Jump to content

Recommended Posts

Posted
On 8/16/2020 at 10:05 PM, dagobaking said:

 

 

2. Could be a keyboard issue. You can use the ini to re-assign the movement keys to something else on your keyboard.

Turns out it does work with the keypad keys. But only if I use the AAF wizard. If the animation is started by another mod, they don't work. Is that a bug or could those be programmed to disable some hotkeys?

Posted
On 8/16/2020 at 9:25 PM, jg8ts said:

Hi all,

 

first thank you to everyone who has/is/will work on AAF.

 

I used AAF in Fallout 4 a couple of years ago, scrubbed everything, and I've recently started FO4 back up again, via Mod Organizer. Clean and up to date installs. Everything seems to work generally until a Position Tree dialogue comes up in some situations started by a mod. The arrows keys, which I believe I'm supposed to use have no effect. I'm stuck in the initial animation and unable to progress to one of the next options.

  • WASD keys affect the camera potion.
  • X causes the camera to start zooming.
  • F9 causes the quick load
  • Opening the AAF scene widget via [Home] doesn't seem to reveal anything other than neither I or the actor I'm with are available.
  • The arrow keys work perfectly fine in the AAF scene widget if I open it at the same time or another time

 

I checked the aaf_settings.ini file and its the default one with the four arrow_key binds mapped where they supposed to (values 37-40). I even hard-copied the file into the actual Fallout 4/Data/ AAF folder but still no joy.

 

Update: I changed those default keys to F1-F4. Those key names appeared in the Position Tree dialog but pressing them still had no effect. It appears that whatever the binding AAF isn't detecting the keypress for the Position Tree widget.

 

Any suggestions on whether something could interfere with those bindings for Position Tree, or if I can test that AAF is receiving those key presses? Are there any known mods that interfere with it?

 

Thank you for your time.

I think there is some outside factor as I can't reproduce this problem.

 

Try installing the bare minimum to use AAF and test. Then add additional mods and test as you go until you discover what is causing this.

On 8/18/2020 at 3:26 AM, Starfire12 said:

Turns out it does work with the keypad keys. But only if I use the AAF wizard. If the animation is started by another mod, they don't work. Is that a bug or could those be programmed to disable some hotkeys?

The other mod(s) probably disable user input deliberately.

On 8/18/2020 at 3:42 AM, Karen1965 said:

How do I stop the AAF menu popping up when sex starts. It looks like a controller menu and does not work with a key board. Frustrating. HELP Please.

What AAF menu? Screenshot.

Posted

@dagobaking Can you update the OP in this thread please? One of the AAF wiki links gives a 404 and the guide linked there gives outdated info like install Zazout4... Zazout4 fucks AAF as it overwrites using an outdated skeleton version. The link to an updated guide that works is:

 

 

if you point users to this guide, maybe it will ease up on some of the confusion and repeated "how do I get AAF working?" posts.

 

And when will the next version be released? I want to see pos trees inside of pos trees ?. Can switching trees be controlled by conditions? 

Posted
1 hour ago, murf said:

@dagobaking Can you update the OP in this thread please? One of the AAF wiki links gives a 404 and the guide linked there gives outdated info like install Zazout4... Zazout4 fucks AAF as it overwrites using an outdated skeleton version. The link to an updated guide that works is:

 

Done. Thank you for pointing that out.

1 hour ago, murf said:

And when will the next version be released? I want to see pos trees inside of pos trees ?.

Relatively soon. I want to finish getting through the current list of issues reported on bitbucket first.

1 hour ago, murf said:

Can switching trees be controlled by conditions? 

I don't follow this question exactly?

 

Conditions can indeed be used within trees so that specific branches are only available for certain qualitys and/or stat levels.

Posted
8 hours ago, dagobaking said:

Conditions can indeed be used within trees so that specific branches are only available for certain qualitys and/or stat levels.

Thanks. This answer is what I hoped for.

 

And also, thank you and all the beta testers for your efforts.

Posted
On 8/14/2020 at 9:00 PM, rubber_duck said:

I have 133, I can send the archive to you. (I always keep all my mods downloaded, I feel safer lol)

Please do. 139 still refuses to manually advance, and now that I know mods that advance animations lock up AAF, I need it more than ever.

