dagobaking Posted June 15, 2018 Author Posted June 15, 2018 3 minutes ago, forgets said: A suggestion: make the compatibility patch (and perhaps some other relevant links that users go looking for, your call) easier to find. Add to the bottom of the main AAF page as a reference, just for user convenience and to head off people having to come here and ask. It is linked to on the mod download page.
forgets Posted June 15, 2018 Posted June 15, 2018 1 minute ago, dagobaking said: It is linked to on the mod download page. Well, I'm an idort for not seeing that.
kadsend Posted June 15, 2018 Posted June 15, 2018 um...is someone else having a problem whit it showing an error message "DLCWorkshop02.esm not installed"? If there's no fix yet, how can I solve it temporarly? (I have all DLCs and all of them are activated on my MO load order) enb2018_6_15_17_10_11.bmp
riot_punch Posted June 15, 2018 Posted June 15, 2018 1 hour ago, kadsend said: um...is someone else having a problem whit it showing an error message "DLCWorkshop02.esm not installed"? If there's no fix yet, how can I solve it temporarly? (I have all DLCs and all of them are activated on my MO load order) enb2018_6_15_17_10_11.bmp this has been a problem for me since the beginning, i usually just disable DLCworkhop2 on the fomod installer.
Thndrwlkr Posted June 15, 2018 Posted June 15, 2018 2 hours ago, kadsend said: um...is someone else having a problem whit it showing an error message "DLCWorkshop02.esm not installed"? If there's no fix yet, how can I solve it temporarly? (I have all DLCs and all of them are activated on my MO load order) enb2018_6_15_17_10_11.bmp 13 minutes ago, riot_punch said: this has been a problem for me since the beginning, i usually just disable DLCworkhop2 on the fomod installer. If you are using SavageCabbage's package, make sure the Homemaker version you are using is the extended, not the one with redundants removed...switching those fixed that problem for me...dunno why
Badtanker Posted June 15, 2018 Posted June 15, 2018 I've updated AAF, AAF Patch, Just Business and finally installed Atomic Lust animations. well AAF works off the keys that you assigned it with out me changing anything. the only thing I've did was extended the animations timer to 90 like I've been doing in the settings passed few versions. Now it was working before I updated it but now. AAF shows it's working in the upper left part of the screen. can pick who to animate with no problem but after I pick them and using arrow keys it shows AAF working but then nothing. not even after a few minutes. Also Just Business, SEU and cp control to get prostitution going has quit working being as i'm using the proxy. this is with AAF ver 73 and AAF patch 2.5. Is most of the trouble being that the animations haven't been updated to work with this new version of AAF?
riot_punch Posted June 16, 2018 Posted June 16, 2018 2 hours ago, Thndrwlkr said: If you are using SavageCabbage's package, make sure the Homemaker version you are using is the extended, not the one with redundants removed...switching those fixed that problem for me...dunno why very interesting, i'll try it out now then post the results.
riot_punch Posted June 16, 2018 Posted June 16, 2018 2 hours ago, Thndrwlkr said: If you are using SavageCabbage's package, make sure the Homemaker version you are using is the extended, not the one with redundants removed...switching those fixed that problem for me...dunno why sadly the bug is still present but thanks.
Ironwulfthegreat Posted June 16, 2018 Posted June 16, 2018 File this under interesting experiment. The mod Manniquin look human https://www.nexusmods.com/fallout4/mods/17789?tab=files causes a CTD when trying to construct one (if AAF is installed), if you use the most recent version, but if you use the older version (manniquin body switch) you can build and place the manniquin without problem. The interesting thing is that you can select these manniquins under AAF, and start an animation . The manniquin just stands there, but the PC goes through the motions.
dagobaking Posted June 16, 2018 Author Posted June 16, 2018 That is interesting. I don't see how AAF would cause a CTD. I think that latest version might be broken on its own. For the one that works, I guess they are just replacing the mannequin with a human NPC and freezing them.
