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15 hours ago, mcnv said:

So Sim Settlement 2 was released a few periods of time ago and while fixing my load order after a computer reinstall I found that AAF causes a new game to infinitely load in a black screen, BUT AAF was not the problem. AAF can run along SS2 just not with certain mods. On the other hand those specific mods can still work and not give an infinite loading screen as long as AAF doesn't run.

 

These are just the mods that has connections with Loverslab. 

 

Raider reform school (and whatever extras it comes with)

Wash out that cum

Tattoo after rape

Rad Morthphic redux

Any specific penis mod (Mirelurk king penises and death claw penis)

Vioxsis's strap-on's

Human resorces

Boston breeder

THBrows (no idea why)

 

It would appear that these mods can run after starting a new game and start loading into an existing game. It's just an odd effect I noticed.

This sounds like you are hitting a mod limit issue or something.

14 hours ago, VonHelton said:

Hmmmm.......I use ultra-wide computer monitors, and they require a UI fix to play the game. I wonder if some of my problems could stem from that?

 

:exclamation:

 

 

AAF should adjust at least its own GUI elements to whatever size the screen goes to. But, I can't really know what the UI fix does...

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4 hours ago, dagobaking said:

This sounds like you are hitting a mod limit issue or something.

I was able to run other mods with ESPs and I am well bellow the 255 mod limit.

 

Some UI mods also cause the infinite loading like Floating damage and nameplates. some mods that add things into the game space like more unique and unique uniques also caused the load problem. Some texture mods also screw it up like "Karons Retexture MassachusettsSurgicalJournal" and "Dan's Degenerate Magazine Replacers". I've activated other texture mods after these mods were disabled and they work just fine.

 

If it is a limit of some sort its not something I've seen and it feels arbitrary.

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On 11/29/2020 at 9:39 PM, dagobaking said:

Thank you for writing this up. I believe that AAF does still communicate a note to the user about compass on, etc. when it's first installed. Been a while since I looked at that messaging...

 

It does have a message about the compass and UI, but if you aren't familiar with AAF it isn't direct enough to indicate that "no compass" = "no AAF". I didn't see anything about it in the guide, so even a one liner FAQ could help alleviate the issue. I assume it isn't a very common error as I only found one instance of it in the forums.

 

Anyways, great work! I had to struggle through fixing the UAP patch causing a game crash when opening inventories, but that was remedied by Buffout 4 per UAP stated requirements.

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18 hours ago, mcnv said:

I was able to run other mods with ESPs and I am well bellow the 255 mod limit.

 

Some UI mods also cause the infinite loading like Floating damage and nameplates. some mods that add things into the game space like more unique and unique uniques also caused the load problem. Some texture mods also screw it up like "Karons Retexture MassachusettsSurgicalJournal" and "Dan's Degenerate Magazine Replacers". I've activated other texture mods after these mods were disabled and they work just fine.

 

If it is a limit of some sort its not something I've seen and it feels arbitrary.

Hm. Maybe a corrupt save? Doesn't sound like it's an AAF thing.

8 hours ago, DaringBrahmin242 said:

 

It does have a message about the compass and UI, but if you aren't familiar with AAF it isn't direct enough to indicate that "no compass" = "no AAF". I didn't see anything about it in the guide, so even a one liner FAQ could help alleviate the issue. I assume it isn't a very common error as I only found one instance of it in the forums.

 

Anyways, great work! I had to struggle through fixing the UAP patch causing a game crash when opening inventories, but that was remedied by Buffout 4 per UAP stated requirements.

Ok. I will check into adding it to the guide.

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22 hours ago, DaringBrahmin242 said:

 

It does have a message about the compass and UI, but if you aren't familiar with AAF it isn't direct enough to indicate that "no compass" = "no AAF". I didn't see anything about it in the guide, so even a one liner FAQ could help alleviate the issue. I assume it isn't a very common error as I only found one instance of it in the forums.

 

Anyways, great work! I had to struggle through fixing the UAP patch causing a game crash when opening inventories, but that was remedied by Buffout 4 per UAP stated requirements.

Are you, by chance, running ultra-wide monitors like me?

 

:exclamation:

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On 12/2/2020 at 4:36 PM, dagobaking said:

  

Hm. Maybe a corrupt save? Doesn't sound like it's an AAF thing.

