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Posted

Tested AAF v56a with Combat Surrender test_alpha02, Leito's (w/patches), and Rufgt's.

 

Test 1: Attempted to surrender to many super mutants and one mutant dog. Animation did not play (I'm assuming it would have been a dog animation); dog was pacified afterwards, mutants immediately attacked.

 

Test 2: Single raider. Surrender and animation successful. Raider was pacified with no apparent AI -- shooting him within 60s made his name turn red but did not move until 60s were up.

 

Test 3: Surrendered to 2 raiders. One excellent multi-stage animation played. Both raiders were pacified afterwards. Nearby raiders in a different room were hostile. Original 2 raiders became hostile after 60s. Surrendered again to same raider. He became hostile immediately after animation.

 

Additional note: I was unable to start a new game with test_alpha02 installed, it would CTD at character creation. Had to create a new game and load it with an existing savegame.

Posted
26 minutes ago, Badtanker said:

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.

ScreenShot3 Nate and Kira.png

ScreenShot3.png

Ok think most of the problem is with the companion mod Liga of my companions. The clothes i had nate wear is locked according to the console. I used console to unequip them during animations but they still reequip anyway after about 20-30 seconds go by. 

Posted
27 minutes ago, ig8 said:

Tested AAF 56 with Combat Surrender test_alpha02, Leito's (w/patches), and Rufgt's.

 

Test 1: Attempted to surrender to many super mutants and one mutant dog. Animation did not play (I'm assuming it would have been a dog animation); dog was pacified afterwards, mutants immediately attacked.

 

Test 2: Single raider. Surrender and animation successful. Raider was pacified with no apparent AI -- shooting him within 60s made his name turn red but did not move until 60s were up.

 

Test 3: Surrendered to 2 raiders. One excellent multi-stage animation played. Both raiders were pacified afterwards. Nearby raiders in a different room were hostile. Original 2 raiders became hostile after 60s. Surrendered again to same raider. He became hostile immediately after animation.

 

Additional note: I was unable to start a new game with test_alpha02 installed, it would CTD at character creation. Had to create a new game and load it with an existing savegame.

You tested 56? or 58?

 

Test 1: @Flashy (JoeR) is CSE relying on AAF to pacify hostile actors before or after an animation? Right now, it only pacifies them during the travel and animation. They will still be hostile before and after the animation. Maybe adjusting the timing of the animation events would help make that hand-off work better. It could be that AAF sends the event out at a different time than fourplay as it relates to scenes starting or stopping.

 

Even better, imo, I can just make new events in the API that fire out the moment pacification starts and the moment it ends so that RSE or anyone else can respond at the exact right time. What do you think?

6 minutes ago, Badtanker said:

Ok think most of the problem is with the companion mod Liga of my companions. The clothes i had nate wear is locked according to the console. I used console to unequip them during animations but they still reequip anyway after about 20-30 seconds go by. 

I am still working on the clothes copy code. But, this one does sound like something up with a particular mod.

Posted
21 minutes ago, Badtanker said:

Ok think most of the problem is with the companion mod Liga of my companions. The clothes i had nate wear is locked according to the console. I used console to unequip them during animations but they still reequip anyway after about 20-30 seconds go by. 

Making Doppelgänger for everyone would be overkill so that's sadly the nature of followers like this unless we equip a naked suit that's locked into place somehow because there's no way yet to remove default outfits.

Posted

Tested AAF v58a with RSE Combat Surrender test_alpha02, Leito's (w/patches), and Rufgt's.

 

Test 1: Surrendered to two raiders. One participated in animation, the other went and stood in a corner. After animation both were pacified and the one who was in an animation had AI (as opposed to AAF56 tests), walking around and such. Both became hostile when injured sufficiently.

 

Test 2: Shortly after Test 1, surrendered to 2 other raiders. It took a long time for the animation to start, maybe a minute or two, I'm guessing due to pathfinding. One raider engaged in an animation, the other had wandered off. When the wanderer came back he started up an idle dialogue with the other raider which pulled him out of the spooning animation -- leaving the player in a neverending spooning animation. Either the interruption or something about the animation (which I hadn't seen before) kept the animation from ending. FWIW, the raider involved in the animation did not regain his AI.

 

(additional note: Home key did nothing during RSE CS events.)

Posted
8 minutes ago, ig8 said:

Tested AAF v58a with RSE Combat Surrender test_alpha02, Leito's (w/patches), and Rufgt's.

