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Posted
1 hour ago, dagobaking said:

 

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

I think you hold the sheathe button while in combat.

Posted
1 hour ago, dagobaking said:

 

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

Hold the key that holsters your weapon for 2 seconds and a pop-up will appear asking if you want to surrender.  Make sure you have manual surrenders set to on in the MCM for Combat Sexual Assault.

Posted
1 hour ago, dagobaking said:

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.

It should work with end when all actions are complete, yes. Should be the operative word.

Posted
6 minutes ago, Flashy (JoeR) said:

It should work with end when all actions are complete, yes. Should be the operative word.

The phase itself works. It starts and moves the PC to the marker.

 

But, it never causes the end of phase or end of scene events to fire. I'm pretty sure I set the receiving side of that up right because I had it successfully receiving the action events from the same scene.

 

Have you used the end of scene events?

Posted
14 hours ago, dagobaking said:

 

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.

Thank you! :smile:


Is there an example of how to equip objects when starting and removing when the animation ends? 
I have installed Vioxsis's strap-ons, and would like to know how to equip the strapon in the dominant actor in the first frame of the animation and remove at the end of the last frame. :smile:

Posted
2 minutes ago, dagobaking said:

The phase itself works. It starts and moves the PC to the marker.

 

But, it never causes the end of phase or end of scene events to fire. I'm pretty sure I set the receiving side of that up right because I had it successfully receiving the action events from the same scene.

 

Have you used the end of scene events?

Condition the package? Put a GetDistance = PlayerREF to Marker <= 100. That way the package runs until the player hits the distance on the condition.

Posted

Has anyone had a problem with the female body morphs not working in scene?  Meaning the changes I made in looks menu aren't working, she has the base body in scene.  Morphs work fine otherwise. 

Posted
37 minutes ago, Metroid00 said:

Thank you! :smile:


Is there an example of how to equip objects when starting and removing when the animation ends? 
I have installed Vioxsis's strap-ons, and would like to know how to equip the strapon in the dominant actor in the first frame of the animation and remove at the end of the last frame. :smile:

The XML files with Leito's animation pack and Polistiro's patches show that working. The commands are put at the top in the default node of the position xml (not the animation xml). That causes the commands to populate all of the position nodes in that file. But, you can override that for individual positions by simply putting whatever one-off commands you need in individual animation nodes.

 

The commands for that are startEquipmentSet and stopEquipmentSet. Those are referencing another xml file called equipmentSet. It is in that file where you define which equipment you want added/removed. The set pointed to by startEquipmentSet gets applied at the start of the animation and the stop one at the end. There is an example equipmentSet xml installed with AAF and it has notes that give more info built into it.

 

All of that said, the next build I release will have support for a second way to apply equipment. The above way is good for many things but its kind of broad. So, I have already added applying equipment sets PER ACTION as well. Actions can be anything anyone wants to define as happening during an animation. For example, "female_backrubbing". In the action xml, you can define an animated icon to show on the characters avatars and now also apply different equipment sets. So, if you have an action that would require using a strap-on, you can make an action for it and apply the strap-on equipment set there. I think this makes more sense so that you dont end up equipping strap-ons in situations where they dont get used or dont make sense. equipmentSets can also have conditions that determine who they get applied to. So, you can filter out males from having them put on, etc.

 

All of this is a lot of info and probably sounds way more complex than it is. Part of the issue at present is that there isn't a set of animations with actions properly filled out yet (I just recently finished that mechanism). So, probably nobody really understands what that is supposed to look like yet.

 

Give the files a look for now and let me know if you have questions and I will help you set it up. Look for a new build soon that has some of the added capability.

35 minutes ago, Flashy (JoeR) said:

Condition the package? Put a GetDistance = PlayerREF to Marker <= 100. That way the package runs until the player hits the distance on the condition.

I got it working the old fashioned way by using a phase end fragment script. It fires that script fine. So, it wasnt a matter of the package or scene not ending properly. Just for some reason it wasn't launching the events out.

 

In any case, that is solved. (Important to note that this is only the quest for the player. The NPC quests are exactly the same as before. It just hasn't seemed like they were culprit.)

