Guest Posted May 19, 2018 Posted May 19, 2018 2 hours ago, moddyguy said: I did a few quick tests. AAF alpha 56, with no four_play.esp and RSE Alpha I can confirm, the CSA event surrender ends with hostile pacified so the actor ignores the player and walks away. I still observed the following. 1. very similar to sexlab defeat sex interrupt makes game bugged, no bringing up pipboy / inventory menu. (restart game restores game to functional state) (e.g. raider got killed by dogmeat before CSA event fully kicks in.) 2. female raider not getting undressed. But the test shows alpha solved the hostility issue after CSA event in my test runs. There is one run in a more crowded cell. I do still see one raider shooting during animation. Awesome to know. Now, about that ONE guy shooting - he likely didnt qualify as a combat target, per the papyrus code. Next test, I will use a PACIFY quest just like RSE does with factions attached. This test was only step one. Thanks a lot for trying it out and reporting on it!
dagobaking Posted May 19, 2018 Author Posted May 19, 2018 14 hours ago, tjuebussen said: Any progres on making a fix so this will work with 1.94? I would like to make a compatibility patch for 1.94 since it comes up regularly. What version of LLFP do you use with that version? It's not clear to me from the versions listed on LLFP page.
Guest Posted May 20, 2018 Posted May 20, 2018 3 hours ago, moddyguy said: I did a few quick tests. AAF alpha 56, with no four_play.esp and RSE Alpha I can confirm, the CSA event surrender ends with hostile pacified so the actor ignores the player and walks away. I still observed the following. 1. very similar to sexlab defeat sex interrupt makes game bugged, no bringing up pipboy / inventory menu. (restart game restores game to functional state) (e.g. raider got killed by dogmeat before CSA event fully kicks in.) 2. female raider not getting undressed. But the test shows alpha solved the hostility issue after CSA event in my test runs. There is one run in a more crowded cell. I do still see one raider shooting during animation. Futhermore, just to confirm the sequence. You surrendered and everyone went docile and then sex happened, without you needing to press any keys or such? It just started and ended on its own? And then the dude walked away. Did he go back hostile after 60 seconds, as intended? These questions are important to 1) Know if the pacification issue is being addressed, and 2) to know that the API changes and the mod resources I created today to use the API are working 100% as scripted. Number one is more for me, and number is for both myself and @dagobaking.
OtherM000 Posted May 20, 2018 Posted May 20, 2018 1 hour ago, dagobaking said: BUT, in the future, AAF will also use this information to determine other things like which expressions to play and which sounds. In other words, one sound gets played if the action is going fast and another if its going slow. So would it be possible for each actor to have a different voice? Let's say Piper was in the animation, could she have a single moan of hers? And could this be put in the same way as the strapon? 1 hour ago, dagobaking said: Looking forward to seeing your flash animations. FWIW you can also make custom swf avatars for each race. Unfortunately this will take a while because I do not know how to draw animations. If anyone knows where I can find some cool animation I would be grateful 1
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 15 minutes ago, Metroid00 said: So would it be possible for each actor to have a different voice? Let's say Piper was in the animation, could she have a single moan of hers? And could this be put in the same way as the strapon? Yes. That is the idea! I was thinking that you would make sounds more for groups of characters at a time (raiders, male, female, etc.) or context specific (if love stat is higher vs lower, etc.). But, it will be flexible so you could get granular with it and have special sounds for specific characters. 2
Rufgt Posted May 20, 2018 Posted May 20, 2018 15 minutes ago, dagobaking said: Yes. That is the idea! I was thinking that you would make sounds more for groups of characters at a time (raiders, male, female, etc.) or context specific (if love stat is higher vs lower, etc.). But, it will be flexible so you could get granular with it and have special sounds for specific characters. With lip sync?