I think its a Sim settlement 2 issue. i don't think its a corrupt save as the infinite loading only happens when I start a new game. 

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i cant get this mod to work

 

it is stuck on aaf 33%

 

i have stopped and start this fucking thing 5 times now and nothing 

 

here is my load order:

 

Active Mod Files:

 


00  Fallout4.esm
01  DLCRobot.esm
02  DLCworkshop01.esm
03  DLCCoast.esm
04  DLCWorkshop02.esm
05  DLCWorkshop03.esm
06  DLCNukaWorld.esm
07  Unofficial Fallout 4 Patch.esp  [Version 2.1.1]
08  JB - HmmWhatToWear.esm
09  ArmorKeywords.esm
0A  Homemaker.esm  [Version 1.54]
0B  HUDFramework.esm
0C  AAF.esm  [Version 154.0]
0D  BodyTalk3-RaiderNormalsFix.esl
0E  AAFThemes.esl
0F  TrueStormsFO4.esm
10  Knockout Framework.esm
11  mso_sms.esl
12  SettlementKeywords.esm  [Version 1.60]
13  EthreonMasterPlan.esm
14  XDI.esm
15  INVB_WastelandDairy.esp
16  EthreonMasterPlan.esp
17  RSE_II_Resources.esm
18  LongerPowerLines3x.esp
19  Local Map Expanded (Zoom-out Ext. plugin).esp
1A  Vivid Fallout - All in One - Best Performance.esp
1B  HairVariations_Sophisticate.esp
1C  HairVariations_Conversions.esp
1D  HairVariations_YoungAtHeart.esp
1E  MiscHairstyle.esp
1F  KSHairdos.esp
20  10mmSMG.esp
21  LongerHeadlampLight2x.esp
22  No more monochrome - Color setting for the Pipboy!.esp
23  FO4Hotkeys.esp
24  DD_Khassar_De_Templari_Increased_build.esp
25  g2m_Workshop_Nexus.esp
26  BetterJunkFences.esp
27  AWKCR - Color Swap Mod Slot Hider.esp
28  Lacy Underwear.esp
29  Sporty Underwear.esp
2A  Diverse Dogs.esp
2B  CompanionStatus.esp
2C  BuildableBurningCampfires.esp
2D  BetterModDescriptions.esp
2E  WeaponModFixes-GOTY.esp
2F  BetterModDesc_NuW.esp
30  Under1wear.esp
31  Homemaker - Streetlights Use Passive Power.esp  [Version 1.54]
32  BodyTalk3-LooksMenu.esp
33  Vioxsis_Strap-Ons.esp
34  Vadermania[AAF_anims].esp
35  LooksMenu.esp
36  LooksMenu Customization Compendium.esp
37  ESPExplorerFO4.esp
38  PinUpRedLipstick LMCC.esp  [Version 2.0]
39  The Eyes Of Beauty.esp
3A  FO4_AnimationsByLeito.esp
3B  rxl_bp70_animations.esp
3C  AES_Renovated Furniture.esp
3D  SettlementMenuManager.esp
3E  SettleObjExpandPack.esp
3F  SnapBeds.esp
40  Snappy_HouseK.esp
41  Snappy_DLC03.esp
42  TidySettlers.esp
43  Higher Female Children Voice.esp
44  contraptionslights.esp
45  TrueStormsFO4-EarlierSunsets.esp
46  TrueStormsFO4-FarHarbor.esp
47  TrueStormsFO4-NukaWorld-FH-Compat.esp
48  TrueStormsFO4-EarlierSunsetsFH.esp
49  RealisticLightingTS1.8.esp
4A  WorldThunder - TrueStorms.esp
4B  RaiderOverhaul.esp
4C  BetterModDescriptionsWMF.esp
4D  BetterModDescriptionsWMFAutomatron.esp
