Neeb! Neeb! Neeb! Posted April 15, 2018 Posted April 15, 2018 Can someone give me a quick grade school description of what the fourplay patch proxy thing? I don't understand honestly what i'm asking is does this work with RSE and Fourplay installed and running together?
dagobaking Posted April 15, 2018 Author Posted April 15, 2018 1 minute ago, NearlyWastedNell said: Can someone give me a quick grade school description of what the fourplay patch proxy thing? I don't understand honestly what i'm asking is does this work with RSE and Fourplay installed and running together? The fourplay proxy is not really a patch. It receives commands sent to four_play by four_play dependent mods and routes them to AAF instead. When you use the proxy with AAF, you should not have regular four_play installed at all. I am not certain how well it works with RSE yet. I have not tested that directly. But, I have not heard any bugs reported about it with that mod. So, it may work ok already. Please try it out and let me know if it seems broken.
Rufgt Posted April 15, 2018 Posted April 15, 2018 10 hours ago, dagobaking said: Ok. I think that you are better off focusing what you want to do in 3DSMax rather than trying to learn the tool in general first. I've heard some 3D veterans say the opposite. But, it's a very deep application. So, unless you think it might become a career, learning the whole tool is a huge investment. You can just learn the steps needed to get from A to B to make Fallout animations much more quickly. Then branch out to more complicated things later if the need comes up. I recommend the following steps: 1) Watch and do everything recommended in videos 1 through 8 here: https://www.youtube.com/playlist?list=PLCW8BYqMR7Ei21WahZciSqRATOEfjw8H6 . I think the videos are really well done, easy to follow. But, let me know if questions come up. (One note. Use 3DSMax 2015 rather than 2016.) [You could skip video 3 and 6 as they are more relevant to outfit creation. But, if you have the time, I think they are worth setting up to have ready if you ever want to jump into working on those kinds of files. The main thing to take away from these videos is file organization, having files extracted to folders available, the tools lined up to open all the different file types, and some random little nuances about setting the tools up.] 2) Download ShadeAnimator's kit. Install all of the tools that are included with the kit and the other required ones listed in the guide that you have to download from links. Let me know if you have trouble getting all tools together and installed (The particular version of Havok Content Tools matters and is difficult to recognize that you installed the wrong one. You need version 2014-1-1_20150216). 3) Go to the section of Shadeanimator's guide pdf called "Animation Export > 3rd Person Animations, And Basic Workflow". But, only follow step 1 for now: make a copy of and load his 3rd person rig file. 4) With that open. Now read the following 3 guides [in the order I list them]. These were written for Skyrim and you should ignore the references to tool versions and rig files because those are different for Fallout 4. But, the info for how to use 3DSMax to make game animations is very helpful: http://ceo-os.tumblr.com/0S/G/Animate/Basics/ http://ceo-os.tumblr.com/0S/G/Animate/MultiActor/ http://ceo-os.tumblr.com/0S/G/Animate/Sex/#_=_ 5) Once you are finished reading those guides, you should have enough info to make a test animation quickly with ShadeAnimator's rig. Do that. 6) After that, follow the rest of the steps outlined in Shadeanimators guide for exporting 3rd person animations. Then you should have a properly exported hkx files. 7) Once you have done that, you can follow the AAF animation guide for putting it into CK and creating an animation pack xml, etc. You asked for a lot! Actually, it looks like more than it is. All of those guides and videos and kit have all the info and files you need and, imo, are the best available for this subject. So, that should save you a lot of time hunting for answers to questions, guides, etc. One question: What do I do if I can't load up the F4AK_Rig_Final.max scene?
dagobaking Posted April 15, 2018 Author Posted April 15, 2018 1 hour ago, rufgt said: One question: What do I do if I can't load up the F4AK_Rig_Final.max scene? What is preventing you from doing that? Is it showing an error?
