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Posted
4 minutes ago, Polistiro said:

I abandon the idea of morph animation... Impossible to sync .

Yeah. I was hopeful that it would work also. That's why I added that feature. But, once tested, there are just performance issues. But, it can still be useful I think to change morphs at different times during an animation.

 

And actually, what I've always hoped for is that someone would make a rigged body mesh for Vader666's experimental skeleton. Then we would not have to rely on morphs at all and things could be animated like they are in the newer WickedWhims animations. It's a way better look, imo. My understanding is that making this body is a simple task for someone who knows how to make outfits, etc. I will eventually get to figuring it out myself if I have to. But, have my hands full with coding tasks for now.

1 minute ago, RustyXXL said:

In that verign it might also be a good thing to have a thread dedicated to indexing aaf compatible mods etc. I'm chronicly bad at keeping up with everything and making threads etc, but I would really appreciate if someone could do something like that. :)

Yes!

Posted

Well, until the guy CGi is talking about start the guide, i'll look for some mods links that can be added into it. I'm looking at the NexusMods too if some modders create content for AAF. 

 

Things are moving forward and this is really satisfying to see ! It's thanks to you and your incredible and persistent work Dago, hope the modding community will give it back to you with incredible mods.

Posted
16 minutes ago, dagobaking said:

But, it can still be useful I think to change morphs at different times during an animation.

Yes, this can be useful. It works (its was funny to test with erection ^^)

 

20 minutes ago, dagobaking said:

So, it appears that people skip reading instructions and just install, then ask questions if it doesn't work.

"Just install" ? , install all they found in some cases ^^ . I see the download number of my old files increasing each day ^^ ...

Posted
4 minutes ago, Polistiro said:

Yes, this can be useful. It works (its was funny to test with erection ^^)

Yes. With morphs, characters can develop skills never seen before.

Posted
10 minutes ago, Farelle said:

Well, until the guy CGi

"This CGi guy", huh? :D

Posted
3 hours ago, dagobaking said:

Hm. It is supposed to only rename characters that have generic names. May need to add a check for a different name path.

It also renamed Whiplash to "raider" (I think) also. Maybe "raider 1."

Not complaining. I love this framework and all you guys are doing with it. My small part to help I guess. I'll be bangi . . . er . . . playing with it anyway.

:P

 

Posted

Okay guys, once again your suggestions completely fixed my weird problems.

 

16 hours ago, Fo4Freak said:

The first problem I had as well ... if this helps, and I hope it does ... this is what I did:

 

uninstall all AAF, AAF associated xml packs, animations ...

I think part of the problem was that I only uninstalled AAF, not the animation packs when I made my clean save. Thank you for your very detailed guide.

15 hours ago, dagobaking said:

Did you install the Compatibility Patch? And make sure it over-writes the files in AAF. That may fix the erectile dysfunction.

 

Not being able to use a weapon is a new one to me. Ive never seen it and I dont think anyone else has reported. So, might be something up with another mod or way it is installed...

LOL, it's not a bug, it's ED!

 

The major thing I did wrong was not overwrite files when I installed the patch, and this suggestion saved boners in the Commonwealth. You are a hero.

 

And my weapon appears now when I draw it after animations. Whatever was causing it to disappear was fixed by the previously mentioned.

 

ETA: If it's not too presumptuous, I'd like to put in a request to have the actor type keywords for ghouls and synths added to the xml by default. I keep forgetting to add them and %&$#. (That's shorthand for shitfuck goddamnit fuckmothering son of a bitch why do I keep forgetting this simple thing.)

 

I don't think this violates the tenet of being content neutral since you seem to have thought that the NPC actor type covered all human skeletons to begin with. I'm sure there will be plenty of others interested in animating ghouls and synths, and I can't imagine it providing a negative experience for people who are not interested in such.

Posted
1 hour ago, CGi said:

"This CGi guy", huh? :D

Of course if you cut the sentence in the middle it doesn't have the same meaning !! ?

Posted
8 minutes ago, Farelle said:

Of course if you cut the sentence in the middle it doesn't have the same meaning !! ?

:P

Posted
1 hour ago, Sulphur.4724 said:

It also renamed Whiplash to "raider" (I think) also. Maybe "raider 1."

Not complaining. I love this framework and all you guys are doing with it. My small part to help I guess. I'll be bangi . . . er . . . playing with it anyway.

:P

 

Thank you. I'll have to troubleshoot that one. Hopefully, there is some way to get these custom named raiders name into Papyrus.

25 minutes ago, forgets said:

 

ETA: If it's not too presumptuous, I'd like to put in a request to have the actor type keywords for ghouls and synths added to the xml by default. I keep forgetting to add them and %&$#. (That's shorthand for shitfuck goddamnit fuckmothering son of a bitch why do I keep forgetting this simple thing.)

 

I don't think this violates the tenet of being content neutral since you seem to have thought that the NPC actor type covered all human skeletons to begin with. I'm sure there will be plenty of others interested in animating ghouls and synths, and I can't imagine it providing a negative experience for people who are not interested in such.

Not a bad idea. I think it should be a set of options in the installer. Will think of how to best implement.

Posted
7 minutes ago, dagobaking said:

Thank you. I'll have to troubleshoot that one. Hopefully, there is some way to get these custom named raiders name into Papyrus.

