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Posted
1 hour ago, VonHelton said:

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

 

:no_mouth:

This file controls what is unequipped and what isn't, prior to the AAF animation starting. It also controls what is re-equipped as the animation ends. This is my own custom file including all available labelled equipment biped slots (sorry if it may seem a little confusing).  I uploaded it to the thread to get advice on improving it. I found very few examples of such files online, particularly with the varied use of conditional statements . I just thought it might be useful for other people, who may also want to customise their xmls.

Posted
3 hours 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 · 2 downloads

Thank you.

 

With your edit comment, are you saying that you got things fixed for all actors including dogmeat, etc. as well and no longer need advice at this point?

Posted
6 hours ago, dagobaking said:

Thank you.

 

With your edit comment, are you saying that you got things fixed for all actors including dogmeat, etc. as well and no longer need advice at this point?

Hi,

Yes it does appear to be doing the job now, although it was quite late last night and I didn't have alot of time to fully test it out. You've been a big help confirming that multiple conditions can be used, and your suggestion that to use 'skeleton=" is a good basis to distinguish actors. Thank you :)

Posted

So I got my AAF working again, YAY!  But since I had to remove Crazy's and Leito's mods to do it, supermutant dicks are purple, dog dicks are invisable, and whenever my character has sex, she is wearing the default vanilla clothing (though naked if I just take her clothes off.  nudity doesn't work during animations for the MC).  Any ideas?

Posted

I have the latest fo4 and aaf and I'm using unique player mod. I started a new game yesterday and whenever I started an animation my character will change back to vanilla body mesh instead of my unique mesh. However my old save does not have this problem. How can I fix this?

Posted
1 hour ago, YunhaoXu1 said:

I have the latest fo4 and aaf and I'm using unique player mod. I started a new game yesterday and whenever I started an animation my character will change back to vanilla body mesh instead of my unique mesh. However my old save does not have this problem. How can I fix this?

The original Unique Player mod used vanilla body assets. If you are using any of the current bodies that are CBBE/Fusion Girl, that might be the problem. We need to know what body mods you are using and what is the gender of your character?

Posted
5 hours ago, maddadicusrex said:

The original Unique Player mod used vanilla body assets. If you are using any of the current bodies that are CBBE/Fusion Girl, that might be the problem. We need to know what body mods you are using and what is the gender of your character?

I'm using AtomicBeauty as the unique body and CBBE as the regular body. I thought the reason causing this problem is that aaf makes a copy of the character when playing animation and that copy use the original file path instead of the unique one. The interesting point is that this problem only occurs on my new game. Some old saves have no such issue which is very weird. I'm still trying to find a way to let the two mods work together on a new game.

 

Edit: I solve it temporarily by reverting the game to previous version 1.10.162 as well as all mods that requires F4SE including AAF.

Posted
5 hours ago, YunhaoXu1 said:

I'm using AtomicBeauty as the unique body and CBBE as the regular body. I thought the reason causing this problem is that aaf makes a copy of the character when playing animation and that copy use the original file path instead of the unique one. The interesting point is that this problem only occurs on my new game. Some old saves have no such issue which is very weird. I'm still trying to find a way to let the two mods work together on a new game.

 

Edit: I solve it temporarily by reverting the game to previous version 1.10.162 as well as all mods that requires F4SE including AAF.

I am using Unique Player and Followers which is CBBE based. That was why I was asking. The other thing. When you create your body in Bodyslide, I then have to take those body morphs (Tri Female Body/Hands) and have them replace those in PlayerCharacterAssets. After that, I then build the body for my npcs..But I am sure you knew that part.

Posted

 

New AAF Release:

 

## [Beta 113] - 2020-2-4
### Added
- Code cleanup/optimization (morph)

### Fixed
- backup doppelganger method (necessary to use during new game first run) being used past pre-war neighborhood.

 

## [Beta 112] - 2020-1-25
### Added
- Code cleanup/optimization.
- EquipmentLayers XML type. Allows defining layers of armor items that get automatically equipped when specific body slots are unequiped. Only works through AAF currently. Does not cause the auto-equipping of layers when equipment is removed via the vanilla UI.
- master XML type. This allows putting XML from multiple XML types into one larger XML file. This should not be used with very large lists as there is a size limit that can be reached. However, combining smaller XML files this way should improve load times at boot. See docs for structure.
- Check to leave the PC in "ghost" state if that's how they were when a scene with them in it started.
- Multiple layers affected by action tags. (ie. if an action requests a body slot to be available and additional layers are created after removing first equipment in that slot, AAF will remove the next layer as well until the slot is clear.)
- "resetAll" attribute to reEquipNode in equipmentSet XML. This allows resetting an actors equipment to what it was at the beginning of an AAF scene with one command. The new equipment features were making it difficult-to-impossible to define logic that could reliably restore equipment settings based on the old format. So, this works more like restoring a snapshot.

### Fixed
- Terrible, terrible bug that was never released to the public.

 

## [Beta 111] - 2020-1-18
### Added
- startMorphSet and stopMorphSet to action XML.
- customEquipment XML type. Allows defining "stages" for specific armors that can be changed during AAF scenes. Could have multiple uses (hat straight or turned backward, shirt buttoned or unbuttoned, clean or dirty, torn or undamaged, changing colors, etc.) Currently works through equipment manager and equipmentRules/action tags. But, will add Papyrus API functions eventually.
- integration of customEquipment with equipmentRules. So, customEquipment will automatically change states to match tags in actions.

### Removed
- Slot and index information from equipment manager. While this had some debugging use, it would add over-head to keep it accurate while using customEquipment.

Posted

Just did the update to 113.. (and deleted my old copy of AAF... bad idea, I know!) 