 

So, now, there are no packages at all from AAF that run Aggro Radius. If the next build still causes the issue with RSE, then we at least know its something else. I'll post the updated build soon!

Posted
17 minutes ago, midian13 said:

Has anyone had a problem with the female body morphs not working in scene?  Meaning the changes I made in looks menu aren't working, she has the base body in scene.  Morphs work fine otherwise. 

That is going to be a problem with the new locking system. Its using a body double rather than the actual player body.

 

There MIGHT be a way to get and apply the morphs to the body double. In fact, there probably is. I will look into it. But, kind of an iffy thing at this point.

Posted
14 minutes ago, dagobaking said:

That is going to be a problem with the new locking system. Its using a body double rather than the actual player body.

 

There MIGHT be a way to get and apply the morphs to the body double. In fact, there probably is. I will look into it. But, kind of an iffy thing at this point.

Thought it might be.  Thanks for the answer and all the work your'e doing.

Posted
43 minutes ago, dagobaking said:

Give the files a look for now and let me know if you have questions and I will help you set it up. Look for a new build soon that has some of the added capability.

Thanks for the answer. :smile:
I'll study the files here and see what I can do. :smile:

Posted
On 5/17/2018 at 5:28 PM, 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:

Not sure where to post this since you are converting it over to AAF.  I had something to report... but.. I didn't realize I was outdated on RSE :frown: and runing .5-10-18... not 05-13-18 version.. :frown: In any case, I was able to surrender (need to have lots of health because early characters usually die quickly. instead of being raped) And don't know where the reports for this should be made. Here, On RSE, discord... ? PM.. so many places.

Posted

In my test, I edited the Leito_positionData.xml and AAF_equipmentSetData.xml files in this way:

 

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

 

and

 

<meta title="AAF_equipmentSetData.xml" version="1.0" dataSet="equipmentSet"/>

<!-- Default attributes are applied to the addEquipment and removeEquipment nodes below if no conflicting attribute is set there. -->
<!--defaults source="Fallout4.esm"/-->
<defaults source="VIO_Strap-On.esp"/>

 

<equipmentSet id="addEquipmentExample">
    <condition>
        <unEquip bipedSlot="BODY"/>
        <unEquip bipedSlot=" Torso"/>
        <unEquip bipedSlot=" L Leg"/>
        <unEquip bipedSlot=" R Leg"/>
        <unEquip bipedSlot=" L Arm"/>
        <unEquip bipedSlot=" R Arm"/>
        <unEquip bipedSlot="[A] Torso"/>
        <unEquip bipedSlot="[A] L Leg"/>
        <unEquip bipedSlot="[A] R Leg"/>
        <unEquip bipedSlot="[A] L Arm"/>
        <unEquip bipedSlot="[A] R Arm"/>
        <addEquipment form="01000F9F"/>
    </condition>
</equipmentSet>

<equipmentSet id="removeEquipmentExample">
    <condition>
        <reEquip bipedSlot="BODY"/>
        <reEquip bipedSlot=" Torso"/>
        <reEquip bipedSlot=" L Leg"/>
        <reEquip bipedSlot=" R Leg"/>
        <reEquip bipedSlot=" L Arm"/>
        <reEquip bipedSlot=" R Arm"/>
        <reEquip bipedSlot="[A] Torso"/>
        <reEquip bipedSlot="[A] L Leg"/>
        <reEquip bipedSlot="[A] R Leg"/>
        <reEquip bipedSlot="[A] L Arm"/>
        <reEquip bipedSlot="[A] R Arm"/>
        <removeEquipment form="01000F9F"/>
    </condition>
</equipmentSet>

 

 

and I got the result that is in the picture: 

 

Fallout4_2018_05_18_21_54_43.png

 

Now I need to know if there is a way to equip the strapon just in the dominant Girl or if that is not possible at the moment.  :smile:

Posted
1 hour ago, Metroid00 said:

In my test, I edited the Leito_positionData.xml and AAF_equipmentSetData.xml files in this way:

 

 

Now I need to know if there is a way to equip the strapon just in the dominant Girl or if that is not possible at the moment.  :smile:

Well done!

 

To answer your last question, there will be a way to do that in the next build (will be posted as soon as CGi can put it into the FOMOD). Even more specific, it can be only when the woman is doing something that would require having it equipped. Though, for it all to work that way, the animations need to be updated to include action definitions.

