calvin67 Posted December 31, 2021 Posted December 31, 2021 Booted up F4 for the first time in many months, installed the new animation pack by savagecabbage, realized there were updates to AAF and UAP so tried to get on moddingham and it's telling me my acc has been flagged as a spammer? I've only gone there and downloaded AAF once. Tried sending an email through the site but I'm putting up a post here as well just in case
maddadicusrex Posted December 31, 2021 Posted December 31, 2021 1 hour ago, calvin67 said: Booted up F4 for the first time in many months, installed the new animation pack by savagecabbage, realized there were updates to AAF and UAP so tried to get on moddingham and it's telling me my acc has been flagged as a spammer? I've only gone there and downloaded AAF once. Tried sending an email through the site but I'm putting up a post here as well just in case There was some issue with the site that forced a bunch of us to reset our I.D.s. You might be in that wormhole..
vaultbait Posted December 31, 2021 Posted December 31, 2021 5 minutes ago, maddadicusrex said: There was some issue with the site that forced a bunch of us to reset our I.D.s. You might be in that wormhole.. Specifically, the site was reinstalled with different software so none of the accounts from the previous incarnation of the site were retained. Anyone who created an account prior to August 1st had to make a new one after that. 2
JB. Posted January 4, 2022 Posted January 4, 2022 If I want the scene to start immediately, this would be the correct settings, right? settings.usePackages == false settings.SkipWalk == true I keep testing, but at the moment it seems to me that it is not working as I expect when there is furniture in between (eg a character is sitting).
JB. Posted January 4, 2022 Posted January 4, 2022 (edited) OMG I worked so hard on a dialogue scene and it turns out I can't see subtitles during an AAF scene.??? I already read, through the search engine, two people who also had this problem, but it seems that there is no way. @Operand An alternative seems to be to use Narration, but the dialogues (expressions, lips moving, gestures, etc.) are more natural. Edit: Hmmm.... If I deactivate the free camera the subtitles are visible. I think I can work with this. Edited January 4, 2022 by JB.
dagobaking Posted January 4, 2022 Author Posted January 4, 2022 (edited) 1 hour ago, JB. said: If I want the scene to start immediately, this would be the correct settings, right? settings.usePackages == false settings.SkipWalk == true I keep testing, but at the moment it seems to me that it is not working as I expect when there is furniture in between (eg a character is sitting). I think you want these both to be set to true. Packages are still needed to keep the Actor from trying to move around. 8 minutes ago, JB. said: OMG I worked so hard on a dialogue scene and it turns out I can't see subtitles during an AAF scene.??? I already read, through the search engine, two people who also had this problem, but it seems that there is no way. @Operand An alternative seems to be to use Narration, but the dialogues (expressions, lips moving, gestures, etc.) are more natural. Edit: Hmmm.... If I deactivate the free camera the subtitles are visible. I think I can work with this. I agree that the expressions and speaking is better. But, I believe that going into free-cam mode removes the layer that subtitles show up on. Someone would need to make a special version of free-cam mode that doesn't alter the UI to fix this. I think it would be pretty tricky to do since free-cam mode is built into the vanilla engine and triggers these UI changes internally. [EDIT: A potentially easier path might be to make a small swf mod that listens for subtitles and puts them on its own layer during free-cam.] Edited January 4, 2022 by dagobaking 1
JB. Posted January 4, 2022 Posted January 4, 2022 50 minutes ago, dagobaking said: I think you want these both to be set to true. Packages are still needed to keep the Actor from trying to move around. I agree that the expressions and speaking is better. But, I believe that going into free-cam mode removes the layer that subtitles show up on. Someone would need to make a special version of free-cam mode that doesn't alter the UI to fix this. I think it would be pretty tricky to do since free-cam mode is built into the vanilla engine and triggers these UI changes internally. [EDIT: A potentially easier path might be to make a small swf mod that listens for subtitles and puts them on its own layer during free-cam.] Luckily my scene is very scripted, so what I did was deactivate the free camera - if it is activated - and send the player to a reference point so that the scene looks like this. I still need to touch it up a bit but I think it looks great. afdfasdf.mp4 1
