dagobaking Posted August 27, 2023 Author Posted August 27, 2023 4 hours ago, koutsokou said: 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 Its best to get help with this type of issue on discord. There is a tool you can use (GFV) to evaluate the AAF requirements.
vaultbait Posted August 29, 2023 Posted August 29, 2023 54 minutes ago, leesjig said: Is there anything I’m missing to correct that goofy looking position reset that occurs between the stages during an animation. The PC stays where she is supposed to, but but the human, creature, mutant is always doing the weird ass position reset between stages. Are you using AAF v171 or an earlier version? This was pretty common up through v166 and the NativeSync patch addressed some of it, but also fixes merged in more recent AAF to minimize some of that as well. Ultimately though, the only real fix is to merge all the separate stages into a single animation rather than sequencing them as separate animations. I think some examples can be found in recent posts on Savage Cabbage's support topic (there are some merged sequences for robots, as an example).
Guest Posted August 30, 2023 Posted August 30, 2023 Alles zum Laufen zu bringen, war nicht einfach. Einige Dateien wurden versteckt und die Google suche war zeitaufwendig aber jetzt, wo alles läuft, hat sich die Mühe gelohnt und ich kann mich nur bedanken.
N.Gamma Posted August 30, 2023 Posted August 30, 2023 With Advanced Animation Framework 171.0beta, do I still need the Ultimate AAF patch? Or should I install AAF Creature Resources instead?
vaultbait Posted August 30, 2023 Posted August 30, 2023 8 hours ago, N.Gamma said: With Advanced Animation Framework 171.0beta, do I still need the Ultimate AAF patch? Or should I install AAF Creature Resources instead? UAP is a patch for various animation packs. AAF is the framework for playing those animations. There isn't really any overlap. Your choice of UAP or CR (or neither) is orthogonal to what version of AAF you use. 2
dagobaking Posted August 30, 2023 Author Posted August 30, 2023 13 minutes ago, vaultbait said: Your choice of UAP or CR (or neither) is orthogonal to what version of AAF you use. Bonus points for using "orthogonal". 1
vaultbait Posted August 30, 2023 Posted August 30, 2023 1 hour ago, dagobaking said: Bonus points for using "orthogonal". Think twice before you challenge me to SCRABBLE: Wasteland Edition! 2
yolon57 Posted September 7, 2023 Posted September 7, 2023 (edited) Where are all the animation packs for this? I can't find them and they appear to be buried somewhere under AAF violate. Edited September 7, 2023 by Psalam Removed curses
vaultbait Posted September 7, 2023 Posted September 7, 2023 1 hour ago, yolon57 said: Where are all the animation packs for this? I can't find them and they appear to be buried somewhere under cuck shit like AAF violate. Being rude and insulting reduces the chances anyone will want to ever help you. Take a look in the "animation packs" section of this guide for a list of popular options. I recommend reading that entire guide though, getting AAF set up and integrated seamlessly is more complicated than just installing it and some animations. 2
eflat01 Posted September 17, 2023 Posted September 17, 2023 (edited) Anyone have the link to aaf response/error codes... I had it but like most things lost among the files.... ? Search engines not much help... Anyway, Got an init 6 after playing like three or four hours - with dozens of aaf calls - without a hitch. Likely circumstance, but like to know what that was. Edited September 18, 2023 by eflat01
dagobaking Posted September 17, 2023 Author Posted September 17, 2023 (edited) This sounds like an error code that was passed on via a mod dependent on AAF. The meaning of a 6 response code depends on the event/function. But, is documented within the API wiki and the source code within the AAF download. It's probably this one: https://bitbucket.org/dagobaking/aaf-framework/wiki/API/OnSceneInit.md#!event-onsceneinit Edited September 17, 2023 by dagobaking 1