 

:exclamation:

Posted
On 8/15/2020 at 6:18 AM, dagobaking said:

It could be because the player is put into 3rd person mode so that you can see yourself and use the flycam during animation. The game engine may turn off subtitles in that mode. If so, there may not be a workaround. Perhaps some setting in the vanilla game options?

Thanks. Yeah apparently it was the flycams fault. So I disabled the cam and used a ghost actor as camera ref which kinda fixed the problem.

Posted

hey, i have problem with stages, after animation ended aaf still think animation is in progress, so after i begin new animation theres is two stages in action, tho there's only one animation playing, this happend only on 139, any solution?

Posted

So i have ran into an issue for some odd reason only the last stage of the animation list is played and ends literally within seconds for eg scene 2/2 and under it says position exiting. I reinstalled everything and made sure i have everything.

 

Edit: Nvm just some mods being awkward 

Posted

 

## [Beta 147] - 2020-8-22
### Fixed
- Action effects not resetting between animations.

---

## [Beta 146] - 2020-8-21
### Fixed
- Setting positionTree useConditions to true causing UI widget crash.
- animationGroup placed as root node of a positionTree not switching animations properly.

### Changed
- The cycle tag filter button (in the position selection stage of the wizard) from "PGUP" to "/".

### Added
- PGUP/PGDOWN fast navigation in the position selection stage of the wizard.
- Ability to use HTML text formatting in narration. You will need to use HTML codes (&lt;, &gt; and &quot;) for "<", ">" and """ (no, CDATA is not supported) and the formatting is limited to what Flash allows. See here for info about what Flash allows: https://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/text/TextField.html#htmlText

---

## [Beta 145] - 2020-8-20
### Fixed
- pgup/pgdown didn't work as expected between single animations and positionTrees.
- ESL items past index 00 not working.
- furniture being listed with human names.

---

## [Beta 144] - 2020-8-18
### Added
- xsd updates.
- Ability to put positionTrees within positionTrees. You can make two positionTrees and reference one of them within the other (just by using the position ID) and AAF will switch to that tree if/when the user selects that branch. It also remembers where you were before switching so that you can reverse back out to the previous positionTree.
- Ability to use "switchTo" attribute in sequential animationGroups.

### Fixed
- switchTo sequence not cleanly ending the first animation.

---

## [Beta 143] - 2020-8-15
### Added
- Weapons getting copied to doppelganger inventory. Equipment copy optimizations. Thanks to EgoBallistic.
- Error message for when a scene is started through the API but no valid actors are sent in.
- position ID indicated in UI during positionTree mode.

### Changed
- isExit positionTree branches now play the animation one time before exiting, by default. You can over-ride that and make the animation loop if desired by entering a time attribute on the node.

### Fixed
- Scene cycling broken (ie. subsequent scenes stuck after starting/stopping initial scene).

---

## [Beta 142] - 2020-7-20
### Fixed
- sequential attribute in animationGroup XML was case sensitive.
- non-existant tag reference in Narration XML was ambiguous. Now gives clear error and reference hint.
- narration actors not being populated.
- narration actor tag was case sensitive.
- xsd changes.

---

## [Beta 141] - 2020-7-7
### Fixed
- Ambiguity in transition docs.

### Added
- Memory optimization (XML Strings).
- Ability to use wildcards for transitions. See docs.
- switchTo attribute to animationGroup XML type. This allows making a stage in an animationGroup that causes the actors to switch to a different position if/when that stage is randomly selected. See docs.
- Various code cleanup.

---

## [Beta 140] - 2020-6-29
### Fixed
- equipmentSets not applying on player when there are more than one applied at a time.

### Changed
- equipmentSet XML that comes with AAF to reEquip with the "resetAll" feature. Is likely more reliable than old method.

### Added
- OnStageEvent and sendEvent attribute in animationGroup XML. This allows sending events on start of specific animationGroup stages.

Posted
50 minutes ago, metalwitch said:

147b is laggy during loading.

At first, I thought that but each subsequent load has been fine since.  Also whereas I could not use 139 and after, this version 147 fixes my install issues..

Posted
7 hours ago, Araluen124 said:

Well... problems... my game seems to have deleted every single male ghoul (non feral) like Hancock and slim, Moveto and Placeatme commands don't work... here is my mod list and load order 

LoadOrder_Fallout4_2020-08-27T21-35-33.txt 4.56 kB · 1 download ModList_2020-08-27T21-35-23.txt 19.57 kB · 0 downloads

And you posted this in the AAF support thread why? AAF isn't going to be what's deleting your ghouls. (Also that's a very strange outcome, can't say I've ever seen anyone mention having it happen before.)