Operand Posted January 5, 2022 Posted January 5, 2022 (edited) 1 hour ago, JB. said: OMG I worked so hard on a dialogue scene and it turns out I can't see subtitles during an AAF scene.??? I already read, through the search engine, two people who also had this problem, but it seems that there is no way. @Operand An alternative seems to be to use Narration, but the dialogues (expressions, lips moving, gestures, etc.) are more natural. Edit: Hmmm.... If I deactivate the free camera the subtitles are visible. I think I can work with this. I circumvented that via the UI plugin in my Lewd Talks mod. In there it will work during AAF scene so long as it was triggered with UI enabled (some mods disable UI for their scenes for some reason - usually as an attempt to disable admin panel controls which is not worth it anyways because all it does is hiding the UI, not disabling controls which can still be pretty much used). The problem I have with it is that I rely on HUD Framework which was found to be extremely faulty, especially with sending string content. So even for me the widget works on a "am I in a good mood today?" basis. There's a recent discussion on that here. The gist of it is that for reliable .swf integration one needs to reject the usage of HUD Framework completely and implement own interface directly to the AS3. And finally, there is a nuclear option which I have no knowledge on how to implement: extending the in-game text output options. Ideally something like extension to Debug.Notification a-la: Function Notification(string asNotificationText, int asDuration = 3, int posX = 0, int posY = 0) native global I asked around on any threads pertaining to F4SE but nobody knows how to do that. And I never programmed F4SE stuff so I wouldn't even know where to start (have no issue with C-languages though) Edited January 5, 2022 by Operand
dagobaking Posted January 6, 2022 Author Posted January 6, 2022 On 1/4/2022 at 3:42 PM, JB. said: I still need to touch it up a bit but I think it looks great. Cool. Yeah. In some contexts animations without freecam may look fine. I just wish we had a solution that sets it up more like Skyrim where the full body is in place even during first person. Seems like it should be possible... On 1/4/2022 at 4:07 PM, Operand said: And finally, there is a nuclear option which I have no knowledge on how to implement: extending the in-game text output options. Ideally something like extension to Debug.Notification a-la: Function Notification(string asNotificationText, int asDuration = 3, int posX = 0, int posY = 0) native global I asked around on any threads pertaining to F4SE but nobody knows how to do that. And I never programmed F4SE stuff so I wouldn't even know where to start (have no issue with C-languages though) Is the idea for this function that it just outputs the text on the screen on command? AAF has a function that does that: https://bitbucket.org/dagobaking/aaf-framework/wiki/API/NarrationMessage.md#!function-narrationmessage 1
Operand Posted January 6, 2022 Posted January 6, 2022 (edited) 10 hours ago, dagobaking said: Is the idea for this function that it just outputs the text on the screen on command? AAF has a function that does that: https://bitbucket.org/dagobaking/aaf-framework/wiki/API/NarrationMessage.md#!function-narrationmessage Interesting functionality. It is almost a complete implementation of the same thing I did in LT, apart from the synonymization (I assume that narration groups would cause random phrases output in case more than one entry is defined?) And - mostly, yes, what you said about the text output. However, there is some difference with what I mean: The "new" Debug.Notification would be a full replacement for the native game one (backwards-compatible as you can see in the prototype) It wouldn't require any additional mods, such as AAF It would inherit everything that the standard Debug.Notification supports - for instance, pseudo-HTML It would support queue just like the standard method does I never even knew about the narration functionality in AAF let alone used it, so I don't know how it is implemented and what it can/cannot do. But hey - I'll give it a try because if it works and allows for custom text output on the spot - at least I already can fix the LT's poor widget state. Edited January 6, 2022 by Operand 1
