VonHelton Posted December 28, 2019 Posted December 28, 2019 9 hours ago, dagobaking said: I think that some others were seeing this. But, figured out that it was a combination of XML patches breaking Leito animations (something like that). I'm not sure where the discussion ended up being though. Don't really need Lieto now that SEU recognizes BP70's masturbation animation. ......Unless you just want to.
kharneth1 Posted December 30, 2019 Posted December 30, 2019 A question about pose manager, I have several pose mods that have poses for weapons. But i can't find anyway to equip weapons in aaf manager, the equip tab only shows apparel items. And call aaf manager with or without holster weapon makes no difference too How can i make weapons show in poses?
D_ManXX2 Posted December 30, 2019 Posted December 30, 2019 What settings is best to install AAF at ?? the reason why i ask whenever i load a game it takes a while before AAF is fully inialized and my frames really bad during the time of initialization by AAF ??
Indarello Posted December 30, 2019 Posted December 30, 2019 4 hours ago, D_ManXX2 said: What settings is best to install AAF at ?? the reason why i ask whenever i load a game it takes a while before AAF is fully inialized and my frames really bad during the time of initialization by AAF ?? It takes about ~5 sec for this on i7 4770 with high settings and ssd Dont realy care about it
dagobaking Posted December 31, 2019 Author Posted December 31, 2019 17 hours ago, kharneth1 said: A question about pose manager, I have several pose mods that have poses for weapons. But i can't find anyway to equip weapons in aaf manager, the equip tab only shows apparel items. And call aaf manager with or without holster weapon makes no difference too How can i make weapons show in poses? Unfortunately, I couldn't find a way to keep weapons in hand during animations. There could be some way. But, would probably take a lot of testing to figure out. When a weapon is equipped, the game engine starts applying combat-ready animations to the character (so interfering with the animations you want to apply). There are a couple options to get the weapons there for poses: A) The animator can include the weapon in their animation as an animObject. But, it would be baked into the animation every time. B) I believe that you can use console commands to create the weapon in space and then move it into position in the pose.
Olmech Posted December 31, 2019 Posted December 31, 2019 On 12/27/2019 at 9:10 PM, dagobaking said: I think that some others were seeing this. But, figured out that it was a combination of XML patches breaking Leito animations (something like that). I'm not sure where the discussion ended up being though. I use Indarello's Patch. Had forgotten to install Custom Moans. All is well now. Thank you. I have been considering going to Fallout 4 HHS and using the Rogg No Strip Manager to leave those on during animations until I read how HHS actually works. Have a feeling this will cause misalignment during animations. Could anyone here confirm that is the case and if so, is there a work around?
iggypop1 Posted January 1, 2020 Posted January 1, 2020 Hi After upgrading the game my free camera doesnt work.....! the old four-play file did the trick before but not anymore can someone suggest what to do? Now im about to upgrade AAF ....do i need a clean install? thanx
VonHelton Posted January 1, 2020 Posted January 1, 2020 5 hours ago, iggypop1 said: Hi After upgrading the game my free camera doesnt work.....! the old four-play file did the trick before but not anymore can someone suggest what to do? Now im about to upgrade AAF ....do i need a clean install? thanx All you need is an updated LLFP file & 4-Play will still work. You can get one from jaam, who will literally get you out of a jam!
VonHelton Posted January 1, 2020 Posted January 1, 2020 On 12/30/2019 at 9:46 PM, dagobaking said: Unfortunately, I couldn't find a way to keep weapons in hand during animations. There could be some way. But, would probably take a lot of testing to figure out. When a weapon is equipped, the game engine starts applying combat-ready animations to the character (so interfering with the animations you want to apply). There are a couple options to get the weapons there for poses: A) The animator can include the weapon in their animation as an animObject. But, it would be baked into the animation every time. B) I believe that you can use console commands to create the weapon in space and then move it into position in the pose. I can confirm. Weapons are not disappearing during sex.
