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Posted
9 hours ago, VonHelton said:

Nice wall of text........No mods installed, BTW.......

 

 

20180716025055_1.jpg

I had this exact text not go away but I noticed it says debug mode on so I tried shutting debug off in the settings.xml and the text went away.

Posted
21 minutes ago, Vuulgar said:

I had this exact text not go away but I noticed it says debug mode on so I tried shutting debug off in the settings.xml and the text went away.

I found settings.xml but how do you turn off debug?

AAF Screenshot.jpg

Posted
21 minutes ago, reconphil said:

I found settings.xml but how do you turn off debug?

AAF Screenshot.jpg

open Data/AAF, right click on AAF_settings...click 'Edit'...look at DEBUG MODES...first line is the setting id for debug mode, and it says "true"...just change that to "false", then save, exit, profit.

 

Edit: For the record, I usually keep a debug open for testing new mods and configurations...didn't even notice anything out of the ordinary at first...lol.

Posted

@dagobaking  pretty smooth update...didn't even have to reinstall the compatibility patches.  Sweet work.

 

Edit:  Also, I found the first, bonafide conflict with the framework.  If one uses the Build Your Own Pool mod, and toggles the option for the pc to NOT strip the pipboy, weird things happen to stripping.  Using the mod itself doesn't muck things up (like Strip Cube does, the big bully), only when that option is used (I suppose because the pipboy is moved to the doppleganger?)

 

Not something that needs a fix, though.  I really had to look to find that flaw in the first place.  If anyone can verify said weird happenings on an otherwise good build, I would say we can put that one in the 'move on' bin.

Posted
4 hours ago, Thndrwlkr said:

open Data/AAF, right click on AAF_settings...click 'Edit'...look at DEBUG MODES...first line is the setting id for debug mode, and it says "true"...just change that to "false", then save, exit, profit.

 

Edit: For the record, I usually keep a debug open for testing new mods and configurations...didn't even notice anything out of the ordinary at first...lol.

Thanks!

Posted
10 hours ago, Destynova99 said:

Hmm... does the equipment manager of AAF not handle mod-added armors correctly? I had been having the issue of my character not being undressed for a few patches now (ever since the doppleganger method was implemented). After a few updates and not seeing anyone else mention the problem, I figured it was a mod conflict or I had something in the wrong order so I made a test profile and disabled every mod except AAF, the animation mods, and all the dependencies.  Everything worked, so I started adding back in a few mods at a time... eventually I had added them all back in and I was still getting undressed and I was really confused. Then I equipped a mod-added armor and suddenly wasn't getting undressed anymore. I tried a different mod armor, same thing. DLC clothes get removed just fine, or at least the one I tried from Nuka World did.

I'm guessing that I have to do something special to get mod-added clothing undressed and redressed? If so, an example would be very much appreciated.

I've seen this as well - all of my mod added armor/clothing gets left on, only regular armor gets removed (whether "replacer" or base game).  Not really a problem if the mod-added clothing is lingerie ("come on baby - leave the stockings on ;) !!"), but the Pampas armor should come off - I don't think it does any slot shenanigans to apply the armor.  One suggestion to bypass the problem is using an outfit switcher like https://www.nexusmods.com/fallout4/mods/10282 .  I set up a second outfit that was just stockings, piercings,etc, then just before the animation starts used the hot key to switch to the sexy stuff. Works like a charm (when I remember...)

Posted

Are there special Papyrus functions for equipping or unequipping mod-created armors that are different than the functions used for doing the same to vanilla armors?

Posted
28 minutes ago, dagobaking said:

Are there special Papyrus functions for equipping or unequipping mod-created armors that are different than the functions used for doing the same to vanilla armors?

I wouldn't think so... they get removed just fine when using other mods that strip the PC like CWSS, BYOP and RSE... unless there's some quirk in the way AAF does it that the others don't. I don't know enough about scripting to meaningfully comment though.

Posted
45 minutes ago, dagobaking said:

They're probably just using slots above 28 which can be accommodated for by adjustingin the AAF settings.

