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Posted
7 minutes ago, SAC said:

 

Look, we are all trying our honest best here.

 

1. installed AAF 71 alone, new game => no error

2. installed any patch / pack, tried all combinations => "morph id" error, all of them

3. manually extracted aaf.ba2 (one xml + some scripts) => no error, but limp dicks all around (all anims) + females animating as men (and viceversa)

 

I am sorry, I do not understand how AAF works. If you have a step-by-step tutorial on how to set it up, then great, please, point it out.

if you installed the male body from 2_AAF - Compatibility Patches V2.4.7Z then you had the morph file as loose file, overwriting the one in the BA2.
So if you installed the mentioned patch from the mentioned archive then there's someting else off than the BA2.

Posted
25 minutes ago, CGi said:

if you installed the male body from 2_AAF - Compatibility Patches V2.4.7Z then you had the morph file as loose file, overwriting the one in the BA2.
So if you installed the mentioned patch from the mentioned archive then there's someting else off than the BA2.

 

Thank you! installing 2_AAF - Compatibility Patches V2.4.7Z got me erect dicks (welcome!) but still I've got women animating as men, and men animating as women. So half there, yet

 

So far, the process has been

 

1. install AAF

2. extract AAF.ba2

3. install animations

4. install patches

5. install 2_AAF - Compatibility Patches V2.4.7Z

 

Posted
22 minutes ago, SAC said:

 

Thank you! installing 2_AAF - Compatibility Patches V2.4.7Z got me erect dicks (welcome!) but still I've got women animating as men, and men animating as women. So half there, yet

 

So far, the process has been

 

1. install AAF

2. install animations

3. install patches

4. install 2_AAF - Compatibility Patches V2.4.7Z

 

I've never had the genderswap as I only use actors of one gender, but a couple of times I've had problems with two actors occupying the same space during an animation which is probably the gay version of this. Does it still happen on a clean save?

 

ETA: Here's where to get Fallrimtools to clean your save

Posted
14 minutes ago, forgets said:

I've never had the genderswap as I only use actors of one gender, but a couple of times I've had problems with two actors occupying the same space during an animation which is probably the gay version of this. Does it still happen on a clean save?

 

ETA: Here's where to get Fallrimtools to clean your save

it is a new game

Posted

Hey, me again. I upgraded to 7.0 and started a new game. Reinstalling EVERYTHING. Not because of your mod, it's because there are so many mods and I'm an idiot.

I thought you should know that it's renaming dogmeat now. Sonny once and (because I'm an idiot) another name I don't remember when I went back to my first save out the vault and tried it again.

No biggie, just thought you'd want to know.

Posted
19 minutes ago, SAC said:

it is a new game

No idea how to help you then, sorry. The first time it happened was with an earlier alpha, before there was an .esm, and it was a load order problem. I moved AAF.esp to the top of my load order and that fixed it. The next time, a clean save fixed it. Sometimes it still happens as I am scrolling through the animation list with the up/down arrow, but when I go directly from the menu to an animation it will work and align properly.

 

10 minutes ago, Sulphur.4724 said:

Hey, me again. I upgraded to 7.0 and started a new game. Reinstalling EVERYTHING. Not because of your mod, it's because there are so many mods and I'm an idiot.

I thought you should know that it's renaming dogmeat now. Sonny once and (because I'm an idiot) another name I don't remember when I went back to my first save out the vault and tried it again.

No biggie, just thought you'd want to know.

 

Yeah, I only recently started using the fomod version of Leito and Crazy's AAF patch, which installs dogs by default. Before I never had them so I didn't see this. It threw me for a loop when a dog came up in the menu...named "Bugsy". It was Dogmeat. He's had some other rather amusing names since then, but I'll never forget the gigantic wtf of that moment.

Posted
3 hours ago, Ghostman7nz said:

My guess is that the script that is handling the moving off items is using the wrong flag and placing a duplicate item into the player inventory rather than replacing the same item. which makes sense seeing as the names are being retained but the modifications are not.

It uses the same function in each direction. So, if this was the case you would have two of the same armor after animations.

 

It might be that equipping upgraded armor on an NPC somehow removes the upgrades? But, that seems unlikely since it's part of the game to be able to give followers your equipment and then take it back later if you want...

3 hours ago, reconphil said:

I've been trying to follow the thread but it is massive. The upshot is since two or three updates of AAF, the Leito (or any) animations don't trigger with RSE anymore.  My AAF works fine, but no Leito.  Any ideas?  I noticed some others were having a similar problem but I didn't see any solutions.

