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Posted
56 minutes ago, CGi said:

This is starting to sound like a problem with a wireless keyboard and a not installed HiD driver. Let's hope it's not that...

It's not wireless. So can't be that.

Posted
5 minutes ago, Darnexx said:

It's not wireless. So can't be that.

Phew... :smiley:

Posted

I know it's not much but i just want to drop by to express my gratitude for everyone that is contributing to bettering this framework, especially dagobaking and CGI..  Just know that the time and effort you guys put into developing and improving this mod are appreciated! 

Posted

I give up, downloaded the new Version, changed the keys, still not working.. :frown: maybe one day when it's out of Alpha.

Keep up the work. :face_bear:

Posted
11 minutes ago, Darnexx said:

I give up, downloaded the new Version, changed the keys, still not working.. :frown: maybe one day when it's out of Alpha.

Keep up the work. :face_bear:

if you use HUD mods like iHUD, thos can conflict as well.

And if you have a keyboard with a [FN] key, you might have to press this one too, to access the [Home] button.

Posted
5 hours ago, dagobaking said:

I'd like to help. But, if I can't reproduce the problem there is no way for me to troubleshoot. I don't know how to make the home button not work with minimum install requirements.

When testing I was able to access Home key... didn't know what to do with it once I did though :tongue: lol. I have very minimum mods installed and I am using MO but I am using MO2 from here...

https://www.nexusmods.com/skyrimspecialedition/mods/6194?tab=files

I was told by some reliable people to use this one ...
 

before you give up... I'd suggest you try to see if you can get things to work with the Keyboard. At least then you would know if it is working in some way. Then if it isn't working with the gamepad it should be easier to work on a solution or at least have better directions to a solution.. at least in theory...

Posted
1 hour ago, moddyguy said:

did I read multi stage animation support?

 

AAF is looking more and more promising.

I know it's cool, huh? :smile:

And this isn't just an adult framework as I understand it. It is intended for other acts besides sex... I was interested in this fact as well a the multi stage and such. Interested to see where it goes. :smiley:

Posted
2 hours ago, moddyguy said:

did I read multi stage animation support?

 

AAF is looking more and more promising.

Yes. Some rough edges to work out and things to add. But, it's in the form of "animationGroups". Basically, lists of animations that can be played in order or randomly.

 

And they can reference other animationGroups. So you could have a beginning, middle and end stage that each draws from random pools of animation options. That way every sequence is unique.

Posted

got nothing useful to say, just want to say THANK YOU.  This looks great!  I hope you don't get burned out by how big this could end up being.  Seems scary to take something this ambitious on.  Good luck and even if you give up for whatever reason, thank you for what you did so far!  very impressive!

Posted

@dagobaking

 

Lets say for the sake of argument that one day soon I might jump ship on fourplay. Which in essence points to an AAF native version of RSE...

 

My question is, is there a native way for me to send actors to the animation player in the same sort of way the fourplay does it, without the need for relying on the proxy?

Posted
2 minutes ago, Flashy (JoeR) said:

@dagobaking

 

Lets say for the sake of argument that one day soon I might jump ship on fourplay. Which in essence points to an AAF native version of RSE...

 

My question is, is there a native way for me to send actors to the animation player in the same sort of way the fourplay does it, without the need for relying on the proxy?

 

Yes. There is an api script that contains the "start an animation" function called QuickScene. It is basically the same functionality as the fourplay entry function except that it accepts an array of actors instead of a limited number.

 

And that function was really only set up to get the proxy out the door. I have always intended to greatly expand the API to include many new ways to call animations and/or get info about actors.

 

You can let me know what your event/data/function needs are and I can work on solutions. It could make things easier on your side to have more functions/events to use.

Posted
8 minutes ago, dagobaking said:

 

Yes. There is an api script that contains the "start an animation" function called QuickScene. It is basically the same functionality as the fourplay entry function except that it accepts an array of actors instead of a limited number.

 

And that function was really only set up to get the proxy out the door. I have always intended to greatly expand the API to include many new ways to call animations and/or get info about actors.

 

You can let me know what your event/data/function needs are and I can work on solutions. It could make things easier on your side to have more functions/events to use.

Well, I am getting / have gotten jaded about the AAF/RSE conundrum as I now call it  - I cannot resolve it any more than modern science can resolve quantum physics to general relativity. So if I cant brute force it, I have to abandon the sinking ship. And trust me, if I jump, everyone is apt to follow. :tongue:

 

Arrogant? Perhaps. True all the same...

