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Posted

I have the same problem with the frozen camera above the action. Affects Violate and also the basic AAF scene builder. Unfortunately it's on a save that already has progressed and I'm quite happy with. Do you think this is a problem that might go away if/when an AAF update adresses this or is this something that sticks to the save ?

 

For reference:

 

AAF 110b

F4SE 0.6.20

Game 1.10.163

 

Also installed are

 

AAF SEU

AAF Violate

 

and some other things (I basically went through the comprehensive Installation Guide)

 

 

Posted
1 hour ago, mad.scientist said:

I have the same problem with the frozen camera above the action. Affects Violate and also the basic AAF scene builder. Unfortunately it's on a save that already has progressed and I'm quite happy with. Do you think this is a problem that might go away if/when an AAF update adresses this or is this something that sticks to the save ?

 

For reference:

 

AAF 110b

F4SE 0.6.20

Game 1.10.163

 

Also installed are

 

AAF SEU

AAF Violate

 

and some other things (I basically went through the comprehensive Installation Guide)

 

 

Remove all patches & let's see what happens.

 

:exclamation:

Posted
1 hour ago, VonHelton said:

Remove all patches & let's see what happens.

 

:exclamation:

Had already tried that. I basically whittled away my Load Order step by step. First removing all AAF related things, then everything else that has F4SE plugins - down to having just AAF, Looksmenu and an animation package + theme installed. Even with that the camera is locked.

 

HOWEVER,

 

If I load a very old savegame with my full Load Order intact, the camera works.

Posted
18 minutes ago, mad.scientist said:

Had already tried that. I basically whittled away my Load Order step by step. First removing all AAF related things, then everything else that has F4SE plugins - down to having just AAF, Looksmenu and an animation package + theme installed. Even with that the camera is locked.

 

HOWEVER,

 

If I load a very old savegame with my full Load Order intact, the camera works.

That is what happens. My way of playing is to manual save often. The stuck camera happens once in awhile, so does junk not erecting, animations not playing, etc. I cannot trust any of that to not effect my gameplay or game save. When any glitch happens, I delete and go back to an earlier one. Seems to always sort it out.. Rule seems to be for Bethnet games is that at some point, they will always auto-corrupt..

Posted
21 minutes ago, maddadicusrex said:

 Rule seems to be for Bethnet games is that at some point, they will always auto-corrupt..

They really do, don't they....

 

Anyway.... I fixed it. Here's what I did

 

- clean savegame with FallrimTools / ReSaver

- filter for AAF.esm and delete all related entries

- disable all AAF related mods in ModOrganizer

- load cleaned save (ignoring missing plugin warnings) and save it again

- re-enable all AAF related mods

- load newly created savegeme

So, in conclusion:

The problem of a locked camera during AAF action is really something that happens when your savegame is corrupted in one way or another. AAF 110b itself works fine. Maybe there's a problem when updating from one version to another though since I seem to remember that the problem started shortly after I updated a bunch of mods.

 

Posted

ok guys, thank you for your help.

 

i sure have the latest fase looksmenu and aaf installed, and properly installed i would say too.

when i get some time i will try to install and test the anim packs one by one, and see what happens.

 

its still odd to me, everything worked as intended and then godd Howard tries to sell new crap, updates the game and boom: it just (doesnt) work

 

 

well, enough whining, i will try that out 

thanks to all

Posted

I have a question where do I find the body that the animations use so I can fix it with bodyslide? I have a unique player and when the animations play it swaps the body out to a different build. My character has a slim build with a tattoo texture and while doing the animations it's a plain skin without the tattoos. So I need to either swap the texture on that one or find out how to disable the replacement 'nude' body. Any suggestions?

Posted
2 minutes ago, AoiUma said:

I have a question where do I find the body that the animations use so I can fix it with bodyslide? I have a unique player and when the animations play it swaps the body out to a different build. My character has a slim build with a tattoo texture and while doing the animations it's a plain skin without the tattoos. So I need to either swap the texture on that one or find out how to disable the replacement 'nude' body. Any suggestions?