Are you referring to using RSE with AAF through the proxy? Or, with the AAF version of RSE?

1 hour ago, Fo4Freak said:

I have a small suggestion for the wizard. Currently it's:

 

The UI is going to be adjusted. Will probably include some sorting options of some kind.

1 hour ago, CGi said:

What about it? The morphs used by the animation pack you chose are not in the dummy that AAF ships with, hence the error.

When I tested this, it worked ok for me. But, I'm thinking that maybe some mod managers somehow prevent the dummy xml from being read when its in a ba2. The problem with putting it as a loose file is that we then have to give load order instructions so that the dummy xml doesn't over-write the functional one.

Posted
31 minutes ago, dagobaking said:

When I tested this, it worked ok for me. But, I'm thinking that maybe some mod managers somehow prevent the dummy xml from being read when its in a ba2. The problem with putting it as a loose file is that we then have to give load order instructions so that the dummy xml doesn't over-write the functional one.

After my brainfart were i named the BA2 incorrectly i tested it w/o the patch installed and the dummy XML loaded fine for me too.

FO4 has support for XML's inside BA2's afterall. So as long as the BA2 is loaded, indicated by the fact that AAF functions because the scripts loaded, so should the XML.

Posted
2 hours ago, Sulrandir said:

RSE has known compatibility issues/limitations when working with AAF via the 4Play proxy. The RSE developer is currently working on an AAF-native version of RSE, but it's still in alpha, and isn't really functional, yet.

From the few trial runs I did, most of the other 4Play-based mods (mostly ran with Vinfamy's mods) ran through AAF's 4Play Proxy fine, but RSE just isn't there, yet.

 

Flashy's been really responsive to questions and issues regarding using RSE with 4Play, and there's lots of discussion about the AAF-native version of RSE over in the RSE thread, so keep an eye on that thread.

Thanks, I will.  I don't know what changed in AAF because it was working until a couple of updates ago.  RSE has been remarkably stable considering the size and vast effect of the mod.

Posted
38 minutes ago, dagobaking said:

It uses the same function in each direction. So, if this was the case you would have two of the same armor after animations.

 

It might be that equipping upgraded armor on an NPC somehow removes the upgrades? But, that seems unlikely since it's part of the game to be able to give followers your equipment and then take it back later if you want...

Are you referring to using RSE with AAF through the proxy? Or, with the AAF version of RSE?

The UI is going to be adjusted. Will probably include some sorting options of some kind.

When I tested this, it worked ok for me. But, I'm thinking that maybe some mod managers somehow prevent the dummy xml from being read when its in a ba2. The problem with putting it as a loose file is that we then have to give load order instructions so that the dummy xml doesn't over-write the functional one.

I have had RSE for quite a few updates.  It worked "okay" with the FourPlay animations though it sometimes glitched.  Later I found first Ruftg's then SavageCabbage's animations and they directed me to AAF.  I installed AAF but had issues.  A couple of updates and the patch and it worked fine both as the AAF mod and with Leito's animations.  After the last two or three updates, I don't remember how far back, RSE will no longer work with animations.  Leito's stuff doesn't trigger and though AAF works (home button and such), I don't remember seeing Leito's animations as an option anymore, but I might be mistaken about that one.  If I go into CSA or surrender, the characters either just stand around or do the two step and it never ends.  The number keypad is ineffective.  If I exit save and reload, CSA is off and hostilities resume.  I read one post by JoeR that said he was working on a fix.  I just thought maybe there is a load order or mod conflict that could be resolved.

 

I just saw a notification that you uploaded Version 71.  Nexus show it uploaded this morning but LL shows it 13 minutes ago but I have that version already from the last update.  Is this one different?

Posted
2 minutes ago, reconphil said:

I have had RSE for quite a few updates.  It worked "okay" with the FourPlay animations though it sometimes glitched.  Later I found first Ruftg's then SavageCabbage's animations and they directed me to AAF.  I installed AAF but had issues.  A couple of updates and the patch and it worked fine both as the AAF mod and with Leito's animations.  After the last two or three updates, I don't remember how far back, RSE will no longer work with animations.  Leito's stuff doesn't trigger and though AAF works (home button and such), I don't remember seeing Leito's animations as an option anymore, but I might be mistaken about that one.  If I go into CSA or surrender, the characters either just stand around or do the two step and it never ends.  The number keypad is ineffective.  If I exit save and reload, CSA is off and hostilities resume.  I read one post by JoeR that said he was working on a fix.  I just thought maybe there is a load order or mod conflict that could be resolved.

