RavinBeast Posted November 12, 2019 Posted November 12, 2019 3 hours ago, dagobaking said: It sounds like you have an old version of LLFP over-writing the one that comes with AAF. I'm Not Sure How That Be As I Have AAF Loaded Last In MOs Priority List Specifically So All Its Assets Would Have Priority, Just For The Record I'm Using The 97.0beta Version From The Nexus, Is The One Here A Newer Version?
RavinBeast Posted November 12, 2019 Posted November 12, 2019 Just now, RavinBeast said: I'm Not Sure How That Be As I Have AAF Loaded Last In MOs Priority List Specifically So All Its Assets Would Have Priority, Just For The Record I'm Using The 97.0beta Version From The Nexus, Is The One Here A Newer Version? Ok I Just Downloaded The 105 Version & Will Try This Out
RavinBeast Posted November 12, 2019 Posted November 12, 2019 Ok I Finally Figured It Out, Apparently I Was Never Opening The AAF Wizard Via The Home Key This Whole Time, I Feel Like An Idiot.
SAC Posted November 13, 2019 Posted November 13, 2019 10 hours ago, dagobaking said: Yeah. It fails and gives information about why it failed in an event you can listen for. Currently I am listening to AAF:AAF_API.OnSceneEnd and it fires after successful animations. I am not sure if this event still fires if AAF is unable to start the animation? I'm starting to suspect it doesn't If it doesn't, then I can't find in the API something like OnSceneFailToStart or something similar. Should I listen to OnJoinAnimation returning var[0] = something different than 0? So that I don't reinvent the wheel, what is the script command to read var[0]? It seems var is an input variable, although it should be output
EgoBallistic Posted November 13, 2019 Posted November 13, 2019 2 hours ago, SAC said: Currently I am listening to AAF:AAF_API.OnSceneEnd and it fires after successful animations. I am not sure if this event still fires if AAF is unable to start the animation? I'm starting to suspect it doesn't OnSceneEnd won't fire because the scene did not successfully start. To check whether the scene started successfully, listen for OnSceneInit instead. If akArgs[0] is > 0 then there was error. Specifically if it is 3 then that means no animation was found that suits the actors you passed in. 1
Guest Posted November 13, 2019 Posted November 13, 2019 5 hours ago, SAC said: Currently I am listening to AAF:AAF_API.OnSceneEnd and it fires after successful animations. I am not sure if this event still fires if AAF is unable to start the animation? I'm starting to suspect it doesn't If it doesn't, then I can't find in the API something like OnSceneFailToStart or something similar. Should I listen to OnJoinAnimation returning var[0] = something different than 0? So that I don't reinvent the wheel, what is the script command to read var[0]? It seems var is an input variable, although it should be output I posted the code you need in your support thread.
user9120975435 Posted November 13, 2019 Posted November 13, 2019 With latest update the widget in upper right corner is saying "AAF 80%", when I click HOME I can't get into the AAF menu and animations are not firing.
mashup47 Posted November 13, 2019 Posted November 13, 2019 23 minutes ago, user9120975435 said: With latest update the widget in upper right corner is saying "AAF 80%", when I click HOME I can't get into the AAF menu and animations are not firing. First: Double check your install to make sure you haven't Missed something. Second: Also when in game press the home key to open AAF then press the delete key twice so that it says " [delete] Mode : admin " in the top right of the screen. Then press the Enter key it should show the Debug screen which will list any Error's that you mite have.
SAC Posted November 13, 2019 Posted November 13, 2019 9 hours ago, EgoBallistic said: OnSceneEnd won't fire because the scene did not successfully start. To check whether the scene started successfully, listen for OnSceneInit instead. If akArgs[0] is > 0 then there was error. Specifically if it is 3 then that means no animation was found that suits the actors you passed in. Thank you! As I stumble upon coding various stuff it amazes me as I comprehend the actual level of complexity and finesse top mod authors actually master 1
user9120975435 Posted November 13, 2019 Posted November 13, 2019 2 hours ago, mashup47 said: First: Double check your install to make sure you haven't Missed something. Second: Also when in game press the home key to open AAF then press the delete key twice so that it says " [delete] Mode : admin " in the top right of the screen. Then press the Enter key it should show the Debug screen which will list any Error's that you mite have. It doesn't work. When I press HOME I get this message in widget: "[Delete] Mode: undefined" No matter how many times I press Del or any other key it doesn't change. I installed manually and with NMM. I went from Beta 93 to this one (105) so I don't have any of the betas in-between these two to test better.
dagobaking Posted November 13, 2019 Author Posted November 13, 2019 7 minutes ago, user9120975435 said: It doesn't work. When I press HOME I get this message in widget: "[Delete] Mode: undefined" No matter how many times I press Del or any other key it doesn't change. I installed manually and with NMM. I went from Beta 93 to this one (105) so I don't have any of the betas in-between these two to test better. With 105 you can install a debug version. And also turn on debug mode in the settings. Then you should be able to see an error or at least what it was doing when it stalled. 1
VonHelton Posted November 13, 2019 Posted November 13, 2019 51 minutes ago, user9120975435 said: It doesn't work. When I press HOME I get this message in widget: "[Delete] Mode: undefined" No matter how many times I press Del or any other key it doesn't change. I installed manually and with NMM. I went from Beta 93 to this one (105) so I don't have any of the betas in-between these two to test better. Post your mod list. I just fixed mine, and it was my load order.