 

This said, there are things I will want to talk about down the road. Things I wanted from FP that never materialized due to dev-stoppage. But thats a talk for another day. Right now, I just need to prepare my people for the sinking of the Titantic and the eventual AAF rescue.

 

And then get to work converting the most complex mod I've EVER seen to use an entirely different framework. :smile:

Posted

One question that immediately pops to mind. Family Planning Enhanced. How does it work with AAF? Does it require the proxy? Has anyone gotten it to work WITHOUT the proxy? RSE needs it for some things and if it isnt going to work with a native AAF install, I need to devise a means to work around that.

 

And I guess another question, is there a mechanism in AAF that would allow an animation to be aborted before it starts due to a mod-feature like say the player being flagged as impotent? Kind of like, if player has keyword 'canthavesex', it would prevent anims from playing? Thats a huge thing for me that FP was missing.

Posted
9 minutes ago, Flashy (JoeR) said:

Well, I am getting / have gotten jaded about the AAF/RSE conundrum as I now call it  - I cannot resolve it any more than modern science can resolve quantum physics to general relativity. So if I cant brute force it, I have to abandon the sinking ship. And trust me, if I jump, everyone is apt to follow. :tongue:

 

Arrogant? Perhaps. True all the same...

 

This said, there are things I will want to talk about down the road. Things I wanted from FP that never materialized due to dev-stoppage. But thats a talk for another day. Right now, I just need to prepare my people for the sinking of the Titantic and the eventual AAF rescue.

 

And then get to work converting the most complex mod I've EVER seen to use an entirely different framework. :smile:

Indeed. I too want to balance how much time I take away from advancing AAF to try and emulate FourPlay. I don't resent that effort too much though because I want AAF to be as durable as possible. It's just not as fun to work on obscure CK package issues as it is to add new animation possibilities. And fun matters more when its not your day job. :smile:

 

I have some ideas to try for the package issue. I've just been focused on other tasks for now. I was thinking about separating out the travel package from the wait package and making the transition between the two based on distance from the marker rather than using the action trigger which seems to not fire sometimes for some people. And if that doesn't work, my plan B is to handle the travel and wait packages via spells to see if that gives better control.

 

I'm definitely on board to hear more and work on solutions to make things easier for you and other authors.

 

 

Posted
6 minutes ago, Flashy (JoeR) said:

One question that immediately pops to mind. Family Planning Enhanced. How does it work with AAF? Does it require the proxy? Has anyone gotten it to work WITHOUT the proxy? RSE needs it for some things and if it isnt going to work with a native AAF install, I need to devise a means to work around that.

 

And I guess another question, is there a mechanism in AAF that would allow an animation to be aborted before it starts due to a mod-feature like say the player being flagged as impotent? Kind of like, if player has keyword 'canthavesex', it would prevent anims from playing? Thats a huge thing for me that FP was missing.

I have not tested FPE with AAF personally. But, I have not heard anything about it not working. So, I assume it works. But, that is with the proxy. There isn't a way for it to work with AAF directly since it is written to look for FourPlay.

 

It's a little down the road. But, I plan on adding capability to AAF that can make a natively dependent FPE easier to make.

 

It would be very easy to make actors blocked from animations via a keyword. Or, registering them with another function. "addToBanList" or something.

Posted
24 minutes ago, Flashy (JoeR) said:

One question that immediately pops to mind. Family Planning Enhanced. How does it work with AAF? Does it require the proxy? Has anyone gotten it to work WITHOUT the proxy? RSE needs it for some things and if it isnt going to work with a native AAF install, I need to devise a means to work around that.

 

And I guess another question, is there a mechanism in AAF that would allow an animation to be aborted before it starts due to a mod-feature like say the player being flagged as impotent? Kind of like, if player has keyword 'canthavesex', it would prevent anims from playing? Thats a huge thing for me that FP was missing.

Yeah, I'm just lurking and watching, waiting to let you guys sort some issues before forcing the great unwashed to AAF to use my mod SynthPlayer :smile: I may actually be able to support either anyway the way mine is set up as it doesn't actually have that much to do with the animations yet, but I also rely on RSE, FamilyPlanningEnhanced, FourPlayAttributes And Perversion.

