Polistiro Posted May 4, 2018 Posted May 4, 2018 French translation for V45: line 43 corrected, new lines added. AAF_Fr.TXT I listed all files differences v42 vs v45 -AAF_ActorTypeData.xml V45: "ActorTypeNPC" -> "0002CB72" idk if this can cause troubles. <group id="NPC"> <actorType form="0002CB72" id="ActorTypeNPC"/> </group> V42: "ActorTypeNPC" -> "0013794" <group id="Human"> <actorType form="0002CB72" id="ActorTypeHuman"/> <actorType form="00013794" id="ActorTypeNPC"/> </group> I tested different combinations* without success: No compatible animation found for the selection... (form number for ActorTypeNPC is 2cb72 in v45.) We can also see the group ID ref NPCs, maybe that is the problem for blueballbob ? (player / npc ?) -AAF_settings.xml -AAF.esp -AAF.swf -AAF_MainQuestScripts.pex & psc -AAF_FR.txt & -AAF_Ru.txt are the same in V42 and V45, idk if this can cause troubles. +Meta.ini & ModuleConfig.xml for FOMOD Tests: actorType form="00013794" id="ActorTypeHuman" with group id="NPC" (and "Human") actorType form="0002CB72" id="ActorTypeNPC" with group id="NPC" (and "Human") using v42 actortypr file (double the names in actors list) with group id="NPC" (and "Human") For all that tests i deleted actors type for 1 anim. (Not a gender problem)
Vader666 Posted May 4, 2018 Posted May 4, 2018 Still no animations listed with V45... Are you sure you packed the correct files ? all of em ? Or is there any edit in the xmls needed you may forgot to mention ?
Polistiro Posted May 4, 2018 Posted May 4, 2018 It seem that we are only 2 to report this problem (no anim list since v43). I partially solved the problem: edit translation .txt: What language are you using? if "<" & ">" line 43 in translation.txt the error message can't be showed (No compatible position) I don't mentioned it before but in my AAF directory there is no personal xmls (just edited 1 xml to remove genders for 1 anim)
CGi Posted May 4, 2018 Posted May 4, 2018 Version 46 is incoming incl. the fixed french translation. 1
blueballbob Posted May 4, 2018 Posted May 4, 2018 12 hours ago, dagobaking said: What were the steps taken that resulted in this picture? I think I know what this particular issue is... This one was going into Concord where the bandits were. RSE Random Shenanigans said there was a sex scene happening somewhere, got a separate error like this for that one. This was from the CSA kicking off. It looked like it was going to load the animation but threw this error instead.
blueballbob Posted May 4, 2018 Posted May 4, 2018 Ok cleaned out the poses mods so I only had rufgt's Animations v1.5 and FO4 Animations By Leito - v1.4b. Re-installed AAF 45 and re-installed the Compatibility Patches minus the Poses. Started new game. Got out to concord again. Beat by Raider, go into surrender and then this popped up. Modlist and plugins txts attached. Can't see any conflicts with AAF or anything in MO that'd block the animations files. modlist.txt plugins.txt
Polistiro Posted May 4, 2018 Posted May 4, 2018 1 hour ago, blueballbob said: RSE Random Shenanigans said there was a sex scene happening somewhere Shenanigans working since which version? I tested it around v40 and i just saw marker on npc when this event occurred...
Bakonon Posted May 4, 2018 Posted May 4, 2018 55 minutes ago, blueballbob said: Ok cleaned out the poses mods so I only had rufgt's Animations v1.5 and FO4 Animations By Leito - v1.4b. Re-installed AAF 45 and re-installed the Compatibility Patches minus the Poses. Started new game. Got out to concord again. Beat by Raider, go into surrender and then this popped up. Modlist and plugins txts attached. Can't see any conflicts with AAF or anything in MO that'd block the animations files. modlist.txt plugins.txt Yeah, I updated from v42 to v45 and got this as well.