4E  BuildDLCAmmo.esp
4F  LootVision.esp
50  BTInteriors_Project.esp
51  nuka_world_settlements.esp
52  FQ_NoMoreLODFlicker_AIO.esp
53  Better Landscape Grass.esp
54  NukaHomes.esp
55  HAIA With Crafting.esp
56  Calvin Coolidge Institute.esp
57  AmazingFollowerTweaks.esp
58  Diverse Cats.esp
59  AzarPonytailHairstyles.esp
5A  Lots More Female Hairstyles.esp
5B  MoreHairstyles4Female.esp
5C  Beautiful Female Enemies.esp
5D  MeetTheNewRaiderettes.esp
5E  MeetTheNewRaiderettes - Automatron.esp
5F  Harness-calyps.esp
60  MsRae_Shops.esp
61  WareHouseExt.esp
62  IMG_Castle_Wall_Patches.esp
63  LooksMirror.esp
64  FP_FamilyPlanningEnhanced.esp
65  FPEAIOCreatureAddon.esp
66  More Smarter Companions Mod.esp
67  RSE_II_AbductionsAddonPack.esp
68  CartographersMapMarkers Commonwealth.esp
69  StarlightLOD.esp
6A  salvagebeacons.esp
6B  CartographersMapMarkers FarHarbor.esp
6C  CartographersMapMarkers NukaWorld.esp
6D  Basic Ammo Crafting.esp
6E  HZS NavMesh Fixer.esp
6F  SSEX.esp
70  KSHairdos_oel.esp
71  Flicker Fixer.esp
72  PackBrahminsToEyebots_Settlements.esp
73  PowerArmorHoarder.esp
74  Sun'sHepsyHair.esp
75  AAF_SEU.esp
76  CumOverlays.esp
77  OppaiMilkPasties.esp
78  FPAttributes.esp
79  TatsAfterRape.esp
7A  OCDecorator.esp
7B  OCDecoratorDLC.esp  [Version 1.1.3]
7C  OCDispenser.esp  [Version 1.1.3]
7D  Natasha_Face_Texture_Vanilla_Colours.esp
7E  MODGirlyAnimation.esp
7F  Non-Lethal Armory.esp
80  AdditionalHairColors.esp
81  CREAtiveClutter.esp
82  Alternate_Power_Sources.esp
83  CAMP.esp
84  INVB_WastelandDairy_Hints.esp
85  INVB_Resources.esp
86  INVB_Enslavement.esp
87  FPE_Impregnation_MoreCreature.esp
88  Mutated Lust.esp
89  AAF_CreaturePack01.esp
8A  AAF_CreaturePack02DLC.esp
8B  woodysWastelandStuff.esp
8C  WWShadowLights.esp
8D  SuperMutantFreezeFix.esp
8E  CCOCheekyCasualsReplacer.esp
8F  NukaRaidersArmorFixer.esp
90  VX PubicHair.esp
91  GetDirty.esp
92  AAF_Dirty_Sex.esp
93  AAF_Spectators.esp
94  Atomic Lust.esp
95  RSE_II_ReproductiveSystemEffects.esp
96  mcgFemaleWalk.esp
97  CBBEnails.esp
98  FusionGirl.esp
99  FusionGirlLooksMenu.esp
9A  Fallout Genetics.esp
9B  JB - HWTW - BreakUndies.esp
9C  JB - HWTW - NPCImplement.esp
9D  StripEnemiesViaCombat.esp
9E  Handsome NPC - Settlers_Females.esp
9F  Wasteland Heroines Replacer_2.0.0.esp
A0  MostlyFemaleChildOfAtom.esp
A1  mcgFemaleWalk-Granny-eng.esp
A2  Deathclaw_nude.esp
A3  ErectionFix_SilverPerv.esp
A4  AAF_Four-Play_Animations_Crazy6987.esp
A5  FP_SexualHarassment.esp
A6  Armorsmith Extended.esp
A7  Raider Overhaul - AE Patch.esp
A8  BetterModDescriptionsAE.esp
A9  AE JB - HmmWhatToWear.esp
AA  Vis-Radrose Patches Merged.esp
AB  Bashed Patch, 0.esp


