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Posted
32 minutes ago, Polistiro said:

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

Say no more. I'll get started on some

Posted

Is there a setting somewhere to ask AFF to strip totally the character when a animation start? The mod work just fine however my backpack and some other equipment doesnt unequip when a animation is triggered

Posted

So I know you can set offsets on a per actor basis, but is there a way to rotate actors?

 

Also, while testing using the Home and End buttons, the offsets seem to get set when you first load the animation but when you hit up and down to load other animations the offsets remain from that first animation.

 

On a slightly related note, using Home multiple times in a row results in a growing list of popups to keep going when I hit end. Example: If I use home 3 times, I have to dismiss 3 dialogs asking if I want to go again. Has anyone experienced this?

Posted

I don't seen it before but there is a AAF_racedata.xml

I opened it i see that there is not source.esp. Make the second line like this works directly with my other xmls.

<defaults  source="Fallout4.esm/>

I there any reason for this or it is a omission ?

Posted
6 hours ago, hkheung said:

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

Great to hear. The system currently only allows removing items that are armor or weapons. So, I think the beard isn't working because it isn't counted as one of those?

 

I'll have to think of a solution for that. Might not be ideal options for that.

5 hours ago, Rufgt said:

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

Yes. Since I removed the marker system, it currently supports an indefinite number of actors in animations.

 

I think that, at some number, it makes more sense to use the hierarchy system to bring actors into and out of an animation in turns.

4 hours ago, DoctorZ said:

Is there a setting somewhere to ask AFF to strip totally the character when a animation start? The mod work just fine however my backpack and some other equipment doesnt unequip when a animation is triggered

Yes. In "Data>AAF>AAF_equipmentSet.xml" you can edit the start and end equipment sets to include more body slots. Example:

 

Change this:

 

<equipmentSet id="unEquip">
    <condition>
        <unEquip bipedSlot="BODY"/>
        <unEquip bipedSlot="[U] Torso"/>
        <unEquip bipedSlot="[A] Torso"/>
    </condition>
</equipmentSet>

To this:


 

<equipmentSet id="unEquip">
    <condition>
        <unEquip bipedSlot="BODY"/>
        <unEquip bipedSlot="[U] Torso"/>
        <unEquip bipedSlot="[A] Torso"/>
        <unEquip bipedSlot="[A] L Leg"/>
    </condition>
</equipmentSet>

To have it also remove the Left Leg Armor. Note, for it to work correctly, the bipedSlots have to be named exactly as they are listed here: 

https://www.creationkit.com/fallout4/index.php?title=Biped_Slots

 

4 hours ago, Bakonon said:

So I know you can set offsets on a per actor basis, but is there a way to rotate actors?

 

Also, while testing using the Home and End buttons, the offsets seem to get set when you first load the animation but when you hit up and down to load other animations the offsets remain from that first animation.

 

On a slightly related note, using Home multiple times in a row results in a growing list of popups to keep going when I hit end. Example: If I use home 3 times, I have to dismiss 3 dialogs asking if I want to go again. Has anyone experienced this?

Yes. The offset includes rotation. The offset numbers are: [x, y, z, rotation]

 

When you see a 3 number offset, it means that the z number (elevation) has been omitted (because it is presumed that you want it at ground level) and the last number is rotation: [x.y,rotation]

 

Yes. You are correct. The offsets do get set according to the first animation and then do not change. Ideally, animations made for AAF moving forward will always be made at 0,0,0,0 and will not need any offsets. Changing the offset on live animation switch is a significant amount of work. And since there is an ideal path forward for new animations, I'm putting it as a lower priority. I will look at that at some point though.

 

Using the wizard in multiple simultaneous animations is a bit rough at this time. I'm planning on fixing those routines. But, I'm confused by your comment. You are asked to go again by? A 4P plugin dialogue?

3 hours ago, Polistiro said:

I don't seen it before but there is a AAF_racedata.xml

I opened it i see that there is not source.esp. Make the second line like this works directly with my other xmls.


<defaults  source="Fallout4.esm/>

I there any reason for this or it is a omission ?

That xml is new and is needed to map the names of races to formIDs so that they can be referenced by animators by names instead of form ids.