GoldenRain Posted November 13, 2019 Posted November 13, 2019 1 hour ago, VonHelton said: Post your mod list. I just fixed mine, and it was my load order. Yes I love that game Edit currently refining my load order to some 2077 cyberpunk by PeePtc
TheShadowHunter Posted November 13, 2019 Posted November 13, 2019 2 hours ago, dagobaking said: With 105 you can install a debug version. And also turn on debug mode in the settings. Then you should be able to see an error or at least what it was doing when it stalled. I'm having the same problem, I upgraded from AAF 97 to AAF 105 and it stops working, I use mod organizer so it's easy to go back to AAF 97, when I go back to AAF 97 it goes back to normal.
VonHelton Posted November 14, 2019 Posted November 14, 2019 7 hours ago, GoldenRain said: Yes I love that game Edit currently refining my load order to some 2077 cyberpunk by PeePtc LOL.........That's not exactly the load order I was referring to.
SAC Posted November 14, 2019 Posted November 14, 2019 Hi, I have a problem with scenes started by API - I am unable to properly change animations, meaning that the animation changes but one of the actors gets stuck performing the initial animation If two actors are involved, one changes correctly, one gets stuck If threesome, two switch correctly, one gets stuck As far as I can tell, it's not always the same actor in the array which gets stuck, seems the actor is random, but the behavior is consistent and confirmed with others who are using the mod This is the code that calls the scene Spoiler AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() settings.duration = utility.randomint(_SAC_JF2_SEXDURATION.GetValueInt()-30, _SAC_JF2_SEXDURATION.GetValueInt()+30) settings.preventFurniture = False settings.usePackages = False settings.position = None settings.includeTags = None settings.excludeTags = None settings.locationobject = Game.GetPlayer() settings.skipwalk = True settings.scanradius = 50 if utility.randomint(1, 100) <= _SAC_JF2_THREESOME_P.GetValueInt() participants = 3 else participants = 2 EndIf Actor[] actors = new Actor[participants] int playerorfemale = utility.randomint(1, 2) ;if NPCPlayer.isinscene() ; playerorfemale = 1 ;EndIf if utility.randomint(1, 100) <= _SAC_JF2_PLAYERFUCK_P.GetValueInt() if Game.GetPlayer().isinscene() == 0 actors[0] = Game.GetPlayer() else Debug.Notification("player has been selected but is in scene, restarting timer") EndIf else actors[0] = NPCFemale endif NPCPlayer.AddKeyword(KW_RSE_PlayerInScene) NPCFemale.AddKeyword(KW_RSE_NPCInScene) NPCMale1.AddKeyword(KW_RSE_NPCInScene) NPCMale2.AddKeyword(KW_RSE_NPCInScene) NPCPlayer.AddToFaction(CaptiveFaction) NPCFemale.AddToFaction(CaptiveFaction) NPCMale1.AddToFaction(CaptiveFaction) NPCMale2.AddToFaction(CaptiveFaction) actors[0].moveto(actors[1]) actors[2].moveto(actors[1]) femaleprotagonist = actors[0] Clothes = actors[0].GetWornItem(3).Item actors[0].unequipitem(Clothes) actors[0].unequipitem(actors[0].GetEquippedWeapon()) actors[1] = NPCMale1 actors[1].unequipitem(actors[1].GetEquippedWeapon()) if participants >= 3 actors[2] = NPCMale2 actors[2].unequipitem(actors[2].GetEquippedWeapon()) endif utility.wait(1) AAF_API.StartScene(actors, settings) Thank you! 1
VonHelton Posted November 14, 2019 Posted November 14, 2019 2 hours ago, SAC said: Hi, I have a problem with scenes started by API - I am unable to properly change animations, meaning that the animation changes but one of the actors gets stuck performing the initial animation If two actors are involved, one changes correctly, one gets stuck If threesome, two switch correctly, one gets stuck As far as I can tell, it's not always the same actor in the array which gets stuck, seems the actor is random, but the behavior is consistent and confirmed with others who are using the mod This is the code that calls the scene Hide contents AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() settings.duration = utility.randomint(_SAC_JF2_SEXDURATION.GetValueInt()-30, _SAC_JF2_SEXDURATION.GetValueInt()+30) settings.preventFurniture = False settings.usePackages = False settings.position = None settings.includeTags = None settings.excludeTags = None settings.locationobject = Game.GetPlayer() settings.skipwalk = True settings.scanradius = 50 if utility.randomint(1, 100) <= _SAC_JF2_THREESOME_P.GetValueInt() participants = 3 else participants = 2 EndIf Actor[] actors = new Actor[participants] int playerorfemale = utility.randomint(1, 2) ;if NPCPlayer.isinscene() ; playerorfemale = 1 ;EndIf if utility.randomint(1, 100) <= _SAC_JF2_PLAYERFUCK_P.GetValueInt() if Game.GetPlayer().isinscene() == 0 actors[0] = Game.GetPlayer() else Debug.Notification("player has been selected but is in scene, restarting timer") EndIf else actors[0] = NPCFemale endif