If you use Unique Player, you will have to manually move the files to the correct folder after they are made in Bodyslide. There's no way around that.

 

:exclamation:

Posted
On 1/20/2020 at 6:29 AM, maddadicusrex said:

That is what happens. My way of playing is to manual save often. The stuck camera happens once in awhile, so does junk not erecting, animations not playing, etc. I cannot trust any of that to not effect my gameplay or game save. When any glitch happens, I delete and go back to an earlier one. Seems to always sort it out.. Rule seems to be for Bethnet games is that at some point, they will always auto-corrupt..

 

WDNNSP-VH0001.jpg

 

LOL.......

 

:joy:

Posted
3 hours ago, AoiUma said:

I have a question where do I find the body that the animations use so I can fix it with bodyslide? I have a unique player and when the animations play it swaps the body out to a different build. My character has a slim build with a tattoo texture and while doing the animations it's a plain skin without the tattoos. So I need to either swap the texture on that one or find out how to disable the replacement 'nude' body. Any suggestions?

To make a long story short, Unique Player is not compatible with AAF.

 

I think it would be relatively simple to make it compatible. But, it would require a small update in the Unique Player mod. More info here: https://www.loverslab.com/topic/136618-what-body-does-aaf-use/

 

3 hours ago, VonHelton said:

 

WDNNSP-VH0001.jpg

 

LOL.......

 

:joy:

100% true! It works fine without them!

Posted
6 hours ago, dagobaking said:

To make a long story short, Unique Player is not compatible with AAF.

 

I think it would be relatively simple to make it compatible. But, it would require a small update in the Unique Player mod. More info here: https://www.loverslab.com/topic/136618-what-body-does-aaf-use/

 

100% true! It works fine without them!

Not my place to contradict a LL icon (knees trembling) but I use Unique Player and Followers and AAF work fine. What you have to do is create your character body (bodyslide), swap its body data with the Unique Player default body data. Then you can create the npcs body ,save that and everything is set up..Both bodys will activate fine in AAF. The original Unique Player was Vanilla body based so you really need one of the updated for CBBE ones. Fusion Girl works with CBBE based mods, so no worries..(do not beat me, master)?☠️?

Posted
14 minutes ago, maddadicusrex said:

Not my place to contradict a LL icon (knees trembling) but I use Unique Player and Followers and AAF work fine. What you have to do is create your character body (bodyslide), swap its body data with the Unique Player default body data. Then you can create the npcs body ,save that and everything is set up..Both bodys will activate fine in AAF. The original Unique Player was Vanilla body based so you really need one of the updated for CBBE ones. Fusion Girl works with CBBE based mods, so no worries..(do not beat me, master)?☠️?

It's jelly, not peanut butter........

 

:P

Posted
5 hours ago, maddadicusrex said:

Not my place to contradict a LL icon (knees trembling) but I use Unique Player and Followers and AAF work fine. What you have to do is create your character body (bodyslide), swap its body data with the Unique Player default body data. Then you can create the npcs body ,save that and everything is set up..Both bodys will activate fine in AAF. The original Unique Player was Vanilla body based so you really need one of the updated for CBBE ones. Fusion Girl works with CBBE based mods, so no worries..(do not beat me, master)?☠️?

Heh. It's all good. I'm really only guessing at how that mod works.

 

Yes. What you describe would work. But, I was thinking compatible out of the box where you wouldn't have to move files around.

Posted

i just wanted to say thanks again because your tips seem to work :D

 

i was bored and started to random install clothing mods and then i thought: now you can disable the aaf stuff since youre here.

and boom, aaf doesnt make Trouble anymore. now i can filter out the mod which is causing Trouble.

 

i still dont get what happened but anyway,

thank you guys youre awesome

 

 

Posted
4 hours ago, xXRD88Xx said:

i just wanted to say thanks again because your tips seem to work :D

 

i was bored and started to random install clothing mods and then i thought: now you can disable the aaf stuff since youre here.

and boom, aaf doesnt make Trouble anymore. now i can filter out the mod which is causing Trouble.

