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Posted
12 hours ago, EgoBallistic said:

 

Он есть на Discord. Присоединяйтесь к серверу AAF, прочитайте Правила и нажмите на маленький значок ядерного взрыва, чтобы согласиться с ними.

 

изображение.png

 

Затем вы можете загрузить мод с канала #aaf_public_release.

Thank you.

Posted
On 7/31/2024 at 7:59 PM, EgoBallistic said:

 

AAF 1.0 works with 1.10.163 and 1.10.984

I doubt that highly. Even if you are ignoring the F4SE version your modding journey stops at the Looksmenu 1.71 hard requirement.

 

No chance to get AAF 1.0  to run on 1.10.163.

Posted
54 minutes ago, genuvine said:

I doubt that highly. Even if you are ignoring the F4SE version your modding journey stops at the Looksmenu 1.71 hard requirement.

 

No chance to get AAF 1.0  to run on 1.10.163.

 

Um, I'm one of the authors of the mod, so I think I know what I'm talking about.  AAF 1.x includes DLLs for both 1.10.163 and 1.10.984 and it works just fine on both NG and pre-NG versions of Fallout 4.

Posted

So how long should I be waiting for the Discord to let me in? I clicked the button on the rules channel about an hour ago, with no results. In most discord servers this takes like 5 minutes before it unlocks everything so I'm wondering if the Discord bot involved is busted.

Posted
6 hours ago, Jaaaysus said:

So how long should I be waiting for the Discord to let me in? I clicked the button on the rules channel about an hour ago, with no results. In most discord servers this takes like 5 minutes before it unlocks everything so I'm wondering if the Discord bot involved is busted.

 

It should let you in pretty much instantly. If not, something is wrong.

Posted
2 hours ago, dagobaking said:

 

It should let you in pretty much instantly. If not, something is wrong.

Yeah I think it was something on my end (not sure what though) ended up leaving and rejoining a few times and it finally worked as intended after the 4th try

Posted

I'm currently using 1.7.1
Is it still the case that the settings files for the animation mods have to be changed manually? It probably sounds silly, but I'm a little dreading it.
If not, then I'll switch to the current AAF straight away.

Posted
7 hours ago, deathmorph said:

I'm currently using 1.7.1
Is it still the case that the settings files for the animation mods have to be changed manually? It probably sounds silly, but I'm a little dreading it.
If not, then I'll switch to the current AAF straight away.

 

The new versions do have an MCM page now (no settings currently). The settings are still in an ini.

 

That said, in most cases, the default settings should be fine. What did you want to change?

Posted
1 hour ago, dagobaking said:

... What did you want to change?

 

I didn't want to change anything. When you released version 1.0, almost all of my animations stopped working. This was probably due to XML entries in various animation mods that needed to be updated. I read about it here.
I have 663 mods installed with Vortex and they are (mostly) stable. That's why I've become hesitant to intervene manually. I hoped that AAF 1.x has now integrated backwards compatibility with the "old" XML.
Is that the case or do I still need to fine-tune it?

Posted
2 hours ago, deathmorph said:

 

I didn't want to change anything. When you released version 1.0, almost all of my animations stopped working. This was probably due to XML entries in various animation mods that needed to be updated. I read about it here.
I have 663 mods installed with Vortex and they are (mostly) stable. That's why I've become hesitant to intervene manually. I hoped that AAF 1.x has now integrated backwards compatibility with the "old" XML.
Is that the case or do I still need to fine-tune it?

 

AAF 1.1.1 is compatible with pretty much everything that previous animation packs supported.  The chances are if 1.x wasn't working for you before it was due to something else like another mod overwriting the LLFP DLL that didn't cause problems with Beta 171 but does prevent 1.x from working. 

 

Basically, make sure nothing is overwriting any of AAF's files and you should be fine.

Posted

@dagobaking so have you filed a lawsuit against the offending mods? and why make it so we pay the price for their bs? i realize you have updated but im still a tad upset aaf borked my game, and i never even used any of those so yeah kinda would like to know why?

Posted
13 hours ago, EgoBallistic said:

AAF 1.1.1 is compatible with pretty much everything ... and you should be fine.

 

Short feedback. I have installed 1.1.1 now. No problems so far. A lot has happened since version 1.0, thank you very much for that.

Posted (edited)
16 hours ago, Mistress Jade said:

@dagobaking so have you filed a lawsuit against the offending mods?