Rufgt Posted April 15, 2018 Posted April 15, 2018 29 minutes ago, dagobaking said: What is preventing you from doing that? Is it showing an error? The first error that pops up says: File Open Error Unknown class, no stand-in: SuperID=0xC001, ClassID=(0x4B9416F7,0x771E4E55) Then a window titled "Missing Dlls" says: Filename: nifplugins.dlu Class: BGSM File SuperClass: 0xC001 Filename: nifplugins.dlu Class: Fallout 4 Shader SuperClass:0x10B0 Filename: nifplugins.dlu Class: BS SubIndex Modifier SuperClass: 0x810 I clicked 'Open' and then it says: File Open Error Invalid file - only partially loaded Then it says: File Open Failed: C:\Users\myname\Desktop\Modding Tools\ShadeAnimator Toolkit\3dsMaxScenes\Character\F4AK_Rig_Final.max After that, nothing happens.
dagobaking Posted April 15, 2018 Author Posted April 15, 2018 53 minutes ago, rufgt said: The first error that pops up says: File Open Error Unknown class, no stand-in: SuperID=0xC001, ClassID=(0x4B9416F7,0x771E4E55) Then a window titled "Missing Dlls" says: Filename: nifplugins.dlu Class: BGSM File SuperClass: 0xC001 Filename: nifplugins.dlu Class: Fallout 4 Shader SuperClass:0x10B0 Filename: nifplugins.dlu Class: BS SubIndex Modifier SuperClass: 0x810 I clicked 'Open' and then it says: File Open Error Invalid file - only partially loaded Then it says: File Open Failed: C:\Users\myname\Desktop\Modding Tools\ShadeAnimator Toolkit\3dsMaxScenes\Character\F4AK_Rig_Final.max After that, nothing happens. That indicates that you have not installed the niftools plugin. Did you install all of the tools listed in ShadeAnimators guide?
Rufgt Posted April 15, 2018 Posted April 15, 2018 Okay, I downloaded the tools required for animating. Is there a specific location each one should be placed in? They're all placed in a folder I created called "Modding Tools"
dagobaking Posted April 15, 2018 Author Posted April 15, 2018 7 hours ago, Polistiro said: Is there a list of reported working mods with AAF proxy? Maybe i have something broken. (Autonomy log: error: Cannot call QuickScene() on a None object, aborting function call stack: [AAF_FourPlayProxyQuest (11002679)].four_play:main.four_play() - "C:\Games\steamapps\common\Fallout 4\Data\Scripts\Source\User\four_play\Main.psc" Line 48 Only marker on npc) I tried testing Autonomy Enhanced. I went through an evening wandering around a settlement and nothing happened. I couldn't get the logs to show this same error. I also went to look at the source code to see if it was calling four_play in a different way that might affect things. But, the source doesn't appear to be available for that mod. I'd like to work on fixing this. But, I need a better way to test it and ideally the source...
dagobaking Posted April 15, 2018 Author Posted April 15, 2018 1 minute ago, rufgt said: Okay, I downloaded the tools required for animating. Is there a specific location each one should be placed in? They're all placed in a folder I created called "Modding Tools" I believe that is covered by the brainpoof videos. Did you follow those?
Rufgt Posted April 15, 2018 Posted April 15, 2018 6 minutes ago, dagobaking said: I believe that is covered by the brainpoof videos. Did you follow those? I remember doing that same exact step. I'm gonna have to look at the video again.
dagobaking Posted April 15, 2018 Author Posted April 15, 2018 38 minutes ago, rufgt said: I remember doing that same exact step. I'm gonna have to look at the video again. Make sure to get the right/latest version. I seem to remember having an issue with this step also and had installed the wrong version.
Guest Posted April 16, 2018 Posted April 16, 2018 3 hours ago, dagobaking said: I tried testing Autonomy Enhanced. I went through an evening wandering around a settlement and nothing happened. I couldn't get the logs to show this same error. I also went to look at the source code to see if it was calling four_play in a different way that might affect things. But, the source doesn't appear to be available for that mod. I'd like to work on fixing this. But, I need a better way to test it and ideally the source... Nothing simpler... that mod only has one script. Kindly find attached. AE_Player_Main.psc
dagobaking Posted April 16, 2018 Author Posted April 16, 2018 1 hour ago, Flashy (JoeR) said: Nothing simpler... that mod only has one script. Kindly find attached. AE_Player_Main.psc Thank you! Did you happen to test and see if it was working for you with AAF?
Guest Posted April 16, 2018 Posted April 16, 2018 3 minutes ago, dagobaking said: Thank you! Did you happen to test and see if it was working for you with AAF? TBH, no... I am in development hell, which Im sure you can sympathize with me on that.
dagobaking Posted April 16, 2018 Author Posted April 16, 2018 32 minutes ago, Flashy (JoeR) said: TBH, no... I am in development hell, which Im sure you can sympathize with me on that. Indeed!
