Polistiro Posted May 16, 2018 Posted May 16, 2018 All patches that register non human animations (L2+L3 & C2). I just edited my last post. Patch topic edited. Otherwise your solution by selecting skeleton works perfectly in my tests. Crazy dogs anims won't work, like in v50 only female play anims, i think something is missing in hkx files.
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 59 minutes ago, Polistiro said: All patches that register non human animations (L2+L3 & C2). I just edited my last post. Patch topic edited. Otherwise your solution by selecting skeleton works perfectly in my tests. Crazy dogs anims won't work, like in v50 only female play anims, i think something is missing in hkx files. Ok. I must have broken something in the race filter. I will check. Yes. That was my experience with the Crazy animations as well. I'm not sure if anything can be done in AAF to make those work.
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 New build posted. ## [Alpha 53] - 2018-05-16 ### Fixed - Issue that prevented static objects from being used as locations. - MorphSet handling to make it more durable. - Repaired condition nodes so they work properly again. ### Added - More notes in XML. - Ability to define a different SWF to use for each races male/female avatars. - Block actors from appearing in the wizard if there are no animations that use their skeleton. - Preliminary support for animated action icons. Some work needed to remove reload at end of animation loops. @Badtanker @Polistiro I was not able to reproduce that Super Mutant, wrong race issue. I do remember seeing that happen and I made a fix then for it. So, it might be only fixed in this new 53 build. I can't remember exactly when that happened. Please confirm whether or not it still happens. This new build adds support for animated icons (which could theoretically be used for things like X-Ray). Here is a screenshot of a basic, placeholder icon in use: Mod authors can use their own artwork for these animated icons and define which to use for different types of animations in the XML. The process starts by defining in the animation file what type of act is occurring. Here is an example: <animation id="LeitoAggressiveBlowjob" time="308"> <actor gender="F"> <idle form="0100B71E" id="LeitoAggressiveBlowjobF"/> </actor> <actor gender="M"> <idle form="0100B71F" id="LeitoAggressiveBlowjobM"/> <value path="action" value="activity1" target="0" loop="true" from="1" to="0" steps="5" time="8.555"/> </actor> </animation> The value node is where the act (or "action") is being defined. It is saying to apply the "activity1" action on actor "0" (which is the first actor listed in this animation) with a strength from 1 (max) to 0 (minimum) in a looping pattern, in "5" steps at a rate of "8.555" frames each direction of the loop. Those settings are for animating the icon forward and back repeatedly throughout an animation. You can adjust it to not be a loop and animate more slowly in one direction and at different times throughout an animation as well. The value "activity1" refers to an action that is set up in the action XML. That is just a placeholder, generic name. I expect that mod authors will create new actions that have more specific names. Here is an example of an action XML: <action id="activity2"> <self> </self> <target swf="AAF_BasicRoundMeter.swf" x="1" y="45"> </target> </action> This is saying that whenever "activity2" is happening in an animation, load the AAF_BasicRoundMeter.swf file and place it at "1" x and "45" y on the target of the acts avatar. Right now, these action nodes are pretty empty. Just handling the animated icons. But, more features will be added soon as this is where expressions, sounds, statistics, per action equipment additions, etc. are affected. Let me know if there are questions! 2
Polistiro Posted May 16, 2018 Posted May 16, 2018 Staged animation patches coming soon. Need test v53 before. Just a question, is there an option to exit staged animations without press end key? V53 working for me. Supermutants are not referenced with human selections but i can't tell if it's due to my new xml or v53. I will make patch updates. 2
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 Added a compatibility patch for another pose pack. Patch here: https://www.nexusmods.com/fallout4/mods/31304 Pose Pack here: https://www.nexusmods.com/fallout4/mods/24772 55 minutes ago, Polistiro said: Staged animation patches coming soon. Need test v53 before. Just a question, is there an option to exit staged animations without press end key? V53 working for me. Supermutants are not referenced with human selections but i can't tell if it's due to my new xml or v53. I will make patch updates. When the animations are triggered via the API, they exit the loop after a given amount of time. I will probably add a parameter for "once through" instead of time as well. If they are started with the wizard, they loop until you press exit. I will think about maybe making a forceExit option. But, the wizard is more for testing animations. So, I think it makes sense to loop there. Once AAF is used by other mods more, I think it will make sense this way. 1
Polistiro Posted May 16, 2018 Posted May 16, 2018 Ok. Just a question about your tests, male actors are correctly equipped or not? (morph value in animation data)
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 21 minutes ago, Polistiro said: Ok. Just a question about your tests, male actors are correctly equipped or not? (morph value in animation data) Using Leito's mod, those values look like they are correct and working for me. Using your patches, most of them look right and are working. But, I think there are a few that are not entered correctly (wrong angles) or maybe just not entered. (That is your previous patch. Haven't tried the new ones yet.)
