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Posted
14 hours ago, SpinX said:

I know this was addressed before. I use VIS-G and I was getting CTDs opening inventory tabs until I started disabling animation packs one after the other. The max I could run without crashes is 9.

So, if anyone having trouble, try that.

I always had CTDs with VIS-G no matter what I do. I dunno why this happens maybe it's because of the scripts or memory usage of VIS-G... it literally chokes my computer. 

I'm using now Ruddy88's Simple Sorter on nexus. I never had a single CTD since then. Give it a try.

Posted
6 hours ago, VonHelton said:

........Leito's 2.0 is doing this, I believe.

We need comprehensive masturbation animation, since Leito & Crazy are 4-Play.

 

:thumbsup:

Hm. Leito's animation pack seems to work as it was made for AAF. I think conversion XML has been made for Crazy animations too.

 

I was meaning more script mods that direct-reference variables and functions within fourplays scripts. (It may be that no mod actually does this. But, they could in theory.)

1 hour ago, Hanaxar said:

I always had CTDs with VIS-G no matter what I do. I dunno why this happens maybe it's because of the scripts or memory usage of VIS-G... it literally cokes my computer. 

I'm using now Ruddy88's Simple Sorter on nexus. I never had a single CTD since then. Give it a try.

It's the resource usage of VIS-G. If you have that installed, there won't be enough resources left for some flash-based mods like AAF.

Posted

FWIW - I updated some of the old AAF files on Nexus so that the latest versions made for each old game build are there. Previously, each old game build had a version that was a few AAF versions behind.

Posted

Question:  I am still at 1.10.138 and running AAF 81b with all the animations before One Patch to Bang them All.  I use CBBE with ZaZ Extended skeleton.  Males are EVB.

 

I have been not updating because my AAF animations work with all the AAF mods, Hardship, MCG, RSE2, Violate, etc... And yes, I am not wanting/willing to update and fight through all the issues related to this at this time.

 

Someone said I can update my game to the last update (1.10.162) and all the associated files and keep my current animation setup... however, I thought the path was for AAF to support only Fusion Girl/Body Talk/One Patch...

 

The new issue is the mods made now with the new CK are not backwards compatible, so it won't be long till all new mods/updates will be lost to me staying at 1.10.138

 

Could you clarify this @dagobaking ?  Would like to get the accurate information. @Olmech would like to know as well... 

 

Thank you very much for your time.

John

Posted

AAF is body and patch neutral. You can use whichever bodies and patch combinations you prefer.

 

That said, to my knowledge, Fusion Girl and Body Talk are the only bodies I know of that are rigged for the extended skeleton. So, those are the only options for seeing all features intended by animation authors that use them.

 

Also, the One Patch has been quite helpful to tie some things together and address ongoing pain-points of juggling too many different XML patches. But, I can't control whether or not any patch receives the continued maintenance it may need.

 

So, with all of that said, I think it is a sound strategy to be conservative if you have a build that you like already. The grass isn't always greener!

 

Updating your game should present no conflicts for bodies or patches [in terms of game build compatibility]. But, you will need to update AAF and there are changes involved there. In particular, there could be fixes to sorting mechanisms that would cause the way XML is read by AAF to be a bit different (more correct actually). So, that could theoretically present some troubleshooting with patches/packs.

 

Does that answer your question?

Posted
10 hours ago, MrCruelJohn said:

Thank you very much for your time.

I have updated everything to latest versions. Basically you want to install AAF, Themes, Animation packs released before latest One Patch, One Patch, animation packs released after latest One Patch. What I did was install Indarello's patch after all that. If you do nothing else, everyone will have perma boners (BT 2.70 required with Indarello patch). Guy in Indarello Patch forum offered a fix for humans which works. Youll just have to look at page 16 or 17 in that forum for it. Follow his instructions. I am very pleased with it all...except for the hell I went through trying to figure it out. Message me if you make the jump and Ill try to save you some time.

Posted
5 hours ago, euph said:

Hello, I mostly lurk here and I'm not sure if this is the proper place to post this. I'm using FutaFev, but no morphs are being applied to it other than being floppy or horizontal. I tried building it up in Outfit studio and nothing. I tried applying a some sliders to it as well, nothing. The same is happening to Vix's strap-ons even after running them in outfit studio.

