Jump to content

Recommended Posts

Posted

What seems to work for me is:

 

- AAF

- latest BP male body, build morphs

- animation packs

- themes

- one patch (just the patch, not the "temp fix for one patch")

- Intarello's patch (but don't allow it to overwrite anything from BP, otherwise allow to overwrite all

 

Ghouls and SMs can be iffy and require some other stuff

 

And, yes, it's a gamble really, not so structured right now

 

Posted
22 minutes ago, SAC said:

What seems to work for me is:

 

- AAF

- latest BP male body, build morphs

- animation packs

- themes

- one patch (just the patch, not the "temp fix for one patch")

- Intarello's patch (but don't allow it to overwrite anything from BP, otherwise allow to overwrite all

 

Ghouls and SMs can be iffy and require some other stuff

 

And, yes, it's a gamble really, not so structured right now

 

Have you tried the AAF Modders resources

The reason I say this is that I think super mutants come under EVB! mind you I could be talking out my ars.

Posted
7 minutes ago, mashup47 said:

Have you tried the AAF Modders resources?

The reason I say this is that I think super mutants come under EVB! mind you I could be talking out my ars.

Oh wow.......Yes, if the Super Mutants & Gouls are EVB & the humans are BodyTalk, I could see how that could cause all kinds of problems!!

 

It would also explain the limp or lack of genitals!

 

:exclamation:

 

 

Posted
3 minutes ago, VonHelton said:

Oh wow.......Yes, if the Super Mutants & Gouls are EVB & the humans are BodyTalk, I could see how that could cause all kinds of problems!!

 

It would also explain the limp or lack of genitals!

 

:exclamation:

 

 

Not 100% or even 70% sure but that's my working theory so far. Feral ghouls they use a completely different non humanoid skeleton.

Posted
9 minutes ago, mashup47 said:

Not 100% or even 70% sure but that's my working theory so far. Feral ghouls they use a completely different non humanoid skeleton.

I haven't encountered Strong in this build yet........I wonder if his genitals will be purple? (They were the last go-around.......)

 

:flushed:

 

 

Posted
5 minutes ago, VonHelton said:

I haven't encountered Strong in this build yet........I wonder if his genitals will be purple? (They were the last go-around.......)

 

:flushed:

 

 

Purple dose that not mean missing texture! or is that pink? hmm I Thinks I need to get my eye's tested at some point ?

Posted
2 minutes ago, mashup47 said:

Purple dose that not mean missing texture! or is that pink? hmm I Thinks I need to get my eye's tested at some point ?

Pink, Purple or black indicates missing textures, yes.

 

:thumbsup:

 

 

Posted

Truth is that everybody has their own interpretation of what  the guide says, which is fast becoming dated. If someone wants animation that work, penises that will get erect for everyone(Ferals, SM, Humans, Dogs, then ask me. I do not use the squirt mod. It now requires a ton of patches just to play nice with most anything AAF, One Patch related. My order allows for all new animations to show from all the updated packs. I use One Patch and One Patch fix and my AAF is pretty solid. I use Bodytalk and Fusion Girl. Have no idea for EVB requirements now. I have not updated yet but have a working AAF 105.. I use Vortex. and hopefully you would know how your mod manager handles your business.                      LET ME KNOW IF MY REQUIREMENTS SUIT WHAT YOU WANT?

Posted

I have a question about ApplyMFGSet API function

 

I am successful applying one MFG set, however if I try to cycle between sets, the NPC seems stuck to the originally-applied one. Does it need some sort of "reset MFG" => "apply next MFG set"? And, if so, how to reset?

 

Also, I don't seem to be successful into using this function in an OnDying() event, doesn't seem to apply the set. OnDying is supposed to happen at the "start" of the dying process, so I would assume the actor is still alive at that point, so it should work

 

TYVM!

Posted

 

On a closer look, it seems multiple MFG sets get stacked and the actor tries to animate all of them, leading to very quickly (barely visible) switching between sets. It definitely needs a ResetMFG function.

