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Posted
28 minutes ago, Rufgt said:

I didn't have Pip-Pad installed.

If you don't have a pip-boy remover, shouldn't the pip-boy appear on the clone?

28 minutes ago, Rufgt said:

 

Anyway, I tested the animations on non-player characters and I was able to equip clothing on them just fine, if that helps.

Thank you. That is expected.

 

The body double only gets used on the PC and that is the process that needs fixing. I have it 90% fixed now. And the good news is that the revision appears to transfer armor customizations correctly too.

Posted
On 5/24/2018 at 3:05 PM, dagobaking said:

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?

Good to know the API call is now canon. :)

 

I did have one request, but its kind of big and not sure how it will be received. Im wondering if at all possible to add a flag into the quickscene function that will allow us to bypass the packages on player and NPCs? As in the quests. So that if I send bypass_flag = true on a quickscene call, it will then allow AAF anims to play using the calling mod's own quests and packaging, so that in this way, we eliminate competing AI stacks. I have been considering this as a possible solution to some issues RSE and Violate have as a possible solution. At least something worth testing. If not a boolean flag in the quickscene, perhaps a whole new function in the API script that can be called to send the actors to the anim player?

 

I am now wrapping up another project and can shift back to this one - Ill let you know how it goes with the 1.9.4 install.

Posted
8 hours ago, Rufgt said:

@dagobaking Looks like the Pip-Boy glitch is happening again, but in the prologue, as far as I know. Upon starting the animation, the Pip-Boy is equipped. In addition to that, disabling equipment handling in the settings seems to only apply to the non-player character(or females).

 

Edit: When I bring up the console with the AAF menu open, AAF controls still work

The pipboy will glitch when you try to run mods before leaving the cryo chamber.......

Posted
14 hours ago, dagobaking said:

What is TGM?

 

There is definitely code in FourPlay to stop animations if the actors are attacked. And Vinfamy's release notes say that is a feature. But, maybe that got disabled in there somewhere and is the reason why AAF has trouble with RSE?

TGM is the console command to toggle god mod. I do that to stress test some mods that are not prepared to be tested with god mode activated. Would be easier if Vinfamy could tell us, we wouldn't have to talk about that ahah.

 

9 hours ago, dagobaking said:

Well. I cross-reference your list with someone else who reported the same thing. Installed all common plugins and tested. But, it works for me.

 

I'd like to fix. But, don't have anywhere to start if I can reproduce the issue. I think it may be a broken save or something.

Alright, I used a new save to test AAF as recommanded so it's weird. I'll try to test it on another new game, just lame to skip the intro but it might fix the issue. 

 

3 hours ago, Flashy (JoeR) said:

I did have one request, but its kind of big and not sure how it will be received. Im wondering if at all possible to add a flag into the quickscene function that will allow us to bypass the packages on player and NPCs? As in the quests. So that if I send bypass_flag = true on a quickscene call, it will then allow AAF anims to play using the calling mod's own quests and packaging, so that in this way, we eliminate competing AI stacks. I have been considering this as a possible solution to some issues RSE and Violate have as a possible solution. At least something worth testing. If not a boolean flag in the quickscene, perhaps a whole new function in the API script that can be called to send the actors to the anim player?

 

I am now wrapping up another project and can shift back to this one - Ill let you know how it goes with the 1.9.4 install.

Dude are you some kind of genius or something ? ?

I mean seriously, it's worth try everything possible to test AAF. If we can gain alot of time by tweaking settings instead of starting form scratch. 

 

Even if i'm not the best guy out there to speak about programming etc. Is it possible for you to just create some kind of bridge between AAF-RSE and Four-Play ? So we can have working mods but using AAF instead of Four-play and then giving you time to develop a whole new RSE based on AAF only ?

It could save you alot of time instead of starting from scratch to get working RSE with AAF. 

Posted
1 hour ago, VonHelton said:

The pipboy will glitch when you try to run mods before leaving the cryo chamber.......

 This also affects this mod Unequip Pipboy (take off and put on the Pip-Boy) - Auto Unequip Pipboy 2.0. I've been noticing that pipboy will appear if you use in with Nate and Nora at all in the house before the you enter the vault. Also if your using Modern Firearms and Modern Side Arms to set it up you need https://autohotkey.com/ and FO4 Hotkeys which I can attest to if you don't use something like Vinfamy_CP then more than likely you will have to go into AAF Settings and change the home key.

