riot_punch Posted June 17, 2018 Posted June 17, 2018 is it possible for me to tweak AAF so it is compatible with Get Dirty (https://www.nexusmods.com/fallout4/mods/29171)? AAF duplicates the actors thus additional textures on the skin are disabled, correct?
dagobaking Posted June 17, 2018 Author Posted June 17, 2018 49 minutes ago, riot_punch said: is it possible for me to tweak AAF so it is compatible with Get Dirty (https://www.nexusmods.com/fallout4/mods/29171)? AAF duplicates the actors thus additional textures on the skin are disabled, correct? If those are body overlays it should already copy them over during animations.
riot_punch Posted June 17, 2018 Posted June 17, 2018 6 minutes ago, dagobaking said: If those are body overlays it should already copy them over during animations. overlays such as tattoos from looksmenu are fine, they don't disappear.
Guest Posted June 17, 2018 Posted June 17, 2018 18 hours 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.  17 hours ago, dagobaking said: I will look into ways to make the equipment handling better. 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.  If I might be so bold as to interject on this one - dont use that API template just yet. Changes are in the pipeline for how the call to the API will work, as well as another Event being added for tracking the Doppleganger. Id wait until that API is out, and then I will update the template to reflect its usage.
Thndrwlkr Posted June 17, 2018 Posted June 17, 2018 On 6/15/2018 at 7:24 PM, riot_punch said: sadly the bug is still present but thanks. Yeah, I get that error with the Alpha73 build, but dropping that anim package and the Homemaker/SSEX dependenciies lets everything run like a charm. Hopefully SavageCabbage will find a fix.
riot_punch Posted June 17, 2018 Posted June 17, 2018 24 minutes ago, Thndrwlkr said: Yeah, I get that error with the Alpha73 build, but dropping that anim package and the Homemaker/SSEX dependenciies lets everything run like a charm. Hopefully SavageCabbage will find a fix. i just disable dlcworkshop2.esp dependency, i don't really mind missing the stock animations.
FalloutFan117 Posted June 17, 2018 Posted June 17, 2018 Any ETA for when more creatures are implemented? Would love to have a deathclawÂ
forgets Posted June 17, 2018 Posted June 17, 2018 23 minutes ago, FalloutFan117 said: Any ETA for when more creatures are implemented? Would love to have a deathclaw Now that's a real adventurer.  (I think someone has to animate deathclaws first, to answer your question.)
FalloutFan117 Posted June 17, 2018 Posted June 17, 2018 2 minutes ago, forgets said: Now that's a real adventurer. Oh you know it
dagobaking Posted June 17, 2018 Author Posted June 17, 2018 1 hour ago, FalloutFan117 said: Any ETA for when more creatures are implemented? Would love to have a deathclaw AAF can already play animations for the Deathclaw.  However, there could be some other obstacles with making those animations work. I have not tested directly. But, I read that its not possible with the vanilla setup to make the right types of idles that can be run easily from code.  Since the CK allows making custom races and behavior animations for them from scratch, I feel like a fix for this is available. But, I'm not sure where. I suspect that there is some flag in the root behavior files somewhere that enables the additional idle types.
dagobaking Posted June 18, 2018 Author Posted June 18, 2018 New Build. Â ## [Alpha 74] - 2018-06-17 ### Added - A way to start an animation between the player character and an NPC by rolling the crosshair over the NPC and pressing a key ("K" by default) - A setting to turn on an API debug mode. This gives notifications upon receiving API events, for testing that the API is working properly. - "OnSceneInit" event. This fires when a scene initializes. Sends out location and doppelganger information or an error code if something broke. ### Changed - Nearly all API event data. Now sends AAF relevant data (position, tags) instead of legacy idle forms and spoof data for 4P mods. - Equipment copy routine. Hopefully, even if something doesn't get re-equipped after animations it at least does not disappear from inventory. 2
CGi Posted June 18, 2018 Posted June 18, 2018 2 minutes ago, Fiderisu said: Is there any way to force player gender in AAF animations? The fact that I'm playing as Nora doesn't mean she has a vagina ? is this a futa or a role reversal request?
FalloutFan117 Posted June 18, 2018 Posted June 18, 2018 4 hours ago, dagobaking said: AAF can already play animations for the Deathclaw. Â However, there could be some other obstacles with making those animations work. I have not tested directly. But, I read that its not possible with the vanilla setup to make the right types of idles that can be run easily from code. Â Since the CK allows making custom races and behavior animations for them from scratch, I feel like a fix for this is available. But, I'm not sure where. I suspect that there is some flag in the root behavior files somewhere that enables the additional idle types. Thanks man!Â
CGi Posted June 18, 2018 Posted June 18, 2018 10 minutes ago, Fiderisu said: Futa. Not yet planed and we need equipable equipment meshes for this first.
CGi Posted June 18, 2018 Posted June 18, 2018 12 minutes ago, Fiderisu said: It's like, already a thing. Unless permissions and/or ownership of the meshes are the concern, of course. @dagobaking will have to get permission and then make it work with existing morphs or create new ones. Something for a later date because first all the basics need to work as they should.
dagobaking Posted June 18, 2018 Author Posted June 18, 2018 Everything is there for something like that to work. It could work just like the strap-on for lesbians that Polistiro set up. Someone just needs to do the work to set it up and maintain it.