the load order was sorted with LOOT

 

is there any thing in this list that should not be there

 and yes i have followed the guide here:

 

i am getting tired of it not working

for fucks sake what am i doing wrong?

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53 minutes ago, Caliban44 said:

i cant get this mod to work

 

it is stuck on aaf 33%

 

i have stopped and start this fucking thing 5 times now and nothing 

 

here is my load order:

 

Active Mod Files:

  Reveal hidden contents


00  Fallout4.esm
01  DLCRobot.esm
02  DLCworkshop01.esm
03  DLCCoast.esm
04  DLCWorkshop02.esm
05  DLCWorkshop03.esm
06  DLCNukaWorld.esm
07  Unofficial Fallout 4 Patch.esp  [Version 2.1.1]
08  JB - HmmWhatToWear.esm
09  ArmorKeywords.esm
0A  Homemaker.esm  [Version 1.54]
0B  HUDFramework.esm
0C  AAF.esm  [Version 154.0]
0D  BodyTalk3-RaiderNormalsFix.esl
0E  AAFThemes.esl
0F  TrueStormsFO4.esm
10  Knockout Framework.esm
11  mso_sms.esl
12  SettlementKeywords.esm  [Version 1.60]
13  EthreonMasterPlan.esm
14  XDI.esm
15  INVB_WastelandDairy.esp
16  EthreonMasterPlan.esp
17  RSE_II_Resources.esm
18  LongerPowerLines3x.esp
19  Local Map Expanded (Zoom-out Ext. plugin).esp
1A  Vivid Fallout - All in One - Best Performance.esp
1B  HairVariations_Sophisticate.esp
1C  HairVariations_Conversions.esp
1D  HairVariations_YoungAtHeart.esp
1E  MiscHairstyle.esp
1F  KSHairdos.esp
20  10mmSMG.esp
21  LongerHeadlampLight2x.esp
22  No more monochrome - Color setting for the Pipboy!.esp
23  FO4Hotkeys.esp
24  DD_Khassar_De_Templari_Increased_build.esp
25  g2m_Workshop_Nexus.esp
26  BetterJunkFences.esp
27  AWKCR - Color Swap Mod Slot Hider.esp
28  Lacy Underwear.esp
29  Sporty Underwear.esp
2A  Diverse Dogs.esp
2B  CompanionStatus.esp
2C  BuildableBurningCampfires.esp
2D  BetterModDescriptions.esp
2E  WeaponModFixes-GOTY.esp
2F  BetterModDesc_NuW.esp
30  Under1wear.esp
31  Homemaker - Streetlights Use Passive Power.esp  [Version 1.54]
32  BodyTalk3-LooksMenu.esp
33  Vioxsis_Strap-Ons.esp
34  Vadermania[AAF_anims].esp
35  LooksMenu.esp
36  LooksMenu Customization Compendium.esp
37  ESPExplorerFO4.esp
38  PinUpRedLipstick LMCC.esp  [Version 2.0]
39  The Eyes Of Beauty.esp
3A  FO4_AnimationsByLeito.esp
3B  rxl_bp70_animations.esp
3C  AES_Renovated Furniture.esp
3D  SettlementMenuManager.esp
3E  SettleObjExpandPack.esp
3F  SnapBeds.esp
40  Snappy_HouseK.esp
41  Snappy_DLC03.esp
42  TidySettlers.esp
43  Higher Female Children Voice.esp
44  contraptionslights.esp
45  TrueStormsFO4-EarlierSunsets.esp
46  TrueStormsFO4-FarHarbor.esp
47  TrueStormsFO4-NukaWorld-FH-Compat.esp
48  TrueStormsFO4-EarlierSunsetsFH.esp
49  RealisticLightingTS1.8.esp
4A  WorldThunder - TrueStorms.esp
4B  RaiderOverhaul.esp