 

The source attribute is not currently needed. I might need to add it for handling custom races in the future. But, not sure if even that will be necessary. Right now, the system will treat any actor that is not on that list as compatible with human animations.

 

I suspect that the problem you ran into may be from not including a space in a blank node. This is a bug in the XML parser.

 

This will break the parser:

 

<default/>

 

But, this will work ok:

 

<default />

 

Posted

I will test again but the xmls i made 2 days ago won't work at all until i add fallout4.esp as source into aaf_racedata.xml

EDIT: it works without editing racedata source esp now... I may edit an other thing at the same time... sorry...

 

I really appreciate mod organizer but it's a bit difficult to make/test a mod... mod files are not located in fo4 folder.

xmls patches i released works with MO, just crazy_gun that "need" an esp file...

Posted
1 hour ago, Polistiro said:

I will test again but the xmls i made 2 days ago won't work at all until i add fallout4.esp as source into aaf_racedata.xml

EDIT: it works without editing racedata source esp now... I may edit an other thing at the same time... sorry...

 

I really appreciate mod organizer but it's a bit difficult to make/test a mod... mod files are not located in fo4 folder.

xmls patches i released works with MO, just crazy_gun that "need" an esp file...

It takes some getting used to. But, I think the mod files being in a different folder actually make it easier to dev. Then you don't have to pick through a bunch of files to make a release build.

 

For scripts, you can set up Sublime Text to import the vanilla scripts folder and also use your mod folders scripts so the source and deployables all stay in your mod folder.

Posted
12 hours ago, hkheung said:

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

I looked more closely at this. It has been a while since I first set it up. Those other slots arent working because, to be faster, I have it only searching slots 33-45.

 

I will make that configurable and maybe broader by default if it doesnt seem to slow things down.

Posted
14 hours ago, hkheung said:

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

 

Should be fixed now. New build posted. Alpha 48.

Posted

I gave this a try and it tells me that my F4SE is not the latest. Is the latest version a requirement? I don't want to download crap from Bethesda and mess up my F4SE, FP Community Patch, and Looksmenu every couple of months. If it's required, I'm afraid I'll have to stop using the mod.

 

Anyway, issues encountered:

 

When getting two NPCs to have at it, the mod works for me. But if my character is one of the two selected then I get into a game-breaking problem that I have to reload to get out of.

 

What happens when my character is involved: Once my character and the NPC are together, the screen goes black like it's loading. Once the screen loads, both my character and the NPC are locked in place at the same spot, but no animation takes place. Pressing End does not release the characters.

Posted

V48 FR translation (line 43 i removed < & > because in my tests i don't have $NO_COMPATIBLE_POSITIONS error message)

AAF_Fr.TXT

V48:

"Fixed ability to add notes to XML files. Hopefully, not at too much of a performance hit. Can tone down later if needed. ie. Don't remove comments from larger files that won't have them (like animation xml)."

 

Ok, it's noted...

Posted
8 minutes ago, Polistiro said:

V48 FR translation

Thanks. Adepted. Will be in the next update.

Posted
On 4.5.2018 at 7:41 PM, dagobaking said:

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.

ive tried but doesnt work

can you show me an example where the female equipment option is deactivated pls

Posted
9 hours ago, Tanglin said:

I gave this a try and it tells me that my F4SE is not the latest. Is the latest version a requirement? I don't want to download crap from Bethesda and mess up my F4SE, FP Community Patch, and Looksmenu every couple of months. If it's required, I'm afraid I'll have to stop using the mod.

 

Anyway, issues encountered:

 

When getting two NPCs to have at it, the mod works for me. But if my character is one of the two selected then I get into a game-breaking problem that I have to reload to get out of.

 

What happens when my character is involved: Once my character and the NPC are together, the screen goes black like it's loading. Once the screen loads, both my character and the NPC are locked in place at the same spot, but no animation takes place. Pressing End does not release the characters.

What you are seeing is probably due to not having the latest F4SE. AAF is packaged with the latest version of LLFP which is built for the latest F4SE.

4 hours ago, Relimera said:

ive tried but doesnt work

can you show me an example where the female equipment option is deactivated pls

Add: isFemale="false" to the condition node in the equipmentSet xml.