NPCPlayer.AddKeyword(KW_RSE_PlayerInScene) NPCFemale.AddKeyword(KW_RSE_NPCInScene) NPCMale1.AddKeyword(KW_RSE_NPCInScene) NPCMale2.AddKeyword(KW_RSE_NPCInScene) NPCPlayer.AddToFaction(CaptiveFaction) NPCFemale.AddToFaction(CaptiveFaction) NPCMale1.AddToFaction(CaptiveFaction) NPCMale2.AddToFaction(CaptiveFaction) actors[0].moveto(actors[1]) actors[2].moveto(actors[1]) femaleprotagonist = actors[0] Clothes = actors[0].GetWornItem(3).Item actors[0].unequipitem(Clothes) actors[0].unequipitem(actors[0].GetEquippedWeapon()) actors[1] = NPCMale1 actors[1].unequipitem(actors[1].GetEquippedWeapon()) if participants >= 3 actors[2] = NPCMale2 actors[2].unequipitem(actors[2].GetEquippedWeapon()) endif utility.wait(1) AAF_API.StartScene(actors, settings) Thank you! Was it Leito, by chance? I readded Leito on the premise that Patch 3.3 & One Patch would allow them to work. Well.......Not exactly. Dogmeat is back to standing around, Strong has a limp noodle, and fusion girl won't open.
EgoBallistic Posted November 14, 2019 Posted November 14, 2019 10 hours ago, SAC said: settings.usePackages = False Not sure if this is the cause of your problem, but you should not set usePackages to false. That setting is replaced by settings.skipwalk = true. Setting usePackages to false in recent AAF builds makes animations take a long time to start. Otherwise I don't see anything wrong with your code. The problem you are having could be caused by animation XML though. 1
SAC Posted November 14, 2019 Posted November 14, 2019 2 minutes ago, EgoBallistic said: Not sure if this is the cause of your problem, but you should not set usePackages to false. That setting is replaced by settings.skipwalk = true. Setting usePackages to false in recent AAF builds makes animations take a long time to start. Otherwise I don't see anything wrong with your code. The problem you are having could be caused by animation XML though. Roger that, replaced it, will test. Thank you! (again ) 1
mashup47 Posted November 14, 2019 Posted November 14, 2019 Having a slight issue with Super mutants they have no dicks at all same as dogs unless I use "dog love" but If I use Nudesuit dogs work 100% time and super mutants have a dick stuck in erect with no morphs ( I know it's not recommended to use it but it's the closest I have got to getting all working) Dose anyone have it all working and able to provide the correct list of mod's to use? Ok I will be the first to admit that I have No clue and I am more then likely pocking a big tiger with a stick in a dark room. I've be at this for the last 14hr's with No luck, I GIVE UP.
VonHelton Posted November 15, 2019 Posted November 15, 2019 4 hours ago, mashup47 said: Having a slight issue with Super mutants they have no dicks at all same as dogs unless I use "dog love" but If I use Nudesuit dogs work 100% time and super mutants have a dick stuck in erect with no morphs ( I know it's not recommended to use it but it's the closest I have got to getting all working) Dose anyone have it all working and able to provide the correct list of mod's to use? Ok I will be the first to admit that I have No clue and I am more then likely pocking a big tiger with a stick in a dark room. I've be at this for the last 14hr's with No luck, I GIVE UP. Same here.....I need a supermutant penis STAT! Mine's purple & doesn't work!
maddadicusrex Posted November 15, 2019 Posted November 15, 2019 6 hours ago, mashup47 said: Having a slight issue with Super mutants they have no dicks at all same as dogs unless I use "dog love" but If I use Nudesuit dogs work 100% time and super mutants have a dick stuck in erect with no morphs ( I know it's not recommended to use it but it's the closest I have got to getting all working) Dose anyone have it all working and able to provide the correct list of mod's to use? Ok I will be the first to admit that I have No clue and I am more then likely pocking a big tiger with a stick in a dark room. I've be at this for the last 14hr's with No luck, I GIVE UP. You need Release Creature Pack and One Patch, which has most of the creature/mutant nuts. Leito, Farell, Vader, Bodytalk 2.75 at 0 erection. One Patch.. Creature Pack, Atomic Lust, Mutated Lust, Savage Cabbage, Greys, One Patch Fix....then BP70.. Gives you Feral, SM, Dogs and Creature erect when called junk most of the time.. 1
mashup47 Posted November 15, 2019 Posted November 15, 2019 @maddadicusrex Is that "Release creature pack v.3" also which one patch fix?
maddadicusrex Posted November 15, 2019 Posted November 15, 2019 29 minutes ago, mashup47 said: @maddadicusrex Is that "Release creature pack v.3" also which one patch fix? Release and its called One Patch Fix by Ulfbearth. The One Patch Temporary Fix v1.2.7z 1
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