 

Also, every single animation, be it FM, MM, FF, you name it (I don't know about animal/monster ones, I'm not into that), is misaligned, especially on the Z axis and we don't have any way to change that like we do in SexLab. Are there plans to get us an interface for proper alignment?

 

Yes, I know about the XML but there's no Z axis alignment. Only X, Y and rotation. Besides, I would have to deal with those XML one at a time, per animation. We're talking a couple of weeks (I have to work and stuff) of endless game loads just to check if that 0.1 worked.

 

So, these are my current issues. I'd very much appreciate not sexing thin air or someone's belly button, or have someone trying to hand job thin air, or blow job my ass (this one is really messed up, too far away and wrong rotation). ?

 

Morphs won't happen unless you check the (TINY!) box in Bodyslide.

 

:exclamation:

Posted
10 hours ago, maddadicusrex said:

Just a general question. How FPS intensive is AAF and the associated Animation packs? I note that my FPS counter fluctuates wildly during the AAF loadup..

It does do a lot of processing of all of the XML at loadup. So, that would cause some extra resource use. But, once it finishes bootup up it should be pretty minimal resource use.

7 hours ago, euph said:

Hello, I mostly lurk here and I'm not sure if this is the proper place to post this. I'm using FutaFev, but no morphs are being applied to it other than being floppy or horizontal. I tried building it up in Outfit studio and nothing. I tried applying a some sliders to it as well, nothing. The same is happening to Vix's strap-ons even after running them in outfit studio.

I'm not familiar with that mod. This sounds like something to ask that author.

7 hours ago, euph said:

Also, every single animation, be it FM, MM, FF, you name it (I don't know about animal/monster ones, I'm not into that), is misaligned, especially on the Z axis and we don't have any way to change that like we do in SexLab. Are there plans to get us an interface for proper alignment?

I don't currently have plans to add a live alignment changer. I have to work and stuff.

 

Not sure what you are using to get things so out of alignment. They look aligned in my testing.

7 hours ago, euph said:

Yes, I know about the XML but there's no Z axis alignment. Only X, Y and rotation. Besides, I would have to deal with those XML one at a time, per animation. We're talking a couple of weeks (I have to work and stuff) of endless game loads just to check if that 0.1 worked.

There is a z axis alignment.

 

https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/animation

Posted
3 hours ago, euph said:

Edit: @dagobaking actually, never mind.

OK! Say no more!

 

[PS: I double-checked the Z axis feature and it still works perfectly. Please don't confuse other users with false claims.]

Posted
6 hours ago, euph said:

took a look at "help" given to people with similar questions and decided it sums up to no help

I think it has more to do with unfamiliarity concerning FutaFev. So many things affect a working AAF install that it would be a guess as to where to place that mod. It is most certainly not an issue where people have just decided not to help as you can go back page after page here and find people helping others. I would ask for help in the FutaFev thread as I think that will be your best bet to fix this.

Posted

I have the family planning, and atomic lust mods and my follower is showing pregnant with her cbbe body when clothed and when nude but when she is in a aaf animation she looks to have a default cbbe body rather than the pregnant one. I have to get her to equip "one ring to nude all" to see it in animation.

Is there a way round this so each npc uses their own body when in a aaf animation? thanks

Posted
2 hours ago, euph said:

My biggest issue is the alignment however

Again, this is either going to be a buggy install or a FutaFev issue. I never had alignment issues with latest AAF release. Only issues I had were related to Creation Club furniture in Savage Cabbage animation packs and oddly behaving penises. Finally got that worked out and now the only problem I have is perma boner supermutants which I can live with. Does the futa mod use EVB or TBOS morphs?

Posted

Hi! First off, thanks for the awesome effort over the years!

 

For a mod I'm working on, I'd like to retrieve the duration of a currently running animation. Any way to do this? GetPositionSettings and GetSceneSettings, as described, only return the default duration set in an ini.

 

If not possible at the moment, perhaps OnAnimationStart/Change/Stop could return the PositionSettings or SceneSettings used?

Posted
9 hours ago, davidbonde said:

I have the family planning, and atomic lust mods and my follower is showing pregnant with her cbbe body when clothed and when nude but when she is in a aff animation she looks to have a default cbbe body rather than the pregnant one. I have to get her to equip "one ring to nude all" to see it in animation.

Is there a way round this so each npc uses their own body when in a aaf animation? thanks

AAF copies morphs for animations. So, this would typically work already. If a ring is involved, maybe that means there is some kind of nude-suit system going on in your case?

