Jump to content

Recommended Posts

Posted
10 minutes ago, Rufgt said:

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?

I don't. I tried using it once but didn't have things quite right. I think the key that I was missing as explained by shadeanimator was that the script needs to reference an object in the scene that has some parameters.

 

So, you want to bring the skeleton you want to create the rig for into the shadeanimator kit scene and run the script on it in there. And probably look around to find that parameter object. I am pretty green with 3D stuff. So, this is new to me also.

Posted

ok had the animations working then I seen there was a new version out so downloaded that. Seen Polistiro had posted so went and dl the patches and following his directions.  I reinstalled the main animation files and then Rufgt's Animations v1.6 then the patches. I then installed the new version of AAF version 53 then the patch. I started a new game and was able to get the animations going but no stripping for either Nate or my character. I then installed AAF all equipemnt strip and changed some of the settings in AAF settings Startslot and Endslot to 3 and 16. so not sure what did it but now they will strip. Dong doesn't work for some reason still won't get hard but i then uninstalled dong and reinstalled over RSE and AAF will get back with you on that if it works now or not. if not i'll reinstall the proper way and check it again.

ScreenShot3.png

Posted
25 minutes ago, Badtanker said:

oDong doesn't work for some reason still won't get hard

This is due to some missing code in Polistiro's XML patches. You can see the fix described in the thread there and easily apply yourself. I'm sure that Polistiro will update soon also.

Posted
12 hours 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 don't have 100% understanding of what causes abductions to happen since I never used them with FP.  I have turned them on with the Proxy but have never been abducted.  Are they tied to CSA or can they happen other ways?  The only way to survive CSA without killing the enemies is to have god mode turned on permanently since it turns off at the same time the enemies are removed from the friends again faction under normal settings.  After being shot at for a few minutes with god mode turned on, I give up on it and kill the enemies so I can not report on how abductions function with AAF.

Posted
7 hours ago, Jughandle said:

I don't have 100% understanding of what causes abductions to happen since I never used them with FP.  I have turned them on with the Proxy but have never been abducted.  Are they tied to CSA or can they happen other ways?  The only way to survive CSA without killing the enemies is to have god mode turned on permanently since it turns off at the same time the enemies are removed from the friends again faction under normal settings.  After being shot at for a few minutes with god mode turned on, I give up on it and kill the enemies so I can not report on how abductions function with AAF.

I never had the abduction happen either. I didn't change any settings (that I know of that is) related to this and was running it with the defaults. At least as far as I know. :tongue:  I'd like to know what settings or conditions where an abduction would occur so that if I am able to do some testing I can. :smile:

 

I was thinking I wanted to do some serious play (on an other profie) however soon got board and then spawned 500 mines and filled the street by the Museum waiting for the first raider to come along... DAMN NEAR CRASHED THE ENTIRE GAME... lol... So, with that info.. you can tell I am wanting to test some stuff :smiley: 

 

Posted
1 hour ago, RitualClarity said:

I never had the abduction happen either. I didn't change any settings (that I know of that is) related to this and was running it with the defaults. At least as far as I know. :tongue:  I'd like to know what settings or conditions where an abduction would occur so that if I am able to do some testing I can. :smile:

 

I was thinking I wanted to do some serious play (on an other profie) however soon got board and then spawned 500 mines and filled the street by the Museum waiting for the first raider to come along... DAMN NEAR CRASHED THE ENTIRE GAME... lol... So, with that info.. you can tell I am wanting to test some stuff :smiley: 

 

CSA enabled.

CSA chances to 100%

Manual Surrender = ON

Bad Ass Mode = ON

Player Abductions = ON

Abduction Chances = 100%

 

You need to surrender to raiders, gunners or super mutants for it to work. Simply get into a fight, surrender, get fondled, beaten and then get whisked away. :smile:

Posted

New build:

 

## [Alpha 54] - 2018-05-17
### Added
- The Doppelgänger system! A new way to lock the player character to animations that eliminates jittering. Thanks to @CGi for coming up with the idea. (The system has one current drawback: equipment that has built-in model variation can change during animations.)
- A setting to turn the Doppelgänger system off if you prefer the old system where outfits can't change but the jittering can happen.
- A setting to turn the fade to black during locking off (only in Doppelgänger mode). A fade out was added to hide actors teleporting into position.

 

I'm really excited about this one because it solves a problem that has bothered me since day one. Now we have perfect alignment on and off furniture with no jittering for both NPC and Player Character.