 

Posted

Having some trouble getting the thing running at all.... Stuck on very first step. Game and SE versions are latest and only have the mods noted in first part of this guide

Got the first AAF notification window, but not second one. AAF stuck on 80% in corner and can't select mode either

 

 

 

image.png.ac37adfb15c2e6a1b3e93aed6ea2e66e.pngimage.png.594cd89b06ad979d2ae319debf4386dd.png

Posted
5 minutes ago, rixto003 said:

Having some trouble getting the thing running at all.... Stuck on very first step. Game and SE versions are latest and only have the mods noted in first part of this guide

Got the first AAF notification window, but not second one. AAF stuck on 80% in corner and can't select mode either

 

 

 

 

  Reveal hidden contents

image.png.ac37adfb15c2e6a1b3e93aed6ea2e66e.pngimage.png.594cd89b06ad979d2ae319debf4386dd.png

 

You need to read............AAF NOT UPDATED TO NEW FO4 GAME! There are fixes listed in prior posts......

Posted
1 hour ago, rixto003 said:

Having some trouble getting the thing running at all.... Stuck on very first step. Game and SE versions are latest and only have the mods noted in first part of this guide

Got the first AAF notification window, but not second one. AAF stuck on 80% in corner and can't select mode either

 

 

 

 

  Hide contents

image.png.594cd89b06ad979d2ae319debf4386dd.png

 

Looks like you need a male body & female body before you do anything..........And a damaged EXE file can't be good either!

 

:exclamation:

Posted
2 hours ago, SAC said:

 

On a closer look, it seems multiple MFG sets get stacked and the actor tries to animate all of them, leading to very quickly (barely visible) switching between sets. It definitely needs a ResetMFG function.

 

So we can now do animation transitions without the dramatic "pause" inbetween each animation??

 

That's great news! When can you throw something together?

 

:love:

 

 

 

Posted
38 minutes ago, VonHelton said:

So we can now do animation transitions without the dramatic "pause" inbetween each animation??

You misunderstood. MFG = facial morphs. Facial expressions. Not animations

 

Posted
48 minutes ago, SAC said:

 

Hmm... it will probably not work, because, as far as I can understand it, the facial morph gets applied on top of an expression archetype (like a modifier), but it is certainly worth a try! Thank you very much for pitching in, it is relevant! :) 

This will be the last time I dip my toe into animations this week I promise. I take it you have taken a look here: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/browse/API

Posted
13 hours ago, vaultbait said:

Everything's working fine for me with AAF after upgrading the necessary runtime-tied dependencies (including LLFP).

 

All I'm down to now is trying to work out how to binary-patch the abandoned In-Game ESP Explorer mod from the Nexus, but everything else I use has available updates.

The mod author updated the mod 

Posted
20 minutes ago, Dragonjoe69 said:

The mod author updated the mod 

Yep! Along with source code and permission for other modders to continue to maintain it. Best possible outcome for a useful but abandoned mod.

Posted
6 hours ago, SAC said:

I have a question about ApplyMFGSet API function

 

I am successful applying one MFG set, however if I try to cycle between sets, the NPC seems stuck to the originally-applied one. Does it need some sort of "reset MFG" => "apply next MFG set"? And, if so, how to reset?

You might have better luck using the LL_FourPlay functions directly instead of going through the AAF API.  They give you more fine-grained control over morphs and include a reset() function.  They are defined in LL_FourPlay.psc but I will repeat them here:

;   Apply a MFG Morph to the actor
bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global

;    Set all MFG Morph values to zero on an actor
bool Function MfgResetMorphs(Actor akActor) native global

;    Save an actor's MFG Morph values to an array of float
Float[] Function MfgSaveMorphs(Actor akActor) native global

;    Restore an array of saved MFG morph values to an actor
bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global

;    Copy the MFG morph values from one actor to another
bool Function MfgCopyMorphs(Actor a0, Actor a1) native global

;    Apply a set of MFG morphs to an actor.  Morph ID morphIDs[x] will be set to values[x]
bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global

As far as dead actors, that is a game engine issue.

Posted
1 hour ago, EgoBallistic said:

You might have better luck using the LL_FourPlay functions directly instead of going through the AAF API.  They give you more fine-grained control over morphs and include a reset() function.  They are defined in LL_FourPlay.psc but I will repeat them here:

 

Ok, but not sure how to declare LLFP and call the functions?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...