eflat01 Posted September 18, 2023 Posted September 18, 2023 (edited) On 9/16/2023 at 9:28 PM, dagobaking said: This sounds like an error code that was passed on via a mod dependent on AAF. The meaning of a 6 response code depends on the event/function. But, is documented within the API wiki and the source code within the AAF download. It's probably this one: https://bitbucket.org/dagobaking/aaf-framework/wiki/API/OnSceneInit.md#!event-onsceneinit Thanks, yes that's the link I once had - probably still do somewhere... and the error makes perfect sense given the possible scenario at the time, likely two mods fighting over the same actor. Edited September 18, 2023 by eflat01 1
Network Posted September 18, 2023 Posted September 18, 2023 is there a download link that doesn't require me to make an account to another dumb forum which has special restrictions against temporary email addresses? it's ridiculous. i don't want to give these people my real email just to download one mod and then never touch it again 6
ebbluminous Posted September 18, 2023 Posted September 18, 2023 15 minutes ago, Network said: is there a download link that doesn't require me to make an account to another dumb forum which has special restrictions against temporary email addresses? it's ridiculous. i don't want to give these people my real email just to download one mod and then never touch it again No as Dago wants it to work this way. 1
vaultbait Posted September 18, 2023 Posted September 18, 2023 23 minutes ago, Network said: is there a download link that doesn't require me to make an account to another dumb forum which has special restrictions against temporary email addresses? it's ridiculous. i don't want to give these people my real email just to download one mod and then never touch it again Well, until you need to download the next version of AAF, or the game files verifier troubleshooting tool for it that's also hosted there, and potentially other mods in the future. 1
dagobaking Posted September 19, 2023 Author Posted September 19, 2023 (edited) 9 hours ago, Network said: is there a download link that doesn't require me to make an account to another dumb forum which has special restrictions against temporary email addresses? it's ridiculous. i don't want to give these people my real email just to download one mod and then never touch it again I'm not the protagonist there. If it wasn't for various forms of thieves, it wouldn't be necessary. 9 hours ago, ebbluminous said: No as Dago wants it to work this way. It's an unfortunate necessity. Edited September 19, 2023 by dagobaking 1
jpee1965 Posted September 21, 2023 Posted September 21, 2023 On 8/30/2023 at 5:21 PM, vaultbait said: Think twice before you challenge me to SCRABBLE: Wasteland Edition! Great job Euclid! :c)
Guest Posted September 21, 2023 Posted September 21, 2023 (edited) During July, I tried playing the Nuka Ride mission mod, and the poles animations weren't working with the AAF v171 I had installed. I've searched this forum and found out that since this version of AAF wasn't working with pole animations, I would have to wait for a new version, or get a older one somehow. Not having an older version, I tried searching the net for it and had no luck either. I've returned today to check the version and it's still 171. - Is there anywhere I can get an older version of the mod? - Is there an estimate of when the next version will be launched? I, by no means, want to pressure/rush you dagobaking. It's just that I really want to try the Nuka Ride mod... Edited September 21, 2023 by no0bmaster69
EgoBallistic Posted September 21, 2023 Posted September 21, 2023 1 hour ago, no0bmaster69 said: I, by no means, want to pressure/rush you dagobaking. It's just that I really want to try the Nuka Ride mod... Download the latest version of Nuka Ride. The AAF interaction was changed to work with AAF Beta 171 a couple of versions ago. 1
Guest Posted September 21, 2023 Posted September 21, 2023 2 hours ago, EgoBallistic said: Download the latest version of Nuka Ride. The AAF interaction was changed to work with AAF Beta 171 a couple of versions ago. Didn't know that. Thanks for the update and reply!
jarno5 Posted October 2, 2023 Posted October 2, 2023 Hey dagobaking Would it be possible to make a "Refresh morphs" function for AAF? This would help greatly with any morphs issues that kinda still happen alot (Eg male npc's staying flaccid until equip/unequiping the body slot) For human npcs its easy enough by doing the above, but for super mutants for example, that do not use body slot armors, there is no way right now to correct their morps when they fail for whatever reason.