4C  BetterModDescriptionsWMF.esp
4D  BetterModDescriptionsWMFAutomatron.esp
4E  BuildDLCAmmo.esp
4F  LootVision.esp
50  BTInteriors_Project.esp
51  nuka_world_settlements.esp
52  FQ_NoMoreLODFlicker_AIO.esp
53  Better Landscape Grass.esp
54  NukaHomes.esp
55  HAIA With Crafting.esp
56  Calvin Coolidge Institute.esp
57  AmazingFollowerTweaks.esp
58  Diverse Cats.esp
59  AzarPonytailHairstyles.esp
5A  Lots More Female Hairstyles.esp
5B  MoreHairstyles4Female.esp
5C  Beautiful Female Enemies.esp
5D  MeetTheNewRaiderettes.esp
5E  MeetTheNewRaiderettes - Automatron.esp
5F  Harness-calyps.esp
60  MsRae_Shops.esp
61  WareHouseExt.esp
62  IMG_Castle_Wall_Patches.esp
63  LooksMirror.esp
64  FP_FamilyPlanningEnhanced.esp
65  FPEAIOCreatureAddon.esp
66  More Smarter Companions Mod.esp
67  RSE_II_AbductionsAddonPack.esp
68  CartographersMapMarkers Commonwealth.esp
69  StarlightLOD.esp
6A  salvagebeacons.esp
6B  CartographersMapMarkers FarHarbor.esp
6C  CartographersMapMarkers NukaWorld.esp
6D  Basic Ammo Crafting.esp
6E  HZS NavMesh Fixer.esp
6F  SSEX.esp
70  KSHairdos_oel.esp
71  Flicker Fixer.esp
72  PackBrahminsToEyebots_Settlements.esp
73  PowerArmorHoarder.esp
74  Sun'sHepsyHair.esp
75  AAF_SEU.esp
76  CumOverlays.esp
77  OppaiMilkPasties.esp
78  FPAttributes.esp
79  TatsAfterRape.esp
7A  OCDecorator.esp
7B  OCDecoratorDLC.esp  [Version 1.1.3]
7C  OCDispenser.esp  [Version 1.1.3]
7D  Natasha_Face_Texture_Vanilla_Colours.esp
7E  MODGirlyAnimation.esp
7F  Non-Lethal Armory.esp
80  AdditionalHairColors.esp
81  CREAtiveClutter.esp
82  Alternate_Power_Sources.esp
83  CAMP.esp
84  INVB_WastelandDairy_Hints.esp
85  INVB_Resources.esp
86  INVB_Enslavement.esp
87  FPE_Impregnation_MoreCreature.esp
88  Mutated Lust.esp
89  AAF_CreaturePack01.esp
8A  AAF_CreaturePack02DLC.esp
8B  woodysWastelandStuff.esp
8C  WWShadowLights.esp
8D  SuperMutantFreezeFix.esp
8E  CCOCheekyCasualsReplacer.esp
8F  NukaRaidersArmorFixer.esp
90  VX PubicHair.esp
91  GetDirty.esp
92  AAF_Dirty_Sex.esp
93  AAF_Spectators.esp
94  Atomic Lust.esp
95  RSE_II_ReproductiveSystemEffects.esp
96  mcgFemaleWalk.esp
97  CBBEnails.esp
98  FusionGirl.esp
99  FusionGirlLooksMenu.esp
9A  Fallout Genetics.esp
9B  JB - HWTW - BreakUndies.esp
9C  JB - HWTW - NPCImplement.esp
9D  StripEnemiesViaCombat.esp
9E  Handsome NPC - Settlers_Females.esp
9F  Wasteland Heroines Replacer_2.0.0.esp
A0  MostlyFemaleChildOfAtom.esp
A1  mcgFemaleWalk-Granny-eng.esp
A2  Deathclaw_nude.esp
A3  ErectionFix_SilverPerv.esp
A4  AAF_Four-Play_Animations_Crazy6987.esp
A5  FP_SexualHarassment.esp
A6  Armorsmith Extended.esp
A7  Raider Overhaul - AE Patch.esp
A8  BetterModDescriptionsAE.esp
A9  AE JB - HmmWhatToWear.esp
AA  Vis-Radrose Patches Merged.esp
AB  Bashed Patch, 0.esp


