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Posted
On 6/10/2018 at 11:30 AM, 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

 

Can you give me more details about how to get to a point in the game where I can recreate this issue?

Posted
6 hours 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...

It's been a while since I have been delving deep into the code, but as I recall there are two options for moving items, One makes a partial clone of the original item and the original item is then deleted( this is what I believe is happening here, the other option moves the items intact and will not only keep the name but also all modifications. The difference between the two methods is barely noticed. Again it has been quite a while, but I think if the last variable is left off of the command it defaults to the clone option.

so (container).removeallItems (othercontainer) and (container).removeallItems (othercontainer),0 would both clone the items moved and delete the original item, while (container).removeallItems (othercontainer),1 would move them intact.

At least that is how I remember it.

I hope this helps get everything sorted.

Posted
11 hours ago, dagobaking said:

Can you give me more details about how to get to a point in the game where I can recreate this issue?

Whiplash is in the basement below the gift shop in Walden Pond. I use Just Business to capture her and then take her back to be my farmer at Red Rocket.

 

Posted
23 minutes ago, Campbell said:

What's AAF_soundData for? Can sounds now be played through AAF?

it's not feature complete iirc. But don't count on my memory. ;)

Posted
21 hours 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. extract AAF.ba2

3. install animations

4. install patches

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

 

 

Removed AAF (including deleting the AAF folders in \data and \data\scripts), reinstalled the list above without extracting the ba2 and now it works. Maybe I have mistaken in the initial installation, maybe NMM screwed up when updating, idk

 

Posted
31 minutes ago, SAC said:

Removed AAF (including deleting the AAF folders in \data and \data\scripts), reinstalled the list above without extracting the ba2 and now it works. Maybe I have mistaken in the initial installation, maybe NMM screwed up when updating, idk

Don't unpack the BA2 after installing the Male Body from the Compatibility Patches or you overwrite the morph XML that comes with it.
Not to mention that the morph XML from the Compatibility Patches automaticly overrides the one in the BA2.

Posted
23 minutes ago, CGi said:

Don't unpack the BA2 after installing the Male Body from the Compatibility Patches or you overwrite the morph XML that comes with it.
Not to mention that the morph XML from the Compatibility Patches automaticly overrides the one in the BA2.

 

I haven't unpacked it, and it now works, after wiping and reinstalling. I am not going to unpack it, either

 

Thanks

Posted
33 minutes ago, SAC said:

I haven't unpacked it, and it now works, after wiping and reinstalling. I am not going to unpack it, either

 

Thanks

Top notch!

Posted
3 hours ago, Sulphur.4724 said:

Whiplash is in the basement below the gift shop in Walden Pond. I use Just Business to capture her and then take her back to be my farmer at Red Rocket.

 

Thank you. Will test out.

3 hours ago, Campbell said:

What's AAF_soundData for? Can sounds now be played through AAF?

I added several XML files that are just rough drafts for features that I'm working on next. So, as CG pointed out, it's not functional yet.

 

Also, for sounds, I am still conceptualizing the best way to handle them. It seems like it has been easy for animators to simply add sounds to their animations. So, if there is a game system for that, it is probably best to just lean on that and not re-invent the wheel with my own sound system.

 

That said, in my opinion, those animation sounds are good for physical sounds like slapping, etc. But, they are kind of problematic for voices because they might be way off character or even give female voices to males, etc. Also, it might be interesting to control breathing sounds based on stats so that they are dynamic based on what is happening rather than scripted in animations.

 

And on top of that there is talking. I also want to add a way to trigger "talk" during animations so that the face is animated saying things. Could be talking, moaning or whatever.

 

So, I do have plans to implement sounds and talking. But, they have been moved a bit in priority because there are some sound solutions already available and I need to build other systems to know better how the sound system will fit with everything else.

47 minutes ago, Shenshi said:

Does this mean the animated mod will load on it own?

Can you expand a bit on the question? I do not understand.

Posted

Will the antimuon play if I have all the suft installed. I been waiting to see if it will start loading right. I been watching your work closely. again sorry. Chinese.

Posted
8 minutes ago, dagobaking said:

Also, for sounds, I am still conceptualizing the best way to handle them. It seems like it has been easy for animators to simply add sounds to their animations. So, if there is a game system for that, it is probably best to just lean on that and not re-invent the wheel with my own sound system.

 

That said, in my opinion, those animation sounds are good for physical sounds like slapping, etc. But, they are kind of problematic for voices because they might be way off character or even give female voices to males, etc. Also, it might be interesting to control breathing sounds based on stats so that they are dynamic based on what is happening rather than scripted in animations.

 

And on top of that there is talking. I also want to add a way to trigger "talk" during animations so that the face is animated saying things. Could be talking, moaning or whatever.

 

So, I do have plans to implement sounds and talking. But, they have been moved a bit in priority because there are some sound solutions already available and I need to build other systems to know better how the sound system will fit with everything else.