 

There is however a drawback. The new locking system does mess up the look of clothes that stays on during animations IF the clothes item is one that has multiple model variations. For that reason, I have added an option in the settings to turn the Doppelgänger system off if you prefer the previous system. I also added a game fade out during the player locking to hide actor teleportation. But, you can turn that off in the settings as well if you prefer.

 

Huge thanks go out to @CGi for providing the idea for this solution.

 

Additional note about the compatibility patch:

 

A compatible male body with morphs (EVB with Morphs by @Leito86 and @vinfamy) is included as an optional install. This is all that you need (unless you have secretly made your own body with morphs that you prefer). DOF is not compatible with AAF and should be removed if you want the morph controls to work properly.

Posted
3 hours ago, Flashy (JoeR) said:

CSA enabled.

CSA chances to 100%

Manual Surrender = ON

Bad Ass Mode = ON

Player Abductions = ON

Abduction Chances = 100%

 

You need to surrender to raiders, gunners or super mutants for it to work. Simply get into a fight, surrender, get fondled, beaten and then get whisked away. :smile:

Thanks.. I am interested in what trouble I can get a new toon into... lol. Now all we need is an Alternate life mod.. to get to the good stuff faster... (than that pain in the ass intro you have to go through :tongue:

Posted
3 hours ago, dagobaking said:

New build:

 

## [Alpha 54] - 2018-05-17
### Added
- The Doppelgänger system! A new way to lock the player character to animations that eliminates jittering. Thanks to @CGi for coming up with the idea. (The system has one current drawback: equipment that has built-in model variation can change during animations.)
- A setting to turn the Doppelgänger system off if you prefer the old system where outfits can't change but the jittering can happen.
- A setting to turn the fade to black during locking off (only in Doppelgänger mode). A fade out was added to hide actors teleporting into position.

 

I'm really excited about this one because it solves a problem that has bothered me since day one. Now we have perfect alignment on and off furniture with no jittering for both NPC and Player Character.

 

There is however a drawback. The new locking system does mess up the look of clothes that stays on during animations IF the clothes item is one that has multiple model variations. For that reason, I have added an option in the settings to turn the Doppelgänger system off if you prefer the previous system. I also added a game fade out during the player locking to hide actor teleportation. But, you can turn that off in the settings as well if you prefer.

 

Huge thanks go out to @CGi for providing the idea for this solution.

 

Additional note about the compatibility patch:

 

A compatible male body with morphs (EVB with Morphs by @Leito86 and @vinfamy) is included as an optional install. This is all that you need (unless you have secretly made your own body with morphs that you prefer). DOF is not compatible with AAF and should be removed if you want the morph controls to work properly.

That's great news! Thank you @dagobaking and @CGi.

Posted

Sorry for my english I'm using a translator :tongue:

Thanks to your help, AAF is working well for me. :smile:
I play with a female character who likes to be dominant from time to time, so I missed a key to change the actor who is passive to dominant as he had in the old fourplay. The mods I'm using are 4PlaySeu and FP Vanilla Fudge, but they have no options like that. :frown:

Posted

@Flashy (JoeR) and @dagobaking with AAF 54 Alpha, v 1.7 compatibility patches, and RSE v 3.7.8, CSA works successfully for a solo character.  I will try with a companion and report back.  I think it has to do with the new way that a player is moved to a spot for an animation to play.


20180517222920_1.thumb.jpg.4294137174b7508f536c4b6df0731437.jpg
 

The free camera is slightly to the right of where the character was standing at time of surrender.  You can see the direction the guns are pointing to see that guns are pointing to get an idea of where the character was standing.  After the animation completes, the character will be at that spot again instead of the location where the animation occurs.

 

20180517220134_1.thumb.jpg.329c2b176d7504e52fdeb80a06892e4e.jpg

 

I tried it for raiders, super mutants, gunners, and children of atom.  The only time it did not work correctly was in the presence of turrets or dogs.  10 of the 13 trials did not have those present and went off fine.

 

As for abductions, I set it to 100% and none occurred.  The enemies would remain pacified for the 30 seconds until the timer ran out or I would be teleported to Sanctuary.  After turning off the teleportation, they all resulted in the 30 seconds of pacification before turning hostile.

Posted

I'd be willing to help test if needed.  Got a quick question though.  Would I have to go into TES5 and change the master to AAF for SEU or should it run just fine without doing that?  The reason I ask is because it is showing 4Play for master right now .  Sorry if this is a dumb question.