JB. Posted January 6, 2022 Posted January 6, 2022 19 minutes ago, Operand said: I never even knew about the narration functionality in AAF let alone used it, so I don't know how it is implemented and what it can/cannot do. But hey - I'll give it a try because if it works and allows for custom text output on the spot - at least I already can fir the LT's poor widget state. I used it on Nuka Ride. I did it rather to test how it turns out. I plan to use it more intensively and in other situations. 1
Operand Posted January 6, 2022 Posted January 6, 2022 15 hours ago, dagobaking said: Is the idea for this function that it just outputs the text on the screen on command? AAF has a function that does that: https://bitbucket.org/dagobaking/aaf-framework/wiki/API/NarrationMessage.md#!function-narrationmessage Do I have to configure AAF somehow to use it? Are there any limitations? I tried to use it as is (following the documentation) - but it does nothing. Here's how I do it: Spoiler Function DebugWidgetOutput2(string info, string callerId = "Default") global DebugTrace("--> Output..", "AST_Util", "DebugWidgetOutput2", callerId, GetDebugInfoLevel()) AAF:AAF_API AAFAPI = GetAAFAPI(callerId) int Duration = GetOutputDuration(callerId) if !AAFAPI DebugTrace("<-! Failed", "AST_Util", "DebugWidgetOutput2", callerId, GetDebugInfoLevel()) return endif AAFAPI.NarrationMessage(info) WaitMenuMode(Duration) AAFAPI.NarrationMessage("") DebugTrace("<-- Completed", "AST_Util", "DebugWidgetOutput2", callerId, GetDebugInfoLevel()) EndFunction And in the log I see that the flow works fine - i.e. the method is called and AAF is found: Spoiler [01/06/2022 - 07:13:04PM] Lewd Talks / info / AST:AST_Util:Player.DebugWidgetOutput:2757060 / AST_Util / DebugWidgetOutput2 / --> Output.. [01/06/2022 - 07:13:09PM] Lewd Talks / info / AST:AST_Util:Player.DebugWidgetOutput:2757060 / AST_Util / DebugWidgetOutput2 / <-- Completed But there's nothing on the screen during the scene.
Halstrom Posted January 7, 2022 Posted January 7, 2022 On 12/30/2021 at 1:31 AM, Tanglin said: If a mod were to start AAF animations that only draws from a pool of animations that are lovey-dovey, or at the least, exclude aggressive ones or ones that rape, what tags should be used? From memory I think there were 3 tag options for Loving, Neutral, Aggressive, some may be tagged 2 out of the 3
dagobaking Posted January 7, 2022 Author Posted January 7, 2022 18 hours ago, Operand said: It would support queue just like the standard method does It does queue up messages if many are entered at once. 11 hours ago, Operand said: Do I have to configure AAF somehow to use it? Are there any limitations? I tried to use it as is (following the documentation) - but it does nothing. Here's how I do it: Hide contents Function DebugWidgetOutput2(string info, string callerId = "Default") global DebugTrace("--> Output..", "AST_Util", "DebugWidgetOutput2", callerId, GetDebugInfoLevel()) AAF:AAF_API AAFAPI = GetAAFAPI(callerId) int Duration = GetOutputDuration(callerId) if !AAFAPI DebugTrace("<-! Failed", "AST_Util", "DebugWidgetOutput2", callerId, GetDebugInfoLevel()) return endif AAFAPI.NarrationMessage(info) WaitMenuMode(Duration) AAFAPI.NarrationMessage("") DebugTrace("<-- Completed", "AST_Util", "DebugWidgetOutput2", callerId, GetDebugInfoLevel()) EndFunction And in the log I see that the flow works fine - i.e. the method is called and AAF is found: Hide contents [01/06/2022 - 07:13:04PM] Lewd Talks / info / AST:AST_Util:Player.DebugWidgetOutput:2757060 / AST_Util / DebugWidgetOutput2 / --> Output.. [01/06/2022 - 07:13:09PM] Lewd Talks / info / AST:AST_Util:Player.DebugWidgetOutput:2757060 / AST_Util / DebugWidgetOutput2 / <-- Completed But there's nothing on the screen during the scene. The usage isn't really correct here because it doesn't stay on screen until blanked out. The duration is set in the end users ini. There could be other issues outside of this code. But, maybe try the same thing. But without: WaitMenuMode(Duration) AAFAPI.NarrationMessage("")
Operand Posted January 7, 2022 Posted January 7, 2022 6 hours ago, dagobaking said: There could be other issues outside of this code. But, maybe try the same thing. But without: I had that (i.e. only one call) as my first attempt and it didn't work either. I have narration_duration = 5000 ; The amount of time in milliseconds to show each narration phrase on screen. in my AAF_settings.ini ; Also what "other issues" do you mean? 6 hours ago, dagobaking said: It does queue up messages if many are entered at once. Does it also mean that there's no way to prematurely "erase" the message?