Posted

Catching up on things - now it isnt specifically stated, but my takeaway from reading the last five or so pages kind of points at RSE's approaches working now with AAF, is this correct?

Posted

The description says i need some "animation packs", but the download page doesn't provide any.

So, where do i get these "Animation Packs"?

Posted
23 hours ago, dagobaking said:

Yes. You are correct. The offsets do get set according to the first animation and then do not change. Ideally, animations made for AAF moving forward will always be made at 0,0,0,0 and will not need any offsets. Changing the offset on live animation switch is a significant amount of work. And since there is an ideal path forward for new animations, I'm putting it as a lower priority. I will look at that at some point though.

 

Using the wizard in multiple simultaneous animations is a bit rough at this time. I'm planning on fixing those routines. But, I'm confused by your comment. You are asked to go again by? A 4P plugin dialogue?

Thanks! Yeah, I'm working on a package of legacy animations. I'm not real comfortable fiddling with animations but I can do some basic modding to get everything packaged for AAF, so this would not be the ideal use case. For this particular package, I have to do a lot of fiddling with offsets.

 

As far as the other example, it was consecutive animations I was talking about, but it turns out it was RSE that was prompting me to go again (I thought it was a legacy fourplay thing). It sounds like a detection issue on their end, however.

Posted
2 minutes ago, Roggvir said:

Oh, thank you, and sorry for being dumb - i thought i need some new special AAF animation packs.

anytime

Posted

I don't know why when i'm switching between non human animations only female animation is changing. They working separately. It is a known issue?

 

47 minutes ago, Roggvir said:

So, where do i get these "Animation Packs"

I also made with CGI help patches that make "crazy gun" and "four play crazy animation" working with AAF. It's a WIP without dogs but i'm editing xml to work with, i'm just encountering the above small problem. See p24 & 25 (direct access to crazy mods in yellow)

Posted
2 hours ago, Flashy (JoeR) said:

Catching up on things - now it isnt specifically stated, but my takeaway from reading the last five or so pages kind of points at RSE's approaches working now with AAF, is this correct?

I think the aggressive NPC when a animation is started during CSA's bug is still a issue. I cannot test atm because I am away from my rig.

Posted

I installed the bare minimum:

- DOF 1.5

- AAF v49 alpha

- AAF Compatibility Patches

- FO4 Animations by Leito v1.4b

 

...alongside the usual basic cannot-live-without mods:

Spoiler

- Unofficial Fallout 4 Patch
- Brawl Bug Fix

- Bodyslide+CBBE

- LooksMenu + LooksMenu Customization Compendium

- AWKCR

- Armorsmith Extended

- DEF_UI

- Valdacil's Item Sorting

- Full Dialogue Interface
- HUDFramework

- Better Console

- CCCleaner

- Mod Configuration Menu

- Start Me Up

- Natural Atmospheric Commonwealth

 

And the AAF doesn't work.

- No "wizard" is shown when i press Home.

- If i keep mashing Home, eventually i see the nearby NPC having some magic effect applied on him, then a black screen for 1-2 seconds, and the NPC and Player are suddenly naked, but nothing is happening (the NPC is sandboxing like usual).

- Tried setting debug_on to true, but nothing is shown on screen anywhere (even after exiting and restarting the game).

 

Any ideas?

 

EDIT: the script logs contain some FP related errors, not sure if that matters (description says i shouldn't even have FP installed when using the provided FP Proxy, so i did not install FP)

Spoiler

[05/06/2018 - 08:00:14PM] error: Native static function ObjectReferenceSetCollision could find no matching static function on linked type LL_fourPlay. Function will not be bound.
[05/06/2018 - 08:00:14PM] error: Native static function ObjectReferenceGetCollision could find no matching static function on linked type LL_fourPlay. Function will not be bound.
[05/06/2018 - 08:00:14PM] error: Native static function LastCrossHairActor could find no matching static function on linked type LL_fourPlay. Function will not be bound.
[05/06/2018 - 08:00:14PM] error: Native static function LastCrossHairRef could find no matching static function on linked type LL_fourPlay. Function will not be bound.
[05/06/2018 - 08:00:14PM] error: Native static function SetFlyCam2 could find no matching static function on linked type LL_fourPlay. Function will not be bound.

 

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