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Posted
12 hours ago, alicethered said:

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.

Exactly. So, logically, the justification for having options in the MCM is in cases where instant feedback is needed to get the value right.

 

Anything else would simply be a significant effort to help people avoid restarting their game one time. A magnitude of laziness I'm not willing to facilitate. :D

12 hours ago, alicethered said:

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.

I haven't seen this. But, I am not otherwise pushing the limits of the game/machine at the same time. As a framework, it is intended for other mods to start and change animations. The wizard and pgup controls are meant more just as a rough, convenient way to immediately test animations without having to install a second animation-gun type mod.

12 hours ago, alicethered said:

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'm not sure exactly what those commands affect? They seem intended more for Bethesda devs to test with when they have direct access to the game engine code.

12 hours ago, alicethered said:

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....)

Fallout 3 may have been different. I haven't worked with it. There is a priority setting for Quest forms. But, that is for controlling which quest dialogue gets used when there are multiple quests involved.

 

I don't see anything in CK or Papyrus documentation that allows controlling script processing priority.

Posted
On 1/10/2020 at 9:36 PM, chrisayon said:

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

 

 

"Sex'em Up" by Egoballistic.

 

:thumbsup:

 

 

Posted

Hey @dagobaking, @EgoBallistic

 

I am having some aggravating weirdness, with that XML I made (included below)

 

When I use the tags provided by it... it goes to the right position ?

 

buuuuut... I can use the page up and page down buttons to then change positions to any other. It doesn't matter if I add exclude tags... it ignores them. Here's an example of one of the problem position changes:

 

                 AAF:AAF_API:PositionSettings Anal = AAF_API.GetPositionSettings()
                 If KmyQuest._T_Furntype.GetValue() == 2
                    Anal.IncludeTags = "LeitoBedDoggy"
                 Elseif KmyQuest._T_Furntype.GetValue() == 3   
                    Anal.IncludeTags = "LeitoMattressDoggy" 
                 Else                          
                    Anal.IncludeTags = "LeitoDoggy"  
                 Endif 
                 Anal.ExcludeTags = "Missionary,FromFront,Cowgirl,Blowjob,Powerbomb,Carry,Cowgirl,Aggressive,Cuffed,Spoon,Tease,HandToPenis"             
                 Anal.Duration = -1
                 AAF_API.ChangePosition(KmyQuest.PlayerRef, Anal)
                 AAF_API.ChangePosition(AkSpeaker, Anal)   

 

Strangely this one works as expected. I can't change the position at all, even without exclude tags:

 

                      AAF:AAF_API:PositionSettings Pinned = AAF_API.GetPositionSettings()
                      Pinned.IncludeTags = "LeitoAggroMissionary" 
                      Pinned.Duration = -1
                      AAF_API.ChangePosition(KmyQuest.PlayerRef, Pinned) 
                      AAF_API.ChangePosition(AkSpeaker, Pinned) 

Any ideas?

_T_Leito_tagData.xml

Posted
16 minutes ago, Tentacus said:

buuuuut... I can use the page up and page down buttons to then change positions to any other. It doesn't matter if I add exclude tags... it ignores them. Here's an example of one of the problem position changes:

Can you test each of the three problem tags (LeitoMattressDoggy, LeitoBedDoggy, and LeitoDoggy) individually to see if it really affects all of them?  I ask because the first two tags point to furniture animations while the third does not.  And the one that always works as expected -- LeitoAggroMissionary -- also points to no-furniture animations.

 

I don't see any other differences between the way you set up those tags.  You shouldn't need to use excludeTags to prevent changing the positions; the wizard should only allow you to change to other positions that have at least one tag matching the IncludeTag.

Posted
23 minutes ago, Tentacus said:

buuuuut... I can use the page up and page down buttons to then change positions to any other. It doesn't matter if I add exclude tags... it ignores them. Here's an example of one of the problem position changes:

Just to clarify before we consider next steps, it otherwise works 100% correct and as expected. But, when you use pgup/pgdown it navigates to positions that should not be allowed?

Posted

The "positionSet" is the list of allowed positions for a given call. The initial position it starts is chosen from that list at random.

 

BUT, that exact same list is retained, unchanged. When you press pgup/pgdown, it refers to that same list to select the other options there.

 

So, it doesn't seem like it is technically possible for it to allow pgup/pgdown options that weren't potential selections to start with. Something may have appeared to be one problem when its really another...

Posted
2 hours ago, dagobaking said:

Just to clarify before we consider next steps, it otherwise works 100% correct and as expected. But, when you use pgup/pgdown it navigates to positions that should not be allowed?

Yeah.

 

2 hours ago, EgoBallistic said:

Can you test each of the three problem tags (LeitoMattressDoggy, LeitoBedDoggy, and LeitoDoggy) individually to see if it really affects all of them?  I ask because the first two tags point to furniture animations while the third does not.  And the one that always works as expected -- LeitoAggroMissionary -- also points to no-furniture animations.