Posted

New build. Alpha 55.

 

## [Alpha 55] - 2018-05-18
### Added
- startEquipmentSet and stopEquipmentSet to self and target nodes in action XML. This allows equipping specific items based on the act taking place in an animation.
- Press PageUp key while walking to an animation location to skip the walk and just start the animation.

### Changed
- Overhauled the player character walk system to improve compatibility.

 

There is also an update to the compatibility patch to include the supermutant body with morphs.

 

I'm very curious to hear how this build does with RSE compatibility. Please let us know!

Posted
1 hour ago, dagobaking said:

Well done!

 

To answer your last question, there will be a way to do that in the next build (will be posted as soon as CGi can put it into the FOMOD). Even more specific, it can be only when the woman is doing something that would require having it equipped. Though, for it all to work that way, the animations need to be updated to include action definitions.

I already downloaded the new version and would like to know how can I update the animations to include action definitions? :smile:

Posted

Just tried the new update with Pip-Pad installed, and every time I'd start an animation, my character would equip a Pip-Boy. In addition to that, body overlays I had on my character also disappeared. Once I end the animation, the Pip-Boy is unequipped and body overlays are displaying again. I haven't updated this since version 48, so I don't know when this could've started. I'm liking the loading icon (reminds me of the OSA interface) as well as the fade transition effect. Any idea how we can categorize our animations to make navigating the menu simpler? 

Posted
47 minutes ago, Metroid00 said:

I already downloaded the new version and would like to know how can I update the animations to include action definitions? :smile:

Ok. The node for the action looks like this in the animation xml (its the node titled "value"):

 

<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>

path: should always be "action" for this purpose.

value: this should be the id of the action that is occurring in the animation. more info below.

target: this is the actor that this actor is doing something to. the number is the order that they are listed here starting at 0. So, "0" in this case is the female actor listed above.

loop: If set to true, it automatically progresses the action forward and back. Without setting this to true you have to make multiple value node entries to have the action go in various directions at different times during the animation.

from: this is the starting intensity or depth.

to: this is the intensity or depth that the action changes to during the loop (or single motion if not a loop)

steps: the number of steps for the motion to take.

time: the number of frames for the loop or motion to take to complete the steps.

 

 

This is taken from the action xml installed with AAF ( you will want to create your own actions to refer to like "female_backmassaging" or whatever is happening ):

<!-- Action nodes define types of acts that can take place during animations. The contents of action nodes
define statistic changes and actor responses to the acts. -->
<action id="activity1">

    <!-- The self node defines effects of the act upon the actor applying the act. -->
    <self startEquipmentSet="addEquipmentExample" stopEquipmentSet="removeEquipmentExample">
    </self>

    <!-- The target node defines effects of the act upon the actor the act is applied to.
    The swf attribute causes a SWF animation to appear on the target actor avatar at the x and y location. -->
    <target swf="AAF_BasicRoundMeter.swf" x="1" y="7">
    </target>
</action>

id: Is the name of the action. Make your own and name it whatever is happening like "female_backmassaging". This is the name that you reference in the XML above where I used "activity1" as an example.

self: This node defines what happens to the actor calling the action.

target: This node defines what happens to the actor targeted by the action.

startEquipmentSet and stopEquipmentSet: Applies the equipmentSet to this actor (works for self or target) when this action occurs.

swf: Defines a swf icon to animate during the action (basically an X-Ray animation). AAF will play the swf animation forward and backward based on the "from" and "to" intensity/depth defined above. So, if that number is at 0, it sets the animation to frame 1. If at 1 it sets the animation to its last frame. Nothing special needs to be done to the swf. It can just be a simple single layer animation with no coding at all. There might even be tools out there that convert animated gifs to swf that would work. For testing, maybe just start by using the default installed swf file I show in this config. Kind of boring but will illustrate the functionality.

x and y: This determines where to place the swf animation over the actors avatar.