vaultbait Posted October 2, 2023 Posted October 2, 2023 59 minutes ago, jarno5 said: Hey dagobaking Would it be possible to make a "Refresh morphs" function for AAF? This would help greatly with any morphs issues that kinda still happen alot (Eg male npc's staying flaccid until equip/unequiping the body slot) For human npcs its easy enough by doing the above, but for super mutants for example, that do not use body slot armors, there is no way right now to correct their morps when they fail for whatever reason. When you say "a refresh morphs function" do you mean an actual script function exposed in the AAF API so that mods starting scenes can call it under certain circumstances? Or something else (like something the user can initiate, and from where)? Keep in mind that HBD_MorphDebug already has a morph resetting feature for end users, and I'm not sure encoding a workaround in AAF's API makes sense as that API is meant to be fairly stable and would be locked into backward-compatibility expectations by mods using it even down the road when whatever bug it's meant to work around (in LooksMenu?) no longer exists at all. 1
jarno5 Posted October 3, 2023 Posted October 3, 2023 On 10/2/2023 at 9:09 PM, vaultbait said: When you say "a refresh morphs function" do you mean an actual script function exposed in the AAF API so that mods starting scenes can call it under certain circumstances? Or something else (like something the user can initiate, and from where)? Keep in mind that HBD_MorphDebug already has a morph resetting feature for end users, and I'm not sure encoding a workaround in AAF's API makes sense as that API is meant to be fairly stable and would be locked into backward-compatibility expectations by mods using it even down the road when whatever bug it's meant to work around (in LooksMenu?) no longer exists at all. Yeah something similar like the equipment manager we can use in the UI of AAF. The ability to select an actor like you can do with equipment, and then have a function mapped to the R butten (for example) to press to kinda refresh the morphs for that actor. Im not very savy on the technical side of it, so if this seems unreasonable, please tell me It would be a neat function because, atleast in my case, morphs for supermutants seem to have a pretty high failure rate (probably due to script lag)
vaultbait Posted October 5, 2023 Posted October 5, 2023 On 10/3/2023 at 8:58 PM, jarno5 said: Yeah something similar like the equipment manager we can use in the UI of AAF. The ability to select an actor like you can do with equipment, and then have a function mapped to the R butten (for example) to press to kinda refresh the morphs for that actor. Im not very savy on the technical side of it, so if this seems unreasonable, please tell me It would be a neat function because, atleast in my case, morphs for supermutants seem to have a pretty high failure rate (probably due to script lag) Aha, so you mean a way for the user to force a morph refresh during an animation through AAF's on-screen UI. While HBD_MorphDebug does let you configure hotkeys for selecting an actor and clearing their morphs, I have no idea if that would correct a missing erection or just make everyone limp. I guess you want a way for AAF to retry applying the morphsets specified in the animation data? As for super mutant erections, yes script lag/load does seem to play a part. I rarely see it for indoor locations, but it happened often for me in busy outdoor locations. Baka MaxPapyrusOps seemed to help kick a lot of my script lag though.
jarno5 Posted October 6, 2023 Posted October 6, 2023 17 hours ago, vaultbait said: Aha, so you mean a way for the user to force a morph refresh during an animation through AAF's on-screen UI. While HBD_MorphDebug does let you configure hotkeys for selecting an actor and clearing their morphs, I have no idea if that would correct a missing erection or just make everyone limp. I guess you want a way for AAF to retry applying the morphsets specified in the animation data? As for super mutant erections, yes script lag/load does seem to play a part. I rarely see it for indoor locations, but it happened often for me in busy outdoor locations. Baka MaxPapyrusOps seemed to help kick a lot of my script lag though. Exactly what i meant! It would sound logical to have AAF re-read the animation data and reload morphs accordingly by first clearing > re-apply I started using Baka as recommended by others aswell. I havent been able to test with supermutants yet but it seems atleast for humans, morphs are now way more steady. I guess scriptlag could be the sole issue in this case, but who knows..
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