 

Test 1: Surrendered to two raiders. One participated in animation, the other went and stood in a corner. After animation both were pacified and the one who was in an animation had AI (as opposed to AAF56 tests), walking around and such. Both became hostile when injured sufficiently.

 

Test 2: Shortly after Test 1, surrendered to 2 other raiders. It took a long time for the animation to start, maybe a minute or two, I'm guessing due to pathfinding. One raider engaged in an animation, the other had wandered off. When the wanderer came back he started up an idle dialogue with the other raider which pulled him out of the spooning animation -- leaving the player in a neverending spooning animation. Either the interruption or something about the animation (which I hadn't seen before) kept the animation from ending. FWIW, the raider involved in the animation did not regain his AI.

 

(additional note: Home key did nothing during RSE CS events.)

Test 1 sounds like what is supposed to happen?

 

Test 2, were the raiders far away? It should be obvious if/when they are walking toward an animation scene.

Posted
23 minutes ago, dagobaking said:

Test 2, were the raiders far away? It should be obvious if/when they are walking toward an animation scene.

Both were nearby at the time of surrendering; I think the one who wound up in the animation might have gotten stuck in a door or something. My camera was locked and I didn't want to break anything by tfc'ing so I'm not sure where he was during the wait.

Posted

I uninstalled Liga of my companions and installed Unlimited Companion Framework. Companions and my Character strip like they should. Animations work except for a few. Mainly the kissing one will mess up. The characters will be like 2-5 feet apart in the right pose but if you cycle through them that one usually straightens out

Posted
19 minutes ago, ig8 said:

Both were nearby at the time of surrendering; I think the one who wound up in the animation might have gotten stuck in a door or something. My camera was locked and I didn't want to break anything by tfc'ing so I'm not sure where he was during the wait.

Hm. Yeah. This is a tough one. The pathing does get messed up at a substantially high rate. If it gets stuck it will start doing little mini-teleports to get unstuck. But, it takes time. By default, AAF is set to time out the walk after 90 seconds and then skip to animation. Maybe that is too long?

 

10 minutes ago, Badtanker said:

I uninstalled Liga of my companions and installed Unlimited Companion Framework. Companions and my Character strip like they should. Animations work except for a few. Mainly the kissing one will mess up. The characters will be like 2-5 feet apart in the right pose but if you cycle through them that one usually straightens out

https://bitbucket.org/dagobaking/advanced-animation-framework/issues/37/potential-conflict-unlimited-companion

https://bitbucket.org/dagobaking/advanced-animation-framework/issues/36/potential-conflict-liga-companion

 

Posted
On 5/21/2018 at 1:52 AM, Rufgt said:

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

Thanks gonna give a shot

Posted

My character feels like she's running faster ever since I started using AAF. I've checked the speedmult and it's normal, at 100, and 110 when wearing an item that increases run speed. However, it feels like she's running way faster. It's subjective, so I could be wrong, but has anyone else experienced this?

Posted

Interesting. I don't think that AAF does anything that could affect that. But, maybe another mod was bogging your machine down and when you tested AAF (with fewer mods installed possibly) it freed up your a hardware.

Posted
6 hours ago, Tanglin said:

My character feels like she's running faster ever since I started using AAF. I've checked the speedmult and it's normal, at 100, and 110 when wearing an item that increases run speed. However, it feels like she's running way faster. It's subjective, so I could be wrong, but has anyone else experienced this?

Actual run speed is the same, but the animation looks like it's sped up? Try drawing your weapon then re-holstering it; seems to set the animation back to the right speed for me.

 

Only jogging, too; sprinting or walking, it doesn't happen. If that's what you're getting, it's NOT AAF, or if it is, it's not UNIQUE to AAF. I have the same thing, but don't have AAF installed, yet. I suspect it's one of the 4Play plugins doing it. Hasn't been a big enough problem for me to troubleshoot, but I'm guessing it's related to the stat debuffs from the wear & tear system, or from the Harrassment submission mechanic. 

Posted

Gonna support on Patreon soon when cash will come.
But i will probably wait with AAF usage till we gonna have new animations and creature support.
You are doing great job man.

Posted
5 minutes ago, Dragonoid said:

Gonna support on Patreon soon when cash will come.
But i will probably wait with AAF usage till we gonna have new animations and creature support.
You are doing great job man.