Sagebrush61 Posted May 4, 2018 Posted May 4, 2018 Version 43 has an XML in the AAF folder "_AAF_furnitureData.XML" in addition to "AAF_furnitureData.XML". Version 45 only has one furniture data XML. I deleted the extraneous furniture XML which wasn't included in Version 45. Now whenever an animation tries to play I'm seeing the AAF Error Position ID "[Node: Whatever]" not found which other people are seeing. I think AAF may be looking for the wrong furnitureData.XML in version 45. People who still have that leftover _AAF_furnitureData.XML from installing previous versions wouldn't see this error message. I'm going to try renaming "AAF_furnitureData.XML" from version 45 to "_AAF_furnitureData.XML" and see what happens. Edit: Ok, renaming doesn't help, adding in the extra XML from version 43 doesn't either. So in version 45 there is a position ID error when trying to launch an animation through the Proxy. Will try V46 when it arrives.
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 8 hours ago, Polistiro said: French translation for V45: line 43 corrected, new lines added. AAF_Fr.TXT I listed all files differences v42 vs v45 -AAF_ActorTypeData.xml V45: "ActorTypeNPC" -> "0002CB72" idk if this can cause troubles. <group id="NPC"> <actorType form="0002CB72" id="ActorTypeNPC"/> </group> V42: "ActorTypeNPC" -> "0013794" <group id="Human"> <actorType form="0002CB72" id="ActorTypeHuman"/> <actorType form="00013794" id="ActorTypeNPC"/> </group> I tested different combinations* without success: No compatible animation found for the selection... (form number for ActorTypeNPC is 2cb72 in v45.) We can also see the group ID ref NPCs, maybe that is the problem for blueballbob ? (player / npc ?) -AAF_settings.xml -AAF.esp -AAF.swf -AAF_MainQuestScripts.pex & psc -AAF_FR.txt & -AAF_Ru.txt are the same in V42 and V45, idk if this can cause troubles. +Meta.ini & ModuleConfig.xml for FOMOD Tests: actorType form="00013794" id="ActorTypeHuman" with group id="NPC" (and "Human") actorType form="0002CB72" id="ActorTypeNPC" with group id="NPC" (and "Human") using v42 actortypr file (double the names in actors list) with group id="NPC" (and "Human") For all that tests i deleted actors type for 1 anim. (Not a gender problem) The actorType differences shouldn't matter. The id in that node is not system functional. In other words, I only add it there to remind myself what that formID is referencing. I must have had that mixed up. But, it wouldn't break anything to be wrong. And only have the NPC one, in my testing, spit out the same scan results. AND if there was something wrong there, it would affect which players appear in step one of the wizard rather than which animations appear. Are you saying that the French language files is the same as the Russian one? That shouldn't be the case. @CGi ? But, if it was, I don't think it would cause the animation list issue. See below for other ideas I have to check for. 4 hours ago, Vader666 said: Still no animations listed with V45... Are you sure you packed the correct files ? all of em ? Or is there any edit in the xmls needed you may forgot to mention ? With v45 I uninstalled everything and then only installed the v45 package I posted plus minimum requirements and it worked. I will do that again with v46 and follow up with what happens. I am using MO so that my game folder remains clean. This is what I've put in there manually (F4SE): 4 hours ago, Polistiro said: It seem that we are only 2 to report this problem (no anim list since v43). I partially solved the problem: edit translation .txt: What language are you using? if "<" & ">" line 43 in translation.txt the error message can't be showed (No compatible position) I don't mentioned it before but in my AAF directory there is no personal xmls (just edited 1 xml to remove genders for 1 anim) Yes. I switched that text window to render as HTML. So, those brackets broke things when they appeared. Removing them should fix. Make completely sure that there are no extra XML in there. It could be easy to miss as I have added/removed a few at different times. Uninstall AAF, look and see if there are any XML there left behind and delete if there are. Then re-install AAF and make no XML edits. Test. 2 hours ago, blueballbob said: This one was going into Concord where the bandits were. RSE Random Shenanigans said there was a sex scene happening somewhere, got a separate error like this for that one. This was from the CSA kicking off. It looked like it was going to load the animation but threw this error instead. This was an issue with all animations started through the API (ie through the proxy currently). I tested it as fixed last night. So, should be addressed in the build I'm about to post. 1 hour ago, blueballbob said: Ok cleaned out the poses mods so I only had rufgt's Animations v1.5 and FO4 Animations By Leito - v1.4b. Re-installed AAF 45 and re-installed the Compatibility Patches minus the Poses. Started new game. Got out to concord again. Beat by Raider, go into surrender and then this popped up. Modlist and plugins txts attached. Can't see any conflicts with AAF or anything in MO that'd block the animations files. modlist.txt plugins.txt Thank you. Same as above. All proxy-started animations were broken by my code restructure. Should be fixed in v46 on. 42 minutes ago, Bakonon said: Yeah, I updated from v42 to v45 and got this as well. Same as above. 