4 hours ago, d191f said:

For a mod I'm working on, I'd like to retrieve the duration of a currently running animation. Any way to do this? GetPositionSettings and GetSceneSettings, as described, only return the default duration set in an ini.

 

If not possible at the moment, perhaps OnAnimationStart/Change/Stop could return the PositionSettings or SceneSettings used?

Sure. We can figure something out for this. I just need to understand better what the exact goals are. If we can do that quickly, maybe I can include in the next release build needed for this new game update.

 

GetPositionSettings and GetSceneSettings are not meant for your purpose. They are for getting a default setting object to modify and send as input to AAF.

 

Do you need to know the time for the entire scene? Or for just individual animations one at a time? Because one scene can consist of many animations in stages or even be up to the user entirely if they are using a positionTree.

Posted
52 minutes ago, dagobaking said:

Sure. We can figure something out for this. I just need to understand better what the exact goals are. If we can do that quickly, maybe I can include in the next release build needed for this new game update.

 

GetPositionSettings and GetSceneSettings are not meant for your purpose. They are for getting a default setting object to modify and send as input to AAF.

 

Do you need to know the time for the entire scene? Or for just individual animations one at a time? Because one scene can consist of many animations in stages or even be up to the user entirely if they are using a positionTree.

Great. This is for a "female player sex-drive and orgasm" mod I'm working on.

 

I'm using OnAnimationStart to parse the tags defined for the AAF position, and basically do a bunch of random rolls. The idea is to then set up a timer for when the animation is about 75% done, and show the results (message, give XP, play sound, etc.). I have this working with a fixed duration, just need to get the actual animation duration - preferably from OnAnimationStart and maybe OnAnimationChange.

 

It looks like I'm not 100% clear on the distinction between scene and animation. As far as I can tell, staged animations have the same tags defined as the individual parts they consist of (using The One Patch and AAF Vanilla & Kinky themes).
The only mod with user-controlled stages I know of is Atomic Lust... do you have any other examples?

 

As a side note, I've noticed a lot of mods disable player controls, and the HUD along with them, so I also have an option to display the results when receiving OnAnimationStop. I just think doing it while the animation is still running is more immersive - when it works.

Posted
1 hour ago, d191f said:

It looks like I'm not 100% clear on the distinction between scene and animation. As far as I can tell, staged animations have the same tags defined as the individual parts they consist of (using The One Patch and AAF Vanilla & Kinky themes).
The only mod with user-controlled stages I know of is Atomic Lust... do you have any other examples?

The scene is everything that happens once animation begins for at least one player and until all actors stop animating. There are quite a lot of things that can happen during that time. One animation can loop for x seconds and then stop. 3 animations can loop in sequential order for x seconds each. A user-controlled animation tree can come up which just runs until the user stops it. An animation can loop permanently until stopped at an unknown time (unknown to AAF) by a mod script. Additional actors can join already running animations which triggers the beginning of a new animation.

 

So, you can see how knowing the total time up front for the entire scene is not possible in many cases. That makes the strategy of measuring time from the beginning challenging.

 

OnSceneStart, if I send out a duration variable it would have to be part of the API that it's value is sometimes "None" when it's not a duration based scene.

 

OnAnimationStart, the lengths of the loop is always defined and I can send that out. But, there is a separate duration value that controls how long it continues to loop for. And this number would not "know" if there is a next animation that would extend the scene longer.

 

I'm happy to add those values if you think they are workable. But, they might not be dependable in all cases and your script would need to handle cases when the duration is "None".

 

This all could be handled more directly and "clean" with actions/reactions. But, that would require specific orgasm animations to be appended to groups, etc. So, it would only apply to animations you set up that way.

 

Quote

As a side note, I've noticed a lot of mods disable player controls, and the HUD along with them, so I also have an option to display the results when receiving OnAnimationStop. I just think doing it while the animation is still running is more immersive - when it works.

Yeah. There are actions/stats/reactions that give you the ability to cause events like this during animations. This type of thing are what they are there for. But, using them does require either working with Halstrom/an3k set up with their tags, etc. or making your own set(s) of XML for animations that include your action/stat/reaction info.

 

[PS: Halstrom/an3k have put a ton of thought into what all modders theoretical stat/action needs might be. So, it is well worth looking into what they've done to see if you can't hook into a stat and trigger your events that way.]