the load order was sorted with LOOT

 

is there any thing in this list that should not be there

 and yes i have followed the guide here:

 

i am getting tired of it not working

for fucks sake what am i doing wrong?

What part of the instructions and comments did you miss about FP not working with AAF. As in FP Sexual Harassment, FP Attributes, FP Family Planning, etc.? There are AAF versions for these! There might be other junk mods since I do not play with most of these. Others will have to point them out.!

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On 11/30/2020 at 6:20 PM, mcnv said:

So Sim Settlement 2 was released a few periods of time ago and while fixing my load order after a computer reinstall I found that AAF causes a new game to infinitely load in a black screen, BUT AAF was not the problem. AAF can run along SS2 just not with certain mods. On the other hand those specific mods can still work and not give an infinite loading screen as long as AAF doesn't run.

 

These are just the mods that has connections with Loverslab. 

 

Raider reform school (and whatever extras it comes with)

Wash out that cum

Tattoo after rape

Rad Morthphic redux

Any specific penis mod (Mirelurk king penises and death claw penis)

Vioxsis's strap-on's

Human resorces

Boston breeder

THBrows (no idea why)

 

It would appear that these mods can run after starting a new game and start loading into an existing game. It's just an odd effect I noticed.

This sound like a script overload it is best to start a new game without any AAF mods active wait till you get to sanctuary go into that basment save your game exit and then install AAF mods this should elevate the game from not getting overloaded if all mods started at the beginning SS2 is very script heavy and if you add more scripted mods to that list your game will not start correctly. just start a new game with less mods active and then active them after your first save in sanctuary.

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@dagobaking There are some instances where ( especially if furniture pref is 100 ) scene takes place in furniture marker,

which is in use by other npc. This results in overlapping actors and collision physics start to tend towards singularity.

There's this potential function in ObjectReference script and I was wondering if this is something that had to be ignored.
I'm assuming every animation is set to use first animation marker.

bool Function IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved = false) native

It seems like potential place to put this would be Bool Function isValidLocation(ObjectReference targetLocation) in AAF_MainQuestScript

but quickScan would have to be set to false. There could be a settings for 'avoid_furniture_in_use' in ini which sets quickScan accoringly.

 

On another note, in StartMultipleIdles, in cases where animationreset is due, every actor in scene gets reset. Do you know if this is required 

for human actors in Human_[!Human] scenes? Behaviour for creatures has ... 'features' which requires this yes, but I wonder if resetting human actors

could be skipped. End goal would be to eliminate human 'snap to T-pose' on animationchange.

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Hello i dont know where to post my problem so here goes, I want to disable some animations so that aaf doesnt use them. i tried editing xml files but i guess i edited the wrong ones because aaf tried to call the animations i removed and characters just stand there doing nothing.

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8 minutes ago, rosheen said:

Hello i dont know where to post my problem so here goes, I want to disable some animations so that aaf doesnt use them. i tried editing xml files but i guess i edited the wrong ones because aaf tried to call the animations i removed and characters just stand there doing nothing.

I usually remove the position XML's. Problems if you remove too many, sometimes my AAF would not start up. Also, please note that some other mods may have those animations built into their structure so that the removed position XML could be reinstated. Reinstall whatever you took the animation XMLs from, then remove the position ones. Sometimes you can fool the animation XML's by just changing their M or F settings. Take a M/F animation in the Animation XML and make it M/M. If you play as a female, that animation will never happen. Less potential damage to the mods.

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37 minutes ago, maddadicusrex said:

I usually remove the position XML's. Problems if you remove too many, sometimes my AAF would not start up. Also, please note that some other mods may have those animations built into their structure so that the removed position XML could be reinstated. Reinstall whatever you took the animation XMLs from, then remove the position ones. Sometimes you can fool the animation XML's by just changing their M or F settings. Take a M/F animation in the Animation XML and make it M/M. If you play as a female, that animation will never happen. Less potential damage to the mods.

yeah i tried removing some animations from position xmls and only from leitos i have 3-4 mods that adds animations even then aaf did not allow me to start scenes in home button.

Link to comment
 

After I updated to newest version of AAF, during animations my female characters body reverts from her TWB preset to the default female body used for every other female npc, and I use unique player and companions mod. My companions dont lose their TWB body though, its only the player character. How do I stop her body from reverting to the default cbbe body used?

I have a similar issue with FG and I think is related to radmorphing redux. As soon as my char radiation level goes up and even the smallest body morph is applied, all animations change the female body to a much larger one. I don't have any unique player/body installed though... Any idea what may cause this issue?

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On 12/20/2020 at 2:44 AM, requiredname65 said:

@dagobaking There are some instances where ( especially if furniture pref is 100 ) scene takes place in furniture marker,

which is in use by other npc. This results in overlapping actors and collision physics start to tend towards singularity.

There's this potential function in ObjectReference script and I was wondering if this is something that had to be ignored.
I'm assuming every animation is set to use first animation marker.


bool Function IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved = false) native

It seems like potential place to put this would be Bool Function isValidLocation(ObjectReference targetLocation) in AAF_MainQuestScript

but quickScan would have to be set to false. There could be a settings for 'avoid_furniture_in_use' in ini which sets quickScan accoringly.