40 minutes ago, Sagebrush61 said: Version 43 has an XML in the AAF folder "_AAF_furnitureData.XML" in addition to "AAF_furnitureData.XML". Version 45 only has one furniture data XML. I deleted the extraneous furniture XML which wasn't included in Version 45. Now whenever an animation tries to play I'm seeing the AAF Error Position ID "[Node: Whatever]" not found which other people are seeing. I think AAF may be looking for the wrong furnitureData.XML in version 45. People who still have that leftover _AAF_furnitureData.XML from installing previous versions wouldn't see this error message. I'm going to try renaming "AAF_furnitureData.XML" from version 45 to "_AAF_furnitureData.XML" and see what happens. Is that XML actually in the v43 package? I don't recall naming a file with "_" in front of it like that. It should be ok to have multiple furniture xml files even if only slightly renamed. But, that doesn't prevent it from loading. It would still load both (it loads every xml file in that folder no matter what they are named). By design, this shouldn't be an issue because it will over-write items with the same id. But, I haven't tried loading an identical XML to see what happens. The position not found problem was caused because I change the code from operating based on strings (which can't be cast as specific types) to classes for the data nodes. The error being shown is because a class instance is being passed in instead of the old string. I updated the receiving code to expect the class. So, that should work now. Not related to the furniture xml.
CGi Posted May 4, 2018 Posted May 4, 2018 9 minutes ago, dagobaking said: Are you saying that the French language files is the same as the Russian one? That shouldn't be the case. @CGi ? But, if it was, I don't think it would cause the animation list issue. Sounds like an NMM installation but then again, the last time a checked the other translations was when i included the updates for them.
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 On 4/24/2018 at 1:49 PM, Relimera said: after i added this to the condition node just die action data xml was loaded sry maybe i did it wrong ^^ for sure i did can u help with me ? where exactly i must add this line? This should be fixed now. I tested it as working. --- New build posted: AAF 46 Fixed condition node in equipmentset xml. Adjusted equipment handling to account for non-equipment items. Fixed addEquipment, removeEquipment nodes. Fixed issue with API initiated scenes using wrong ID. Added "fast exit". Press [End] button a second time to skip waiting for the current animation loop to complete. A lot more restructuring of code. Almost finished with that. 1
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 5 hours ago, Vader666 said: Still no animations listed with V45... 5 hours ago, Polistiro said: It seem that we are only 2 to report this problem (no anim list since v43). Through MO, this is what I installed: It worked on a save game. Then I started a new game at it worked right at the shower/character selection stage: Is there anything your guys setup that is different? At this point, if it still doesn't work, maybe we need to look at ini files, language files, maybe restore game integrity from steam, etc.
Polistiro Posted May 4, 2018 Posted May 4, 2018 21 minutes ago, dagobaking said: Are you saying that the French language files is the same as the Russian one? That shouldn't be the case. @CGi ? But, if it was, I don't think it would cause the animation list issue. No. French translation.txt are the same in both versions. Same thing for Russian translation file. (Russian translation is in Russian language). 25 minutes ago, dagobaking said: The actorType differences shouldn't matter. The id in that node is not system functional. In other words, I only add it there to remind myself what that formID is referencing. I must have had that mixed up. But, it wouldn't break anything to be wrong. And only have the NPC one, in my testing, spit out the same scan results. AND if there was something wrong there, it would affect which players appear in step one of the wizard rather than which animations appear. With problems i seen in previous posts with rse, call npc seemed to me a bit strange... So, if i understood the "filter" is 0002cb72 = humanrace . Thanks for clarification.
