Polistiro Posted May 20, 2018 Posted May 20, 2018 If you need some others, it's take me just seconds to generate these files
JughandleJones Posted May 20, 2018 Posted May 20, 2018 I ran 10 tirals with AAF 56 Alpha and the CSA test mod. 3 out of the 10 were successful. Another 2 out of the 10 had animations that played for over 5 minutes, so I aborted them.    Another 1 of the 10 had this raider fly up and land on the floor taking the amount of damage seen in the health bar right after the animation should have started. 2 more of the 10 failed when the player character ran in place instead of being part of the animation. One of these 2 had the raider assume the part of a super mutant for the animation as seen here:  The other 2 trials had the raiders be hostile as soon as the animation stopped.
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 @Jughandle  Which animation packs were you using?  For the purposes of testing AAF with CSA, only Leito's animation pack should be used. Otherwise, we'll potentially be introducing issues that aren't related to AAF/CSA.
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 Does anyone know which LLFP version works with Fallout game version 1.94?
Badtanker Posted May 20, 2018 Posted May 20, 2018 2 hours ago, dagobaking said:  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. if you go through AAF his animations work with Polistrio patches but no dogmeat and sadly still no stripping except on NPC males. females still stay clothed. You will strip if you use Polistrio patch for stripping but you can't set something like body piercings to not strip or if you can i'm not sure how. Â
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 1 minute ago, Badtanker said: if you go through AAF his animations work with Polistrio patches but no dogmeat and sadly still no stripping except on NPC males. females still stay clothed. You will strip if you use Polistrio patch for stripping but you can't set something like body piercings to not strip or if you can i'm not sure how.  Some of them work. But, many do not and none of the dogmeat ones that I have seen. However, the dogmeat ones from Leito's pack work.  I have not seen stripping not work.  You can add a keyword to the protectedEquipment XML. Then add that keyword to the piercings or any other equipment you want to stay equipped and AAF will then ignore it.
Badtanker Posted May 20, 2018 Posted May 20, 2018 8 minutes ago, dagobaking said: Some of them work. But, many do not and none of the dogmeat ones that I have seen. However, the dogmeat ones from Leito's pack work. Â I have not seen stripping not work. Â You can add a keyword to the protectedEquipment XML. Then add that keyword to the piercings or any other equipment you want to stay equipped and AAF will then ignore it. kk I'll go do that. Do you use FOedit to get the form ID? Doing something I've never done before messing around with scripts and xml files so want to know so I don't mess something up. I can use the one in there for Devious Devices.ESM as a template for the one i'll be doing for easygirl piercings.
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 8 minutes ago, Badtanker said: kk I'll go do that. Do you use FOedit to get the form ID? Doing something I've never done before messing around with scripts and xml files so want to know so I don't mess something up. I can use the one in there for Devious Devices.ESM as a template for the one i'll be doing for easygirl piercings. Yes. I find that FO4Edit is the easiest way to get formIDs when needed.
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 @Flashy (JoeR) Â What version of LLFP are you using in your build? I am wanting to make an option in the FOMOD to install that one so that AAF can work for you as well.
Teruke Posted May 20, 2018 Posted May 20, 2018 What does the compatibility patch do again? i tried using FP Sexual Harrasment, but no animations triggered
JughandleJones Posted May 20, 2018 Posted May 20, 2018 2 hours ago, dagobaking said: @Jughandle  Which animation packs were you using?  For the purposes of testing AAF with CSA, only Leito's animation pack should be used. Otherwise, we'll potentially be introducing issues that aren't related to AAF/CSA. I was using all of them, so I have done some more since then using only Leito's animations and original XML. There are issues with no FF animations available but I'll keep the XML pure for now and not report those failures. The female raider at the side of the screen twitched and talked for ~30 seconds while the animation was playing. The doppelganger started running while the raider male stayed acting. I got this error a few times with different numbers.  Neither the male raider nor the doppelganger started into one of the animations both just stood around until the other raiders killed the doppelganger.  The failure to success rate was about 2:1.  Â
dagobaking Posted May 20, 2018 Author Posted May 20, 2018 Thank you for putting this together. So, you are saying that this happens sometimes. But, other times it all works as expected?
ig8 Posted May 21, 2018 Posted May 21, 2018 Thanks for the tips about Crazy's animations not working all the time. When I removed those animations AAF started working as expected.  I tested RSE alpha01 with Leito's and Rufgt's animations installed. Fourplay esp disabled.  I made sure that AAF worked first, and it did, animations with a friendly worked perfectly. I was surprised to see the Combat Surrender dialog come up afterwards saying that hostility would be reset after 60 seconds. (note: these were Rufgt's animations, F-F.)  In all tests I noticed that it took an extra long time before CS kicked in; and that the animations were misaligned. Sometimes it seemed like the body double might be getting killed, causing an "Actor Not Found" error. During misaligned scenes AAF showed the player name twice, at 0ft and at 5.9ft, respectively.  Test 1: Animation played, what appeared to be a multi-stage Leito. Seemed to go on for a long time. After it ended, the raider in question ran around, I assume to seek out nearby enemies, and got stuck on a wall; he was pacified for 60 seconds then started shooting at me.  Test 2: Partway through a Rufgt kissing animation, the raider started running in place. Eventually the player animation stopped and I regained control. Shooting the raider did not re-initiate hostility. I may have accidentally killed the raider prior to the 60s timer...  Test 3: While being attacked by 2 raiders, surrendered to 1, the other threw a grenade and remained hostile, and I suspect it killed the player double and the pacified raider. The player's body (or double?) was still on the floor while the pacified (dead?) raider played an animation. At the end of the animation the still-hostile raider killed the player.  Test 4: Shortly after a non-RSE AAF scene, while I suspect I may still have been in the 60s pacification window, attempted to initiate hostilities with characters that I assumed were friendly. Killing one of the two of them caused the other to become hostile (unless the pacification timer ran out at that time). Surrendered to the remaining enemy; after animation he immediately became hostile.