dagobaking Posted January 8, 2022 Author Posted January 8, 2022 13 hours ago, Operand said: Also what "other issues" do you mean? Meaning that I don't know anything about your environment set up, if things are being compiled completely/correctly, what other mods are affecting what you see, etc. There are a lot of things that would cause the symptom you describe. 13 hours ago, Operand said: Does it also mean that there's no way to prematurely "erase" the message? There is not currently a way to do that.
Operand Posted January 8, 2022 Posted January 8, 2022 (edited) 9 hours ago, dagobaking said: Meaning that I don't know anything about your environment set up, if things are being compiled completely/correctly, what other mods are affecting what you see, etc. There are a lot of things that would cause the symptom you describe. Compilation is done correctly. I don't see how else would it even work (it outputs the expected stuff into the log so it's impossible that the beginning and the end of a method were compiled fine while the middle wasn't). Just in case - I decompiled the resulting pex to see if the source code matches. It does. Ok, that'd be a long story then. Just in case you are aware of some common problems - please let me know. Things like mods known to cause issues. If not - well, at least there was a try. Thanks anyways! Edited January 8, 2022 by Operand
JB. Posted January 8, 2022 Posted January 8, 2022 (edited) Hey, I am starting to use OnSceneEnd. Simply wonderful what you can do with AAF, I do not even have programming knowledge, some concepts are still difficult for me to understand but I have been learning. OK, since my mod is a story mod, and with several AAF scenes during different quests, should I use a different meta for each scene that I want to run a specific script? This is how I have for just four specific scenes. Event AAF:AAF_API.OnSceneEnd(AAF:AAF_API akSender, Var[] akArgs) If akArgs[4] as String == "NR_PoledanceVadim" ;Visiting Vadim Pole Dance Scene _NukaRide_VisitingVadim.SetStage(90) _NukaRide_EventsManager.Stop() ElseIf akArgs[4] as String == "NR_MaxsonScene"; Maxson and Overboss Scene Free() _NukaRide_Heaven.SetStage(56) ElseIf akArgs[4] as String == "NR_VIP_Poledance" ;Poledance for VIPs Scene _NukaRide_VisitingOverboss.SetStage(180) ElseIf akArgs[4] as String == "NR_OB_Posing" ;Posing for OB Scene _NukaRide_Lucy.SetStage(40) _NR_Overboss.PlayIdle(IdleStop) Else ;do nothing EndIf EndEvent Man, but I have like ... 50 scenes throughout the story. I'm not going to make 50 different metas. .Wouldn't there be an alternative, let's say -more convenient in my case- to run a script at the end of my scene? Or maybe in the future? Something like this within my settings (I must clarify that I am not a programmer). settings.OnSceneEnd = GetOwningQuest.SetStage (50) Edited January 8, 2022 by JB.