 

i still dont get what happened but anyway,

thank you guys youre awesome

 

 

Any time!

 

:thumbsup:

 

 

 

Posted
32 minutes ago, moleke_da_morte said:

anyone knows how to remove that?

when it finish loads, its doesn't come out.

Looks like when you installed AAF you checked the option in its FOMOD menu to enable debug logging. Reinstall AAF and deselect that.

Posted

I got another little Problem with AAF. So if i install Animation Packs, everything works fine and it boots up without any issues. But as soon as i install something that overwrites any of the Animation Packs Data (Like Custom Moans,One Patch to Bang them all,Patch for Squirts/Tattoos etc.), it refuses to boot up and stays at like 30%. I´ve been trying to figure this out but i don´t get it. Does it have an issue with replacing that Data in a Game they previously were unchanged in ?

 

EDIT: Nope. Not even a New Game fixes it. I still can´t get behind this. Happens every time i install. 

Posted
4 hours ago, AkiKay said:

I got another little Problem with AAF. So if i install Animation Packs, everything works fine and it boots up without any issues. But as soon as i install something that overwrites any of the Animation Packs Data (Like Custom Moans,One Patch to Bang them all,Patch for Squirts/Tattoos etc.), it refuses to boot up and stays at like 30%. I´ve been trying to figure this out but i don´t get it. Does it have an issue with replacing that Data in a Game they previously were unchanged in ?

 

EDIT: Nope. Not even a New Game fixes it. I still can´t get behind this. Happens every time i install. 

Disable squirts in Vortex & try again.

 

:thumbsup:

 

 

Posted

found the Problem:D

 

something was wrong with hardship. quick look into the mod file and the author wrote down the solution.

quote: If you haven't done so already... remove the XML: _T_Leito_FF_Adjusted_positionData from your Data: AAF  (Or if using MO2 as you should your Hardship AAF folder)

 

did it and everything fixed. aaf works as before the Problems. 

 

i will test it out further but im Pretty sure that did the trick as it worked in a quick test.

 

 

Posted

Hi,

 

Can anyone please help me, I'm trying to filter Actors with the 'condition node' to manage equipment in AAF_equipmentSetData.xml. I can't get AAF to recognise  (formID, raceFormID, raceFullFormID ). The Wiki tells me

 

"The Actors form ID in int form. This is not the form that is seen via CreationKit or FO4Edit. So, you will need to convert those values to int form in order to use this check ".

 

When it says in int form, does it mean a decimal value, I know CreationKit and FO4Edit uses hexidecimal values for items in the game database. An example would be useful. I'm trying manage equipment with 'Servitron'. The full race id on my system is "13000F99". Would the value be raceFullFormID ="13000F99" or raceFullFormID ="318771097" in decimal. I have also tried raceFormID="F99" and raceFormID="3993", to no avail. If this is wrong, how do you convert to an int form that AAF accepts.

 

P.S. I have also tried raceLabel="Servitron" without success.

 

Any help would be appreciated.

 

Edit: Ah!.. The servitron actor is being processed as a female human. Can multiple/nested conditions be used or are you limited to one condition per node.

e.g

 

    <condition isFemale="true" skeleton="Human">

 

or

<condition isFemale="true">
	<condition skeleton="Human">
  	</condition>
</condition>

 

Posted
7 hours ago, satanfist said:

Hi,

 

Can anyone please help me, I'm trying to filter Actors with the 'condition node' to manage equipment in AAF_equipmentSetData.xml. I can't get AAF to recognise  (formID, raceFormID, raceFullFormID ). The Wiki tells me

 

"The Actors form ID in int form. This is not the form that is seen via CreationKit or FO4Edit. So, you will need to convert those values to int form in order to use this check ".

 

When it says in int form, does it mean a decimal value, I know CreationKit and FO4Edit uses hexidecimal values for items in the game database. An example would be useful. I'm trying manage equipment with 'Servitron'. The full race id on my system is "13000F99". Would the value be raceFullFormID ="13000F99" or raceFullFormID ="318771097" in decimal. I have also tried raceFormID="F99" and raceFormID="3993", to no avail. If this is wrong, how do you convert to an int form that AAF accepts.