 

I'm not able to file a lawsuit against the author of NAF because I don't know who he is or which court to file in. There are affordable courts for this kind of dispute and I have offered to take it there multiple times. But, without his cooperation there are a bunch of added cost hoops to jump through to subpoena his identity.

 

He is basically a coward. He wants to tell people in private that he has some legal ground to stand on. But, when the offer is presented to test that idea in the proper place (court) he plays games, hides behind anonymous account names and so on.

 

In addition to that, his projects simply haven't worked out very well. Neither the Starfield mod or the AAF bootleg have really garnered much interest. So, there is already kind of a built in justice taking place. But, if you or anyone else wants to sponsor a legal fund to do the identity legal-work, let me know in DM and we'll make it happen. My guess is that he would just take everything down the moment he gets that letter. Because deep down he knows as well as I do that his justifications are wrong. The legal precedent is that translating other peoples work into other languages does not render it your own. And he has effectively admitted and advertised that that's what the intentions of NAF are and is in fact what he did. (He has tried to white-wash the current mod description. But, the original has been archived as evidence.)

 

16 hours ago, Mistress Jade said:

and why make it so we pay the price for their bs?

 

I am not making you or other users pay a price for them. The bootleg protections are a last resort solution after I learned that I can't rely on Nexus to follow DMCA.

 

One of the good aspects of DMCA is that it's intended to take backroom deals, bro relationships with middlemen, incompetent legal opinions, etc. out of the equation for copyright disputes. It's supposed to make it easier for the little guy to enforce their rights by giving an incentive to sites like Nexus to follow specific steps when a DMCA takedown notice is received and to effectively take themselves out of the dispute.

 

Nexus advertises that they respect and follow DMCA law. Not in my experience. Instead of following the DMCA steps, some character named "Matt" insisted that he become the legal judge of what constitutes a violation. That is the exact type of scenario that DMCA is designed to prevent. Obviously, nobody knows if "Matt" has any legal credentials at all. It's not for him to replace courts and it was wrong of him to demand that I give him information that might be sensitive in an actual court case.

 

I very politely attempted to explain my concerns, went over the DMCA process, asked for their attorney, etc. But, instead of cooperating to resolve the issue in a professional manner according to DMCA, "Matt" just got more belligerent. Making demands in ALL CAPS and so on.

 

My experience at Nexus should be a warning to all mod authors. Nexus mods has their own agenda. In my case, they failed to act impartially regarding my legal DMCA notice. It appears that this could happen to any other mod author. When you end up needing it, the right to defend your copyright in an actual court and not in the court of "Matt" is pretty important.

 

16 hours ago, Mistress Jade said:

i realize you have updated but im still a tad upset aaf borked my game, and i never even used any of those so yeah kinda would like to know why?

 

It wasn't intentional toward you. There was a bug that had to be ironed out. It's the same as any other feature. Sometimes unintentional issues come up when they are first released. This is why I do limited pre-release builds normally. To catch and fix things like this before public builds go out. But, there was pressure to do this build faster because of the new game version. So, it went out with less testing this time.

 

Moving forward, builds will most likely go through the added test phase first.

Edited by dagobaking
Posted
37 minutes ago, dagobaking said:

 

I'm not able to file a lawsuit against the author of NAF because I don't know who he is or which court to file in. There are affordable courts for this kind of dispute and I have offered to take it there multiple times. But, without his cooperation there are a bunch of added cost hoops to jump through to subpoena his identity.

 

He is basically a coward. He wants to tell people in private that he has some legal ground to stand on. But, when the offer is presented to test that idea in the proper place (court) he plays games, hides behind anonymous account names and so on.

 

In addition to that, his projects simply haven't worked out very well. Neither the Starfield mod or the AAF bootleg have really garnered much interest. So, there is already kind of a built in justice taking place. But, if you or anyone else wants to sponsor a legal fund to do the identity legal-work, let me know in DM and we'll make it happen. My guess is that he would just take everything down the moment he gets that letter. Because deep down he knows as well as I do that his justifications are wrong. The legal precedent is that translating other peoples work into other languages does not render it your own. And he has effectively admitted and advertised that that's what the intentions of NAF are and is in fact what he did. (He has tried to white-wash the current mod description. But, the original has been archived as evidence.)

 

 

I am not making you or other users pay a price for them. The bootleg protections are a last resort solution after I learned that I can't rely on Nexus to follow DMCA.