There are two versions of RSE.

 

If you are using the regular RSE made for FourPlay along with AAF and the FourPlay proxy, then it does not work completely with RSE and never will.

 

If you are using the test version of RSE with native AAF support, my understanding is that it is not expected to fully work with AAF yet. It is being tested up to certain phases of interactions. So, I don't think that will work fully yet either. What you see when you are trying it is probably helpful information for Flashy to have as he steps through his process to get it working completely. You should let him know in the RSE thread so he can better track feedback there.

Posted
1 minute ago, dagobaking said:

There are two versions of RSE.

 

If you are using the regular RSE made for FourPlay along with AAF and the FourPlay proxy, then it does not work completely with RSE and never will.

 

If you are using the test version of RSE with native AAF support, my understanding is that it is not expected to fully work with AAF yet. It is being tested up to certain phases of interactions. So, I don't think that will work fully yet either. What you see when you are trying it is probably helpful information for Flashy to have as he steps through his process to get it working completely. You should let him know in the RSE thread so he can better track feedback there.

I don't think I have a test version.  I update directly from LL.  I update AAF from Nexus because it is more compatible (auto) with Vortex.  I pick up the patch, however from here.  I'll put my response in the RSE thread.  Thanks.

Posted
6 minutes ago, Polistiro said:

? . are you sure? Dogs avatar test but leito dogs it not normal. (Unticked by default)

It's unticked by default, yeah, and I don't tick the box for dogs. But dogs still show up in the menu. I don't know if they are Leito's or Crazy's dogs. I don't really care, I'm not interested in animating them. "Bugsy" and I are just friends.

Posted

Crazy dogs are inactivated (because they don't works). I will take a look into my fomod to see what happens, i tried to make this fomod to to show only the kind of animation we want

 

 

EDIT: You may forgot to uninstall something (manual install or old patch) because it only install what is ticked. I just tried with mod organizer without dogs and dogs animations are not installed. (same thing with lesbians and gay)

Posted
21 minutes ago, fred200 said:

Newest version of AAF has no file name and is not downloadable from Download Page.

I changed it to be a link to the Nexus download page.

 

I'm trying to stream-line how many docs/files I need to manage. So, this way gives me one place to keep updated but still has the benefit of keeping the conversation and news here.

Posted
2 minutes ago, Polistiro said:

Crazy dogs are inactivated (because they don't works). I will take a look into my fomod to see what happens, i tried to make this fomod to to show only the kind of animation we want

OK, cool. I noticed that it does deposit a dog actor type xml file in my AAF folder. Is it safe to just delete it?

Posted
11 minutes ago, dagobaking said:

I changed it to be a link to the Nexus download page.

 

I'm trying to stream-line how many docs/files I need to manage. So, this way gives me one place to keep updated but still has the benefit of keeping the conversation and news here.

Thanks! I flat out did not recognize what was happening. Normal 10 second delay, then it switches to "Downloading". Some time later Nexus page comes up, but I had no idea why...

Posted
1 hour ago, fred200 said:

Thanks! I flat out did not recognize what was happening. Normal 10 second delay, then it switches to "Downloading". Some time later Nexus page comes up, but I had no idea why...

Heh. Yeah. Hopefully its not too jarring for people to figure out. I just don't know how much time I've spent re-reading my own mod details pages to add updates, make different versions for different sites, etc.

 

So, trying to take back some of that time moving forward. More time for coding!

Posted
15 minutes ago, Polistiro said:

Question: AAF_protectedEquipmentData.xml no longer exists ? (aaf v69)

It is no longer packaged with AAF. But, it still works the same. And the one for DD is packaged with the Compatiblity Patch.

Posted
24 minutes ago, ParadiseFallsComfortGirl said:

Sorry if this has been covered recently, but I've had trouble figuring this out. Are the multiple stages of Leito's animations supported? Last version I used only played the initial stage.

Yes. You have to install the compatibility patch for AAF. You have a lot of options, including whether to have just the staged versions in the AAF menu or the ability to select the individual stages (i.e. you can have stages 1-4 on a loop, or just one of the stages on a loop.) Be warned that if you decide on the "staged extended" option (individual stages), the list of animations in your menu will obviously become much longer.

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