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 2 minutes ago, Polistiro said: No. French translation.txt are the same in both versions. Same thing for Russian translation file. (Russian translation is in Russian language). With problems i seen in previous posts with rse, call npc seemed to me a bit strange... So, if i understood the "filter" is 0002cb72 = humanrace . Thanks for clarification. I think it actually is the NPC keyword. It does seem strange. But, the NPC keyword appears to be attached to many Actors, including the Player Character, which is a head scratcher.
Polistiro Posted May 4, 2018 Posted May 4, 2018 It's a Bethesda reasoning, we can't understand ... Spoiler Spoiler V46 just tested and still not working. Same issue: No compatible position...
Sagebrush61 Posted May 4, 2018 Posted May 4, 2018 Yes, the " _AAF_furnitureData.XML" is included under the basic section of the Version 43 archive I downloaded from here. Just reopened the archive to double-check. Shouldn't be much of an issue if that isn't causing the problem cause I'll be deleting everything added by AAF and doing a fresh install for new version.
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 8 minutes ago, Polistiro said: It's a Bethesda reasoning, we can't understand ... Can you try it exactly like mine and with Mod Organizer? If we can just get to a working state we can then work backward to figure out what the issue is.
Polistiro Posted May 4, 2018 Posted May 4, 2018 Do i need uninstall all mods and NMM to try Mod organizer?
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 3 minutes ago, Polistiro said: Do i need uninstall all mods and NMM to try Mod organizer? You can leave NMM installed. I have it installed also (but with no mods installed). But, unfortunately, the way that NMM works, you will need to uninstall all mods from NMM for MO to work correctly. Otherwise, those leftover files will still be in the game folder. On that note, I still think that the issue you are seeing could be related to the NMM update. I had it really explode on me and I had to search through the whole computer to remove all NMM related files/caches/whatever. And then I even reinstalled the game itself for good measure. NMM has some weird cache/database system and after the recent update it all seemed scrambled. Installing old files (or naming them as old files) etc.
Polistiro Posted May 4, 2018 Posted May 4, 2018 I try with all your mods installed (activated / unactivated) like your first picture or minimal like second one? I start a new game or i can try with an non modded save? Go back in few hours
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 11 minutes ago, Polistiro said: I try with all your mods installed (activated / unactivated) like your first picture or minimal like second one? I start a new game or i can try with an non modded save? Go back in few hours The first and second picture are of the same configuration. In MO, you have your list of active/inactive mods on the left and then a second list that shows plugins installed. Just install the ones that have been checked and put them in the same load order. Also, look at the post I made earlier today to vader about the F4SE scripts. Make sure your game directory scripts folder has the exact same scripts in it (as well as the F4SE dll and exe installed in the right place).
blueballbob Posted May 4, 2018 Posted May 4, 2018 Good news! 46 seems to have fixed the RSE Shenanigans and the AAF Home animations seem working again! What success looks like. 2
Polistiro Posted May 4, 2018 Posted May 4, 2018 I don't know what to do, still have the problem: In a new game: Spoiler This is Mod organizer (seems better/faster than mod manager) Spoiler I uninstalled all mods before uninstalling NMM. I deleted NMM datas on my disk. F4se files: Spoiler F4SE scripts: Spoiler All seems ok in f4se.log Fallout4.ini Fallout4Custom.ini Integrity ckecked via steam: 7 files can't be verified and will be re installed (96.1MB). Done but always same issue.
dagobaking Posted May 4, 2018 Author Posted May 4, 2018 22 minutes ago, Polistiro said: I don't know what to do, still have the problem: In a new game: Hide contents This is Mod organizer (seems better/faster than mod manager) Hide contents I uninstalled all mods before uninstalling NMM. I deleted NMM datas on my disk. I think that I see the problem. This is what I was asking about a few days ago. The correct behavior is that for humans, if there is no compatible animation it uses the label "FEMALE" or "MALE" (without "HUMAN"). Your game, since it is a different language, lists the race as "HUMAIN". So, AAF thinks that HUMAIN is a new race. Not human and thus doesn't find any animations for that race. Should not be too difficult to fix. But, I have to think of a way since I now know that non-english game installs actually change the names of the forms...
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