Posted

Hmm. Thank you for the explanation on scenes; I'll look into making more test cases.

 

You don't have to extend the API for now, thanks for the offer. I might come back to you on this.

 

I'll settle for using OnAnimationStop, and also look into the XML stuff you suggested. I'm aiming to make my mod low maintenance, though... I already had to edit the One Patch and Themes because they appear a bit broken/outdated.

 

Posted
1 hour ago, d191f said:

Hmm. Thank you for the explanation on scenes; I'll look into making more test cases.

 

You don't have to extend the API for now, thanks for the offer. I might come back to you on this.

 

I'll settle for using OnAnimationStop, and also look into the XML stuff you suggested. I'm aiming to make my mod low maintenance, though... I already had to edit the One Patch and Themes because they appear a bit broken/outdated.

 

Sounds good.

 

What you describe wanting to do is actually pretty easy to do if you are adding the effect to your own animation pack. But, it's not quite straightforward to apply it generically to all animations/scenes.

 

I think just using OnAnimationStop could be good enough to most and works universally.

 

OR, you could set it up to use the timing when a duration exists and otherwise use OnAnimationStop if it is set to None. Let me know if u want to do that.

Posted

Update released: 

## [Beta 108] - 2019-12-5

### Fixed

- Banner with custom colors never left screen.

 

### Changed

- Compatibility for Fallout 4 - 1.10.163 / F4SE - 0.6.20 / LooksMenu - 1.6.17

 

https://www.nexusmods.com/fallout4/mods/31304

 

 


*** Also, as a special edition, I am throwing in this new (I think) internet term:
 

Quote

 

threatleader

/THret ˈlēdər/

 

noun

noun: threatleader; plural noun: threatleaders; adjective: threatleading

A person who tries to motivate others by threatening to not like them or their work.


"I can't waste my time with your mod unless you add this feature."
"If you don't change this feature soon I'm going to give up on modding Fallout 4!"
"If I don't get help right away, I guess I'll just go back to SexLab!"

"Does anyone know if this mod supports my fetish? Just trying to find out if it's worth it."

 

 

Don't be a threatleader! (memifying is welcome)

 

✌️

Posted
20 hours ago, dagobaking said:

Yeah. There are actions/stats/reactions that give you the ability to cause events like this during animations. This type of thing are what they are there for. But, using them does require either working with Halstrom/an3k set up with their tags, etc. or making your own set(s) of XML for animations that include your action/stat/reaction info.

Having perused the documentation on actions/reactions, I don't believe it's what I'm looking for, since it appears to be time-based. Unless the "speed" of a stat is relative to the animation duration, this means an animation could finish before my stat can fire an event. I assume for an "impact" type stat to trigger, it would have to be increased by another stat (perhaps on the applying actor). Please correct me if I'm wrong.

 

I wouldn't dare to edit or add extra animation stages for existing animations due to future compatibility concerns.

 

Also, I'm guessing there's no way to access and edit these XMLs from, say, an MCM - for the user to change stat values (for example, how quickly an orgasm meter should rise from different acts).

 

17 hours ago, dagobaking said:

I think just using OnAnimationStop could be good enough to most and works universally.

 

OR, you could set it up to use the timing when a duration exists and otherwise use OnAnimationStop if it is set to None. Let me know if u want to do that.

That was the original plan - to use a timer based on duration, with a fallback to OnAnimationStop in case of an infinitely looping animation (I expected duration -1 or something like that before I noticed you couldn't retrieve it at all). Plus either a user setting to always use OnAnimationStop, or my script checking whether the HUD is visible and deciding between timer and Stop event.

 

So, if you think it's worth your time to implement someday (I'm no tsundere threatleader! ❤️), I'd probably make use of duration in OnAnimationStart and OnAnimationChange. Duration being set to None under certain conditions is fine with me.
The only problem would be abrupt animation changes from script calls before the originally requested duration is over, but I can have a fallback.

 

After some more testing, I believe I was on the right path working with animations rather than scenes, because I need to process tags seperately for each position (pointing to a single animation or animationGroup defined in XML). Scenes or scripts which run seperate animations in sequence, I can deal with using OnAnimationChange. User-controlled stages are not really my focus, but I can work with those too using OnAnimationChange and Stop.

 

It'd be even better if there was a way to ask AAF if a position pointed to an animationGroup or positionTree (and whether it isNPCControlled). Some of it could perhaps be done by being able to retrieve the SceneSettings on scene start. But the only mod with position trees I know is Atomic Lust - probably not worth the work implementing all that.