Posted

hi dagobaking

 

its possible now to play multistage animations? and its possible to select supermutants? 

 

keep up the great work ?

Posted
6 hours ago, Flashy (JoeR) said:

Good to know the API call is now canon. :)

 

I did have one request, but its kind of big and not sure how it will be received. Im wondering if at all possible to add a flag into the quickscene function that will allow us to bypass the packages on player and NPCs? As in the quests. So that if I send bypass_flag = true on a quickscene call, it will then allow AAF anims to play using the calling mod's own quests and packaging, so that in this way, we eliminate competing AI stacks. I have been considering this as a possible solution to some issues RSE and Violate have as a possible solution. At least something worth testing. If not a boolean flag in the quickscene, perhaps a whole new function in the API script that can be called to send the actors to the anim player?

 

I am now wrapping up another project and can shift back to this one - Ill let you know how it goes with the 1.9.4 install.

I think that is a great idea. And it will be easy to implement on my side. I will have that integrated into the next build.

 

Essentially, it will skip doing a walk scene with the assumption that another mod will do that (if they want to) before invoking the QuickScene function. And then it will do absolutely nothing with scenes or packages. Just lock the actors to a location and play animations.

 

I am seeing QuickScene as a kind of sandbox function to try different things with. Once that is adjusted and working well with other mods it will be more clear how to expand the API from there (adding ways to filter animations by tag, etc.).

 

One question about disabling AI control, should it also disable interruptions? (Stopping the animation if an actor is attacked) Or, should that be a separate flag?

3 hours ago, VonHelton said:

The pipboy will glitch when you try to run mods before leaving the cryo chamber.......

I'm still unclear what the glitch is. It stops working correctly? Or, just that it appears when it shouldnt be there yet?

2 hours ago, Farelle said:

TGM is the console command to toggle god mod. I do that to stress test some mods that are not prepared to be tested with god mode activated. Would be easier if Vinfamy could tell us, we wouldn't have to talk about that ahah.

Got it. We can always look at the code and figure it out too. :) 

 

Until recently, I had assumed that was working but never actually tested it.

 

1 hour ago, Relimera said:

hi dagobaking

 

its possible now to play multistage animations? and its possible to select supermutants? 

 

keep up the great work ?

Thank you.

 

Yes and yes. You can use Polistiro's patches to see examples of both: https://www.loverslab.com/topic/99273-aaf-patches-for-crazy-leito-mods/

Posted
32 minutes ago, dagobaking said:

I think that is a great idea. And it will be easy to implement on my side. I will have that integrated into the next build.

 

Essentially, it will skip doing a walk scene with the assumption that another mod will do that (if they want to) before invoking the QuickScene function. And then it will do absolutely nothing with scenes or packages. Just lock the actors to a location and play animations.

 

I am seeing QuickScene as a kind of sandbox function to try different things with. Once that is adjusted and working well with other mods it will be more clear how to expand the API from there (adding ways to filter animations by tag, etc.).

 

One question about disabling AI control, should it also disable interruptions? (Stopping the animation if an actor is attacked) Or, should that be a separate flag?

I'm still unclear what the glitch is. It stops working correctly? Or, just that it appears when it shouldnt be there yet?

Got it. We can always look at the code and figure it out too. :) 

 

Until recently, I had assumed that was working but never actually tested it.

 

Thank you.

 

Yes and yes. You can use Polistiro's patches to see examples of both: https://www.loverslab.com/topic/99273-aaf-patches-for-crazy-leito-mods/

As for the stop action, Id say the framework would need to handle this, as the sending mod should not be monitoring that - it would require alias scripts for onhit that would then have to send an event to AAF. Better to have AAF do this natively.

 

I would say the new send function should just be position actors, lock them in place, undress, play anim, redress. More or less how fourplay does it, to be honest, but it would provide everyone a solid foothold in making switches to AAF as there is nothing extra to have to learn or take into account.

Posted

Hello.