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 2 minutes ago, Rufgt said: With lip sync? I haven't researched this area too much yet. But, yes. My understanding is that sound effects and spoken statements are two different mechanics in the CK and I plan on implementing each separately through AAF. So, there will be sound effects. But, also different statements that could be made during animations, depending on the intensity, relationships and other stats. 2
Guest Posted May 20, 2018 Posted May 20, 2018 4 hours ago, Halstrom said: Ok I tried this and it failed due to my noobness no doubt Do I need to define Main_Events ? Or is it because I haven't installed AAF yet? You need AAF installed. Otherwise the function cannot find the Quest in the ESP and create the script property nor register for the custom events in said script. This said, ive modified the calls. These now reference the API. This is provided for those who use scripts on the QUEST SCRIPTS TAB, not for those using reference alias scripts. AAF:AAF_API Main_Events Function LoadAAF() Quest AAF_MainQuest = Game.GetFormFromFile(0x00000F99, "AAF.esp") as Quest If !AAF_MainQuest Debug.Notification("Can't find AAF.") utility.wait(0.1) Else Main_Events = AAF_MainQuest as AAF:AAF_API RegisterForCustomEvent(Main_Events, "OnAnimationStart") RegisterForCustomEvent(Main_Events, "OnAnimationChange") RegisterForCustomEvent(Main_Events, "OnAnimationStop") Endif EndFunction Event OnQuestInit() RegisterForRemoteEvent(PlayerRef, "OnPlayerLoadGame") LoadAAF() EndEvent Event Actor.OnPlayerLoadGame(actor aSender) RegisterForRemoteEvent(PlayerRef, "OnPlayerLoadGame") LoadAAF() EndEvent Event AAF:AAF_API.OnAnimationStart(AAF:AAF_API akSender, Var[] akArgs) {Whatever code you want to run when animations START} EndEvent Event AAF:AAF_API.OnAnimationChange(AAF:AAF_API akSender, Var[] akArgs) {Whatever code you want to run when animations CHANGE} EndEvent Event AAF:AAF_API.OnAnimationStop(AAF:AAF_API akSender, Var[] akArgs) {Whatever code you want to run when animations STOP} EndEvent
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 8 minutes ago, Flashy (JoeR) said: This said, ive modified the calls. These now reference the API. This is provided for those who use scripts on the QUEST SCRIPTS TAB, not for those using reference alias scripts. So this is a usage template for mod authors to start with to connect to AAF through the API?
Guest Posted May 20, 2018 Posted May 20, 2018 9 minutes ago, dagobaking said: So this is a usage template for mod authors to start with to connect to AAF through the API? This will allow mod authors to receive the three events. That is all this does. The API modification I made today and then the calling method is how to send actors for a quickscene, but as you plan to change that, for now its best not to cement anything. The above though, that should be more or less cemented, although we can certainly add new event types to register for, no problem. And the fact that @moddyguyreported AAF starting during my mini CSA tells me the code is working as written. So yes, cement the above.
AWP3RATOR Posted May 20, 2018 Posted May 20, 2018 4 hours ago, dagobaking said: Keeping track of guides and bug reports has become pretty unwieldy. So, I am working on a wiki and external issue reporting. Just FYI. Will post links soon. I was going to suggest moving it to GitHub for bug tracking, etc. 1
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 10 minutes ago, Flashy (JoeR) said: This will allow mod authors to receive the three events. That is all this does. The API modification I made today and then the calling method is how to send actors for a quickscene, but as you plan to change that, for now its best not to cement anything. The above though, that should be more or less cemented, although we can certainly add new event types to register for, no problem. And the fact that @moddyguyreported AAF starting during my mini CSA tells me the code is working as written. So yes, cement the above. Sounds good. I will add to a modders guide page on the wiki. 7 minutes ago, AWP3RATOR said: I was going to suggest moving it to GitHub for bug tracking, etc. Great minds think alike!
Guest Posted May 20, 2018 Posted May 20, 2018 Thanks for that sir! VERY good to know. Next build will use a different method, so we shall see what happens with that. But for now, what you saw was precisely what was supposed to happen - not so much that they others became docile, just that they became docile to the player.
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 I spent most of the day writing a document page for every current XML file that can be used with AAF. A lot of writing. But, I think it will save me a lot of time moving forward because I can just send links when people have questions about those. Check it out through the wiki link in my signature! A lot left to add. But, getting there. 1
Tanglin Posted May 20, 2018 Posted May 20, 2018 Is version 56 here the same as the version 56 on Nexus? Anyway, I downloaded from Nexus and gave it a try. Previously, the mod would behave strangely when my character is involved, this version seems to have fixed that. However, my character's armour pieces on her head, arms and legs are not removed when using Rufgt's animations. Is the unequpping of items handled by AAF or animation packs?
Polistiro Posted May 20, 2018 Posted May 20, 2018 Normally this xml is only supplied by AAF. You can easily edit equipmentSetData.xml (in data/aaf/ folder) . Complete unequip and reequip section. Instructions are inside. I made this basic uncontitionnal (all races) xml to unequip all armor & underarmor.
Polistiro Posted May 20, 2018 Posted May 20, 2018 18 hours ago, Metroid00 said: I'm still unsure how to calculate the value of time and steps because I just copied the values from your example. I successfully generated a text file that content all leito animation durations, i can post it if you need it. 1
Tanglin Posted May 20, 2018 Posted May 20, 2018 1 hour ago, Polistiro said: Normally this xml is only supplied by AAF. You can easily edit equipmentSetData.xml (in data/aaf/ folder) . Complete unequip and reequip section. Instructions are inside. I made this basic uncontitionnal (all races) xml to unequip all armor & underarmor. Thanks! However, while trying out different sets of outfits for my companion and playing around with AAF, Curie would put on some pieces of outfit that she wasn't wearing before starting an AAF animation. I then removed all extra pieces of gear from her inventory and tried again. This time, she still put on the same extra pieces of gear after the animation, effectively duplicating gear. It's ok if no one has a solution to this. I think I'll just wait till this mod is more mature.
