PsychoWookiee9 Posted May 24, 2018 Posted May 24, 2018 2 hours ago, dagobaking said: 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. Thanks for the reply.  I'll try cutting mods out of my main profile until I hopefully see the animations work. I'll also go ahead and enable AAF's debugging option just in case...  The .ini files are the same between both profiles so display shouldn't affect the visibility of the AAF Wizard. I am using Photorealistic Commonwealth with the latest ENB 0.344 but that shouldn't affect one profile but not the other as far as I can tell. Also, I am using the recommended ini tweak for this mod, fMinPlayerMoveToDistForLoadScreen=2000, in both Fallout.ini and Falloutcustom.ini for MO2 and for both profiles. I don't off the top of my head recall making any other manual tweaks to the inis, and the changes I have are the Ultra for BethIni with Bethini's recommended tweaks. So everything should be in order settings/ini wise, but just in case, I'll upload those here as attachments. Do you know what display settings specifically might affect it? If so, I can play around with them a bit just to see what happens.  I tried verifying FO4's game files and the only file that Steam redownloaded was the EXE as I had downgraded it back to the previous version before today's update.  Also, any clue why on the minimal build it only plays the first stage of any animation for 40 seconds? That almost seems like the most random and arbitrary issue to me... Also, I do indeed have all of the patches located here:  for Leito's mods specifically. I don't have anything by Crazy installed atm on either profile. (I actually had Crazy's animations installed in my main profile as of my first post but I uninstalled it to see if that would change anything and it hasn't, sadly.)  Also I noticed that I mistakenly stated previously that: 2 hours ago, dagobaking said: This is also the case whether I use the wizard or initiate an animation via dialogue with Sex Em' Up. When referring to the minimal build which was incorrect as I cannot get the wizard to come up on that build in the first place. Just wanted to clarify that error. So perhaps the reason why I'm only getting one animation stage to play in that case is because I've only started animations via Sex Em' Up and the FP Proxy. Does this approach support the multi-stage animations properly, or do I require the wizard for that?  That's about all I've got for right now. Like I said, I'll try to narrow down the possibility for what could be stopping animations from working in the main profile.  Also, I added these to my first post but I'll add them here too. These are the videos exactly demonstrating the issues I'm having. The first link is what's happening in my main profile, the second is showing what happens with the wizard on the secondary/minimal profile (pay close attention to the notification box in the upper left at 0:03 and 0:05):  Spoiler    Fallout4.ini fallout4custom.ini Fallout4Prefs.ini
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 New Build. Â ## [Alpha 59] - 2018-05-23 ### Added - Documentation to AAF_API.psc - Global hook function for modders to more easily call AAF functions. Thanks to @Flashy (JoeR)! - Furniture animation support through the API. - An animation XML creation tool for modders (optional file). Thanks to @fedim for building this! ### Fixed - Extensions on the Actor object for use in condition nodes (skeleton, raceFormID, raceFullFormID). - Fixed condition node documentation to reflect the above. 1
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 27 minutes ago, PsychoWookiee9 said: Also, any clue why on the minimal build it only plays the first stage of any animation for 40 seconds? That almost seems like the most random and arbitrary issue to me... Also, I do indeed have all of the patches located here:Â This happens on both builds? The only thing I can think of is that I introduced a bug that is stopping the stage progression in one of the last builds. I haven't tested with the staged versions recently. Will check. 27 minutes ago, PsychoWookiee9 said: Also I noticed that I mistakenly stated previously that: When referring to the minimal build which was incorrect as I cannot get the wizard to come up on that build in the first place. Just wanted to clarify that error. So perhaps the reason why I'm only getting one animation stage to play in that case is because I've only started animations via Sex Em' Up and the FP Proxy. Does this approach support the multi-stage animations properly, or do I require the wizard for that? This shouldn't matter. Those mods should also play the positions with stages. Â To answer your question about display settings, anything affecting the vanilla compass widget can mess with the AAF UI. Â And that leads me to what the issue could be. At the very beginning of the game, while you are in the pre-war house, the compass is turned off (and thus so is the AAF UI). Is that where you were testing? If so, try getting past that part of the game when the compass turns on. Then the AAF UI should work. I'm working on a fix so that it appears at the home and after right now.
