dagobaking Posted January 5, 2020 Author Posted January 5, 2020 On 1/3/2020 at 2:37 PM, dagobaking said: 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. The repo for One Patch has been made public: https://github.com/an3k/The-One-Patch-to-Bang-Them-All I think this is a great starting point for anyone interested to team up and join patches/fixes in one place. 3
mashup47 Posted January 6, 2020 Posted January 6, 2020 11 hours ago, Bullfye said: Not as far as I know...At least nothing specifically directed to change the camera settings ! FO4 Loadorder.txt 4.78 kB · 0 downloads Try disabling See yourself sleep mod. ?
Fly000 Posted January 7, 2020 Posted January 7, 2020 "You can turn adult content on in your preference, if you wish". Did not find where to include. I can't download it. Help!!!
vaultbait Posted January 7, 2020 Posted January 7, 2020 17 minutes ago, Fly000 said: "You can turn adult content on in your preference, if you wish". Did not find where to include. I can't download it. Help!!! Where are you quoting that from? I can't tell what you're asking since you've provided essentially no context. If you want help, don't assume other people can read your mind. 4
VonHelton Posted January 8, 2020 Posted January 8, 2020 6 hours ago, Fly000 said: "You can turn adult content on in your preference, if you wish". Did not find where to include. I can't download it. Help!!! A screenshot would be a BIG help........
Fly000 Posted January 8, 2020 Posted January 8, 2020 I click download, the seconds count down, and then this shit appears. Spoiler
alicethered Posted January 8, 2020 Posted January 8, 2020 Just leaveing a note for a bug caused by Fallout Loading orders,Background scanning of settlements, and huge buildings that causes the slowing of animations and slow load order. If a person is makeing particually HUGE buildings in your settlements the game will start to slowdown and glicth. (Usually after doing about 4 - 5 settlements with skyscrapers) The glitches shows in the form of settlements not loading completely and objects not loading unless after a save in the same settlement. If you walk into a settlement instead of teleport in you may even find entire buildings or walls missing. (If you look at the settlement window and see no beds or no defence in a settlement that has alot then you probubly have this glitch) This glitchyness will also start to affect AFF commands by slowing down everything that AFF does in the background. Continuous scans for settlements, defence ratings, and stuff that is done in the background will cause AFF commands to timeout. Once the commands time out the menu will fail and you may get stuck in a sex animation with no way out. A bad fix for this is pauseing the game repeatedly during the gathering and joining phases (usually for 6 - 10 seconds at a time) to let the commands catch up. (Or not building skyscrapers) Possible fix - Setting the priority for commands higher than that of the background scaners for the settlements. Or lowering the scaner priority for settlements. (If possible) Another possible fix is extending the animation loading timeout , or including an option for the animation timeout to be turned off. Or having it not shutdown the menu on time out because it doen't stop the animation commands regardless it just turns off your way of ending the animations.
VonHelton Posted January 8, 2020 Posted January 8, 2020 10 minutes ago, alicethered said: Just leaveing a note for a bug caused by Fallout Loading orders,Background scanning of settlements, and huge buildings that causes the slowing of animations and slow load order. If a person is makeing particually HUGE buildings in your settlements the game will start to slowdown and glicth. (Usually after doing about 4 - 5 settlements with skyscrapers) The glitches shows in the form of settlements not loading completely and objects not loading unless after a save in the same settlement. If you walk into a settlement instead of teleport in you may even find entire buildings or walls missing. (If you look at the settlement window and see no beds or no defence in a settlement that has alot then you probubly have this glitch) This glitchyness will also start to affect AFF commands by slowing down everything that AFF does in the background. Continuous scans for settlements, defence ratings, and stuff that is done in the background will cause AFF commands to timeout. Once the commands time out the menu will fail and you may get stuck in a sex animation with no way out. A bad fix for this is pauseing the game repeatedly during the gathering and joining phases (usually for 6 - 10 seconds at a time) to let the commands catch up. (Or not building skyscrapers) Possible fix - Setting the priority for commands higher than that of the background scaners for the settlements. Or lowering the scaner priority for settlements. (If possible) I actually warned about this years ago. This game is NOT made for 4K. It WILL break. ......Of course, my post was deleted because I'm soooooooo "intolerant" you know. 1
vaultbait Posted January 8, 2020 Posted January 8, 2020 56 minutes ago, alicethered said: A bad fix for this is pauseing the game repeatedly during the gathering and joining phases (usually for 6 - 10 seconds at a time) to let the commands catch up. (Or not building skyscrapers) Possible fix - Setting the priority for commands higher than that of the background scaners for the settlements. Or lowering the scaner priority for settlements. (If possible) Another possible fix is extending the animation loading timeout , or including an option for the animation timeout to be turned off. Or having it not shutdown the menu on time out because it doen't stop the animation commands regardless it just turns off your way of ending the animations. Have you tried using the PgUp hotkey during the gathering/joining phase to warp actors immediately? How about drastically reducing actor and furniture scan radii in the AAF_settings.ini config? Any idea whether that helps?