JohnHead444 Posted April 16, 2018 Posted April 16, 2018 Hey dagobaking just want to say this is looking pretty damn cool so far. Thanks for all your hard work. Looking forward to see where this goes. Reminds me of sexouts early days that sat for some thing like a year before any one took it up again. Going to try my hand at 3d max for making anim's and wondered if there gonna be set positions for each actor as far as root bones/com bone go in 3d max. Not even sure what bones are what yet. But in skyrim and fallout 3/New vegas if the com bones where to close it would cause that jittering in the animation. Had to set them around 40 to 80 distant from each other. Looked at your animation guide and see that you can bring 2 actors into one scene? That would be helpful. Worked a lot with old 2.49 blender no animation pretty well but haven't even scratched the surface with 3d max yet. But it doesn't seem a whole hell of a lot different. Actually hate to say but it does seem better in a lot of ways. Any hoo just wanted to drop in and say hi hopefully will help sex up the common wealth soon. Happy modding... 2
anghelos92 Posted April 16, 2018 Posted April 16, 2018 On 15/04/2018 at 9:12 AM, dagobaking said: tried to test MCG. But, I am not familiar with the mod. So, am not sure how to try to start animations through its initiators. Can you please give me steps to follow to see what is broken/working? As a side note, I did see that the "wear" widget is working with AAF. After an animation, that number went up. So, maybe it is fixed? Hello Dagobaking, simplest way to start sex is to activate EIM interface (pressing the button you chose when first loading the mod) then start dialogue with a non named (non unique) character, select sexual topics and select paid sex, if you have 200 caps you should start the sex. I am looking forward to add full compatibility with your mod, I am ready to discard the four play functions and events since my mod use them from an unified position, so I need to change just a single script. This, of course, when your functions parameters and events will be final and when Leito will add also non human animations to your framework. The fact that the wear number in my mod grows is independent from the 4P as it is modified by a finction that later calls the 4P animation, so if 4P doesn't work, the wear system works nonetheless. Lust system, instead, is dependent on animation over event so if that doesn't reset to zero after sex then my mod doesn't catch the animation over event from 4P, hope this helps in your tests 1
dagobaking Posted April 16, 2018 Author Posted April 16, 2018 10 hours ago, JohnHead444 said: Hey dagobaking just want to say this is looking pretty damn cool so far. Thanks for all your hard work. Looking forward to see where this goes. Reminds me of sexouts early days that sat for some thing like a year before any one took it up again. Going to try my hand at 3d max for making anim's and wondered if there gonna be set positions for each actor as far as root bones/com bone go in 3d max. Not even sure what bones are what yet. But in skyrim and fallout 3/New vegas if the com bones where to close it would cause that jittering in the animation. Had to set them around 40 to 80 distant from each other. Looked at your animation guide and see that you can bring 2 actors into one scene? That would be helpful. Worked a lot with old 2.49 blender no animation pretty well but haven't even scratched the surface with 3d max yet. But it doesn't seem a whole hell of a lot different. Actually hate to say but it does seem better in a lot of ways. Any hoo just wanted to drop in and say hi hopefully will help sex up the common wealth soon. Happy modding... Thank you! For the jittering, it only applies to animations when the player character is involved. NPC on NPC animations will be aligned with no jittering every time. With the player, the same mechanism can't be used because it freezes the FlyCam. The fallback mechanism doesn't ignore physics in the same way. So, on some terrain, next to objects or some kinds of worn objects can cause the jittering. What is happening is that some physics are trying to push the player character to the side. But, I have a positioning function running on the actor that is rotating them a tiny degree very slowly. This is a method used also in Sexlab that forces the engine to sort of combat physics bumps and attempt to reposition back to the right place. There is hope that jaam can do something to the flycam that will allow it to work with the same process that NPCs use. Also, there is an additional mechanism approach that I have not fully explored yet. It involves using "SetVehicle" to mount an actor onto a "vehicle" object to hold them in place without jittering. This method worked really well in Skyrim on the player character. But, they changed the way the function works in Fallout (can't setvehicle to any object. now has to be an actor). That requires a lot of CreationKit setup that I haven't figured out yet. But, it could end up being the final solution. I'll get back to testing that at some point. Regarding 2 actors in one scene. Yes. It allows up to 7 in one scene. These are all independent animations per actor that get played in sync. I have tried to use Blender a few times. But, it seemed like an ordeal just even getting it installed and running correctly. Then I found the interface really unintuitive. But, I know a lot of people use it. So, I probably just haven't come across the right guide. 