EgoBallistic Posted January 1, 2020 Posted January 1, 2020 6 hours ago, iggypop1 said: Hi After upgrading the game my free camera doesnt work.....! the old four-play file did the trick before but not anymore can someone suggest what to do? Now im about to upgrade AAF ....do i need a clean install? thanx You don't need a clean install. But if you were running an older version of AAF, the LLFP plugin that came with it won't work with the latest Fallout 4. Updating to the latest AAF will fix your free camera. 1
Olmech Posted January 1, 2020 Posted January 1, 2020 21 hours ago, Olmech said: I use Indarello's Patch. Had forgotten to install Custom Moans. All is well now. Thank you. I have been considering going to Fallout 4 HHS and using the Rogg No Strip Manager to leave those on during animations until I read how HHS actually works. Have a feeling this will cause misalignment during animations. Could anyone here confirm that is the case and if so, is there a work around? Went ahead and jumped on HHS and was pleasantly surprised to see it does offer AAF support as well as a hotkey to disable the HHS positioning. Nice! Just for those who may have been wondering about this like me.
KillJoyTROV Posted January 3, 2020 Posted January 3, 2020 On 12/19/2019 at 8:59 PM, VonHelton said: I got mine working...........Get rid of Leito & Crazy........Use BP70 instead. Get the new CBP.....v0.1.8 Install One Patch. Install One Patch Fix When Vortex asks if you want before or after, make sure Savage Cabbage & BP70 are after One Patch. I got rid of Leito & Crazy, but AAF is wanting the esp for the old Leito file (from before AAF). Is that a hard requirement? And where do I get the One Patch fix? This is 'The One Patch To Bang Them All' right? I see a 'One Patch' for overlays too. Ugh.
KillJoyTROV Posted January 3, 2020 Posted January 3, 2020 I've tried all the suggestions but these three last errors come up. I don't know where the first two come from. Never heard of them.
dagobaking Posted January 3, 2020 Author Posted January 3, 2020 Beta 110 public release: ## [Beta 110] - 2019-12-22 ### Added - Ability to apply != (ie. not equal to) logic in condition nodes (string based comparisons only). This can be done by putting "!" in front of the string to exclude. For example: skeleton = "!Human" - fly_cam_speed to AAF_settings.ini. Allows configuration of the fly-cam speed when the PC is in an animation. Set the default speed a bit slower than the old default. - Experimental feature that turns MFG off when the actor is given a command to say something and then restores their MFG afterward. This is an attempt to avoid face spasms when actors try to use lip-sync animations while MFG is applied. I need input into whether or not this works as I do not have say+MFG content installed to test properly. ### Fixed - hasKeyword condition option wasn't populating the keywords to look for properly. ## [Beta 109] - 2019-12-8 ### Changed - Slight update to Papyrus boot sequence (to theoretically make installation more durable) ### Added - duration and isNPCControlled info in OnSceneInit events. https://www.nexusmods.com/fallout4/mods/31304 2
KillJoyTROV Posted January 3, 2020 Posted January 3, 2020 Sorry to spam this thread tonight. I found the solution! If anyone else has a problem like i was, try this: 1.) I looked for mods that might match the names of missing esp's : found 1! Download: check! 2.) Reinstall AAF (I use Vortex so this is pretty simple). This removes the need for Leito if you had been using it prior, like I had. 3.) If using Vortex, CHECK YOUR PLUGIN LIST! I was getting errors due to Vortex disabling plugins when I used LOOT on my load order! Re-enable plugins, LOOT, check again. Problem solved! YAY! Thanks to everyone's suggestions. Dagobaking, you are a great modder, sir!
