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Posted
12 hours ago, vaultbait said:

 

If you got a CTD and no crashlog, then that's a good indication that Buffout 4 isn't installed correctly. Check your f4se.log for a line like:

 

plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\Buffout4.dll (00000001 Buffout4 00000001) loaded correctly

 

If you see an error message about Buffout4.dll instead of the "loaded correctly" message, then revisit the install instructions for it.

 

I'll reinstall buffout, and see if I can replicate the crash.

Posted

Hello.

I would like to know how to change the keys for AAf.

I would like to know how to change the selection keys because for me, PGUP and PGDWN are the keys of the numeric keyboard.

Posted
3 hours ago, hana120 said:

Hello.

I would like to know how to change the keys for AAf.

I would like to know how to change the selection keys because for me, PGUP and PGDWN are the keys of the numeric keyboard.

 

Key mappings are defined in the Data\AAF\AAF_settings.ini file. You can either edit them there, or create a new INI file in the same directory with your preferred overrides and give it a higher priority.

Posted
On 8/20/2023 at 12:14 AM, vaultbait said:

 

If you got a CTD and no crashlog, then that's a good indication that Buffout 4 isn't installed correctly. Check your f4se.log for a line like:

 

plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\Buffout4.dll (00000001 Buffout4 00000001) loaded correctly

 

If you see an error message about Buffout4.dll instead of the "loaded correctly" message, then revisit the install instructions for it.


confirmed, reinstalled buffout, tried crashing it with console, it works.

But when replicated, ie with 2 AAF anim running, fast travelling cause crashes

Posted
30 minutes ago, DasKebab said:

confirmed, reinstalled buffout, tried crashing it with console, it works.

But when replicated, ie with 2 AAF anim running, fast travelling cause crashes

 

And console-triggered crashes write out a crashlog on disk but this AAF-related crash-to-desktop does not cause Buffout 4 to create a new crashlog?

Posted
27 minutes ago, vaultbait said:

 

And console-triggered crashes write out a crashlog on disk but this AAF-related crash-to-desktop does not cause Buffout 4 to create a new crashlog?


Indeed, which is why I'm scratching my head. I'm wondering if others had this issue prior

Posted
30 minutes ago, DasKebab said:

Indeed, which is why I'm scratching my head. I'm wondering if others had this issue prior

 

And it doesn't matter where you fast travel to? I've definitely had CTD on fast travel in the past, but it's never failed to produce a crashlog and has usually been attributable to something in the destination cell that's being loaded in, not the cell I'm leaving.

Posted
8 hours ago, dagobaking said:

 

Interesting.

 

Just objectively speaking, this looks like copying...


Made by snapdragon, interesting.

I wouldn't jump on that conclusion yet. It could be a different beast entirely.

Posted
22 hours ago, vaultbait said:

 

And it doesn't matter where you fast travel to? I've definitely had CTD on fast travel in the past, but it's never failed to produce a crashlog and has usually been attributable to something in the destination cell that's being loaded in, not the cell I'm leaving.


Don't appear to be, it happen again, single AAF anim running, crash when tp, logless

Posted
4 hours ago, DasKebab said:


Made by snapdragon, interesting.

I wouldn't jump on that conclusion yet. It could be a different beast entirely.

 

Sorry. No. I've been able to look at the API and functionality. There is no mistaking it. It copies significantly from AAF.

 

I'm not against alternative frameworks, etc. But, design your own. Don't rip off other peoples work. Not cool.

Posted
6 minutes ago, DasKebab said:


Don't appear to be, it happen again, single AAF anim running, crash when tp, logless

 

Sounds like you have a broken save.

Posted
3 hours ago, dagobaking said:

 

Sorry. No. I've been able to look at the API and functionality. There is no mistaking it. It copies significantly from AAF.

 

I'm not against alternative frameworks, etc. But, design your own. Don't rip off other peoples work. Not cool.

 

It clearly has to copy the AAF interface to support "NAF is designed so that animation packs made for AAF can be dropped into NAF and used seamlessly."

 

And, since it's driving fo4 animations, it is also limited in how it can be implemented (especially if that implementation is to be efficient).

 

That said, it's also clear that it's fundamentally different from AAF in a variety of ways (the xml parser jumps out as an obvious issue).

 

Anyways... accusations are easy, but ... I guess it's difficult to tell how valid they are.

Posted (edited)
14 minutes ago, sen4mi said:

 

It clearly has to copy the AAF interface to support "NAF is designed so that animation packs made for AAF can be dropped into NAF and used seamlessly."

 

And, since it's driving fo4 animations, it is also limited in how it can be implemented (especially if that implementation is to be efficient).

 

That said, it's also clear that it's fundamentally different from AAF in a variety of ways (the xml parser jumps out as an obvious issue).

 

Anyways... accusations are easy, but ... I guess it's difficult to tell how valid they are.

 

Having a logistics reason to copy the interface doesn't mean that copying the interface isn't copying the interface. That's like saying that bootleg versions of Louis Vuitton products are ok because someone has a need to make products that people want.