Posted

AAF can re-identify npc indefinitely?
is that according to me, this mod: 


the mod needs AAF to re-identify the gender of the npc over and over again.
Is this possible to do?

see the description of the mod to know what it does

Posted

Quick question for anyone who wants to answer. Banners don't seem to work with AAF Violate, but they do if I initiate the scene with AAF controls. Any idea why?

 

I'm working on my patch again, I've made it so that each staged animation has a separate finish animation I've duplicated with overlay layers and banners. It engages fine on exit transition when working with aaf controls, but not for AAF violate.

Posted
1 hour ago, StaticPhobia2 said:

Quick question for anyone who wants to answer. Banners don't seem to work with AAF Violate, but they do if I initiate the scene with AAF controls. Any idea why?

 

I'm working on my patch again, I've made it so that each staged animation has a separate finish animation I've duplicated with overlay layers and banners. It engages fine on exit transition when working with aaf controls, but not for AAF violate.

Did you set the option in the Violate MCM to not hide the UI during animations? It may also hide your banners when hiding the rest of the UI?

Posted
10 hours ago, Anionmus said:

AAF can re-identify npc indefinitely?

If you mean change the gender AAF sees, yes.

1 hour ago, StaticPhobia2 said:

with aaf controls, but not for AAF violate.

It's possible that AAF Violate changes some controls that disable the layer where banners appear. But, this would also disable the regular AAF UI as well.

 

Not sure what AAF Violate does exactly.

Posted
21 minutes ago, dagobaking said:

If you mean change the gender AAF sees, yes.

It's possible that AAF Violate changes some controls that disable the layer where banners appear. But, this would also disable the regular AAF UI as well.

 

Not sure what AAF Violate does exactly.

That actually makes sense, guess I'll wander off in to Ballistic's ballpark then

Posted
2 hours ago, dagobaking said:

If you mean change the gender AAF sees, yes.

 

And how do I change the gender that AAF sees, is that when I use it, I could only change the gender of for example:
woman to man only once (thanks to FEV) and then I could not change it again. and the mod you mention (futanari FEV) needs that.

Posted

There are a number of staged animations out there. Is there a setting or way to have AAF call #1 pose of those staged animations if a random sex mod is used. (SEU, Bump Mod, MCG) Most of the time, it will settle on a pose in the middle of the stage. #2, #4, etc.

Posted

Can somebody help me? I just want to see a good futa x female T-T
AAF does not recognize gender change. according to the author of the mod (Futanari FEV) it is a matter of AAF

 

Posted

Sorry for raising this here, been ggggling this problem for hours now and not found an answer yet.
Sometimes during AAF animations one of the participants will re-equip their default vanilla clothing till the end of the animation. Scenes generated by F11, scene manager or RSE Shenanigans can all be affected. Sometimes during multi-scene animations the scene change will trigger the problem. It seems to happen more often with companions, but that may subjective.
The only references to the problem i've found suggest it is a "fallout engine problem" and that there is no cure. Is this true?

 

AAF install order etc.:

Spoiler

AAF beta 147b  
AAF - Vanilla, Kinky and Creatures Sex Animations Theme v.200831.0

BodyTalk v2.75 with erection 1.0 and build morphs
Vioxsis' Strap-On's of Fallout 4 by anek v.5.0.0
Strap-on, viodoe, dick for female/servitron 3.1
build strap-on(s) in Bodyslide with morphs
AAF Creature Resources
Creature pack 3.00
SavageCabbage's Animation Pack 1.2.3.1
BP70s Sex anims 2.4
FO4 Animations by Leito 2.0a
Atomic Lust 2.6.1b
Voice Fix for Leito FF animations
Custom moans
Indarello Patch for Animations etc v7.5
BodyTalk v2.75 with erection 0.0 and build morphs
Silverperv's Erection Fix v7.5
Scripted Cum Overlays v.1.3.4
RSE Elements Vol.5 Random Shenanigans (v4.0)
WOTC v1.2.0

 

LoadOrder_Fallout4_2020-09-07T16-06-21.txt

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...