Polistiro Posted May 16, 2018 Posted May 16, 2018 If i remember with v47, no entering angle working. I don't know what is the syntax for "normal 90°" I edited angles because they were not correct for me when i did that... An other problem... I made the mistake to let 2 actor type xmls that both records the dogs and i don't seen the corresponding error message. Now leito and crazy installs the same xml.
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 Yes. No entry should reset it back to the startMorphSet settings.
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 9 minutes ago, Polistiro said: If i remember with v47, no entering angle working. I don't know what is the syntax for "normal 90°" Strange. Using your new patches I am now seeing the "wrong race" bug. I wasn't seeing that before...
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 14 minutes ago, Polistiro said: If i remember with v47, no entering angle working. I don't know what is the syntax for "normal 90°" I edited angles because they were not correct for me when i did that... An other problem... I looked at the XML and it appears that these were the old versions. Maybe I downloaded wrong? Or, are the links not right for the update?
merryMalfunctioning Posted May 16, 2018 Posted May 16, 2018 2 hours ago, dagobaking said: New build posted. ## [Alpha 53] - 2018-05-16@Badtanker@Polistiro Would it be possible to include in the version notes an indication of whether the new build will require a clean save? AAF seems pretty stateless when it's not animating, so upgrading shouldn't be an issue, right?
Polistiro Posted May 16, 2018 Posted May 16, 2018 for human i added "staged" at the archive name. I looked at post date and links, when i posted them. I will download them to verify....
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 32 minutes ago, markdf said: Would it be possible to include in the version notes an indication of whether the new build will require a clean save? AAF seems pretty stateless when it's not animating, so upgrading shouldn't be an issue, right? Right. I don't see a technical reason why it should need a clean save. That said, some issues in the past seem to have been fixed by using a clean save. So, there are scientific and unscientific solutions. If I can reproduce an issue and prove that it needs a certain thing, I will include in notes/description [as a requirement rather than something to try]. Anecdotal examples of something fixing things I prefer to not say are required to avoid confusion in case they are bad correlations.
Polistiro Posted May 16, 2018 Posted May 16, 2018 Files checked and are correct versions. I can't remember... i think i don't edited Leito_animationData.xml file ... Male morph won't work for me.
dagobaking Posted May 16, 2018 Author Posted May 16, 2018 Ok. I must have saved/installed wrong somehow.
merryMalfunctioning Posted May 16, 2018 Posted May 16, 2018 52 minutes ago, dagobaking said: Right. I don't see a technical reason why it should need a clean save. That said, some issues in the past seem to have been fixed by using a clean save. So, there are scientific and unscientific solutions. If I can reproduce an issue and prove that it needs a certain thing, I will include in notes/description [as a requirement rather than something to try]. Anecdotal examples of something fixing things I prefer to not say are required to avoid confusion in case they are bad correlations. Fair enough. And I suppose we'd all prefer the focus to be on continuing development of AAF rather than testing upgrade paths and whatnot... 1
Badtanker Posted May 16, 2018 Posted May 16, 2018 I might be mistaken but I had AAF Leito SuperMutants3 installed at that time so I uninstalled all the patches for Leito except for AAF Leito humans extended 1and AAF leito dogs 2. I just got home little bit ago so i'll be testing 53 out shortly and get back. the animations if I go through my current home key works just fine but my character still won't strip. now she will before I enter the vault and in the vault but once I come out she stays clothed. so hunting for the mods that start up on vault exit and i'll uninstall them and see if they are causing this issue and let you know. by the way Thanks for doing this Framework and being patient
Guest Posted May 17, 2018 Posted May 17, 2018 So, its Canada's version of Memorial Day weekend this weekend. That means some needed down time. I plan to put together a small test mod to call AAF natively - more or less a stripped down CSA. I want to see if not using the proxy changes the post-rape pacification. I may need some testers, so if you would be willing, just let me know in THIS thread. Of course, if you volunteer, you'd need to disable RSE, so the two systems wouldnt conflict. Ive yet to hear about other RSE issues - can anyone validate if Abductions cause the same end-of-pacification and instant hostility as CSA does?