Rufgt Posted May 24, 2018 Posted May 24, 2018 34 minutes ago, dagobaking said: 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? I tested all lesbian animations and all let me exit with no problem. M/F animations - spooning, doggy, and stroke pose don't let me exit. I did notice one thing they had in common in the .xml files: All 3 have erection morph values that I setÂ
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 1 minute ago, Rufgt said: I tested all lesbian animations and all let me exit with no problem. M/F animations - spooning, doggy, and stroke pose don't let me exit. I did notice one thing they had in common in the .xml files: All 3 have erection morph values that I set Ah. There could be a problem there. Maybe a wrong value in some way or a bug with the morph system as I worked on that recently. The symptom could happen if something caused Flash to crash. Like trying to loop an array that doesn't exist. I will test.
PsychoWookiee9 Posted May 24, 2018 Posted May 24, 2018 39 minutes ago, dagobaking said: This happens on both builds? No, the animations don't play at all on my main build. That's where the actors just stand there and do nothing. I'm currently trying to narrow that down to see if it's a mod conflict. On the minimal build, only one animation stage plays.  39 minutes ago, dagobaking said: To answer your question about display settings, anything affecting the vanilla compass widget can mess with the AAF UI. Can confirm that the wizard starts working after leaving the prologue area and the compass shows up. So we're all good there. 1
VonHelton Posted May 24, 2018 Posted May 24, 2018 10 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 ;-; You know there's a "CC Killer" mod out there, right? Â ? Â Â
VonHelton Posted May 24, 2018 Posted May 24, 2018 Ok...... Â You CANNOT run mods before leaving cryo. I thought everyone knew this, but apparently not. Â No mod will work properly until you leave Vault 111....... Â ? Â Â 3
LesboIsBesto Posted May 24, 2018 Posted May 24, 2018 6 minutes ago, VonHelton said: You know there's a "CC Killer" mod out there, right? Â ? Â Â Still takes up space on my hard drive & i heard of ppl's games breaking after deleting whatever shit is left so not good enough. ^they sayin theres a patch for 1.9.4 so am gonna try dat later
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 1 hour ago, PsychoWookiee9 said: No, the animations don't play at all on my main build. That's where the actors just stand there and do nothing. I'm currently trying to narrow that down to see if it's a mod conflict. On the minimal build, only one animation stage plays.  Can confirm that the wizard starts working after leaving the prologue area and the compass shows up. So we're all good there. Ok. Figuring out which mod conflicts will be very helpful.  I just tested using Leito's mod and Polistiro's patch and the staged animations work. Are you maybe over-writing Polistiro's patch with Leito's mod in the load order? Leito's mod also has XML for AAF but without the stages.  Good to confirm the prologue issue. And I have a fix for that already finished that will be in the next build. Now, you will be able to see the UI in prologue and outside.  37 minutes ago, VonHelton said: No mod will work properly until you leave Vault 111.......  Perhaps some players want to animate their life with Nora during the happier days of the Fallout universe. Maybe I'll even add an option to put on an Al Green record during this stage. 1
Polistiro Posted May 24, 2018 Posted May 24, 2018 5 hours 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? That is exactly what is saw once with cowgirl animation. When i triggered this animation again this not happened again after exiting wizard... (with leito staged extended) This issue occurs every time for you? I also made an optional xml to correct the misalignments i saw but nobody reported them. I'll release it, hoping that someone report if it is better or not.
