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Posted
16 minutes ago, dagobaking said:

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...

identify them by the used skeleton?

Save towards custom races as long they those use a mesh that can utilize the human skeleton and by this the same animations.

Posted
34 minutes ago, CGi said:

identify them by the used skeleton?

Save towards custom races as long they those use a mesh that can utilize the human skeleton and by this the same animations.

Maybe possible. Although, I'm not sure if there is a way to get an actors skeleton name from Papyrus?

 

This is kind of a tricky one any direction you look at it. Because it now requires that mod builders using AAF know the formID of the race (or skeleton?) rather than simply the name of the race. I may make a new XML that holds all of that so that they can just use a name as expected. But, then that raises questions about how custom races will be identified since their formID will be tied to a plugin file also.

 

Keywords in theory could work. But, that would be a sort of reverse lookup where every race keyword would have to be looked for on every actor. Would be slow I think.

 

Posted
21 minutes ago, dagobaking said:

Maybe possible. Although, I'm not sure if there is a way to get an actors skeleton name from Papyrus?

Hmmm... Netimerse Override could work by checking for a specific node that's unique to the human skeleton.

Sadly i got no clue about the spicific of models so i can't even say if there is such a thing.

Posted
5 minutes ago, CGi said:

Hmmm... Netimerse Override could work by checking for a specific node that's unique to the human skeleton.

Sadly i got no clue about the spicific of models so i can't even say if there is such a thing.

Is Netimmerse available for Fallout 4? I've only seen it in Skyrim.

Posted
10 minutes ago, dagobaking said:

Is Netimmerse available for Fallout 4? I've only seen it in Skyrim.

Damit, you're right. You know i'm working with the Skyrim CK at the moment, so please excuse my confusion. -.-'

Posted

How do I get females to use male animations?
I play with a female character and would like to use the animations of Leito86 with other females.

 

 

I do not speak English, I'm using a translator.

Posted
3 minutes ago, Metroid00 said:

How do I get females to use male animations?
I play with a female character and would like to use the animations of Leito86 with other females.

 

 

I do not speak English, I'm using a translator.

In the xml file: Leito_animationData.xml

 

Change this:

 

<animation id="LeitoAggressiveBlowjob" time="308">
    <actor gender="F">
        <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/>
    </actor>
    <actor gender="M">
        <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/>
    </actor>
</animation>

 

to this:

 

<animation id="LeitoAggressiveBlowjob" time="308">
    <actor gender="F">
        <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/>
    </actor>
    <actor gender="F">
        <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/>
    </actor>
</animation>

 

or this:

 

<animation id="LeitoAggressiveBlowjob" time="308">
    <actor>
        <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/>
    </actor>
    <actor>
        <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/>
    </actor>
</animation>

 

Apply the same thing to any of the other animations you want to affect.

Posted
10 minutes ago, Metroid00 said:

How do I get females to use male animations?
I play with a female character and would like to use the animations of Leito86 with other females.

 

 

I do not speak English, I'm using a translator.

Replace leito's xml with this one Leito_animationData.xml

Posted
1 hour ago, dagobaking said:

In the xml file: Leito_animationData.xml

 

Change this:

 


<animation id="LeitoAggressiveBlowjob" time="308">
    <actor gender="F">
        <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/>
    </actor>
    <actor gender="M">
        <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/>
    </actor>
</animation>

 

to this:

 


<animation id="LeitoAggressiveBlowjob" time="308">
    <actor gender="F">
        <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/>
    </actor>
    <actor gender="F">
        <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/>
    </actor>
</animation>

 

or this:

 


<animation id="LeitoAggressiveBlowjob" time="308">
    <actor>
        <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/>
    </actor>
    <actor>
        <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/>
    </actor>
</animation>

 

Apply the same thing to any of the other animations you want to affect.

 

1 hour ago, Campbell said:

Replace leito's xml with this one Leito_animationData.xml

I will try these solutions in my game! :smile:

Thank you both for the quick response and the help! :smile:

Posted
2 hours ago, dagobaking said:

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.

 

You are cheking against the race >NAME< thats a bad idea because, well you see it ^^

The Race name gets translated to the game language which means in the xml the race must be set for every game language there is...

Just tested that, as soon as i translate the race in the xml to the race name of the game the anims are shown.

 

But thats only one problem with race names.