Posted
8 hours ago, d191f said:

Having perused the documentation on actions/reactions, I don't believe it's what I'm looking for, since it appears to be time-based. Unless the "speed" of a stat is relative to the animation duration, this means an animation could finish before my stat can fire an event. I assume for an "impact" type stat to trigger, it would have to be increased by another stat (perhaps on the applying actor). Please correct me if I'm wrong.

The speed is affected by measurements in the animation. But, yes, you are right, stats do move independently of the animation itself. So, you couldn't rely on it to reach a certain level (to trigger an event) before an animation was ended.

 

That said, the way it could work (which is not typical with many if not all current animations) is to use a positionTree to control when the next animation is played based on stats. So, some "action" animation would loop, increasing a stat. Only when that stat reaches a specific level would it progress the scene to the next "climax" animation.

 

If animations followed that pattern, then it would be easy for you to add your event trigger at the same stat level and it would always be aligned with the "climax" animation.

 

I've always hoped that animations would be made in positionTrees to work more like CE0's mod in Skyrim than the linear Sexlab format. But, as things have unfolded, the packs made have ended up closer to the Sexlab format more or less.

 

It's not too late for someone to pioneer the tree format more! :)

8 hours ago, d191f said:

I wouldn't dare to edit or add extra animation stages for existing animations due to future compatibility concerns.

Understood. Not insisting that you do or anything. Just throwing it out there that you could potentially coordinate with animators to bundle the effects together.

8 hours ago, d191f said:

Also, I'm guessing there's no way to access and edit these XMLs from, say, an MCM - for the user to change stat values (for example, how quickly an orgasm meter should rise from different acts).

No. Not really. And this is by design. I didn't like how much config was needed on each new game build in Skyrim. A lot of features went missing or were broken by not spending all this time coordinating MCM panels. I prefer it that you can configure these things once and then its the same between new games and also its easier for others to just give you a configuration as intended.

 

There have been some down-sides to this though due to many users habit of "shopping" for mods and just stacking 20 different configs at once without reading about the implications/requirements.

8 hours ago, d191f said:

That was the original plan - to use a timer based on duration, with a fallback to OnAnimationStop in case of an infinitely looping animation (I expected duration -1 or something like that before I noticed you couldn't retrieve it at all). Plus either a user setting to always use OnAnimationStop, or my script checking whether the HUD is visible and deciding between timer and Stop event.

Ok. I will add this.

8 hours ago, d191f said:

So, if you think it's worth your time to implement someday (I'm no tsundere threatleader! ❤️)

Haha! No worries. I haven't seen you do any threatleading. :D

8 hours ago, d191f said:

It'd be even better if there was a way to ask AAF if a position pointed to an animationGroup or positionTree (and whether it isNPCControlled). Some of it could perhaps be done by being able to retrieve the SceneSettings on scene start. But the only mod with position trees I know is Atomic Lust - probably not worth the work implementing all that.

I will look into adding that as well. I think it could have quite a lot of use for mod authors.

Posted
15 hours ago, dagobaking said:

Update released: 

## [Beta 108] - 2019-12-5

### Fixed

- Banner with custom colors never left screen.

 

### Changed

- Compatibility for Fallout 4 - 1.10.163 / F4SE - 0.6.20 / LooksMenu - 1.6.17

 

https://www.nexusmods.com/fallout4/mods/31304

 

 


*** Also, as a special edition, I am throwing in this new (I think) internet term:
 

 

Don't be a threatleader! (memifying is welcome)

 

✌️

You forgot.."Your mod sucks...just because"...:kiss_closed:???

Posted
On 12/5/2019 at 12:03 AM, dagobaking said:

AAF copies morphs for animations. So, this would typically work already. If a ring is involved, maybe that means there is some kind of nude-suit system going on in your case?

 

Thanks for the info. You were right, I had a custom body on the NCP but once I used Astins skin override she showed up correctly

Posted
11 hours ago, maddadicusrex said:

You forgot.."Your mod sucks...just because"...:kiss_closed:???

Well. That just wouldn't fit the definition. That's just "common asshole". ;)

8 hours ago, davidbonde said:

 

Thanks for the info. You were right, I had a custom body on the NCP but once I used Astins skin override she showed up correctly

Good to hear it was resolved.

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