But if you start using it now, then you're a possible contributor to finding bugs what is more important then most users think and as a result not report them. ;)

Posted
46 minutes ago, Destroyah340 said:

This doesn't work on 1.9.4??? Am cri cuz I want Rugft's animations but it requires this & I don't want CC installed ;-;

The change notes for the latest version mention an installer option to patch the files for older versions (1.9.4).  I'd give it a try since in theory that should mean you can run AAF on 1.9.4 of Fallout 4.  If it doesn't work they would probably appreciate the feedback.  At least read the change notes for V 58 of AAF.

Posted
1 hour ago, Destroyah340 said:

This doesn't work on 1.9.4??? Am cri cuz I want Rugft's animations but it requires this & I don't want CC installed ;-;

Can you not just move all file's in data folder that start with cc or better yet delete them ;)

Posted
3 hours ago, Destroyah340 said:

This doesn't work on 1.9.4??? Am cri cuz I want Rugft's animations but it requires this & I don't want CC installed ;-;

The last update includes an option to install files that are compatible with 1.9.4.

 

Please try that and let me know either way if it works properly. I am on the latest game build. So have not been able to verify that the old patch works.

Posted

Started a new character and her and nate got it going on the bathroom floor. after a maybe a minute she moved way back and then he popped out but they kept going. is there a control to bend him down or up in the works or already made so I can use the keys to realign them?

ScreenShot3.png

Posted

I'm going to post these here in hopes that it provides some insight into compatibility issues or otherwise helps to troubleshoot..

 

I have two profiles in Mod Organizer 2 and in my main one where I have all of my mods (and I'll post load orders of both profiles below) I cannot get animations to play. This is with AAF installed and the compatibility patches including the proxy. Both actors just stand there while it says "Animating" and they remain locked into place. This is the case whether I use the Wizard or initiate a scene through dialogue with Four-play Sex Em' Up. I can open the "Home" button AAF Wizard and proceed just fine until I try to start the animation which does not play.

 

In my other profile which I created specifically to test AAF with fewer mods (just AAF requirements + AAF Compatibility patches including proxy, the Unofficial patch, and a few other small/basic mods) I cannot open the AAF Wizard. However, I can just barely/briefly see part of the wizard if I hit Home while there is already a notification box at the upper-left corner of the screen. Animations will play to their full length time-wise but only the first stage. For example, Leito's four stage missionary animation will play just the first stage but for 40 seconds. This is also the case whether I use the wizard or initiate an animation via dialogue with Sex Em' Up.

 

I'm at a loss as to what is causing these issues with either profile. It's rather frustrating as it seems others have had relative success with AAF + FP Proxy. It's also very strange that on the profile with minimal mods installed, I am generally unable to view the wizard whereas in the one with > 200 mods I can. It's also very strange that only the first animation plays which doesn't make any technical sense to me...

 

Oh also, in both cases, animations play just fine with Leito's animation gun, so that isn't affected. It's just starting animations via AAF/FP Proxy that doesn't work properly.

 

I am currently uploading two videos to demonstrate exactly what happens in both cases that hopefully will provide clarity but on my DSL connection it takes two hours to upload 375 mb apparently so I'll go ahead and post this here and edit this post later with the proper links.

 

I also want to throw out the possibility that perhaps Amazing Follower Tweaks is incompatible given that there is an open compatibility issue between AAF and Unlimited Follower Framework. I haven't tested this yet and can't say for sure that this is the case but it seems possible given that they both overhaul the follower system but I haven't a clue why this would conflict with AAF. Anyway, peace out, thanks for any help and I hope this proves helpful to others as well.

 

Here's the Youtube Links to demonstrate the issue:

 

Issue with the main profile:

https://youtu.be/kQMY4syYok0

 

Issue with the secondary profile (pay close attention at 0:03 and 0:05 around the upper-left notification area)

https://youtu.be/K1v6meUwG2E

 

modlist_defaultprofile.txt

modlist_test.txt

plugins_defaultprofile.txt

plugins_test.txt

Posted
52 minutes ago, Badtanker said:

Started a new character and her and nate got it going on the bathroom floor. after a maybe a minute she moved way back and then he popped out but they kept going. is there a control to bend him down or up in the works or already made so I can use the keys to realign them?

 

Not currently. But, I will consider ways to have manual morph controls. It would actually be pretty easy to make a small, separate mod that could do that any time...

 

As far as popping out of position goes, that shouldn't happen. I think it's because you were near objects and the transformTo holding them in place ran out (it does a very slow animation to keep holding them in place). Maybe a way to make that longer or reset it after time.