4love10 Posted May 21, 2018 Posted May 21, 2018 just tested you mod,i notice wen pressing Home npc appear in my position naked, animations have no multi stages,over all i prefer leito gun
Rufgt Posted May 21, 2018 Posted May 21, 2018 22 minutes ago, 4love10 said: just tested you mod,i notice wen pressing Home npc appear in my position naked, animations have no multi stages,over all i prefer leito gun All equipment is stripped by default. If you don't want that, edit the AAF_settings file and set "disable_equipment_handling" to 'true' As for the multi stages, use this: AAF Leito staged.7z by @Polistiro  Let me know if you still prefer Leito's gun after trying that
dagobaking Posted May 21, 2018 Author Posted May 21, 2018 @Flashy (JoeR) & RSE/AAF Testers  I stumbled into a save that I believe replicates the issues being described. I've spent some solid time ironing it out. It's not fixed. But, I have made some progress and haven't hit a snag that I consider an impasse. Just have to keep trying variations of orders and packages.  The complications involve running animations with hostile actors. I haven't seen it because my testing has been with friendly actors.  Will keep troubleshooting and post a new build asap. 1
Teruke Posted May 21, 2018 Posted May 21, 2018 i tried using AAF with leito's and Rufgt's packs too, besides leito's stages not working which is already known, when starting into a leito animation and then cycling into one of Rufgt's, the actors become misaligned. If i start with a Rufgt's anim the actors are aligned properly but i can't cycle anims or exit when pressing end.
dagobaking Posted May 21, 2018 Author Posted May 21, 2018 7 hours ago, Teruke said: i tried using AAF with leito's and Rufgt's packs too, besides leito's stages not working which is already known, when starting into a leito animation and then cycling into one of Rufgt's, the actors become misaligned. If i start with a Rufgt's anim the actors are aligned properly but i can't cycle anims or exit when pressing end. The alignment thing is a known issue. Â AAF supports staged animations. Polistiro made a patch that plays Leito's animations in stages.
mashup47 Posted May 21, 2018 Posted May 21, 2018 22 hours ago, dagobaking said: Does anyone know which LLFP version works with Fallout game version 1.94? I think it's version 9 released at the start of september last year. oops sorry justed checked and it's version 7 you need, with FSE 04.02 Patch name Game version PS4 release date Patch 1.10 1.10.26 September 21, 2017 Patch 1.10 1.10.2 August 29, 2017 Patch 1.9 1.9.4 February 9, 2017 Patch 1.8 1.8.7 Nov 17, 2016 . f4se_0_04_02_install..> 09-Jul-2017 11:15 337K  1
dagobaking Posted May 21, 2018 Author Posted May 21, 2018 16 minutes ago, mashup47 said: I think it's version 9 released at the start of september last year. oops sorry justed checked and it's version 7 you need, with FSE 04.02 Patch name Game version PS4 release date Patch 1.10 1.10.26 September 21, 2017 Patch 1.10 1.10.2 August 29, 2017 Patch 1.9 1.9.4 February 9, 2017 Patch 1.8 1.8.7 Nov 17, 2016 . f4se_0_04_02_install..> 09-Jul-2017 11:15 337K  Thank you. I'll work on adding an option to the installer for older versions. 1
dagobaking Posted May 21, 2018 Author Posted May 21, 2018 @Flashy (JoeR) Â I just spent half a day troubleshooting why a Gunner NPC was frozen when brought into an AAF scene. I thought that some command I was running was causing them to have broken AI. BUT, eventually, by using "tfc", I was able to fly over to that character and see that the game actually has them frozen like that without my involvement! They "wake up" if you get into a firefight with other Gunners around them. But, they are problematic for using in animation scenes because they will not run new idles. Â Have you see anything like that? If so, how do you "wake" them?
dagobaking Posted May 21, 2018 Author Posted May 21, 2018 Figured it out. Â EnableAI() Â Now to get those hours of my life back... 1
Guest Posted May 22, 2018 Posted May 22, 2018 On 5/20/2018 at 4:17 PM, dagobaking said: @Flashy (JoeR) Â What version of LLFP are you using in your build? I am wanting to make an option in the FOMOD to install that one so that AAF can work for you as well. This is all I can tell you. LL_fourPlay_1_9_4.dll
dagobaking Posted May 22, 2018 Author Posted May 22, 2018 New Build. This one was focused on fixing a circumstance where an animation was started with hostile actors. Is actually some big changes to the code.  ## [Alpha 58] - 2018-05-21 ### Fixed - Refinements to the locking routine to improve compatibility with other mods. ### Removed - Settings for any locking system other than Doppelgänger. This means no disabling the flycam. I might re-introduce alternative locking systems (and thus disabling flycam) at some point. ### Added - A patch option in the FOMOD to install older LLFP files for Fallout 4 version 1.9.4. 1
Badtanker Posted May 22, 2018 Posted May 22, 2018 I was hoping after this last one they would finally stip but still nope. This was from v56 and the next is from v58. Went into my fallout4custom.ini and found it had changed to vanilla by nmm so changed it back so hopefully it will now work.
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