Hanaxar Posted January 3, 2020 Posted January 3, 2020 4 hours ago, dagobaking said: - fly_cam_speed to AAF_settings.ini. Allows configuration of the fly-cam speed when the PC is in an animation. Set the default speed a bit slower than the old default. Perfect!! Thanks. I don't need anymore that sStartingConsoleCommand=sucsm 2 in my Fallout4Custom.ini 1
KLongad Sirtup Posted January 3, 2020 Posted January 3, 2020 @dagobaking I recon that it would benefit both people who create mods and people who play them, if the tags can be standardised. Doing the tag standardization may add some work doing so, but in the long run it would help to make animations more reliable. If the animators (or animation releasers) prefer to have their own tags as well, then have both (if the prefer) but the standardised tags should be the minimum. The times for unreliable animation calling due to non-standard tags needs to end cause when the tags keep being, non-standard then the hurdle to entry to creating content will just keep getting higher. Also patching the AAF animation xml files by replacing them at times, can be potentially in time get messy. So over the last few days I've been trying to figure out an idea for a solution, then Yesterday it came to me. When a contribution is made to software in open source authors (maintainers) regularly ask for a diff patch. So I was wondering whether AAF could patch the data it reads from the AAF xmls during initialisation in memory. Through a new AAF xml file format which I call AAF patching xml this file format will obviously be based on xml for ease of creation, however the tags will be different. What it could contain is basically:- The filename being patch (or some other way of referring to the AAF xml in memory) The version of the AAF xml (or mod) being patched The patch name, version and description Details of the lines being altered: What line is being added and where in what What line is being altered and where in what What line is being removed and where in what This file would enable the ability for patch mods which need to alter the AAF xml of another modification to do what they need, without having to replace the original. The patch files and original files will be validated obviously before any changes from the patch files are applied. Obviously the patch file would follow user configured behaviour for the dialogue box in game during initialisation. As well as the configured behaviour for logging the patch activity during the game initialisation and/or running with itself installed.
EgoBallistic Posted January 3, 2020 Posted January 3, 2020 36 minutes ago, KLongad Sirtup said: So over the last few days I've been trying to figure out an idea for a solution, then Yesterday it came to me. When a contribution is made to software in open source authors (maintainers) regularly ask for a diff patch. So I was wondering whether AAF could patch the data it reads from the AAF xmls during initialisation in memory. It already does that. You can make an XML that redefines an animation, a position, adds new tags to an animation, etc etc. For example, my mod AAF Violate has its own tagData XML that adds new tags to positions from the Bad End Animations mod. My tag file doesn't overwrite anything from the mod's own XML, it just adds new tags. AAF reads my tagData and combines the tags in memory with the ones defined in the Themes tagData files. The One Patch and some other patches don't make use of this; instead they overwrite the existing XMLs with blank ones, then install new XML files with different names. This is IMO a bad design which leads to more complex installation and hard-to-diagnose problems. But it didn't have to be that way. (note for clarity: when I say "tagData" and "tags" above, I am talking about AAF animation tags like "Aggressive", "PenisToVagina", etc, not XML tags.) 1
KLongad Sirtup Posted January 3, 2020 Posted January 3, 2020 7 minutes ago, EgoBallistic said: It already does that. You can make an XML that redefines an animation, a position, adds new tags to an animation, etc etc. For example, my mod AAF Violate has its own tagData XML that adds new tags to positions from the Bad End Animations mod. My tag file doesn't overwrite anything from the mod's own XML, it just adds new tags. AAF reads my tagData and combines the tags in memory with the ones defined in the Themes tagData files. The One Patch and some other patches don't make use of this; instead they overwrite the existing XMLs with blank ones, then install new XML files with different names. This is IMO a bad design which leads to more complex installation and hard-to-diagnose problems. But it didn't have to be that way. (note for clarity: when I say "tagData" and "tags" above, I am talking about AAF animation tags like "Aggressive", "PenisToVagina", etc, not XML tags.) Thanks for saying it already does this and yes you a right about "The One Patch" design and development decisions. Let's hope they use a better method for the version 2.0.0 or a 1.1.2 update. So that they utilise the tagData method instead to make the patch. Anyway what do you think of the idea of standardising the tags used in AAF so calling animations is more reliable?