Thndrwlkr Posted June 18, 2018 Posted June 18, 2018 9 hours ago, riot_punch said: i just disable dlcworkshop2.esp dependency, i don't really mind missing the stock animations. This worked. The only hiccups I have now are some really long waits with some of the FP mods (Prostitution when DD fires in, for example, can be a three minute wait, but its FP...wutcanudo?)  Once RSE is AAF kosher, imma ditch those anyway.
dagobaking Posted June 18, 2018 Author Posted June 18, 2018 Thank you for the suggestions. There are many uses for an animation framework in Fallout. So, my intention is to keep it generic and PG so that it remains broadly useful and doesn't become inappropriate for some users/contexts. Directly coding details about having breasts, etc. would be breaking this idea.  That said, I have considered a generic version of what you are talking about. I think of Rimworld as the reference example. Not sure if you've played that game. But, they have a body part system like that where they can be destroyed, upgraded, added, changed, etc.  In AAF, I do not see a path for using a system like that to filter animations. I think the existing combinations of conditions and actions are already not restrictive. They just require that someone configure it for what they are interested in and release that as an add-on mod. That is the same model for everything AAF dependent.  I see the body part thing as being part of stats so that modders can define stats that can come and go per actor. These could be used as a temporary skill that fades over time or theoretically as body parts that take damage like in Rimworld. It is an advanced feature and I will want to see other modders actually using the regular stat system extensively first before justifying the time needed to add the scalable stat system.  Â
Cataclysimz Posted June 18, 2018 Posted June 18, 2018 A little off-topic.. but can we use Blender instead of 3DMax to make animations for FO4? For this framework (if that's relevant)Â
dagobaking Posted June 18, 2018 Author Posted June 18, 2018 5 minutes ago, TheAfterLife said: A little off-topic.. but can we use Blender instead of 3DMax to make animations for FO4? For this framework (if that's relevant)Â AAF wouldn't know the difference between an animation made by Blender vs 3DSMax. So, yes. Â But, to my knowledge, there isn't a way to make animations for FO4 exclusively in Blender because you need to export with the Havok Tools plugin. I imagine that you could make the animation in Blender then import into 3DMax just for the Havok Tools part. 1
dagobaking Posted June 18, 2018 Author Posted June 18, 2018 12 minutes ago, Fiderisu said: Well, fair enough. So the way you see it, someone will create an AAF addon framework mod with keywords for specifically sex? That would require other mods to utilize it? So, hierarchy-wise, AAF is FNIS and this future addon framework is SexLab? To be clear, not bashing the idea, just wondering if I'm understanding it correctly. It's a rough comparison as FNIS and AAF are different things technically. But, yes. In terms of relationship to each other that's about right. AAF is like the engine for handling animations and some UI aspects. And I'm exposing as much configuration as possible through XML files. Then others can use that to add adult or non-adult layers that use those tools. The idea is that AAF does the heavy lifting with code so that other modders can focus on content, animations and game interactions. 3
Halstrom Posted June 18, 2018 Posted June 18, 2018 3 hours ago, dagobaking said: It's a rough comparison as FNIS and AAF are different things technically. But, yes. In terms of relationship to each other that's about right. AAF is like the engine for handling animations and some UI aspects. And I'm exposing as much configuration as possible through XML files. Then others can use that to add adult or non-adult layers that use those tools. The idea is that AAF does the heavy lifting with code so that other modders can focus on content, animations and game interactions. One of the things I did find with NewVegas was a lot of people doing some great story mods etc were not experienced programmers and had zero scripting ability at all, so they tended to just want simple flags they could use in the CK conditions like tokens or spells for "ActorIsRecievingGenitalToOralSex" or "ActorLooksPregnant". I think when we removed some of these things by creating SexoutSpunk etc we created better more robust systems but these modders could not read cum anymore and dropped off making mods. Someone could probably make something like this as a plugin for AAF later I suppose.
gizmo1206 Posted June 19, 2018 Posted June 19, 2018 so i noticed whenever i load my game a big wall of text goes by,it looks to be a animation list,so is that anything to worry about? 1
L36812180234 Posted June 19, 2018 Posted June 19, 2018 tested AAF 74 and patch 25 with FPE AAF. Pregnancy not happening. Reverted back to AAF 71 and patcj 24 and FPE working again. Tested on new game just out of voult
dagobaking Posted June 19, 2018 Author Posted June 19, 2018 5 hours ago, Halstrom said: One of the things I did find with NewVegas was a lot of people doing some great story mods etc were not experienced programmers and had zero scripting ability at all, so they tended to just want simple flags they could use in the CK conditions like tokens or spells for "ActorIsRecievingGenitalToOralSex" or "ActorLooksPregnant". I think when we removed some of these things by creating SexoutSpunk etc we created better more robust systems but these modders could not read cum anymore and dropped off making mods. Someone could probably make something like this as a plugin for AAF later I suppose. Yes. AAF is designed for someone to make a helper like that. A theme resource pack if you will. I am just putting in generic placeholder data into the XML. It needs others to fill in and re-configure with more creative thought. 2 hours ago, gizmo1206 said: so i noticed whenever i load my game a big wall of text goes by,it looks to be a animation list,so is that anything to worry about? As long as it disappears after listing out it is normal. This is just AAF showing some debug output while it boots up to help give clues about anything that might go wrong. I will probably make it all invisible in later versions. 27 minutes ago, L36812180234 said: tested AAF 74 and patch 25 with FPE AAF. Pregnancy not happening. Reverted back to AAF 71 and patcj 24 and FPE working again. Tested on new game just out of voult I updated the API. So, something could be thrown off. But, I need more info about why FPE doesn't work to fix. 1
Recommended Posts
Posted by DoctaSax,
Reputation Points
Go to this post
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now