12 minutes ago, PsychoWookiee9 said:

I'm going to post these here in hopes that it provides some insight into compatibility issues or otherwise helps to troubleshoot..

 

I have two profiles in Mod Organizer 2 and in my main one where I have all of my mods (and I'll post load orders of both profiles below) I cannot get animations to play. This is with AAF installed and the compatibility patches including the proxy. Both actors just stand there while it says "Animating" and they remain locked into place. This is the case whether I use the Wizard or initiate a scene through dialogue with Four-play Sex Em' Up. I can open the "Home" button AAF Wizard and proceed just fine until I try to start the animation which does not play.

 

In my other profile which I created specifically to test AAF with fewer mods (just AAF requirements + AAF Compatibility patches including proxy, the Unofficial patch, and a few other small/basic mods) I cannot open the AAF Wizard. However, I can just barely/briefly see part of the wizard if I hit Home while there is already a notification box at the upper-left corner of the screen. Animations will play to their full length time-wise but only the first stage. For example, Leito's four stage missionary animation will play just the first stage but for 40 seconds. This is also the case whether I use the wizard or initiate an animation via dialogue with Sex Em' Up.

 

I'm at a loss as to what is causing these issues with either profile. It's rather frustrating as it seems others have had relative success with AAF + FP Proxy. It's also very strange that on the profile with minimal mods installed, I am generally unable to view the wizard whereas in the one with > 200 mods I can. It's also very strange that only the first animation plays which doesn't make any technical sense to me...

 

Oh also, in both cases, animations play just fine with Leito's animation gun, so that isn't affected. It's just starting animations via AAF/FP Proxy that doesn't work properly.

 

I am currently uploading two videos to demonstrate exactly what happens in both cases that hopefully will provide clarity but on my DSL connection it takes two hours to upload 375 mb apparently so I'll go ahead and post this here and edit this post later with the proper links.

 

modlist_defaultprofile.txt

modlist_test.txt

plugins_defaultprofile.txt

plugins_test.txt

Thank you for this information.

 

That definitely is strange behavior. I have to believe that it's something to do with your install as the minimum requirements works for myself and most people.

 

Are the vanilla game settings at default? Adjust some display settings could affect UI visibility. Have ini settings been adjusted? Is there an ENB? When was the last time the vanilla game files were verified?

 

It would be great to find exactly what is going on with the minimum install version because it is very isolated and can be confidently documented.

 

For the build with many mods, I need the next step of going through and turning off mods and testing until the animations work. Then I can know what the culprit is.

 

The fact that the one with many mods allows the UI and the one without does not suggests to me that there is some mod that you installed that sets up additional files outside of MO2, requires ini tweaks or overrides default game display settings.

Posted

Can I use fourplay nudesuits whit this mod for better control?

I'm asking this because the actors get a permanent erection and it's kinda unnimersive 

Thanks for answering :)

Posted

@dagobaking Users of my mod are reporting that some of my animations aren't letting them exit. I tested this out and it seems to happen with the "Spooning" and a WIP doggy animation I have. Another WIP animation, "Atomic Embrace" lets me exit no problem. I'm thinking it has something to do with how the actors are positioned (laying down, standing, etc.). What do you think?

Posted
1 hour ago, kadsend said:

Can I use fourplay nudesuits whit this mod for better control?

I'm asking this because the actors get a permanent erection and it's kinda unnimersive 

Thanks for answering :)

It is certainly possible to configure AAF to use nudesuits. Any equipment can be added per action. But, there isn't a one-switch option for that.

 

Probably, the better solution would be to adjust the body so that the default position is unerect. Then AAF could handle changing that when appropriate. But, otherwise things would appear normal. That is how the supermutant body is set up.

 

But, I'm not the best person for doing 3D, body work. I've been hoping for a while that someone would make a new male body rigged to Vader's experimental skeleton...

1 hour ago, Rufgt said:

@dagobaking Users of my mod are reporting that some of my animations aren't letting them exit. I tested this out and it seems to happen with the "Spooning" and a WIP doggy animation I have. Another WIP animation, "Atomic Embrace" lets me exit no problem. I'm thinking it has something to do with how the actors are positioned (laying down, standing, etc.). What do you think?

Hm. It doesn't seem likely that positioning would affect it. I will have to test to figure out. Can you make it happen every time?

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