dagobaking Posted January 9, 2020 Author Posted January 9, 2020 7 hours ago, alicethered said: A bad fix for this is pauseing the game repeatedly during the gathering and joining phases (usually for 6 - 10 seconds at a time) to let the commands catch up. (Or not building skyscrapers) Possible fix - Setting the priority for commands higher than that of the background scaners for the settlements. Or lowering the scaner priority for settlements. (If possible) Another possible fix is extending the animation loading timeout , or including an option for the animation timeout to be turned off. Or having it not shutdown the menu on time out because it doen't stop the animation commands regardless it just turns off your way of ending the animations. Seems like this is just the product of pushing the game past its limits. Probably causes issues for many other mods (and vanilla functionality) at the same time. I'm not aware of a way to control priority for script processing. You can already change the animation timeout in the AAF settings ini.
NoJoker Posted January 9, 2020 Posted January 9, 2020 Could you please just add MCM menu configuration support already?
mashup47 Posted January 9, 2020 Posted January 9, 2020 29 minutes ago, NoJoker said: Could you please just add MCM menu configuration support already? Sorry But why? AAF has it's own MCM which you can access in-game by pressing the HomeKey with out pressing Esc and selecting MCM ? Or is this for some kind of settings menu?
Tentacus Posted January 9, 2020 Posted January 9, 2020 Quick question @dagobaking, I've wondered this for a while. Is it possible when calling a position whether in initial settings or in a position change to call from a selection of positions rather than just one? Kinda like how tags work. That way if one wasn't present it could call the next? So something like: MySexPose.Position = "Leito Doggy,Staged Leito Doggy" In that example, if it works/worked that way I'd only have to make one script that supports both Indarello and Polistro patches. It'd also be generally useful for having a variety of animations that you curate with more control than tags. Sorry I haven't had time to test how it currently works myself. I'm pretty sure it doesn't work that way though because it's not mentioned in the Wiki.
dagobaking Posted January 9, 2020 Author Posted January 9, 2020 7 hours ago, NoJoker said: Could you please just add MCM menu configuration support already? I never say never. But, I already added hooks so that someone else can make an MCM menu add-on for AAF if they want. That is likely as far as I will go with that. I just don't think that in-game menus are the right place for that type of configuration. For the same reasons that Bethesda didn't put all of their ini options into the vanilla game menu. It's a bunch of extra UI work and complication for users to put these options in a place that brings no more value to the user than they do from being in an ini file. 6 hours ago, Tentacus said: Quick question @dagobaking, I've wondered this for a while. Is it possible when calling a position whether in initial settings or in a position change to call from a selection of positions rather than just one? Kinda like how tags work. That way if one wasn't present it could call the next? So something like: MySexPose.Position = "Leito Doggy,Staged Leito Doggy" In that example, if it works/worked that way I'd only have to make one script that supports both Indarello and Polistro patches. It'd also be generally useful for having a variety of animations that you curate with more control than tags. Sorry I haven't had time to test how it currently works myself. I'm pretty sure it doesn't work that way though because it's not mentioned in the Wiki. That is not currently possible. What prevents tags from being used to solve the same issue? It would be relatively easy to implement this. But, would like to understand why tags wouldn't work first...