3DSMax is a little better, imo. But, not a lot. It also is kind of a mess from a UI perspective, imo. 8 hours ago, anghelos92 said: Hello Dagobaking, simplest way to start sex is to activate EIM interface (pressing the button you chose when first loading the mod) then start dialogue with a non named (non unique) character, select sexual topics and select paid sex, if you have 200 caps you should start the sex. I am looking forward to add full compatibility with your mod, I am ready to discard the four play functions and events since my mod use them from an unified position, so I need to change just a single script. This, of course, when your functions parameters and events will be final and when Leito will add also non human animations to your framework. The fact that the wear number in my mod grows is independent from the 4P as it is modified by a finction that later calls the 4P animation, so if 4P doesn't work, the wear system works nonetheless. Lust system, instead, is dependent on animation over event so if that doesn't reset to zero after sex then my mod doesn't catch the animation over event from 4P, hope this helps in your tests Thank you for these clarifications! This will really help test. For the AAF functions/parameters, what features would be helpful to have in the API? There are many decisions to make there. For instance, there are ways to filter animations (by tag, genders, race, furniture, etc). Would it be better to have a suite of fine-tuned functions for each type of filtering (StartSceneByTag, StartSceneByID, etc.)? Or, is it preferred to have one master function that can handle all of those options but requires building a perhaps complex "Scene Object" that includes those parameters? 1
JohnHead444 Posted April 17, 2018 Posted April 17, 2018 Ok thanks for the heads up on being able to animate more then one actor at a time. Probably wont be doing 7 actors but never no. Been using blender for a long time. Might be time to give her a rest. Was able to get 2 animation out of blender and in game when shade animator first came out with his guides. But the finger bones where all screwed up. All right that's all I've got's will start hunting for 3d max tut's. 1
D_ManXX2 Posted April 17, 2018 Posted April 17, 2018 Is there a list of what foreplay mods are currently supported by AAF ??
bc733 Posted April 17, 2018 Posted April 17, 2018 25 minutes ago, D_ManXX2 said: Is there a list of what foreplay mods are currently supported by AAF ?? Using the esp AAF 4P Proxy in the download section should make any mod that calls on 4play for animations use AAF instead. 3
anghelos92 Posted April 17, 2018 Posted April 17, 2018 32 minutes ago, D_ManXX2 said: Is there a list of what foreplay mods are currently supported by AAF ?? In theory every 4P mod is already compatible, make sure to follow the instructions by dagobaking carefully. Consider that this mod is still in development so make sure to come back check this mod often! 2
D_ManXX2 Posted April 17, 2018 Posted April 17, 2018 Thanks will try, also forplay and forplay comminity patch needs to be turned off when using this new framework right ?? Quote How to Use for Players As a framework, the mod does very little by itself. It relies on other mods to create content and control when, how and why the framework features get called. That said, if you have an animation pack installed, you can use the wizard to run animations on nearby actors. Press the “Home” key to open the wizard. To end animations that have been started with the wizard, press the “End” key. When i press home key nothing happens, is there a way i can check if AFF is correctly initialized ?? Also btw what is the best load order for AAF ?? Crap i think i know why it is not working my game version is still 1.94 and it seem after debug mode is on i get all sorts of error like my f4SE is out of date, LLPF is also older version and no animation pack is installed even thoughj i currently have leito 1.4 installed. Can your mod not work with current game 1.94 ?? the reson why i am still on this version is because some mods i use will never be updated So it looks like i will be back to older forplay version.
bc733 Posted April 17, 2018 Posted April 17, 2018 5 hours ago, D_ManXX2 said: Thanks will try, also forplay and forplay comminity patch needs to be turned off when using this new framework right ?? When i press home key nothing happens, is there a way i can check if AFF is correctly initialized ?? Also btw what is the best load order for AAF ?? Crap i think i know why it is not working my game version is still 1.94 and it seem after debug mode is on i get all sorts of error like my f4SE is out of date, LLPF is also older version and no animation pack is installed even thoughj i currently have leito 1.4 installed. Can your mod not work with current game 1.94 ?? the reson why i am still on this version is because some mods i use will never be updated So it looks like i will be back to older forplay version. Yeah, AAF won't do anything with version 1.94. You'll have to update. 1
DeathtoSlaanesh Posted April 17, 2018 Posted April 17, 2018 i still don't understand how to install 4p_proxy. Should i overwrite it to FP community patch?
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