Not a bad idea. I think it should be a set of options in the installer. Will think of how to best implement.

Well, why make it complicated? I thought just adding the keywords to AAF_actorTypeData.xml would be fine. Who's even going to think twice when ghouls and synths show up in the AAF menu? You just scroll past any actors you don't want to animate anyway.

 

Other people, feel free to chime in with your opinions on this.

Posted

There are multiple reasons.

 

In some scenarios, there could be a lot of additional actors to scroll around.

 

Also, it's a performance issue. Scanning for more keywords takes a little longer during the scan.

Posted
15 minutes ago, dagobaking said:

There are multiple reasons.

 

In some scenarios, there could be a lot of additional actors to scroll around.

 

Also, it's a performance issue. Scanning for more keywords takes a little longer during the scan.

Well, obviously it's your call. I just gave my two cents.

 

Hope I haven't been rude, that wasn't my intention.

Posted

Getting this error, {AFF ERROR: Failed to start 'FF' scene because there are no 'FF' animations, Install animation pack with this type of animation or adjust the gender attributes of your installed animation packs.} Not sure why this is happening I have letio and crazy animations along with 2 other animation packs. Any ideas of what might be wrong?

Posted
44 minutes ago, IndicaPrince said:

Getting this error, {AFF ERROR: Failed to start 'FF' scene because there are no 'FF' animations, Install animation pack with this type of animation or adjust the gender attributes of your installed animation packs.} Not sure why this is happening I have letio and crazy animations along with 2 other animation packs. Any ideas of what might be wrong?

Pretty sure that FF means F/F, female/female. It's complaining that you don't have lesbian stuff installed. Try installing Atomic Lust by Rufgt if you don't have it and see if that fixes it, or disable the gender check in the settings file.

Posted
1 hour ago, IndicaPrince said:

Getting this error, {AFF ERROR: Failed to start 'FF' scene because there are no 'FF' animations, Install animation pack with this type of animation or adjust the gender attributes of your installed animation packs.} Not sure why this is happening I have letio and crazy animations along with 2 other animation packs. Any ideas of what might be wrong?

Can't write the code line down so here 
 
xxx.PNG.71ed17142380b3bf18b4351adccb7d32.PNG

Posted
59 minutes ago, TheAfterLife said:

Can't write the code line down so here 
 
xxx.PNG.71ed17142380b3bf18b4351adccb7d32.PNG

So that did fix the fact the scenes wouldnt play out but know my char is always acts as a dominate male in all the scene even with other male actors. Is there a way to fix that. Also I noticed while scenes played out if I pressed space(jump) instead of normally progressing the scene along it no jumps an invisible me im guess and aggressors not in the scene point there guns up at them

Posted
12 minutes ago, IndicaPrince said:

So that did fix the fact the scenes wouldnt play out but know my char is always acts as a dominate male in all the scene even with other male actors. Is there a way to fix that. Also I noticed while scenes played out if I pressed space(jump) instead of normally progressing the scene along it no jumps an invisible me im guess and aggressors not in the scene point there guns up at them


Hmmm as far as i know the roles are defined by the XML values of the animations.. but  i could be wrong..  Is your character dominant regardless of the order of picking the actors?  For instance, have you tried picking the other character first? instead of yours? 

Posted
42 minutes ago, IndicaPrince said:

So that did fix the fact the scenes wouldnt play out but know my char is always acts as a dominate male in all the scene even with other male actors. Is there a way to fix that. Also I noticed while scenes played out if I pressed space(jump) instead of normally progressing the scene along it no jumps an invisible me im guess and aggressors not in the scene point there guns up at them

I don't actually know how to change the roles of male actors in AAF, either. (Fortunately for me personally I don't care enough for it to matter.) But I know if you craft Leito's guns at a chemistry workbench, in the menu that pops up you can select whether you want your player character to be the "male" or the "female" in the animation. I think Crazy's lets you do this too but can't remember for sure, haven't used them in a while.

 

29 minutes ago, BakersDelight1234 said:

Is anyone having trouble with the game freezing right after start-up?

 

I've had this problem before, and I fixed it by updating to the latest alpha/compatibility patch and then making a clean save using fallrim tools.

Posted
7 hours ago, forgets said:

Well, obviously it's your call. I just gave my two cents.

 

Hope I haven't been rude, that wasn't my intention.

No offense taken. I appreciate the input.

Posted
17 minutes ago, dagobaking said:

No offense taken. I appreciate the input.

Good. The last thing I want to do is sound like a pissant when you've been so generous with your time and attention to this project. Not to mention that while you are actively developing AAF, you're always here providing support for all of us. I don't want you to feel unappreciated.

Posted
10 hours ago, BakersDelight1234 said:

Is anyone having trouble with the game freezing right after start-up?

 

Roll back to a previous version of AAF if that happens!

 

?

 

 

Posted
1 hour ago, VonHelton said:

Roll back to a previous version of AAF if that happens!

Not recommended.
Most don't have this problem so something must be off at the users end.
it would be wiser to find and solve this error, instead of using obsolete versions.

A little bit of error tracking on the users end before reporting a bug is needed.
Like testing if it happens on a new game with only AAF installed as well.

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