I was having an issue where the actors were just standing and doing nothing, I tried out the suggestion to put the AAF esp high in the load order and that definitely worked. Just posting this here if others face the same issue.

One question though, is there a patch for RSE to work with AAF or does it work natively with the fp proxy? (except for the combat surrender and abduction stuff doesnt work probably if I'm reading that right)

Posted

MxR ... our reliable smut resource even tho we already know about most of it. ^^

Posted

dagobaking, The glitch for pipboy that folks are talking about is that the pipboy isn't supposed to be seen or equipped  till just before you exit the vault. Well sometimes if you do like me and get Nate and Nora going on the bathroom floor or Nora going to town with someone in the vault before she enters the cryo chamber  Nora will equip the pipboy when the black screen goes away and the animations start.

Posted
4 hours ago, kataura said:

Hello.

I was having an issue where the actors were just standing and doing nothing, I tried out the suggestion to put the AAF esp high in the load order and that definitely worked. Just posting this here if others face the same issue.

One question though, is there a patch for RSE to work with AAF or does it work natively with the fp proxy? (except for the combat surrender and abduction stuff doesnt work probably if I'm reading that right)

Ok I'll try to answer you best that I can. here's what I did I installed all the main animations I'm using then AAF, then the patch for AAF then the patches for the animations. sometimes i'll install Animations, Animation Patches, AAF, AAF Patch. I've had the problems with characters standing around looking at each other or merged in the same spot. i'll just uninstall everything related to FP and AAF then reinstall paying attention to load order to fix it.

RSE is woking with AAF except for the Assaults from what I've heard. I've had some problems with them but then it will straighten out for a bit. Your home/7 key is what brings up the controls for AAF but if your like me they don't work unless you have a control panel like what Vin's had for FP.  I moved AAF.esp just below the .ESM's then with the AAF patch If you used the FP Proxy I would move up above the FP mods your using if any. If your not using and FP mods I wouldn't even install the proxy. Just the other patches for the posers.

Posted
6 hours ago, Badtanker said:

Ok I'll try to answer you best that I can. here's what I did I installed all the main animations I'm using then AAF, then the patch for AAF then the patches for the animations. sometimes i'll install Animations, Animation Patches, AAF, AAF Patch. I've had the problems with characters standing around looking at each other or merged in the same spot. i'll just uninstall everything related to FP and AAF then reinstall paying attention to load order to fix it.

Yeah my install in MO was exactly in that order but it still gave me the bug UNTIL I moved the esp quite high, just below the esms. That seemed to do the trick despite being so unintuitive of a fix. The animations do work now, I posted this to inform people that the suggestion does work if they have a large load order and face the same issue. Thanks for the info on RSE.

If any specific testing is needed, I could always help out. (just got back to fallout after the initial release)

Posted
20 hours ago, kataura said:

I was having an issue where the actors were just standing and doing nothing, I tried out the suggestion to put the AAF esp high in the load order and that definitely worked. Just posting this here if others face the same issue.

Can you please send me your mod list? I'm keeping track of cases like this so I can try to figure out what mod(s) AAF needs to be above.

 

20 hours ago, DzOnIxD said:

Skip to 10:35 for AAF

Fun to see the mod in a video like this!

18 hours ago, Rufgt said:

Any plans on adding the AAF settings in-game? Four-Play had something like this.

No plans for this currently. I generally prefer the idea of a framework being something that gets configured before going into the game and it's easier to change/maintain, is less dependent on other mods.

 

BUT, I might consider an add-on of some kind for this at a later dev stage.

17 hours ago, Rufgt said:

@dagobaking Let's say I want to make animations specifically for furniture. Exactly what furniture can I use and how would it work?

Anything with a form ID can be used as furniture. So, it doesn't even need to be furniture. It can be a type of wall. A car. A tree. A rail. Toilet. Etc. The only real requirement is that it is placed in the world without any rotation.

 

There are instructions in the wiki for how to set up the XML files for it. Look at furniture and position XML pages.

 

The way it works is that characters walk to the furniture and then lock to the 0,0,0,0 coordinates of it and play the animations. This means that you want to make your furniture animations so that their root center (0,0,0,0) is where the (0,0,0,0) of the furniture would be. You can import the furniture (or other item) nifs into your animation scene and animate around them so that you know how to line things up.