 

I don't see any other differences between the way you set up those tags.  You shouldn't need to use excludeTags to prevent changing the positions; the wizard should only allow you to change to other positions that have at least one tag matching the IncludeTag.

I'll look into that. The animation that was called when I tested it was the non furniture one though.

 

 

Posted
3 hours ago, dagobaking said:

The "positionSet" is the list of allowed positions for a given call. The initial position it starts is chosen from that list at random.

 

BUT, that exact same list is retained, unchanged. When you press pgup/pgdown, it refers to that same list to select the other options there.

 

So, it doesn't seem like it is technically possible for it to allow pgup/pgdown options that weren't potential selections to start with. Something may have appeared to be one problem when its really another...

It "seems" to be related to @Indarello's patch somehow, because if I remove it and let it point at the One Patch XMLs Page up and Page down do nothing as they should. I'll keep experimenting to make sure.

 

EDIT: I can confirm that something in the indarello patch is causing this issue. I unchecked all the the plugins that came with it except the main one to no effect. Unfortunately that's the limit of my technical ability to debug this. As far as I can tell it doesn't affect any of my other scripts that use tags added by Indarello, or Themes, though I will explore that further tomorrow to make sure.

Posted
2 hours ago, Tentacus said:

It "seems" to be related to @Indarello's patch somehow, because if I remove it and let it point at the One Patch XMLs Page up and Page down do nothing as they should. I'll keep experimenting to make sure.

 

EDIT: I can confirm that something in the indarello patch is causing this issue. I unchecked all the the plugins that came with it except the main one to no effect. Unfortunately that's the limit of my technical ability to debug this. As far as I can tell it doesn't affect any of my other scripts that use tags added by Indarello, or Themes, though I will explore that further tomorrow to make sure.

Dont understand what exactly is not working

You want 

LeitoAggroMissionary

This tag for some positions ?

Posted

Question for dagobakingDo you think you'll ever decide to integrate other mods like the No-Item Strip mod or AAF AnimationAddonsandFixes mod into the AAF framework itself and then add an MCM menu for AAF? Something similar to Ashal's Sexlab framework for Skyrim.

Posted
1 hour ago, WearableNine said:

Question for dagobakingDo you think you'll ever decide to integrate other mods like the No-Item Strip mod or AAF AnimationAddonsandFixes mod into the AAF framework itself and then add an MCM menu for AAF? Something similar to Ashal's Sexlab framework for Skyrim.

I'm not really familiar with the details behind those mods. I think No-Item Strip makes use of AAF functionality. So, it's intended to be a separate mod since not everyone wants or needs it.

 

I am assuming that the addons and fixes mod is an XML patch. So, that is tied to specific content and so is similarly meant to be separate from the framework layer.

 

Regarding MCM, I shared my opinion about that recently: 

 

I have some goals for AAF that make it different from Sexlab. For instance, Sexlab is designed specifically for adult modding. I have chosen to make AAF for generic animation and custom UI interactions (banners, stats, animation trees, etc.) without being specifically for adult modding.

 

I think that difference can throw some peoples expectations off as I don't tailor features to directly address common problems for adult mods. I won't be adding sex-related functions like "StartSex", "EquipStrapon", "HadSex", etc.

 

While that adds some technical challenges (not being able to code the most direct solutions for each feature request). It also keeps me uninvolved with subjects I am not interested in or maybe even disagree with. And that has been important to me in order to make the work public. I just never wanted to become some kind of kink referee.

Posted
8 hours ago, Indarello said:

Dont understand what exactly is not working

You want 


LeitoAggroMissionary

This tag for some positions ?

Look up at the previous posts. I created my own tagData XML trying to make my mod compatible with multiple XMLs at once (Yours, Polistros etc...) by adding a tag corresponding to the position's name to several positions. For some reason when I call some of (Or at least one of) the tags it makes it so I can use the page up and page down button to change to any position when it should be none. (While using your mod)

 

@dagobaking, @EgoBallistic

 

I have a theory as to what it could be .... but now I have to test it with Polistros patches to be sure. If it does the same thing with his there may be no way around this, and we may be back to square one.

 

EDIT:

 

Okay. Well... Polistros has the same problem, which leads me to a hypothesis:

 

This problem has to do with 2 XMLs loaded at once with identically named positions. Polistros uses the same position names as Leitos original XMLs. Likewise Indarello uses the same position names as One Patch, and has One Patch as a requirement. All this time I've been bitching about everybody using different names and maybe there was a reason ?

 

How and why the tagData I made interacts with it in this way is for smarter people to figure out. If dagobaking were to have made my feature to call a series of positions would it have had the same problem?

 

?

Posted
15 hours ago, dagobaking said:

Just to clarify before we consider next steps, it otherwise works 100% correct and as expected. But, when you use pgup/pgdown it navigates to positions that should not be allowed?