 

On another note, in StartMultipleIdles, in cases where animationreset is due, every actor in scene gets reset. Do you know if this is required 

for human actors in Human_[!Human] scenes? Behaviour for creatures has ... 'features' which requires this yes, but I wonder if resetting human actors

could be skipped. End goal would be to eliminate human 'snap to T-pose' on animationchange.

When an animation starts on a furniture it is set to "destroyed." That is supposed to kick NPC out of it and prevent them from using it until after the animation is finished. I haven't seen that fail. But, haven't really tested extensively. Does the overlapping happen often or is it possibly only in some exception case?

 

I will take a look at only applying the reset to some actors that need it.

9 hours ago, VonHelton said:

Found a bugg.........

 

The female puts her clothing back on early. The male is fine. Is this an AAF bugg or an SEU bugg?

 

:exclamation:

The reEquip code doesn't distinguish gender. So, this is probably some outside influence (mod making equipment updates on actors when animationStop event triggered).

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17 minutes ago, dagobaking said:

Does the overlapping happen often

Not so much outside one specific mod cell where it happens all the time.

This could just be mod related if there's a animationmarker overlapping with furnituremarker.

There indeed was a animationmarker placed at furniture which fooled me.

Nothing to see here, false alarm.

 

All other cases have been rare, mostly with vanilla barstools, IIRC.

I'll see if I can get this to happen reliably in empty cell with vanilla furniture after festivities.

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7 hours ago, requiredname65 said:

Not so much outside one specific mod cell where it happens all the time.

This could just be mod related if there's a animationmarker overlapping with furnituremarker.

There indeed was a animationmarker placed at furniture which fooled me.

Nothing to see here, false alarm.

 

All other cases have been rare, mostly with vanilla barstools, IIRC.

I'll see if I can get this to happen reliably in empty cell with vanilla furniture after festivities.

Cool. That is good news. It sounds like there are just some exception cases with how they implement furniture actions.

 

Thank you for looking into it.

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19 hours ago, dagobaking said:

When an animation starts on a furniture it is set to "destroyed." That is supposed to kick NPC out of it and prevent them from using it until after the animation is finished. I haven't seen that fail. But, haven't really tested extensively. Does the overlapping happen often or is it possibly only in some exception case?

 

I will take a look at only applying the reset to some actors that need it.

The reEquip code doesn't distinguish gender. So, this is probably some outside influence (mod making equipment updates on actors when animationStop event triggered).

I second this. Preston sat down on top of me & Cait.

 

:exclamation:

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A small update:

atleast vanilla bench [formid: 17d83] didn't eject npc while oher npcs where animating in it. Haven't tried to replicate, migh thave been a one-off.

If anyone else sees this behavior, please list affected furniture to narrow this down.

 

Discussion on how to evict npcs from furniture seems thin or my google-fu is bad.

One possible workaround might be to 'claim' ownership for a temp faction (or some npc) unrelated to any and all other npcs for duration of scene.

Possible issues are messing previous ownership status, so unless you can/want to track ownership status cross saves, then it should only be done on public furniture.

 

Function OnCustomEvent(String eventString, Var[] args)

    

    ObjectReference animationLocation

 

    ; Well. This is fugly.

    If eventString == "OnAnimationStart"

        ... <snip> ...

        animationLocation = Game.GetForm(args[5] as int) as ObjectReference

        If animationLocation

            animationLocation.SetDestroyed(True)

        EndIf

        If animationLocation.HasOwner() == False

            ; setting faction as owner seems to prevent npc not allied to it from using it, this faction shouldn't be allied to anyone

            animationLocation.SetFactionOwner(AAF_EVICT_FACTION)

        EndIf

        SendCustomEvent("OnAnimationStart", processEventArguments(args))

       ... <snip> ...

        animationLocation = Game.GetForm(args[5] as int) as ObjectReference

        If animationLocation

            animationLocation.SetDestroyed(False)

        EndIf

        If animationLocation.GetFactionOwner() == AAF_EVICT_FACTION

            animationLocation.SetFactionOwner(None) ; clear owner

        EndIf

        SendCustomEvent("OnAnimationStop", processEventArguments(args))

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