 

 

And finally, some notes about the equipmentSet xml:

 

<equipmentSet id="YOURunEquip">
    <condition isFemale="true">
        <unEquip bipedSlot="BODY"/>
        <unEquip bipedSlot="[U] Torso"/>
        <unEquip bipedSlot="[A] Torso"/>
    </condition>
</equipmentSet>

You can create your own equipmentSets like you have already done. Give them your own names, etc. And also, as I show here, you can put isFemale=true or false in the condition node to determine what gender this applies to. Other actor qualities can be used here. But, I think only a few are really going to matter for equipmentSet. isFemale, skeleton, race to name the most relevant ones.

 

Let me know if you need more info.

Posted
7 minutes ago, Rufgt said:

Just tried the new update with Pip-Pad installed, and every time I'd start an animation, my character would equip a Pip-Boy. In addition to that, body overlays I had on my character also disappeared. Once I end the animation, the Pip-Boy is unequipped and body overlays are displaying again. I haven't updated this since version 48, so I don't know when this could've started. I'm liking the loading icon (reminds me of the OSA interface) as well as the fade transition effect. Any idea how we can categorize our animations to make navigating the menu simpler? 

This would have started with build 54. The reason is that its now using a body double for the animations. This allows animations to play aligned and without jitters every time.

 

I'd have to study the pip-pad to see how they remove that. Might be fixable. The overlays are probably fixable. Im working on that and morph changes right now. But, there could be some body mods that I cant get to transfer over to the body double at all or fast enough.

 

I think that I will add some navigation options to the wizard to make it easier. Probably something that allows listing by xml file and/or by tag.

Posted
19 minutes ago, dagobaking said:

This would have started with build 54. The reason is that its now using a body double for the animations. This allows animations to play aligned and without jitters every time.

 

I'd have to study the pip-pad to see how they remove that. Might be fixable. The overlays are probably fixable. Im working on that and morph changes right now. But, there could be some body mods that I cant get to transfer over to the body double at all or fast enough.

 

I think that I will add some navigation options to the wizard to make it easier. Probably something that allows listing by xml file and/or by tag.

Good to know! I'm planning on releasing a mod with animations and poses, and I want to put them into separate categories.

Posted

Well. Just realized that the broken NPC AI bug is back with the latest version. :frown:

 

Very weird. I had thought it had to do with aggro radius and playerdrivenai. But, aggro radius is completed removed and its still happening. I did move the playeraidriven command around some. So, maybe that is causing it.

Posted

@Flashy (JoeR)

 

So, I now only have the walk package and no wait for the player. But, NPC AI gets broken like it used to. Extremely odd. Now, I can turn Aggro Radius on or off and it has no effect. Broken AI either way.

 

Here is the code that initiates the walk scene:

        AAF_PlayerWalkToAndWaitQuest.Stop()
        AAF_PlayerWalkToAndWaitQuest.Start()

        ReferenceAlias actorAlias = AAF_PlayerWalkToAndWaitQuest.GetAlias(0) as ReferenceAlias
        ReferenceAlias markerAlias = AAF_PlayerWalkToAndWaitQuest.GetAlias(1) as ReferenceAlias

        actorAlias.ForceREFTo(targetActor)
        markerAlias.ForceREFTo(walkMarker)
        
        AAF_PlayerWalkToAndWaitScene.ForceStart()
        
        Game.SetPlayerAIDriven()

If I comment out the ForceStart() line, I can essentially run all of the code except for starting the walk. And the AI remains ok. So, the problem somehow revolves around starting that scene.

 

Tomorrow I'm going to try doing away with scenes for the PC and handling the travel package with a spell.

Posted
2 hours ago, Rufgt said:

Just tried the new update with Pip-Pad installed, and every time I'd start an animation, my character would equip a Pip-Boy.

Fixed this part. Was easier than expected!

Posted

Attempting to activate sex through the menu during combat results in the clone running in place and the partner playing the animation normally but is humping air.

 

Attempting to use TFC during a sex scene activated by the menu totally works but fails to give my character back after hitting end, sticking me with what seems to the original character, stuck in a first person view with no way out, no weapons, unable to activate the pipboy and the clone having disappeared.

 

I haven't tried it but I'm guessing this wreaks havoc with family planning since you're using a clone too? That would in theory result in the clone being pregnant, right? But they don't exist anymore so technically results in nothing.

 

At least the debug stuff isn't stuck on screen anymore. :smiley:

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