Yes. I found some MM animations trying to run when my chars are MF or FF. When this happens, everyone just stands around not doing anything.

 

SEU can even grab some MM animations as well.

 

:exclamation:

 

 

Posted
1 hour ago, Tentacus said:

Okay. Well... Polistros has the same problem, which leads me to a hypothesis:

This sounds great to me, because it sounds like you can fix Leito so that it works with AAF again without errors.

 

Good luck & may the gods speed you to victory!

 

:thumbsup:

 

 

Posted
13 minutes ago, VonHelton said:

This sounds great to me, because it sounds like you can fix Leito so that it works with AAF again without errors.

 

Good luck & may the gods speed you to victory!

 

:thumbsup:

 

 

What is the issue with Leitos and AAF with some members? Mine work fine as long as One Patch is after it, but I have had it working correct without the One Patch even installed...and I do not use any other patches, which may actually be the real cause of all your issues..

Posted
3 minutes ago, maddadicusrex said:

What is the issue with Leitos and AAF with some members? Mine work fine as long as One Patch is after it, but I have had it working correct without the One Patch even installed...

This is a very specific problem having to do with adding new tags via tag data, it doesn't necessarily have anything to do with Leito's pack, it just happens that that was the first pack I tried this with.

Posted
7 minutes ago, maddadicusrex said:

What is the issue with Leitos and AAF with some members? Mine work fine as long as One Patch is after it, but I have had it working correct without the One Patch even installed...and I do not use any other patches, which may actually be the real cause of all your issues..

I don't have any patches installed........AAF may not like the EVB male?

 

(Dunno?)

 

:|

 

 

Posted
5 minutes ago, VonHelton said:

I don't have any patches installed........AAF may not like the EVB male?

 

(Dunno?)

 

:|

 

 

Everything works fine...you have a problem somewhere.

Posted
4 minutes ago, VonHelton said:

I don't have any patches installed........AAF may not like the EVB male?

 

(Dunno?)

 

:|

 

 

I am a Bodytalk user now. Seems that I remember Ulfbearth created a fix for EVB some time back because the erections were now being called different by the current versions of AAF..

Posted
2 hours ago, Tentacus said:

Look up at the previous posts. I created my own tagData XML trying to make my mod compatible with multiple XMLs at once (Yours, Polistros etc...) by adding a tag corresponding to the position's name to several positions. For some reason when I call some of (Or at least one of) the tags it makes it so I can use the page up and page down button to change to any position when it should be none. (While using your mod)

 

@dagobaking, @EgoBallistic

 

I have a theory as to what it could be .... but now I have to test it with Polistros patches to be sure. If it does the same thing with his there may be no way around this, and we may be back to square one.

 

EDIT:

 

Okay. Well... Polistros has the same problem, which leads me to a hypothesis:

 

This problem has to do with 2 XMLs loaded at once with identically named positions. Polistros uses the same position names as Leitos original XMLs. Likewise Indarello uses the same position names as One Patch, and has One Patch as a requirement. All this time I've been bitching about everybody using different names and maybe there was a reason ?

 

How and why the tagData I made interacts with it in this way is for smarter people to figure out. If dagobaking were to have made my feature to call a series of positions would it have had the same problem?

 

?

What animation name exactly

Posted
17 minutes ago, Indarello said:

Dont know, I dont have 2 animations name loaded at same time, maybe you run my patch and polistro at the same time?

  Reveal hidden contents

12313131.png.c38f65ecf5918036d87777f6fdd7c886.png

 

When I say 2 at the same time I meant both Yours and One Patch. And that is just a theory. I don't know how this stuff works... but it was the common factor I could see.

Posted
4 hours ago, Tentacus said:

This problem has to do with 2 XMLs loaded at once with identically named positions. Polistros uses the same position names as Leitos original XMLs. Likewise Indarello uses the same position names as One Patch, and has One Patch as a requirement. All this time I've been bitching about everybody using different names and maybe there was a reason ?

I do this with Sex 'Em Up and the problem doesn't occur there.

 

AAF Sex 'Em Up includes a tagData that adds the SEU-specific SEUHugging, SEUKissing, and SEUCuddle tags to several of Atomic Lust's animations.  SEU also has an optional XML Add-Ons download that redefines those animations so they are non-gendered and don't remove clothing.  The add-on includes an animationData and a positionData for those positions.

 

So with the add-on installed, I have two sets of XMLs that define the same positions and animations with the same names, and a tagData file that adds one tag to each of them.  If I call for the "SEUHugging" tag, I can't switch to any other animations since there is only one position with that tag.  Same with "SEUCuddle" which is a furniture animation.  If I call for "SEUKissing" then I can cycle between the five positions with that tag but no others.

 

So I think we are missing something here.

 

Edit: note that I am not using The One Patch nor Indarello's patch, so the XML involved are the "vanilla" Atomic Lust XML along with mine.

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