It would be really cool if there were some way to toggle gender on actor sounds. Even the heavy breathing sounds with Leito/Crazy are unmistakably gendered, and it is quite immersion breaking when someone sounds like the opposite gender. Like you say though, I don't know whether or not this would be better handled by the animators. Maybe there's no nice clean way for AAF to do it independently. I don't know as I am not initiated into the mysteries of how AAF works.

 

I noticed in your bug tracking page that you might have plans of eventually integrating AAF with MCM, and I think that is a brilliant idea that would save every end user a giant pile of headaches. Not all of them, but a lot of these problems that people have been asking about and trying to solve and troubleshoot I think could be solved by just having a menu with the options they need, that they can actually find and use without having to read something or ask someone how.

Posted
11 minutes ago, forgets said:

It would be really cool if there were some way to toggle gender on actor sounds. Even the heavy breathing sounds with Leito/Crazy are unmistakably gendered, and it is quite immersion breaking when someone sounds like the opposite gender. Like you say though, I don't know whether or not this would be better handled by the animators. Maybe there's no nice clean way for AAF to do it independently. I don't know as I am not initiated into the mysteries of how AAF works.

I think that a good practice would be to use animation sounds for physical sounds (bodies running into each other). But, when a voice is involved, that can be handled through AAF. It's just going to be some time before I get to that.

11 minutes ago, forgets said:

 

I noticed in your bug tracking page that you might have plans of eventually integrating AAF with MCM, and I think that is a brilliant idea that would save every end user a giant pile of headaches. Not all of them, but a lot of these problems that people have been asking about and trying to solve and troubleshoot I think could be solved by just having a menu with the options they need, that they can actually find and use without having to read something or ask someone how.

I might just make an API for changing the settings. Then someone else can make/manage an MCM panel for it and it would still remain not fully dependent on MCM as I would prefer.

Posted
24 minutes ago, dagobaking said:

I might just make an API for changing the settings. Then someone else can make/manage an MCM panel for it and it would still remain not fully dependent on MCM as I would prefer.

That works too.

Posted

Hello, i installed the mod and when i load the game it says that AAF is installed but then it says MorphID not found and some other things like that, i press ok and tried to open the mode with the HOME KEY but it never works, it does not oepn anything, pls help

Posted
55 minutes ago, escrotorijo said:

Hello, i installed the mod and when i load the game it says that AAF is installed but then it says MorphID not found and some other things like that, i press ok and tried to open the mode with the HOME KEY but it never works, it does not oepn anything, pls help

You have to install the compatibility patch.

 

?

 

 

Posted

New Build:

 

## [Alpha 72] - 2018-06-12
### Added
- Options to installer for default unequip settings.
- Options to installer for default actor type support.
- "ChangeSetting" to the API. This should allow modders to create MCM panels or holotapes to adjust some AAF settings in-game.
- "OnAAFReady" event to the API. This can let external mods know exactly when AAF has finished booting up.
- loadPriority system. Allows an orderly conflict resolution when there are duplicate IDs. Generally, this allows content mods to over-write default AAF files when needed.

### Removed
- Name entry for "Dog" so that Dogmeat doesn't get a custom name.

### Changed
- Stats system. Simplified it for now. This will need to evolve based on how other features come together and the ways modders end up using AAF.

 

I would also like to point attention to a new, more comprehensive install guide for AAF+Various Add-On mods here: 

The compatibility patch is most likely going to be moved over to that thread or a download companion to it.

 

And the tour of golden oldy, real hip hop must continue.

 

 

 

 

 

Posted

well have ver 71 and patch loaded along with animations. It works now but do have a question. My character got with the mayor out back by valentine's agency were the mattresses are located at . well after the black screen happened my camera stayed in that spot where I initiated contact with the Mayor. I could hear them but it was after the animations were over I was over at the food counter

Posted
27 minutes ago, dagobaking said:

New Build:

 

## [Alpha 72] - 2018-06-12
### Added
- Options to installer for default unequip settings.
- Options to installer for default actor type support.
- "ChangeSetting" to the API. This should allow modders to create MCM panels or holotapes to adjust some AAF settings in-game.
- "OnAAFReady" event to the API. This can let external mods know exactly when AAF has finished booting up.
- loadPriority system. Allows an orderly conflict resolution when there are duplicate IDs. Generally, this allows content mods to over-write default AAF files when needed.

### Removed
- Name entry for "Dog" so that Dogmeat doesn't get a custom name.

### Changed
- Stats system. Simplified it for now. This will need to evolve based on how other features come together and the ways modders end up using AAF.

 

I would also like to point attention to a new, more comprehensive install guide for AAF+Various Add-On mods here: 

The compatibility patch is most likely going to be moved over to that thread or a download companion to it.

 

And the tour of golden oldy, real hip hop must continue.

 

 

 

 

 

Can't wait for the next episo-- I mean, AAF update...

Posted
5 minutes ago, Badtanker said:

Still waiting for files to be uploaded over on nexus. just a FYI SavageCabbages Animation Pack won't install till after AAF is installed

Weird. Wonder why it's taking so long this time...

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