VonHelton Posted May 24, 2018 Posted May 24, 2018 3 hours ago, dagobaking said: Perhaps some players want to animate their life with Nora during the happier days of the Fallout universe. Maybe I'll even add an option to put on an Al Green record during this stage. A whopping 2Â minutes until the siren goes off? Â ? Â All Green is fine music, but I prefer THIS: Â Â 1
fred200 Posted May 24, 2018 Posted May 24, 2018 Copying this text from Nexus, since this is where I actually load it from:  We need an updated DLL for AAF. The new executable 1.10.89.0 is not compatible with the current one which is labeled LL_fourPlay_1_10_40. With the new executable, we go to a black screen during initial load.
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 22 minutes ago, fred200 said: Copying this text from Nexus, since this is where I actually load it from:  We need an updated DLL for AAF. The new executable 1.10.89.0 is not compatible with the current one which is labeled LL_fourPlay_1_10_40. With the new executable, we go to a black screen during initial load. Is the new F4SE out yet?
hancock66 Posted May 24, 2018 Posted May 24, 2018 2 minutes ago, dagobaking said: Is the new F4SE out yet? The new F4SE is available now 1
kavagh Posted May 24, 2018 Posted May 24, 2018 Does anyone know of a guide to install AAF, I have been using 4play since it came out so I thought I would give AAF a try ,I followed instructions as I found them but nothing worked so I went to 4play any help would be great.
fred200 Posted May 24, 2018 Posted May 24, 2018 34 minutes ago, dagobaking said: Is the new F4SE out yet? It is out and works fine. LooksMenu has been updated as well. Be sure to download it. Â A mod author that responds to posts! You have my support. Let us know if you need anything tested. Sure beats waiting a year with no word.
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 4 minutes ago, hancock66 said: The new F4SE is available now Thank you. So, it looks like we now just need an updated LLFP from @jaam 3 minutes ago, kavagh said: Does anyone know of a guide to install AAF, I have been using 4play since it came out so I thought I would give AAF a try ,I followed instructions as I found them but nothing worked so I went to 4play any help would be great. What are you seeing?
hancock66 Posted May 24, 2018 Posted May 24, 2018 31 minutes ago, dagobaking said: Thank you. So, it looks like we now just need an updated LLFP from @jaam What are you seeing? We also have to wait on an updated Mod Configuration Manager if you're using that. The authors are aware and working on it. LooksMenu was updated today as well.
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 31 minutes ago, hancock66 said: We also have to wait on an updated Mod Configuration Manager if you're using that. The authors are aware and working on it. LooksMenu was updated today as well. Thank you. AAF doesn't rely on MCM. Â I think that LLFP will be ready soon and we'll be back in action. 1
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 Can anyone help make a Japanese translation? Â Traffic reports indicate that there is a lot of interest in AAF from Japan. 1
dagobaking Posted May 24, 2018 Author Posted May 24, 2018 Hello @Flashy (JoeR)  Just wanted to check in to see where things are at with your testing? Need anything from my side? The last AAF build has your API edit applied. The only difference is that I named the function "GetAPI" instead of "GetScript".  I think that, in order for me to learn better what you need from AAF you will need to be able to run it with your dev version of RSE going. The last AAF includes a patch for 1.9.4 (let me know if that doesn't work right). To protect the mod build that you don't want to alter, maybe you can use a separate install of MO2 to work on this new branch?
dagobaking Posted May 25, 2018 Author Posted May 25, 2018 It looks like there is something wrong with F4SE that is preventing AAF from working. One of the key scaleform functions just freezes the game... Kind of stuck until that gets fixed. 1
dagobaking Posted May 25, 2018 Author Posted May 25, 2018 New build. Â ## [Alpha 60] - 2018-05-24 ### Fixed - The UI so that it is again available during the pre-war neighborhood scene. - Bug that caused positions without stop/start morphsets to get stuck. - Issue causing log errors over equipment handling. This may fix equipping instability that was reported. ### Added - A rather intrusive welcome message. I will likely change this to a note stuffed into the players inventory in the future. But, for now, testers need to know if/when AAF is installed and they need to know what can affect the UI up front. ### Updated - LLFP plugin for 1.10.89 compatibility. 3
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