 

There is also the "walkOffset" setting that comes into play more with furniture. This is the coordinate relative to the furniture that the characters walk to. So, if it were a car, you would want it to presumably point to the location next to the door instead of the hood or trunk.

 

Let me know if you have any questions and I can walk you through setting it up and testing.

16 hours ago, Badtanker said:

dagobaking, The glitch for pipboy that folks are talking about is that the pipboy isn't supposed to be seen or equipped  till just before you exit the vault. Well sometimes if you do like me and get Nate and Nora going on the bathroom floor or Nora going to town with someone in the vault before she enters the cryo chamber  Nora will equip the pipboy when the black screen goes away and the animations start.

Ok. Thank you for clarifying. I may build in an exception handling routine to remove the pip-boy no matter what during that stage. But, it affects such a limited part of the game that I'm putting this as a lower priority item.

9 hours ago, kataura said:

If any specific testing is needed, I could always help out. (just got back to fallout after the initial release)

Thank you for your testing help. It's very valuable at this stage. Ideally, people can test the latest builds found here or on Nexus and post bugs here (doesnt require an account): https://bitbucket.org/dagobaking/advanced-animation-framework/issues?status=new&status=open

Posted

Just a Copy of my comment on the nexusmods, as not everyone here might see it:

 



Alright...I had a bit of an issue with aaf not working since the last patch, as did some others here.
In my case it turned out that I had a few mods that included some scripts with the same names as the f4se scripts. I am pretty sure those were scripts from older f4se versions. Making sure the scripts from the new f4se were the conflict winners in Mod Organizer completly fixed my problems.
The 3 scripts I found that were overridden were:
scripts/Form.pex
scripts/ObjectReference.pex
and
scripts/scriptobject.pex
I'm not sure which one was the culprit for the problems, but maybe this info helps some of you.

Edit: here are the 3 Mods that I found in my loadorder that had at least 1 of these 3 files:
Big Junk Redux (all 3 files) - https://www.nexusmods.com/fallout4/mods/23447
Flip a Coin (all 3 files) - https://www.nexusmods.com/fallout4/mods/31747
AutomatronClaptrap (Only Form.pex and Scriptobject.pex) - https://www.nexusmods.com/fallout4/mods/30162

Posted

Wow. I think it makes sense to reach out to those authors and ask them to leave the script out. Not sure if Expired has/would approve of packing those files in.

Posted

I messaged GenghisKhanX the Author of Big Junk Redux and Flip a Coin, and he already uploaded new versions of these 2 mods. So there are at least 2 less mods likely to cause problems. But there most likely are more...some may go unnoticed, though until someone like me comes along who unpacks the ba2's for merging the mods...^^

Posted
4 hours ago, dagobaking said:

Anything with a form ID can be used as furniture. So, it doesn't even need to be furniture. It can be a type of wall. A car. A tree. A rail. Toilet. Etc. The only real requirement is that it is placed in the world without any rotation.

 

There are instructions in the wiki for how to set up the XML files for it. Look at furniture and position XML pages.

 

The way it works is that characters walk to the furniture and then lock to the 0,0,0,0 coordinates of it and play the animations. This means that you want to make your furniture animations so that their root center (0,0,0,0) is where the (0,0,0,0) of the furniture would be. You can import the furniture (or other item) nifs into your animation scene and animate around them so that you know how to line things up.

 

There is also the "walkOffset" setting that comes into play more with furniture. This is the coordinate relative to the furniture that the characters walk to. So, if it were a car, you would want it to presumably point to the location next to the door instead of the hood or trunk.

 

Let me know if you have any questions and I can walk you through setting it up and testing.

Thanks, OG Tupac!

Posted
1 hour ago, RustyXXL said:

I messaged GenghisKhanX the Author of Big Junk Redux and Flip a Coin, and he already uploaded new versions of these 2 mods. So there are at least 2 less mods likely to cause problems. But there most likely are more...some may go unnoticed, though until someone like me comes along who unpacks the ba2's for merging the mods...^^

I added a note about this in the troubleshooting doc.

 

Out of curiosity, did they update their mod by putting newer versions of the script back in? Or, by removing the script entirely?

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