dagobaking Posted May 17, 2018 Author Posted May 17, 2018 2 hours ago, markdf said: Fair enough. And I suppose we'd all prefer the focus to be on continuing development of AAF rather than testing upgrade paths and whatnot... At least in this phase. When I get through a certain set of features, I will change it to beta phase and shift gears more toward stability, upgrading, compatibility, etc. 54 minutes ago, Flashy (JoeR) said: So, its Canada's version of Memorial Day weekend this weekend. That means some needed down time. I plan to put together a small test mod to call AAF natively - more or less a stripped down CSA. I want to see if not using the proxy changes the post-rape pacification. I may need some testers, so if you would be willing, just let me know in THIS thread. Of course, if you volunteer, you'd need to disable RSE, so the two systems wouldnt conflict. Ive yet to hear about other RSE issues - can anyone validate if Abductions cause the same end-of-pacification and instant hostility as CSA does? Sounds good. I hope that some can volunteer and give more insight about those questions. I haven't tested myself as I stay focused on getting through feature milestones. I would like to say though that I do not expect AAF to behave much differently without the proxy. The proxy affects almost nothing. It's just passing information between mods without affecting any packages, etc. You might test for a way to achieve the desired effect in an alternative way (maybe with different timing?). Or, more likely, just identify how the conflict occurs from AAF and then I can change AAF to be more accommodating. The good news I think is that we know that our goal is possible because it is already in place and functional between RSE and FP. It's just unclear what adjustments I need to make to make it follow the same pattern in this particular aspect (travel and wait packages). It's already actually pretty close to the same mechanics. 1
RitualClarity Posted May 17, 2018 Posted May 17, 2018 1 hour ago, Flashy (JoeR) said: So, its Canada's version of Memorial Day weekend this weekend. That means some needed down time. I plan to put together a small test mod to call AAF natively - more or less a stripped down CSA. I want to see if not using the proxy changes the post-rape pacification. I may need some testers, so if you would be willing, just let me know in THIS thread. Of course, if you volunteer, you'd need to disable RSE, so the two systems wouldnt conflict. Ive yet to hear about other RSE issues - can anyone validate if Abductions cause the same end-of-pacification and instant hostility as CSA does? I can copy over my current non AAF profile and add just the needed mods to the list (related to aAF and RSE) Honestly, I haven't had problems with RSE when I tried to use it (as far as I know still getting used to the various mods now in Fallout 4. Everything has changed so much since 2016 :)) My problem was with Sexual Harassment. And even that was only when the act failed and the mod then wouldn't work. However, I didn't have any abductions or other more advanced options of the mod used yet. I was mostly just coc'ing or tmm 1 map jumping and testing the actual AAF and compatibility patches (which was really only a body issue) I'd however, need to know like moddyguy what you wanted to have done, character, and more importantly how to set things up to be able to quickly test it out in the game as well. It would be nice to have RSE natively supported in AAF Enjoy your Holiday and down time !!!!! 1
dagobaking Posted May 17, 2018 Author Posted May 17, 2018 3 minutes ago, moddyguy said: In summary enemy turns hostile right away after csa event - forgot if this is intended, haven't played much. My understanding is that the enemy turning hostile right away is the main bug that everyone wants to fix.
RitualClarity Posted May 17, 2018 Posted May 17, 2018 @moddyguy Quote a. force enemy surrender b. player trigger by manual surrender. ( have bad ass and manual surrender set up) What are your settings for ^ ? if you don't mind me asking.
ig8 Posted May 17, 2018 Posted May 17, 2018 2 hours ago, Flashy (JoeR) said: I may need some testers I would be willing & able to do some testing Fri/Sat/Sun.
Rufgt Posted May 17, 2018 Posted May 17, 2018 21 hours ago, dagobaking said: I think that you can use the script that comes with @ShadeAnimator s kit to generate a rig for that skeleton. You might also ask @Leito86 what he used to animate those. I've gotten as far as importing the skeleton.nif and Supermutantbehemoth.nif files. You know how to create the rig.txt file or use the rig connector?
Recommended Posts
Posted by DoctaSax,
Reputation Points
Go to this post
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now