 

The same analogy applies to the other point. There are differences. But, just because bootleg Louis Vuitton has different materials doesn't mean that it's not fundamentally using the original design. "It's different because of x" doesn't change that "it's the same as y."

 

I already posted the copying from the API. But, that apparently isnt the only thing. I'm told that the error reports are the same too. The events are the same. And, as noted before, it's working off of XML that I designed. I don't think the validity is difficult to objectively see here.

Edited by dagobaking
Posted
2 minutes ago, Mallory said:

Well, I'd like to use this, but apparently Moddingham has flagged me as a spammer for trying to set up an account.

 

I'm just using the Google spam captcha there. So, it's Google that is raising that flag. Unfortunately, without that in place, the site gets flooded with spam.

 

You can try different emails or disable VPN, etc.

Posted (edited)
3 hours ago, dagobaking said:

 

Having a logistics reason to copy the interface doesn't mean that copying the interface isn't copying the interface. That's like saying that bootleg versions of Louis Vuitton products are ok because someone has a need to make products that people want.

 

But, at least in the states, this type of thing can turn it into "fair use".

 

Copyright (in the usa - I don't know enough about other countries) is meant to protect creative works, but not the functional elements that they might contain. (Patents, on the other hand, are meant to protect functional mechanisms (unless they are design patents, which are totally different in a variety of ways)).

 

Edit: anyways, I do not know enough yet to agree that there is a problem here. But I also have not yet looked into this enough to be able to say that there isn't a problem. I believe that some kinds of copying should be ok. But I don't know enough to say that that's relevant here.

 

(I also haven't looked into other fo4 animation tools to see how unique or similar aaf and/or naf are to them.)

 

Edited by sen4mi
fix typo
Posted
1 hour ago, sen4mi said:

 

But, at least in the states, this type of thing can turn it into "fair use".

 

Copyright (in the usa - I don't know enough about other countries) is meant to protect creative works, but not the functional elements that they might contain. (Patents, on the other hand, are meant to protect functional mechanisms (unless they are design patents, which are totally different in a variety of ways)).

 

Edit: anyways, I do not know enough yet to agree that there is a problem here. But I also have not yet looked into this enough to be able to say that there isn't a problem. I am that some kinds of copying should be ok. But I don't know enough to say that that's relevant here.

 

(I also haven't looked into other fo4 animation tools to see how unique or similar aaf and/or naf are to them.)

 

I hear you. I wouldnt try to claim ownership of non-copyrightable things. One of the things they look at in US courts is the intent of the final product. It's very clear that the intent here is to iterate off of an original design. Not some accidental mechanical similarity.

 

The closest thing to AAF is OSex from Skyrim. But, really, the only similarity is using XML (completely different structure) and allowing interactive animations (in a much different format to OSex).

Posted
On 8/22/2023 at 6:01 PM, dagobaking said:

 

I hear you. I wouldnt try to claim ownership of non-copyrightable things. One of the things they look at in US courts is the intent of the final product. It's very clear that the intent here is to iterate off of an original design. Not some accidental mechanical similarity.

 

The closest thing to AAF is OSex from Skyrim. But, really, the only similarity is using XML (completely different structure) and allowing interactive animations (in a much different format to OSex).


Dang, I hope you two can work something out, perhaps combined efforts will make a win/win? Or at minimum have a clear enough separation of the two to remain distinct & not overstep any bounds.  This is a small community, so its always a shame when there are splits & divisions. I can understand your concern though, I just hope some amicable agreement can be established.

Posted
34 minutes ago, BattleAngel said:

Hello, I need help here
What is the problem here and how to solve it
I am using the latest version of the game
Thanks for everything

 

It doesn't look like there is any problem.  However, you enabled debug mode in the installer.  That is why you are getting this window.  Reinstall AAF and don't enable the debug mode.

Posted (edited)

What would be the best approach to end/block an AAF scene if the character has a chastity device? 

 

 

This does not end the scene as I anticipated.

 

 

Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs)
Int status = akArgs[0] as Int
Actor Doppel = akArgs[2] as Actor

If Status == 0

    If Doppel.WornHasKeyword(_NR_ChastityDevice_Keyword)
    Debug.MessageBox("Nuka Warning: AAF Failed! You have a Chastity Device!")
    Utility.Wait(1)
    AAF_API.StopSceneWithAbruptStop(Doppel)

 

 

Up to the degub message box everything is running smoothly, but the scene is not finalized. 

 

Edited by JB.
Posted
1 hour ago, JB. said:

Up to the degub message box everything is running smoothly, but the scene is not finalized. 

 

Use AAF_API.StopSceneWithAbruptStop(PlayerRef)

 

The doppelganger is a stand-in for the player in animations, but AAF doesn't consider it the real actor in the scene.

Posted (edited)

Hello

Idk why but whenever I try to do any animation it gets stuck on scanning

I tried only having the AAF and some animations but still the same result

Capture.PNG

Edited by koutsokou

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