Badtanker Posted June 16, 2018 Posted June 16, 2018 I did some more testing and couldn't get any animations to even list with this new version of AAF or for SEU or CP to even show up . I reinstalled version 72 with AAF patch 2.4 with the proxy then installed AAF patches for Leito and Crazy animations by Polistiro. Now everything is working I've got AAF firing up and can pick who and what animations to use. SEU works and so does CP so not sure what happened but will continue to do some testing.
Rufgt Posted June 16, 2018 Posted June 16, 2018 25 minutes ago, dagobaking said: That is interesting. I don't see how AAF would cause a CTD. I think that latest version might be broken on its own. For the one that works, I guess they are just replacing the mannequin with a human NPC and freezing them. I tested animations near bodies of water and my character always ragdolls after some time has passed. When I start an animation with a Glowing One, I get an "Actor ID not found" error. Then, I end the animation and I get a CTD unless I wait for my character to ragdoll when I'm near water.
fred200 Posted June 16, 2018 Posted June 16, 2018 Early warning: Alpha 73.1 and patch V2.5 seem to have broken Just Business - bad. It worked on earlier builds. One log line we are getting is: [06/15/2018 - 09:33:59PM] error: [jb:jbslavequestscript <JBSlaveQuest (300150D9)>] cannot register for aaf:aaf_api_OnAnimationStart events, because it cannot handle them
CGi Posted June 16, 2018 Posted June 16, 2018 NOTE: There's a bug in AAF's CP. A new hotfix version (2.5.1) will be available once @Farelle found the time to upload it. Please don't report bugs with FP mods that run using the proxy until this version is available. Thanks. 2
Farelle Posted June 16, 2018 Posted June 16, 2018 Compatibility Patches V2.5.1 with latest fixes available here : 2
SkyAddiction Posted June 16, 2018 Posted June 16, 2018 @dagobaking This is progressing handily. You're absolutely making me want to delve full time into animation, adding to the long list of things "I can't do well at all but want to try to do a little." Thanks for helping/perhaps taking over for Vin/jaam and whatever issues they had to deal with regarding FO4 anims and FourPlay. You've got me in full creative mode. Not that it will ever result in anything anyone will ever see, but I'm definitely busy making things... ? 2
Ironwulfthegreat Posted June 16, 2018 Posted June 16, 2018 8 hours ago, dagobaking said: That is interesting. I don't see how AAF would cause a CTD. I think that latest version might be broken on its own. For the one that works, I guess they are just replacing the mannequin with a human NPC and freezing them. No, it's not AAF's problem. I think the mod crashes because it expects a vanilla male body instead of the AAF capable body I have installed. Just thought it was interesting that the manniquin was "human" enought to be selectectable, but not human enough to animate. Your explanation about a frozen NPC makes sense. I'm just surprised how robust AAF is, I'd expect an alpha to choke on this sort of thing, but AAF keeps chugging along. Looking forward to future versions. 1
Grimbold the unlovely Posted June 16, 2018 Posted June 16, 2018 I have found what seems to be a strange bug with this great mod. I think it is an AAF bug, since it affects all of my sex animation mods (Leito, Atomic Lust, "My Animation Package"). When my character strips, her gloves never come back. Any gloves (Pampas, Easy Girl). They are whisked off into the ether, and then when all the other clothes come back after the animation ends, the gloves do not. Very strange. Other than that, the mod works great! 1
BeoWulf91 Posted June 16, 2018 Posted June 16, 2018 Does anyone know if there's a simple script to call a QuickScene event from dialogue? I made a small mod for personal use, and I've been using an old FP script through the proxy, but I'd like to use an AAF-native one, if possible. Someone WAY back posted an example they thought might work, but no amount of finagling I did could get it to compile. Also, for something more advanced, is it possible to call a specific animation from dialogue? If not, no biggie. I'd appreciate any help.