Race names are not unique to the race wich means even if they share the same name they have a different skeleton and use different behavior files.

 

You should check against the Race ID, which gets never translated and obviously is unique to every race.

 

 

 

 

Posted
40 minutes ago, Vader666 said:

 

You are cheking against the race >NAME< thats a bad idea because, well you see it ^^

The Race name gets translated to the game language which means in the xml the race must be set for every game language there is...

Just tested that, as soon as i translate the race in the xml to the race name of the game the anims are shown.

 

But thats only one problem with race names.

Race names are not unique to the race wich means even if they share the same name they have a different skeleton and use different behavior files.

 

You should check against the Race ID, which gets never translated and obviously is unique to every race.

 

 

 

 

Thank you.

 

I wasn't sure if those were translated on the game engine side because there is already another translation system that works on the UI that could theoretically be used to translate the races, etc.

 

It's addressed in the latest build now. Will post that as soon as CGi has a chance to package it up.

Posted

Can I use AAF and Four-play in the following way?

 

Mods that initiate Four-play animations will continue to do that, while at the same time, I use AAF to initiate animations outside of those mods. I can use Sexlab and 0SEX in parallel in Skyrim. Can I do the same with Four-play and AAF?

Posted
4 minutes ago, Tanglin said:

Can I use AAF and Four-play in the following way?

 

Mods that initiate Four-play animations will continue to do that, while at the same time, I use AAF to initiate animations outside of those mods. I can use Sexlab and 0SEX in parallel in Skyrim. Can I do the same with Four-play and AAF?

I can't think of any reason why you couldn't do this. Just install AAF without the proxy and also install 4P.

Posted

New Build Posted: Alpha 47

  • Easter egg.
  • Finally finished code restructure. All XML nodes classified.
  • Fixed issue causing non-English installs to incorrectly identify races.
  • Translation files updates/fixes thanks to @CGi

 

@Polistiro  @Vader666

 

This should fix the issue you were seeing with positions not showing up on non-english installs. Please let me know.

Posted
29 minutes ago, dagobaking said:

I can't think of any reason why you couldn't do this. Just install AAF without the proxy and also install 4P.

Cool! Thanks!

Posted
3 hours ago, dagobaking said:

This should fix the issue you were seeing with positions not showing up on non-english installs. Please let me know.

Thanks, that resolved the problem. 

 

Posted
45 minutes ago, maeghgorre said:

Thanks, that resolved the problem. 

 

Thank you.

 

Now working on a solution for configuring the keys.

Posted
On 4/26/2018 at 10:13 AM, hkheung said:

The second is that I use this mod
https://www.nexusmods.com/fallout4/mods/30006/


and I tried to modify your file equipment xml to remove and put back some clothing of this mod but without success.


The clothes I use from this mod are:


HighHelledBoots on 33 "BODY" slot  >> works

BikiniBotton on the slot 40   R Leg - do not take off
Shirt on 48 Beard Slot >> do not take off

 

 

Can you tell me if this is fixed now? I made some adjustments to equipment handling...

Posted

Hello Dago

 

Bravo! your changes work that's what I did

 

 

<unEquip bipedSlot = "BODY" />-------------- OK
<unEquip bipedSlot = " Torso" />---------- OK
<unEquip bipedSlot = "[A] Torso" />---------- OK
<unEquip bipedSlot = " R Leg" />---------- OK
<unEquip bipedSlot = "[A] L Leg" />---------- OK
<unEquip bipedSlot = " L Leg" />---------- OK
<unEquip bipedSlot = "Beard" />----------still does not work

<reEquip bipedSlot = "BODY" />---------- OK
<reEquip bipedSlot = " Torso" />---------- OK
<reEquip bipedSlot = "[A] Torso" />---------- OK
<reEquip bipedSlot = " R Leg" />---------- OK
<reEquip bipedSlot = "[A] L Leg" />---------- OK
<reEquip bipedSlot = " L Leg" />---------- OK
<reEquip bipedSlot = "Beard" />---------- still does not work

 

I tried several packs of clothes and it's still the same 48-beard does not work
for info i'm not trying the unnamed slots

 

Edit : slots 54 to 58 "Unnamed" still does not work

Posted
56 minutes ago, Rufgt said:

This framework supports 3-actor animations, am I correct?

Yes, i already made xml that handle 3 actors for fourplay anim by crazy here.

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