 

NVM.  For some reason the patch didnt load up right.  I looked in the zip and saw there was a 4play esp.  so reinstalled and it is fine.  

Posted
1 hour ago, RitualClarity said:

Thanks.. I am interested in what trouble I can get a new toon into... lol. Now all we need is an Alternate life mod.. to get to the good stuff faster... (than that pain in the ass intro you have to go through :tongue:

I use this for alt life, skipping intro: https://www.nexusmods.com/fallout4/mods/18946

 

I do wish it was set up a little differently. I always like to just start a completely randomized game. But, with that mod, you have to basically build out a custom character and then afterward choose to randomize everything you just selected. Would really like a one-button "Randomize All and Start" option.

59 minutes ago, Metroid00 said:

Sorry for my english I'm using a translator :tongue:

Thanks to your help, AAF is working well for me. :smile:
I play with a female character who likes to be dominant from time to time, so I missed a key to change the actor who is passive to dominant as he had in the old fourplay. The mods I'm using are 4PlaySeu and FP Vanilla Fudge, but they have no options like that. :frown:

The potential is there now for something like this. You can edit the animation xml so that different genders play different animations. Or, a mod author can take ownership of the idea and start an add-on project for it. I am happy to help any effort like that by walking through setup, xml files, etc.

39 minutes ago, Jughandle said:

@Flashy (JoeR) and @dagobaking with AAF 54 Alpha, v 1.7 compatibility patches, and RSE v 3.7.8, CSA works successfully for a solo character.  I will try with a companion and report back.  I think it has to do with the new way that a player is moved to a spot for an animation to play.


20180517222920_1.thumb.jpg.4294137174b7508f536c4b6df0731437.jpg
 

The free camera is slightly to the right of where the character was standing at time of surrender.  You can see the direction the guns are pointing to see that guns are pointing to get an idea of where the character was standing.  After the animation completes, the character will be at that spot again instead of the location where the animation occurs.

 

20180517220134_1.thumb.jpg.329c2b176d7504e52fdeb80a06892e4e.jpg

 

I tried it for raiders, super mutants, gunners, and children of atom.  The only time it did not work correctly was in the presence of turrets or dogs.  10 of the 13 trials did not have those present and went off fine.

 

As for abductions, I set it to 100% and none occurred.  The enemies would remain pacified for the 30 seconds until the timer ran out or I would be teleported to Sanctuary.  After turning off the teleportation, they all resulted in the 30 seconds of pacification before turning hostile.

Am I reading correctly that the new locking system had some improvement?

 

For your first note, that is correct. The new system uses a "body double" for the animation while the real PC is invisible nearby. So, the hostiles are pointing their guns at the actor.

 

I can work with @Flashy (JoeR) to set up an API that will give him an actor reference for the body double so he can have those guys point the guns at the body double if the issue is too immersion breaking.

 

5 minutes ago, markdf said:

Does AAF completely take the place of Dongs of Fallout 4 now?

 

Edit: nevermind, I see what happened.

 

Yes. Sorry for the confusion. It was kind of hard to explain via descriptions/installer instructions, etc.

Posted
5 hours ago, dagobaking said:

- The Doppelgänger system! A new way to lock the player character to animations that eliminates jittering. Thanks to @CGi for coming up with the idea. (The system has one current drawback: equipment that has built-in model variation can change during animations.)
- A setting to turn the Doppelgänger system off if you prefer the old system where outfits can't change but the jittering can happen.
- A setting to turn the fade to black during locking off (only in Doppelgänger mode). A fade out was added to hide actors teleporting into position.

Great stuff

Posted
3 hours ago, dagobaking said:

 

Following your advice, I edited the Leito86 files as follows:

 

Before

 

<animation id="LeitoStandingDoggy2_S2" time="200">
    <actor >
        <idle form="01007ADA" id="LeitoStandingDoggy2_A1_S1"/>
    </actor>
    <actor >
        <idle form="01007ADE" id="LeitoStandingDoggy2_A2_S1"/>
    </actor>
 

After ( Changing all animation frames s1, s2, s3, s4)

 

<animation id="LeitoStandingDoggy2_S2" time="200">

 <actor >
        <idle form="01007ADE" id="LeitoStandingDoggy2_A2_S1"/>
    </actor>
    <actor >
        <idle form="01007ADA" id="LeitoStandingDoggy2_A1_S1"/>
    </actor>
  

and also

 