Guest Posted May 20, 2018 Posted May 20, 2018 RSE CSA Mini v2: The attached file includes ALL required files for this test version of RSE's CSA - albeit VERY stripped down and with no modifiable options. You simply surrender, as you always do in RSE, by lowering your weapon - hold in the button/key used to lower weapon for 2 seconds and then release it. What should happen is a-near immediate cessation of combat with all hostiles, the companion and yourself put into a non-combat state. Then a rapist will be selected and both you and that NPC will be sent to AAF for sex. Once sex concludes, you will be notified that in 60 seconds, hostility will resume and all active Ref Aliases will be cleared. For this test, surrender will ONLY function on HUMAN hostiles. Any other race will simply tell you that surrender cannot find a suitable target rapist. Note, god mode is enabled the moment you surrender and it is removed at the moment the sex animation ends. There are no blocks on controls, so you can move around. There are no packages forcing movement between yourself and the NPC, that will all be driven by AAF. If you decide to fight while animation is prepping and kill your attacker, this test build has no checks and balances in place to deal with that fact. The core mission of this build is to see if the rapist is IMMEDIATELY hostile once the sex animation finishes playing, as it seems to be doing in full RSE (and which it should not do). You WANT to see the hostiles remain pacified for around 60 seconds once the animation ends. Any other outcome means the issue is not corrected in this mini-test and further work will need to be done to address and resolve the AAF/RSE conundrum. And also, secondarily, to ensure the new API I built this morning is working. Since I am a 1.94 game player, I cannot test myself and as such will not be able to replicate any of the issues you may note. Preamble: Do NOT have four play installed at all. Do NOT have RSE installed at all. Do NOT have RSE CSA Mini Test v0.1 installed. DO have AAF installed. DO have this test mod installed, obviously. Other than this, Bob is your uncle. Caution: I make no promises that this will work, in part or in entirety. You install and test this at your own risk. The source code for the AAF_API that I modified is included as is the source code for the test CSA script, for your convenience. When asked to overwrite existing files for AAF, say YES. Whats NEW in V0.2? Now, this test uses RSE's method of pacification. The goal is to see, again, if at the end of sex, the hostiles turn hostile immediately or after 60 seconds pass. Also, player controls are blocked from the moment of surrender until the animation concludes. This will be the last test build hopefully - because if this one works, it will mean that there are takeaways I can use to reduce RSE's overall problems with CSA under AAF. AAF Combat Surrender test_alpha02.zip
TattooedAndSexy Posted May 20, 2018 Posted May 20, 2018 Can we get the A.S.I.A bots/mod added to the patch list , playing as a female terminator is the only way to play. Thanks.
ig8 Posted May 20, 2018 Posted May 20, 2018 I have attempting to test AAF/RSE but as of yet haven't been able to get animations working with AAF by itself. I assume that I'm doing something wrong with loading animation packs. Actors just stand around, even when attempting to run one of Crazy's masturbation anims. Looking through this thread now to see if I can find specific instructions, or mods that might be conflicting. FWIW RSE (combat surrender test alpha01) had mixed results in pacifying enemies -- it seemed to pacify some, but not all, and not right away (so I would die after losing control, before pacification began).
OtherM000 Posted May 20, 2018 Posted May 20, 2018 3 hours ago, Polistiro said: I successfully generated a text file that content all leito animation durations, i can post it if you need it. Yes, I would like to see those times, to do some tests here.
Polistiro Posted May 20, 2018 Posted May 20, 2018 I posted them in AAF patches for Crazy & Leito topic For best visibility you can post there...
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 1 hour ago, ig8 said: I have attempting to test AAF/RSE but as of yet haven't been able to get animations working with AAF by itself. I assume that I'm doing something wrong with loading animation packs. Actors just stand around, even when attempting to run one of Crazy's masturbation anims. Looking through this thread now to see if I can find specific instructions, or mods that might be conflicting. I don't think I have seen most of Crazy's animations work. They might have some settings through the CK or in their annotations that make them incompatible.
OtherM000 Posted May 20, 2018 Posted May 20, 2018 14 minutes ago, Polistiro said: I posted them in AAF patches for Crazy & Leito topic For best visibility you can post there... I just answered there on the other topic. Thank you for your help.
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