 

One of the good aspects of DMCA is that it's intended to take backroom deals, bro relationships with middlemen, incompetent legal opinions, etc. out of the equation for copyright disputes. It's supposed to make it easier for the little guy to enforce their rights by giving an incentive to sites like Nexus to follow specific steps when a DMCA takedown notice is received and to effectively take themselves out of the dispute.

 

Nexus advertises that they respect and follow DMCA law. Not in my experience. Instead of following the DMCA steps, some character named "Matt" insisted that he become the legal judge of what constitutes a violation. That is the exact type of scenario that DMCA is designed to prevent. Obviously, nobody knows if "Matt" has any legal credentials at all. It's not for him to replace courts and it was wrong of him to demand that I give him information that might be sensitive in an actual court case.

 

I very politely attempted to explain my concerns, went over the DMCA process, asked for their attorney, etc. But, instead of cooperating to resolve the issue in a professional manner according to DMCA, "Matt" just got more belligerent. Making demands in ALL CAPS and so on.

 

My experience at Nexus should be a warning to all mod authors. Nexus mods has their own agenda. In my case, they failed to act impartially regarding my legal DMCA notice. It appears that this could happen to any other mod author. When you end up needing it, the right to defend your copyright in an actual court and not in the court of "Matt" is pretty important.

 

 

It wasn't intentional toward you. There was a bug that had to be ironed out. It's the same as any other feature. Sometimes unintentional issues come up when they are first released. This is why I do limited pre-release builds normally. To catch and fix things like this before public builds go out. But, there was pressure to do this build faster because of the new game version. So, it went out with less testing this time.

 

Moving forward, builds will most likely go through the added test phase first.

Thanks for responding, I do wish you luck in your fight, but im in no postion to help. Now that i am more informed im a alot less pissy about some of my wasted time, compared to your situation. Again thanks for explaining.

Posted

on launching even a new playthrough game show a green box with  "$con" written and only option is to click on "ok" then game crashes. No idea what is happening. Previous version works.

Posted (edited)
4 hours ago, Mistress Jade said:

Thanks for responding, I do wish you luck in your fight, but im in no postion to help. Now that i am more informed im a alot less pissy about some of my wasted time, compared to your situation. Again thanks for explaining.

 

Thank you. Happy to clarify and I apologize for lost time and inconvenience.

 

Hopefully, it helps explain things for other users dropping by as well. I sometimes forget that most users probably didn't see the whole back-and-forth over this stuff. So, likely have questions.

 

3 hours ago, leking said:

Can somebody tell me what is the hotkey for aaf menu ingame ? i'm using an aerty keyboard.

 

The default hotkey is the "Home" key. But, you can change that if you need to in the file AAF_settings.ini

 

3 hours ago, leking said:

on launching even a new playthrough game show a green box with  "$con" written and only option is to click on "ok" then game crashes. No idea what is happening. Previous version works.

 

Sounds like your build is broken in multiple ways. "$con" would show most likely because something is wrong with a font or translation. And the pop-up + crash would be due to bootleg/exploits being detected. If you fix the font/translation issue the message will tell you which file is the problem and you can remove it.

Edited by dagobaking
Posted
3 minutes ago, jaam said:

Azerty keyboard have a diagonal arrow pointing to the upper left corner as a "home" key.

 

Thank you. Good to know. And it's mapped to the same char code?

Posted

This is going to sound silly, but I know how to get the race or sex of the character who participated in a scene. But how do I know if it is the player who was in that scene?

 

Actor[] Partner = Utility.VarToVarArray(akArgs[1]) as Actor[]
Actor PartnerActor = Partner[1]

 

Posted
25 minutes ago, JB. said:

This is going to sound silly, but I know how to get the race or sex of the character who participated in a scene. But how do I know if it is the player who was in that scene?

 

Actor[] Partner = Utility.VarToVarArray(akArgs[1]) as Actor[]
Actor PartnerActor = Partner[1]

 

 

Using a Find function on the actor array works for me.

 

Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]

If actors.find(PlayerRef) >= 0

     ; found player in scene, do stuff

 

Posted
41 minutes ago, JB. said:

his is going to sound silly, but I know how to get the race or sex of the character who participated in a scene. But how do I know if it is the player who was in that scene?

 

    Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]
    If Actors.Find(PlayerRef) > -1
        ; player was in the scene
    EndIf

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