Tentacus Posted January 9, 2020 Posted January 9, 2020 19 minutes ago, dagobaking said: That is not currently possible. What prevents tags from being used to solve the same issue? It would be relatively easy to implement this. But, would like to understand why tags wouldn't work first... Well... I'd need to have a tag that is the animation's name... or a short version thereof. I'd already considered this possibility but it'd require the people making the tag related XML mods to implement it. Fortuitously both @Ulfbearth and @Indarello have offered tag support to me recently so this may be possible, and I imagine @Halstrom would do the same when he gets back... He added the author tag to themes when I asked for it. (which ironically I don't think I've used yet lol) In one way tags would be better as you could have one standard tag for all versions of a pose like "Leitodoggy" could cover every version of it, MF, MM, FF etc... It'd just be a matter of everyone agreeing on one tag name for each pose. I guess I just figured that by cutting out the middle men we could get a bit less incompatibility around here... but if it would be a major undertaking I understand.
dagobaking Posted January 10, 2020 Author Posted January 10, 2020 4 hours ago, Tentacus said: Well... I'd need to have a tag that is the animation's name... or a short version thereof. I'd already considered this possibility but it'd require the people making the tag related XML mods to implement it. Fortuitously both @Ulfbearth and @Indarello have offered tag support to me recently so this may be possible, and I imagine @Halstrom would do the same when he gets back... He added the author tag to themes when I asked for it. (which ironically I don't think I've used yet lol) In one way tags would be better as you could have one standard tag for all versions of a pose like "Leitodoggy" could cover every version of it, MF, MM, FF etc... It'd just be a matter of everyone agreeing on one tag name for each pose. I guess I just figured that by cutting out the middle men we could get a bit less incompatibility around here... but if it would be a major undertaking I understand. You can also use animationMeta to add your own tags to existing animations only when your mod is installed. Though, I'm not sure how that would play out in this particular use-flow.
Tentacus Posted January 10, 2020 Posted January 10, 2020 26 minutes ago, dagobaking said: You can also use animationMeta to add your own tags to existing animations only when your mod is installed. Though, I'm not sure how that would play out in this particular use-flow. Yeah... At the end of the day this is about me being a control freak. Guess it's time to crack my knuckles and dig into the wiki.
dagobaking Posted January 10, 2020 Author Posted January 10, 2020 6 minutes ago, Tentacus said: Yeah... At the end of the day this is about me being a control freak. Guess it's time to crack my knuckles and dig into the wiki. I understand. I can add this feature fairly easily. It's just not a great practice for a framework/API to have multiple ways to accomplish the same thing.
Tentacus Posted January 10, 2020 Posted January 10, 2020 11 hours ago, dagobaking said: I understand. I can add this feature fairly easily. It's just not a great practice for a framework/API to have multiple ways to accomplish the same thing. So does this look like it'll work? I pretty much just copied @EgoBallistic 's XML from Violate. I assume that by default replace is False... Right? <meta title="_T_Leito_tagData" version="1.0" dataSet="tag"/> <!-- Title and Description updates --> <!-- Default attributes are applied to all tag nodes below if no conflicting attribute is set there. --> <defaults loadPriority="10"/> <!-- Tag nodes identify a position to affect, by id and also a tags string. If replace="true", this tag string replaces the tag string defined in the position. Otherwise, the tag string adds to the tags defined in the position. --> <!--tag position="aPositionIDFromSomePack-1" tags="F_M,exampleTagOne,exampleTagTwo" replace="true"/--> <!--Leito Standing Doggy 2--> <!--Polistro--> <tag position="Staged Leito Standing Doggy 2" tags="LeitoStandingDoggy2"/> <tag position="Staged Leito_MM_Standing Doggy 2" tags="LeitoStandingDoggy2"/> <tag position="Staged Leito FF Standing Doggy 2" tags="LeitoStandingDoggy2"/> <!--Indarello--> <tag position="Leito Standing Doggy 2" tags="LeitoStandingDoggy2"/> <tag position="Leito FF Standing Doggy 2" tags="LeitoStandingDoggy2"/> <!--UlfBearth--> <tag position="FO4 Animations by Leito - Gay Doggy 2 (Standing, Staged)" tags="LeitoStandingDoggy2"/> <!-- =============================================================================================================================== -->
dagobaking Posted January 10, 2020 Author Posted January 10, 2020 6 hours ago, Tentacus said: So does this look like it'll work? I pretty much just copied @EgoBallistic 's XML from Violate. I assume that by default replace is False... Right? <meta title="_T_Leito_tagData" version="1.0" dataSet="tag"/> <!-- Title and Description updates --> <!-- Default attributes are applied to all tag nodes below if no conflicting attribute is set there. --> <defaults loadPriority="10"/> <!-- Tag nodes identify a position to affect, by id and also a tags string. If replace="true", this tag string replaces the tag string defined in the position. Otherwise, the tag string adds to the tags defined in the position. --> <!--tag position="aPositionIDFromSomePack-1" tags="F_M,exampleTagOne,exampleTagTwo" replace="true"/--> <!--Leito Standing Doggy 2--> <!--Polistro--> <tag position="Staged Leito Standing Doggy 2" tags="LeitoStandingDoggy2"/> <tag position="Staged Leito_MM_Standing Doggy 2" tags="LeitoStandingDoggy2"/> <tag position="Staged Leito FF Standing Doggy 2" tags="LeitoStandingDoggy2"/> <!--Indarello--> <tag position="Leito Standing Doggy 2" tags="LeitoStandingDoggy2"/> <tag position="Leito FF Standing Doggy 2" tags="LeitoStandingDoggy2"/> <!--UlfBearth--> <tag position="FO4 Animations by Leito - Gay Doggy 2 (Standing, Staged)" tags="LeitoStandingDoggy2"/> <!-- =============================================================================================================================== --> Yes. By default, replace is false. This looks like it should work. Did you test?