<meta title="Leito_positionData.xml" version="1.0" dataSet="position"/>
<defaults startEquipmentSet="unEquip" stopEquipmentSet="reEquip" startMorphSet="ready" stopMorphSet="unReady" offset="0,50,180"/>

<animationOffset actor="1" offset="0,70,0"/>
<animationOffset actor="2" offset="0,0,0"/>

 

for

 

<meta title="Leito_positionData.xml" version="1.0" dataSet="position"/>
<defaults startEquipmentSet="unEquip" stopEquipmentSet="reEquip" startMorphSet="ready" stopMorphSet="unReady" offset="0,50,180"/>

<animationOffset actor="1" offset="0,0,0"/>
<animationOffset actor="2" offset="0,70,0"/>

 

I tested it and it worked! :smile:


So I did the following: I separated the animations I wanted for the Dominant, and created two new files:

 

Leito_positionDataDom.xml

 

<meta title="Leito_positionDataDom.xml" version="1.0" dataSet="position"/>
<defaults startEquipmentSet="unEquip" stopEquipmentSet="reEquip" startMorphSet="ready" stopMorphSet="unReady" offset="0,50,180"/>

<animationOffset actor="1" offset="0,0,0"/>
<animationOffset actor="2" offset="0,70,0"/>

 

and

 

"Leito_animationDataDom.xml

 

<meta title="Leito_animationDataDom.xml" version="1.0" dataSet="animation"/>
<defaults source="FO4_AnimationsByLeito.esp"/>

 

I tested it and it worked perfectly! :smile:

 

I hope I was able to explain what I did and it worked for me.


Thank you for your help dagobaking! :smile:

Posted
23 minutes ago, Metroid00 said:

I hope I was able to explain what I did and it worked for me.


Thank you for your help dagobaking! :smile:

 

Thank you for digging into those files. It's a big part of how I'm intending AAF to be used and re-configured by others.

Posted
7 hours ago, Jughandle said:

@Flashy (JoeR) and @dagobaking with AAF 54 Alpha, v 1.7 compatibility patches, and RSE v 3.7.8, CSA works successfully for a solo character.  I will try with a companion and report back.  I think it has to do with the new way that a player is moved to a spot for an animation to play.


20180517222920_1.thumb.jpg.4294137174b7508f536c4b6df0731437.jpg
 

The free camera is slightly to the right of where the character was standing at time of surrender.  You can see the direction the guns are pointing to see that guns are pointing to get an idea of where the character was standing.  After the animation completes, the character will be at that spot again instead of the location where the animation occurs.

 

20180517220134_1.thumb.jpg.329c2b176d7504e52fdeb80a06892e4e.jpg

 

I tried it for raiders, super mutants, gunners, and children of atom.  The only time it did not work correctly was in the presence of turrets or dogs.  10 of the 13 trials did not have those present and went off fine.

 

As for abductions, I set it to 100% and none occurred.  The enemies would remain pacified for the 30 seconds until the timer ran out or I would be teleported to Sanctuary.  After turning off the teleportation, they all resulted in the 30 seconds of pacification before turning hostile.

I was having a thought last night - too late to do anything about it, but I was of the mind that the one thing I hadnt considered was the problem was related to the PLAYER and not the bad guys. Perhaps this new double body thing fixes that (to a degree). @dagobaking - I was also thinking that maybe the priority of the quests the packages are built on need to be lowered to say, 90. That way they dont conflict and overrule completing alias packaging and such. Certainly worth testing out...

 

But Jughandle, this is a great piece of news. Thanks for sharing!

Posted
7 hours ago, dagobaking said:

I can work with @Flashy (JoeR) to set up an API that will give him an actor reference for the body double so he can have those guys point the guns at the body double if the issue is too immersion breaking.

Is the double's ref generated at, well, lol, generation time, meaning is it randomly assigned on each occurrence? Hopefully this is something we can tackle and figure out. Which I am sure we can. At any rate, I will be working on the test CSA mod this weekend to see what can be done to repair the conundrum 100%, without all of the rest of RSE's system being present and in the way.

Posted
7 hours ago, Flashy (JoeR) said:

I was having a thought last night - too late to do anything about it, but I was of the mind that the one thing I hadnt considered was the problem was related to the PLAYER and not the bad guys. Perhaps this new double body thing fixes that (to a degree). @dagobaking - I was also thinking that maybe the priority of the quests the packages are built on need to be lowered to say, 90. That way they dont conflict and overrule completing alias packaging and such. Certainly worth testing out...

 

But Jughandle, this is a great piece of news. Thanks for sharing!