Operand Posted January 11, 2022 Posted January 11, 2022 On 1/8/2022 at 1:39 PM, JB. said: OK, since my mod is a story mod, and with several AAF scenes during different quests, should I use a different meta for each scene that I want to run a specific script? You can do that, yes. Or you can do what I do in AAF History and simply calculate a special scene hash which will be unique to every AAF scene. That's not too difficult to do - for instance, you can simply concatenate ("glue strings") together all the Ref IDs of all the actors involved in the scene - since any actor can only be involved into one and only one AAF scene at a given moment, such a hash is guaranteed to be unique at a given moment and thus safe to rely on for the OnAnimationEnd. On 1/8/2022 at 2:21 AM, dagobaking said: Meaning that I don't know anything about your environment set up, if things are being compiled completely/correctly, what other mods are affecting what you see, etc. There are a lot of things that would cause the symptom you describe. I dug a bit more. It looks like narration works but only if I call a node defined from the XML. I.e. if I have an XML-defined narration node then AAF finds it and displays on the screen. If, however, I send an arbitrary string then nothing happens - contrary to the documentation which states that in the case AAF doesn't find the XML node it will display the string as is. But of course, I do not discount the possibility that my setup is somehow broken as well. 1
sparks454alive Posted January 12, 2022 Posted January 12, 2022 Do you really have to make us sign up for yet another paysite just to update our AAF? Also, why so friggen' confusing trying to collect one lousy file?
Crooltool Posted January 12, 2022 Posted January 12, 2022 20 minutes ago, sparks454alive said: Do you really have to make us sign up for yet another paysite just to update our AAF? Also, why so friggen' confusing trying to collect one lousy file? You musta done something to seriously piss Dagobaking off, no one else had to pay. And thanks to Nexus's asshattery, I've had to sign up to multiple sites to get the mods I like, and NONE of them required me to pay 4
maddadicusrex Posted January 12, 2022 Posted January 12, 2022 26 minutes ago, sparks454alive said: Do you really have to make us sign up for yet another paysite just to update our AAF? Also, why so friggen' confusing trying to collect one lousy file? Didn't your folks learn you no manners? Newbies get more sugar with sweet nothings in our ears. Sour posts just make us stay away from ya! 2
sparks454alive Posted January 13, 2022 Posted January 13, 2022 21 hours ago, Crooltool said: You musta done something to seriously piss Dagobaking off, no one else had to pay. And thanks to Nexus's asshattery, I've had to sign up to multiple sites to get the mods I like, and NONE of them required me to pay I'mma gonna quote myself here............^^^^^^^^, and reiterate my reason for the sour wording, as i never even got the updated version to fucking begin with!!!!!!!!!!!!!!!!!!!!!!! The "PAYSITE" SAID IT WAS D'LING THE FILE, but sadly it only made it look as though there was anything worth keeping. As for pissin' someone off? WAAA??@! much?
Crooltool Posted January 13, 2022 Posted January 13, 2022 1 hour ago, sparks454alive said: I'mma gonna quote myself here............^^^^^^^^, and reiterate my reason for the sour wording, as i never even got the updated version to fucking begin with!!!!!!!!!!!!!!!!!!!!!!! The "PAYSITE" SAID IT WAS D'LING THE FILE, but sadly it only made it look as though there was anything worth keeping. As for pissin' someone off? WAAA??@! much? Well, I just clicked on the file download, it took me right to Moddingham, where I again signed in, and redownloaded the file, and at no time was I asked to pay anything. No one else has said anything about it being a paysite, so its just you, so, because it is ONLY you, I can make 1 of 2 conclusions, either A) The problem in on your end, or B) Dagobaking (The mod author and owner of Moddingham ) has singled you out for special treatment. Since you have only made now 7 posts, I do not believe Dagobaking has a fucking clue as to who you are, I made the SARCASTIC comment that you must have pissed him off so that he set up a paysite JUST FOR YOU. 3
sparks454alive Posted January 13, 2022 Posted January 13, 2022 (edited) I never even tried to contact Dagobaking,.............. so how could i possibly have ticked him/her off? all I'm trying to do is update AAF., why is it so confusing to just get one file? Can't that file be hosted here, like 99% of the others? Edited January 13, 2022 by sparks454alive
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