dagobaking Posted June 16, 2018 Author Posted June 16, 2018 7 hours ago, SkyAddiction said: @dagobaking This is progressing handily. You're absolutely making me want to delve full time into animation, adding to the long list of things "I can't do well at all but want to try to do a little." Thanks for helping/perhaps taking over for Vin/jaam and whatever issues they had to deal with regarding FO4 anims and FourPlay. You've got me in full creative mode. Not that it will ever result in anything anyone will ever see, but I'm definitely busy making things... ? Thank you. We can always use more animations. Go for it! Though, I don't view AAF as any kind of take-over. Just some ideas I've been thinking about since Skyrim and am just now putting into code. I would have done so regardless of any other frameworks, etc. 4 hours ago, Grimbold the unlovely said: I have found what seems to be a strange bug with this great mod. I think it is an AAF bug, since it affects all of my sex animation mods (Leito, Atomic Lust, "My Animation Package"). When my character strips, her gloves never come back. Any gloves (Pampas, Easy Girl). They are whisked off into the ether, and then when all the other clothes come back after the animation ends, the gloves do not. Very strange. Other than that, the mod works great! Thank you for reporting. There have been sporadic issues with some equipment going missing. Its a tough one for me to troubleshoot because I'm not testing with all of the randomness that people end up using for equipment. I never see it. So, can't work on it. I will look into ways to make the equipment handling better. 1 hour ago, BeoWulf91 said: Does anyone know if there's a simple script to call a QuickScene event from dialogue? I made a small mod for personal use, and I've been using an old FP script through the proxy, but I'd like to use an AAF-native one, if possible. Someone WAY back posted an example they thought might work, but no amount of finagling I did could get it to compile. Also, for something more advanced, is it possible to call a specific animation from dialogue? If not, no biggie. I'd appreciate any help. The tail end of this example code should help with that: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Templates/Modders Templates by Flashy (JoeR) But, let us know if questions come up.
fred200 Posted June 16, 2018 Posted June 16, 2018 With the Build 73.1, and compatibility patch 2.5.1, pretty much everything seems to work! Dagobaking - do you anticipate anymore fundamental API changes that would keep us from using this in our normal build? Some things, like RSE, I would hold off on until his conversion is further along. Good job all! 1
dagobaking Posted June 16, 2018 Author Posted June 16, 2018 28 minutes ago, fred200 said: With the Build 73.1, and compatibility patch 2.5.1, pretty much everything seems to work! Dagobaking - do you anticipate anymore fundamental API changes that would keep us from using this in our normal build? Some things, like RSE, I would hold off on until his conversion is further along. Good job all! There still are quite a few changes to make. New features. Plus, API expansions so that it can integrate more with other mods like RSE. I would love to say that the bugs are over. But, adding something here and there is likely to cause trouble in other areas and require fixing still.
BeoWulf91 Posted June 16, 2018 Posted June 16, 2018 Thank you for the quick reply, Dagobaking! Unfortunately, I get the error "unknown namespace overlays" now. I'm not well-versed in coding, so I don't know what this means, nor how to fix it. Any help would be appreciated, and sorry for taking up your time. Edit: It seems to have something to do with the line "import overlays" in MainQuestScript.
dagobaking Posted June 16, 2018 Author Posted June 16, 2018 29 minutes ago, BeoWulf91 said: Thank you for the quick reply, Dagobaking! Unfortunately, I get the error "unknown namespace overlays" now. I'm not well-versed in coding, so I don't know what this means, nor how to fix it. Any help would be appreciated, and sorry for taking up your time. Edit: It seems to have something to do with the line "import overlays" in MainQuestScript. You need to install the LooksMenu scripts.
BeoWulf91 Posted June 16, 2018 Posted June 16, 2018 1 hour ago, dagobaking said: You need to install the LooksMenu scripts. Yup, that did it. Thank you! 1
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