I would also like early on to see a common basic mod deal with Lust, Arousal and Cum, or perhaps a common array file that just stored and defined those values for mods to use. Sadly my coding skills are not to that level. Currently these are all dealt with in various ways by those mods, and I wanted to tie in and average them all if they all worked on a Percent system. Another big step forward would be if the Basic sex system is set up to do Fade to Black or a basic standing together animation for furniture, creatures etc. People would soon be motivated to make animations then and mods relevant to those. There's probably a heap of people ready to jump from FO New Vegas as this develops further.

Posted
On ‎5‎/‎14‎/‎2018 at 3:14 PM, CGi said:

if you use HUD mods like iHUD, thos can conflict as well.

And if you have a keyboard with a [FN] key, you might have to press this one too, to access the [Home] button.

I didn't know about the FN key that might be my problem. I'll change over to AAF and check. not doing much now anyway setting here watching Green Berets on tv so i'll check. thanks for letting us know about that. Edit: ok finally got the Home working by assigning it to another key f1 in my case. now anyone happen to know what could be causing my character not to strip and Dong not to work? could it be load order? had it working before I switched over to AAF. I'm using Dong v1.5 with mcm but it won't let me assign keys to that now. Edit: figured out it is either AAF or FP proxy that took over dong so switched from the mcm version back over to regular with out mcm. Males strip just fine but females still won't strip so checking more fp and hud mods to see what is causing this issue

Posted
6 hours ago, dagobaking said:

 

Yes. There is an api script that contains the "start an animation" function called QuickScene. It is basically the same functionality as the fourplay entry function except that it accepts an array of actors instead of a limited number.

 

And that function was really only set up to get the proxy out the door. I have always intended to greatly expand the API to include many new ways to call animations and/or get info about actors.

 

You can let me know what your event/data/function needs are and I can work on solutions. It could make things easier on your side to have more functions/events to use.

Hi. Really need the support of furniture. Also support tagging for animation.

Posted
19 minutes ago, ignotum_virum said:

Hi. Really need the support of furniture. Also support tagging for animation.

Those are both working through the wizard.

 

Some small amount of work is left to make them available through the API. But, I'm kind of waiting for feedback about how mod authors would like that to be set up.

Posted
1 hour ago, dagobaking said:

Those are both working through the wizard.

 

Some small amount of work is left to make them available through the API. But, I'm kind of waiting for feedback about how mod authors would like that to be set up.

In principle, the function "QuickScene" is quite suitable, but - preventFurniture, does not work. You can also add an argument, for example - Strings[] tags = None.

Posted

Ok. Will work on adding furnitures to that function. The tags should be easy enough too. I've already written filters for both of those things.

Posted
18 minutes ago, dagobaking said:

Ok. Will work on adding furnitures to that function. The tags should be easy enough too. I've already written filters for both of those things.

Thanks. Good luck.

Posted
13 hours ago, Darnexx said:

I give up, downloaded the new Version, changed the keys, still not working.. :frown: maybe one day when it's out of Alpha.

Keep up the work. :face_bear:

Test your home key in this page. The returned code must be this one:

keydown  keyCode=36  ($)   which=36  ($)   charCode=0        
keypress keyCode=36  ($)   which=0         charCode=0        
keyup    keyCode=36  ($)   which=36  ($)   charCode=0 

There is (maybe) also the integrated microsoft virtual keyboard that you can test with.

Posted
5 hours ago, Polistiro said:

Test your home key in this page. The returned code must be this one:


keydown  keyCode=36  ($)   which=36  ($)   charCode=0        
keypress keyCode=36  ($)   which=0         charCode=0        
keyup    keyCode=36  ($)   which=36  ($)   charCode=0 

There is (maybe) also the integrated microsoft virtual keyboard that you can test with.

I get this 

keydown  keyCode=36  ($)   which=36  ($)   charCode=0        
keyup    keyCode=36  ($)   which=36  ($)   charCode=0        

 

Looks like there's my problem? How to fix tho :open_mouth:

Posted
19 hours ago, CGi said:

if you use HUD mods like iHUD, thos can conflict as well.

And if you have a keyboard with a [FN] key, you might have to press this one too, to access the [Home] button.

I did try without any other Mod besides a Pose/Anime Mod and LooksMenu, did not work. Also no, no FN button. Only this one marked in the Picture, is that the same like FN? I never use it so dunno.. :'D 

Unbenannt.thumb.JPG.1fe15e90524260556eb410f0a8a1e17c.JPG

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