I was thinking that the needed "Aggro Radius" flag on the player was causing trouble, triggering a reaction by those around them. I just cant figure out how to turn it off without it breaking the other characters AI. (granted, there are several theories of accomplishing that I havent tried yet).

 

I have not tested directly yet (I started to set everything up to do so last night). But, based on what I've read, the moment that things go wrong during RSE scenes is the moment when the PC walk/wait scene is stopped. In the main quest code, this happens at line 519:

 

        If(AAF_PlayerWalkToAndWaitQuest.IsRunning() == True)
            AAF_PlayerWalkToAndWaitQuest.Stop()
        EndIf

 

I can lower the priority of the quests. But, it would help to know more specifically what packages RSE uses and on which actors in this particular moment that breaks?

 

I think that the body double system does open up a lot of solutions. Even just from the screenshot, it appears that the hostile characters dont pay attention to the body double by default. I think that they are created as a factionless, packageless actor which should be pretty compatible. So, maybe some additional spells/packages can be run on the player during animation that makes them invisible to the world during the animation.

 

(Side note: For the purposes of having hostiles point guns at the body double, I can pass a reference to the body double to an "Animation_Start" event so that you can adjust the hostiles behavior toward them any way that you need to.)

 

6 hours ago, Flashy (JoeR) said:

Is the double's ref generated at, well, lol, generation time, meaning is it randomly assigned on each occurrence? Hopefully this is something we can tackle and figure out. Which I am sure we can. At any rate, I will be working on the test CSA mod this weekend to see what can be done to repair the conundrum 100%, without all of the rest of RSE's system being present and in the way.

The double isn't even using an alias. They are just popped in with PlaceActorAtMe and left as-is package-wise. They appear to be a sort of neutral zombie by default which is good for the purpose of animating and then deleting them again. From creation, they are just locked into place the same as NPCs are and animated. The body double never has any packages applied to them.

 

The real player character is turned invisible basically through a quirk of the setflycam function (leaves player invisible if invoked while in firstpersonmode). But, the game still sees the player character as standing there. Currently, the player character DOES still have the old ref alias and packages applied to them. They do at least still need the travel package to walk to location. And there needs to be some trigger to tell AAF when they have reached the animation marker (currently this is done by listening for a "timer action" that starts when the scene stage moves to the wait package. In the main quest code the function that runs at that point is "Scene.OnAction" that simply tells AAF that the walk finished). But, the PC scene can probably be adjusted to remove the wait package. That might help things. Will take a look at ways to make that process leaner.

Posted
20 hours ago, Flashy (JoeR) said:

CSA enabled.

CSA chances to 100%

Manual Surrender = ON

Bad Ass Mode = ON

Player Abductions = ON

Abduction Chances = 100%

 

You need to surrender to raiders, gunners or super mutants for it to work. Simply get into a fight, surrender, get fondled, beaten and then get whisked away. :smile:

 

How do I surrender? I get into a fight and just get killed.

Posted
16 hours ago, ptasockinit said:

I'd be willing to help test if needed.  Got a quick question though.  Would I have to go into TES5 and change the master to AAF for SEU or should it run just fine without doing that?  The reason I ask is because it is showing 4Play for master right now .  Sorry if this is a dumb question.

 

NVM.  For some reason the patch didnt load up right.  I looked in the zip and saw there was a 4play esp.  so reinstalled and it is fine.  

Maybe you could just move the invisible actor to as close as possible to the bodydouble to solve the guns pointing away issue?

Posted
34 minutes ago, Halstrom said:

Maybe you could just move the invisible actor to as close as possible to the bodydouble to solve the guns pointing away issue?

Moving the actor causes a loading screen.

 

@Flashy (JoeR)

 

I have removed the wait phase from the players travel package. The problem now is that I can't get an event to fire when the walk is complete. I have tried both OnPhaseEnd and OnEnd and neither seems to get triggered when the player reaches the travel destination.

 

Here are my package settings:

 

scene.thumb.JPG.1c7e61f38bba601a0169b7759b5cdfee.JPG

 

scene2.thumb.JPG.c66cb6fdc1b57cc85265f667d08796af.JPG

 

"End when all actions are complete" should work once the walking is finished, right?

 

I can skip waiting for the phase to tell me when to end by polling for distance to the marker. But, that starts to get messy when it comes to skipping the walk scene or other cases where the walk is interrupted. I don't want to end up with a bunch of polling in the background bogging the players game down and they have little to no way of knowing its even happening.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...