 

Sadly, AAF will not initialize past 60% now, when it was working just fine before the update :(

 

Any idea where to start looking for the error? I have the debug module installed, but it never shows an error, it just... STOPS...

 

In case it is not clear it stops at the SWF -> Papyrus line and doesn't advance from there (waited about 5 minutes, no change) 

ScreenShot0.png

Posted

Hello

 

Thank you for the update but

 

After updating 112-->113 me too AAF is blocked at 60%

Quote

1897038930_Capturedcran(36).thumb.png.14ce3a427e76fe15928f89f965627d01.png

 

Posted

Hi, thank you @dagobakingso much for the update and fixing the backup doppelganger!

 

But now my AAF is stucking at 60% initializing upon loading a save.. I will investigate.

 

EDIT: Weird that my AAF debug mode is not showing any error...

 

AAF Log stops at: Processing: swf --> papyrus, no error is shown..

ScreenShot58.png

ScreenShot59.png

Posted
31 minutes ago, NoJoker said:
 

Hi, thank you so much for the update and fixing the backup doppelganger!

 


 

But now my AAF is stucking at 60% initializing upon loading a save.. I will investigate.

 

EDIT: Weird that my AAF debug mode is not showing any error...

ScreenShot58.png

ScreenShot59.png

 

I'm having that exact same issue. I tested uninstalling a bunch of other stuff, but I've isolated it to being this version of AAF. I'm now going to undelete the previous version of AAF and go back to that :)

 

Edit: Dang, the old version isn't in recycle bin for recovery. So much for playing Fallout 4 tonight *Laughs* :)

Posted

So far, I can't reproduce the error. I've tried a few combinations of animation packs and it keeps working. But, I don't have many packs/patches installed.

 

I feel like it's one popular AAF add-on mod that is triggering the bug. If someone can narrow it down with trial and error turning the AAF mods off/on it would really help me to know what the problem area is.

Posted
25 minutes ago, dagobaking said:

So far, I can't reproduce the error. I've tried a few combinations of animation packs and it keeps working. But, I don't have many packs/patches installed.

 

I feel like it's one popular AAF add-on mod that is triggering the bug. If someone can narrow it down with trial and error turning the AAF mods off/on it would really help me to know what the problem area is.

So far I have tried disabling the following mods:

Sexharassment

SexAttributes

Hardship

Violate

SEU

Family planning

Tattoo after Rape

captive tattoos

 

 

I still get stuck at the same point of the AAF initialization (60%) SWF-->Papyrus    Both on a new game and loading a save...

 

 

Will now move on to patches and animation packs. 

 

Posted
11 minutes ago, nitemares said:

So far I have tried disabling the following mods:

Sexharassment

SexAttributes

Hardship

Violate

SEU

Family planning

Tattoo after Rape

captive tattoos

Thank you. These would be the least likely to cause issues imo since they do things with AAF after bootup and the issue is happening during bootup.

11 minutes ago, nitemares said:

 

Will now move on to patches and animation packs. 

 

This is likely where the issue is somewhere...

Posted

have now tried disabling the following mods as well...

The Auction house

RSE 2 brothels, 

RSE 2 resources

realhandcuffs

Release_badend

Violate Purgatory

Just Business

 

and.... Still stuck at 60%.. SWF to Papyrus  :(

 

Note: With this many mods disabled, even with saves in between, my save file is Corrupt and will not load....

So, I have even tried with a fresh start... and no luck :(

 

Still trying and testing... 

Posted
2 minutes ago, nitemares said:

have now tried disabling the following mods as well...

The Auction house

RSE 2 brothels, 

RSE 2 resources

realhandcuffs

Release_badend

Violate Purgatory

Just Business

 

and.... Still stuck at 60%.. SWF to Papyrus  :(

 

Note: With this many mods disabled, even with saves in between, my save file is Corrupt and will not load....

So, I have even tried with a fresh start... and no luck :(

 

Still trying and testing... 

Test the animation packs and other XML patches first. That is likely where the issue is.

 

I can run AAF without any other AAF related mods installed and it boots up fine.

Posted

Disabled

Leito 

        aaf patch for leito and crazy v3.2

        fo4 leito viocefix 1.1

        f04 animations by leito v2

Release_50shades

Release_badend 

(no idea if these have XMLS or not... )

Animations addons and and fixes 4.4

xml_unlocked humans anims september

AAF compatibility patch v3.

 

 

Sadly, still stuck.. Will continue

 

(On a side note, I am just sitting here with vortex and Chrome open and testing, so I didn't see your above post until after i had posted :D will try to stick to XML files)

Posted

Another thing that I would try first, before going through the other mods is to just run AAF by itself with zero AAF animation packs, patches, add-ons, etc. to see if it boots up like mine. Just to establish a base and rule out other possibly unexpected factors.

Posted

next batch...

Crazy animations (mod manager gun version) 3-11-17

Release_bonddevanim_v01_00

Atomic Lust 2.6.1

aaf bondage animations 1.00

 

 

sadly, still stuck.. and will continue

EDIT 

"Another thing that I would try first, before going through the other mods is to just run AAF by itself with zero AAF animation packs, patches, add-ons, etc. to see if it boots up like mine. Just to establish a base and rule out other possibly unexpected factors."

 

Almost to that point now...

 

Posted

ok.. 

With JUST the AAF 113beta loaded and NO animation packs... I get AAF to load... with the obivous error that there is nothing to load :P

So, that is a good thing.. we know its somewhere in the last 10 files... 

 

 

ScreenShot1.png

Posted

first batch of XMLs enabled with no issues:

Farelle anim mod 0.1.2

aaf kinky animation themes v190116.0

bp70FO4 sexanimations 2.2 

AAF basic animations themes v190116.0

AAF Vanilla Sex Animation themes v190116.0

 

And AAF still loading fine.

 

Moving on...

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