0 and 1 matter?
SAC Posted November 3, 2019 Posted November 3, 2019 Got it, RTFM the API, sorry for spamming but maybe someone has the same idea settings.locationobject = Game.GetPlayer() settings.scanradius = 250 Also fixed the strapon, it was due to patching the patches that patch the one patch... (if anyone needs the info, just Vioxis + one patch (without the temp fix) + Indarello works fine
monterrey4ever Posted November 4, 2019 Posted November 4, 2019 Cannot interact with NPC after loading a Save made during AAF Scene For clarification: This is a very specific scenario since normally the player wont be Saving during AAF Scenes. In the case of NPC-NPC mods like Random Shenanigans, Extended Social Interactions, etc there will be times when you make a save without knowing there is an AAF Scene going on. The only way I was able to replicate it using AAF Interface was: Entering AAF Scene mode, selecting any combination of actors involving at least 1 NPC (lets say NPCX) then during Set Location selecting “Ground at NPCX” and choosing any animation available. If you save anytime during this scene is playing and then load said save you will end up unable to interact with NPCX further until you Start another animation involving NPCX and Ending it properly. Is anyone able to replicate this behaviour? 1
dagobaking Posted November 5, 2019 Author Posted November 5, 2019 Hm. There is a system in place to reset actors upon loading a save if they are in an animated state. Last time I checked it was working ok.
VonHelton Posted November 5, 2019 Posted November 5, 2019 On 11/3/2019 at 10:25 AM, SAC said: it was due to patching the patches that patch the one patch... Easy for you to say!
Campbell Posted November 5, 2019 Posted November 5, 2019 I'm getting alignment issues with savage cabbages ZeX animations caused by wrong scaling of actors. It's as if npc females don't get scaled correctly but the female player does. I've tried setting the actor scaling to players level within the aaf setting.ini file but all that did was make the female player misaligned like the female npc's. NPC Female alignment: Spoiler Player Female alignment Spoiler If i apply a setscale of 0.98 to npc females they have perfect alignment like the player female, but since both are at a setscale of 1 before the animation starts it seems aaf is scaling only the player to 0.98 correctly. Are there any other settings within aaf to control how actor scaling is handled, and why is scaling different for npc's and the player even though both are the same size?
maddadicusrex Posted November 5, 2019 Posted November 5, 2019 3 hours ago, Campbell said: I'm getting alignment issues with savage cabbages ZeX animations caused by wrong scaling of actors. It's as if npc females don't get scaled correctly but the female player does. I've tried setting the actor scaling to players level within the aaf setting.ini file but all that did was make the female player misaligned like the female npc's. NPC Female alignment: Reveal hidden contents Player Female alignment Reveal hidden contents If i apply a setscale of 0.98 to npc females they have perfect alignment like the player female, but since both are at a setscale of 1 before the animation starts it seems aaf is scaling only the player to 0.98 correctly. Are there any other settings within aaf to control how actor scaling is handled, and why is scaling different for npc's and the player even though both are the same size? Not willing to mess up my install, but if I remember, SC has a bunch of options that need to be toggled. Was there a scaling option that you missed during install? Some mods have them.
Campbell Posted November 5, 2019 Posted November 5, 2019 41 minutes ago, maddadicusrex said: Not willing to mess up my install, but if I remember, SC has a bunch of options that need to be toggled. Was there a scaling option that you missed during install? Some mods have them. I think you mean the scaling file within atomic lust that enables the aaf ini option for npc's to match the players scale, i tried that already and it causes the player female alignment to be off the same way as npc females. I think Savage Cabbage's animations need the female to be slightly smaller than the male, so a scale 1.0 for males and scale 0.98 for females, but aaf is only scaling the player female correctly in my game.
dagobaking Posted November 5, 2019 Author Posted November 5, 2019 7 hours ago, Campbell said: Are there any other settings within aaf to control how actor scaling is handled, and why is scaling different for npc's and the player even though both are the same size? This is the code that is applied to all actors. NPC or PC. ; Normalize scale to PC scale if scale_actors_for_animations is true ; Otherwise, make sure that doppelganger scale is same as PC float playerScale = PlayerRef.GetScale() float targetScale = targetActor.GetScale() If (scale_actors_for_animations == True && playerScale != targetScale) targetActor.SetScale( playerScale / targetScale ) EndIf
SAC Posted November 5, 2019 Posted November 5, 2019 I am still trying to diagnose / fix a problem I have with supermutants - more specifically: - the AAF wizard just hangs (spins infinitely) when I'm around SMs - the "select actors" show up when I enter the console - however, even if I select actors after closing the console, the "act" does not happen - it is an xlm-related issue, bc I've had some success with SMs in the past while swapping patches (but there's too many patches to sift through, can't replicate it)
dagobaking Posted November 5, 2019 Author Posted November 5, 2019 I don't quite follow what is happening there. By "console" do you mean the GUI for the wizard? If wizard hangs, how do you get there? Sounds like something that has to be fixed at the patch level rather than in AAF.
