SAC Posted November 23, 2019 Posted November 23, 2019 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
mashup47 Posted November 23, 2019 Posted November 23, 2019 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.
VonHelton Posted November 23, 2019 Posted November 23, 2019 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!
mashup47 Posted November 23, 2019 Posted November 23, 2019 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! Not 100% or even 70% sure but that's my working theory so far. Feral ghouls they use a completely different non humanoid skeleton.
VonHelton Posted November 23, 2019 Posted November 23, 2019 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.......)
mashup47 Posted November 23, 2019 Posted November 23, 2019 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.......) 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 ?
VonHelton Posted November 23, 2019 Posted November 23, 2019 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.
maddadicusrex Posted November 23, 2019 Posted November 23, 2019 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?
SAC Posted November 23, 2019 Posted November 23, 2019 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!
SAC Posted November 23, 2019 Posted November 23, 2019 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.
rixto003 Posted November 23, 2019 Posted November 23, 2019 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
maddadicusrex Posted November 23, 2019 Posted November 23, 2019 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 You need to read............AAF NOT UPDATED TO NEW FO4 GAME! There are fixes listed in prior posts......
SAC Posted November 23, 2019 Posted November 23, 2019 Actually, if you get the latest LLFP dll then AAF should work 1
VonHelton Posted November 23, 2019 Posted November 23, 2019 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 Looks like you need a male body & female body before you do anything..........And a damaged EXE file can't be good either!
VonHelton Posted November 23, 2019 Posted November 23, 2019 1 hour ago, SAC said: Actually, if you get the latest LLFP dll then AAF should work Yup........Mine's a workin'.......!!
VonHelton Posted November 23, 2019 Posted November 23, 2019 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?
mashup47 Posted November 23, 2019 Posted November 23, 2019 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. Not sure if this help's but I'm toe dipping again https://www.creationkit.com/index.php?title=ClearExpressionOverride_-_Actor .
SAC Posted November 23, 2019 Posted November 23, 2019 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
SAC Posted November 23, 2019 Posted November 23, 2019 3 minutes ago, mashup47 said: Not sure if this help's but I'm toe dipping again https://www.creationkit.com/index.php?title=ClearExpressionOverride_-_Actor . 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! 1
mashup47 Posted November 23, 2019 Posted November 23, 2019 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
Dragonjoe69 Posted November 23, 2019 Posted November 23, 2019 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
SAC Posted November 23, 2019 Posted November 23, 2019 24 minutes ago, mashup47 said: 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 I have But, please, do dip, it's a very complex environment and any idea helps 1
vaultbait Posted November 23, 2019 Posted November 23, 2019 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.
EgoBallistic Posted November 23, 2019 Posted November 23, 2019 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.
SAC Posted November 23, 2019 Posted November 23, 2019 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?
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