Tentacus Posted January 10, 2020 Posted January 10, 2020 12 minutes ago, dagobaking said: Yes. By default, replace is false. This looks like it should work. Did you test? Not yet I'm busy today and it'd be kind of a pain in the ass to test it effectively in Hardship without making a little test topic that I'd have to delete (which I've done in the past when making big revisions to the sex scripts) Actually now that I have an MCM I may just make a permanent sextest topic that can be toggled on in the menu. I figured it would work... Looks good to me. Just wanted a nod that it didn't look like it was gonna break anything or fuck with anybody elses mod. Thanks. This will probably be better than what I was originally asking for. Just requires more work up front.
EgoBallistic Posted January 10, 2020 Posted January 10, 2020 6 hours ago, Tentacus said: So does this look like it'll work? I pretty much just copied @EgoBallistic 's XML from Violate. I assume that by default replace is False... Right? Looks good to me as well. This is exactly how I would solve the problem of different versions of the same animation having different names. 1
chrisayon Posted January 11, 2020 Posted January 11, 2020 what mod can I use for just talking to a NPC and ask for sex ? just something simple like that . Something like follow me for sex like in Skyrim
alicethered Posted January 11, 2020 Posted January 11, 2020 On 1/9/2020 at 2:57 PM, dagobaking said: I never say never. But, I already added hooks so that someone else can make an MCM menu add-on for AAF if they want. That is likely as far as I will go with that. I just don't think that in-game menus are the right place for that type of configuration. For the same reasons that Bethesda didn't put all of their ini options into the vanilla game menu. It's a bunch of extra UI work and complication for users to put these options in a place that brings no more value to the user than they do from being in an ini file. That is not currently possible. What prevents tags from being used to solve the same issue? It would be relatively easy to implement this. But, would like to understand why tags wouldn't work first... The biggest diffrence between an MCM menu and an .ini files is the fact that you can make changes instantly in MCM where in an .ini file you have to reload the entire game to see the changes take place. I turned off the "time out" in the .ini and it seemed to work well... The animations would get glitchy (without pausing) if using the pgup and pgdown keys repeatedly though. On 1/8/2020 at 6:58 PM, dagobaking said: Seems like this is just the product of pushing the game past its limits. Probably causes issues for many other mods (and vanilla functionality) at the same time. I'm not aware of a way to control priority for script processing. You can already change the animation timeout in the AAF settings ini. If you use the consol command: You can toggle command processes... TLOWPROCESS THIGHPROCESS TMLOWPROCESS TMHIGHPROCESS I toggled TLOWPROCESS and the problem went away for positions but when I left it like that the scan stopped working. I remember when I was playing fallout 3 there was an animation that kept glithcing an making the position get out of alignment... I went into the G.E.C.K and played with it for a bit then found that the animation "Scripting" was set to "5" lowest priority. I went and changed all the animations "Scripting" to "1" highest priority..... I never had any problems with the game after that..... (ALSO it stopped crashing except for on rare occasions) After that I tried setting everything to high priority... I think I had some good success with that.... I think one of the main problems with the "Priority system" is that it simply puts classes of stuff into queques and gives it a specific speed cap. If it was me I would allow it to exceed the speed cap and get a higher priority if it wouldn't slow down the system. (An adaptive queue) The only reason I havent tried playing with queues yet for Fallout 4 is because Im finding the Creation kit a little more intimidating than the G.E.C.K. (The geck was sooo easy to use....)
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