 

P.S. I have also tried raceLabel="Servitron" without success.

 

Any help would be appreciated.

 

Edit: Ah!.. The servitron actor is being processed as a female human. Can multiple/nested conditions be used or are you limited to one condition per node.

e.g

 

    <condition isFemale="true" skeleton="Human">

 

or


<condition isFemale="true">
	<condition skeleton="Human">
  	</condition>
</condition>

 

Hello sir... fist.

 

I apologize if I used unclear terms in the docs. I was meaning in decimal form. There could be problems using the full form ID because that number includes the plugin order which could be anything depending on a persons build. In hindsight, using that is probably useless for that reason. I just listed it because the way the code is written it exposes all of the public functions of the Actor class that I built in AAF.

 

I'm a little unsure of what you are trying to accomplish. I think if I knew that I could give better advice. You are trying to make it so that only certain races get some equipment commands? If so, using the skeleton designation like in your example above is probably the best way.

 

To answer your later question, yes, you can put multiple conditions in one node. Then all of them need to be true for AAF to then apply the set.

 

In other words, to be clear, this works:

 

<condition isFemale="true" skeleton="Human">
</condition>

 

Posted
1 hour ago, dagobaking said:

Hello sir... fist.

 

I apologize if I used unclear terms in the docs. I was meaning in decimal form. There could be problems using the full form ID because that number includes the plugin order which could be anything depending on a persons build. In hindsight, using that is probably useless for that reason. I just listed it because the way the code is written it exposes all of the public functions of the Actor class that I built in AAF.

 

I'm a little unsure of what you are trying to accomplish. I think if I knew that I could give better advice. You are trying to make it so that only certain races get some equipment commands? If so, using the skeleton designation like in your example above is probably the best way.

 

To answer your later question, yes, you can put multiple conditions in one node. Then all of them need to be true for AAF to then apply the set.

 

In other words, to be clear, this works:

 


<condition isFemale="true" skeleton="Human">
</condition>

 

Hi,

Thanks very much for the reply. I have now got it working of a sorts, but I would be very grateful for your help in tweaking the code. I want to create a AAF_equipmentSetData.xml that manages equipment for male and female humans, canines such as dogmeat and not forgetting the automatron race. Here is my current file that now works for servitron and humans, but has since stopped working for dogmeat who wears an alternate dog breed skin (Equippable Dogmeat Skins-21592-1-0 by MrEsturk) that I wish to remain on during the animations.

 

Many many thanks for your hard work with AAF, it makes adventuring in the Commonwealth much more pleasurable ;)

 

EDIT: I have re-attached a revised xml that works for all my actors. Hopefully it will be help to anyone else wishing to customise their AAF_equipmentSetData.xml. Lets get back to the fun of gaming :P

 

AAF_equipmentSetData.xml

Posted
1 hour ago, satanfist said:

Hi,

Thanks very much for the reply. I have now got it working of a sorts, but I would be very grateful for your help in tweaking the code. I want to create a AAF_equipmentSetData.xml that manages equipment for male and female humans, canines such as dogmeat and not forgetting the automatron race. Here is my current file that now works for servitron and humans, but has since stopped working for dogmeat who wears an alternate dog breed skin (Equippable Dogmeat Skins-21592-1-0 by MrEsturk) that I wish to remain on during the animations.

 

Many many thanks for your hard work with AAF, it makes adventuring in the Commonwealth much more pleasurable ;)

 

EDIT: I have re-attached a revised xml that works for all my actors. Hopefully it will be help to anyone else wishing to customise their AAF_equipmentSetData.xml. Lets get back to the fun of gaming :P

 

AAF_equipmentSetData.xml 7.97 kB · 1 download

I'm a bit confused. What EXACTLY does this file do? XML files have a tendency to ruin people's days.......

 

:no_mouth:

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