EgoBallistic Posted January 3, 2020 Posted January 3, 2020 4 minutes ago, KLongad Sirtup said: Thanks for saying it already does this and yes you a right about "The One Patch" design and development decisions. Let's hope they use a better method for the version 2.0.0 or a 1.1.2 update. So that they utilise the tagData method instead to make the patch. Anyway what do you think of the idea of standardising the tags used in AAF so calling animations is more reliable? Well, the Themes mod is intended to standardize tags for that purpose. It applies a standardized set of tags to every known AAF animation. And because mod authors can add their own mod-specific tags to the same animations without removing the existing tags, they can get even more control if needed. Personally I find the system works really well. It does place a burden on someone (the much overworked @Halstrom) to keep the Themes mod up to date, but having a centralized tags file keeps it pretty well standardized. 1
KLongad Sirtup Posted January 3, 2020 Posted January 3, 2020 Let's just hope that the standardisation takes and more mods start using this. In addition that "The One Patch" update utilises better methodology so that we can rely and work to the standardisation. 1
dagobaking Posted January 3, 2020 Author Posted January 3, 2020 7 hours ago, KLongad Sirtup said: @dagobaking I recon that it would benefit both people who create mods and people who play them, if the tags can be standardised. Doing the tag standardization may add some work doing so, but in the long run it would help to make animations more reliable. If the animators (or animation releasers) prefer to have their own tags as well, then have both (if the prefer) but the standardised tags should be the minimum. The times for unreliable animation calling due to non-standard tags needs to end cause when the tags keep being, non-standard then the hurdle to entry to creating content will just keep getting higher. Also patching the AAF animation xml files by replacing them at times, can be potentially in time get messy. So over the last few days I've been trying to figure out an idea for a solution, then Yesterday it came to me. When a contribution is made to software in open source authors (maintainers) regularly ask for a diff patch. So I was wondering whether AAF could patch the data it reads from the AAF xmls during initialisation in memory. Through a new AAF xml file format which I call AAF patching xml this file format will obviously be based on xml for ease of creation, however the tags will be different. What it could contain is basically:- The filename being patch (or some other way of referring to the AAF xml in memory) The version of the AAF xml (or mod) being patched The patch name, version and description Details of the lines being altered: What line is being added and where in what What line is being altered and where in what What line is being removed and where in what This file would enable the ability for patch mods which need to alter the AAF xml of another modification to do what they need, without having to replace the original. The patch files and original files will be validated obviously before any changes from the patch files are applied. Obviously the patch file would follow user configured behaviour for the dialogue box in game during initialisation. As well as the configured behaviour for logging the patch activity during the game initialisation and/or running with itself installed. Thank you for taking the time to share the idea. As Ego points out, this functionality is there. For implementation and standardization, I leave it to the community to cooperate and decide how best to solve those issues. Halstrom has done a lot for the tags. For patches and compatibility in general, I've been thinking about the idea of everyone making AAF mods within a certain genre (all LL mods?) using a single public code repository for the XML. With a single source of code, I think compatibility issues could be lessened/removed and users would always have a single group of XML known to work together. The only challenging part that I can think of is that users may not want to have installed everything in the single patch. So, it would maybe need to be in organized separate downloads or a fomod. Naturally, the whole thing would need some level of management too. 4
Bullfye Posted January 4, 2020 Posted January 4, 2020 I wonder if someone knows how to fix the Camera fixed on top vertical of the sex scene and not being able to move it ...? This happens in all sex scenes , the camera move to above sex scene abd actors and can not be moved or changed ... Am I doing anything wrong everything works but the camera position during this events ..???!!!
mashup47 Posted January 5, 2020 Posted January 5, 2020 14 hours ago, Bullfye said: I wonder if someone knows how to fix the Camera fixed on top vertical of the sex scene and not being able to move it ...? This happens in all sex scenes , the camera move to above sex scene abd actors and can not be moved or changed ... Am I doing anything wrong everything works but the camera position during this events ..???!!! Sounds like you have a conflict. Are you using any mod's that change the camera in any way?
Bullfye Posted January 5, 2020 Posted January 5, 2020 8 hours ago, mashup47 said: Sounds like you have a conflict. Are you using any mod's that change the camera in any way? Not as far as I know...At least nothing specifically directed to change the camera settings ! FO4 Loadorder.txt
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