Campbell Posted November 5, 2019 Posted November 5, 2019 2 hours ago, dagobaking said: This is the code that is applied to all actors. NPC or PC. ; Normalize scale to PC scale if scale_actors_for_animations is true ; Otherwise, make sure that doppelganger scale is same as PC float playerScale = PlayerRef.GetScale() float targetScale = targetActor.GetScale() If (scale_actors_for_animations == True && playerScale != targetScale) targetActor.SetScale( playerScale / targetScale ) EndIf For me the player female doppelganger ends up slightly smaller than a female npc, even though i set both the player and npc female to a scale of 1 through the console. Setting the scale actors to true in the ini file does make the doppelganger appear the same scale as npc females, but for perfect alignment SC's animations seem to need a scale of 0.98 for females and 1.0 for males, can that be done through aaf xml editing?
dagobaking Posted November 5, 2019 Author Posted November 5, 2019 I'm not sure if setting the scale through console changes the scale value that "GetScale" uses. That might be the same value in the CK no matter what is done in console. It's also relative. Note the math in the code example above. Setting the scale for targetActor to match the player requires putting in a different value than the same number as the player. Notes about that here: https://www.creationkit.com/index.php?title=Talk:SetScale_-_ObjectReference There isn't a way to change actor scales via XML currently. I think that FO4 by default has most males at 1.0 and females at .98.
SAC Posted November 6, 2019 Posted November 6, 2019 9 hours ago, dagobaking said: I don't quite follow what is happening there. By "console" do you mean the GUI for the wizard? If wizard hangs, how do you get there? Sounds like something that has to be fixed at the patch level rather than in AAF. Ok, allow me to try and rephrase: 1. I walk near supermutants 2. Press HOME => AAF initial menu ("press ENTER to start scene") shows up 3. Press ENTER => the wheel starts spinning, and will spin indefinitely (this is what I mean by stuck wizard) 4. While the wheel is spinning, I enter the game console (`) 5. As I open the console, the list of actors finally shows up, then I close the console (' again) 6. I select some actors including supermutant, after which I get variable results, either nothing happens at the next step, or I am able to select the location but the animation never starts, or I fade to black indefinitely... anyway, end result is I don't get the animation to play I am sure it's a patch, but I don't know how to track it down. Is there a scenario where generating the actor list gets hung?
dagobaking Posted November 6, 2019 Author Posted November 6, 2019 12 hours ago, SAC said: Ok, allow me to try and rephrase: 1. I walk near supermutants 2. Press HOME => AAF initial menu ("press ENTER to start scene") shows up 3. Press ENTER => the wheel starts spinning, and will spin indefinitely (this is what I mean by stuck wizard) 4. While the wheel is spinning, I enter the game console (`) 5. As I open the console, the list of actors finally shows up, then I close the console (' again) 6. I select some actors including supermutant, after which I get variable results, either nothing happens at the next step, or I am able to select the location but the animation never starts, or I fade to black indefinitely... anyway, end result is I don't get the animation to play Interesting. I'm not sure what relationship opening/closing the console has. It possibly just breaks ongoing processes so that the Papyrus function can finish (and tell AAF to continue). 12 hours ago, SAC said: I am sure it's a patch, but I don't know how to track it down. Is there a scenario where generating the actor list gets hung? Nothing specific comes to mind on what would cause that. It seems like the Papyrus functions are breaking, perhaps from ending up with "None" values. Clues may be in the main game log.
xyzxyz Posted November 6, 2019 Posted November 6, 2019 I have a problem with actors standing up (and breaking) during the animation. It happens with all animations. What can I do against that?
GoldenRain Posted November 6, 2019 Posted November 6, 2019 On 9/26/2019 at 1:29 AM, dagobaking said: Each heel maker wouldn't need to add it. The best place for the script would be with the heel mod. But, it could go with any mod that can control the heel system on an actor. So, the NO Strip mod could work too if Rogvir is up to it. For a possible solution how about instead of going by the total height for alignment what about going by the neck seam for alignment? That way if you wear 10 ft tall heels your character will still mostly align during animations 'shoulder shrug'
dagobaking Posted November 6, 2019 Author Posted November 6, 2019 2 hours ago, GoldenRain said: For a possible solution how about instead of going by the total height for alignment what about going by the neck seam for alignment? That way if you wear 10 ft tall heels your character will still mostly align during animations 'shoulder shrug' That would be something for the heel mod author to consider implementing.
VonHelton Posted November 7, 2019 Posted November 7, 2019 10 hours ago, dagobaking said: That would be something for the heel mod author to consider implementing. Well, it was fun while it lasted.........Just logged into the game & AAF refused to open, so I used the DEL command & finally got it open, but nothing is working. I also was able to bring up a list of errors. Apparently, AAF hates Lieto. It disabled all of his animations. ???? It was working just fine yesterday.
GoldenRain Posted November 7, 2019 Posted November 7, 2019 2 hours ago, VonHelton said: Well, it was fun while it lasted.........Just logged into the game & AAF refused to open, so I used the DEL command & finally got it open, but nothing is working. I also was able to bring up a list of errors. Apparently, AAF hates Lieto. It disabled all of his animations. ???? It was working just fine yesterday. Is the error in regards to length of the animation being doubled from looping? If so I have the same issue, but the animations still play? At least the staged animations still get chosen and play
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