 

Well yeah, one is using slot 33 (body), slot 34 (left hand) and slot 35 (right hand) and the other armor is just using slot 33. Using the Armorsmith Extended mod (as I do), the Vault Suit also only uses slot 33, yet it gets unequipped and reequipped without issue.

 

So technically speaking, there shouldn't be any difference between the vault suit and the second mentioned mod-added armor, as far as I am aware. So I don't really understand why one gets removed and reequipped as intended and the other doesn't.

 

*Edit* Ah ok I see, a difference in naming conventions. Index vs slot. Index 2 is slot 33. F04edit only lists the BOD2 - Biped Body Template info, which is the slot #s.  I have no idea how to check if these armor mods are using the correct index reference for those slots, and that might be the reason why they're not getting removed. ? 

Posted
23 minutes ago, Destynova99 said:

*Edit* Ah ok I see, a difference in naming conventions. Index vs slot. Index 2 is slot 33. F04edit only lists the BOD2 - Biped Body Template info, which is the slot #s.  I have no idea how to check if these armor mods are using the correct index reference for those slots, and that might be the reason why they're not getting removed. ? 

I think that info is in the CK. Or, you could ask the authors.

 

Or, change the AAF settings to cover the entire range of slots (I believe that number is 43 instead of 28).

 

It is not at that number by default because more slots make things a little bit slower and above 28 is non-standard use of "clothes" Armor slots.

Posted

Hmm... nope, CK doesn't list the index #s as far as I can see, just the biped object slot #s. I'll try increasing the slot scan range and see if that helps and report back to you.

 

*Edit* Nope, mod-added armors are still not getting unequipped by increasing the value to "setting id="clothes_scan_endslot" value="43" in the settings xml. The armor slots used are covered in the EquipmentSetData xml (namely BODY, L Hand, and R Hand) so I'm at a loss.

Spoiler
armorslots.thumb.jpg.5b7c199b8bea8bed27a0adae47b25f18.jpg
Posted

I think your next step is to investigate why some specific armors (is not an all "mod-added armors" issue) don't equip/unequip with the same functions that work on every other armor. Maybe ask the authors.

Posted
19 minutes ago, dagobaking said:

I think your next step is to investigate why some specific armors (is not an all "mod-added armors" issue) don't equip/unequip with the same functions that work on every other armor. Maybe ask the authors.

Well I've tried eli's tera rogue mashup, the tough traveler outfit, the ela bosak armor and the kite's handmaiden armor, all the ones I use the most often, and none of them were unequipped. If there are any that you know for a fact work, I'd be happy to look at them and try to figure out what's different about them in comparison to the ones that don't. I can't imagine the mod authors would know anything, they'd probably just tell me to ask you.

 

I know that outfit switching and unequip calls work in general for them, like with the Outfit Switching mod, CWSS, BYOP, etc... which I left out of my test profile in case of conflict. If there's anything else you'd like me to try, a specific armor mod, or changing a setting somewhere, I'd be happy to try it.

Posted
25 minutes ago, Destynova99 said:

Well I've tried eli's tera rogue mashup, the tough traveler outfit, the ela bosak armor and the kite's handmaiden armor, all the ones I use the most often, and none of them were unequipped. If there are any that you know for a fact work, I'd be happy to look at them and try to figure out what's different about them in comparison to the ones that don't. I can't imagine the mod authors would know anything, they'd probably just tell me to ask you.

 

I know that outfit switching and unequip calls work in general for them, like with the Outfit Switching mod, CWSS, BYOP, etc... which I left out of my test profile in case of conflict. If there's anything else you'd like me to try, a specific armor mod, or changing a setting somewhere, I'd be happy to try it.

My first though would be are they armour keywords/armoursmith extended or vanilla keyworded.

Which keywords do they player armour use or do they use their own? Hmm What to wear is an example of this it uses it's own custom keywords, no vanilla or AWKCR.

Which keywords are the strip scripts looking for?  AWKCR, Vanilla or what?

 

 

Posted
36 minutes ago, Varithina said:

My first though would be are they armour keywords/armoursmith extended or vanilla keyworded.

Which keywords do they player armour use or do they use their own? Hmm What to wear is an example of this it uses it's own custom keywords, no vanilla or AWKCR.

Which keywords are the strip scripts looking for?  AWKCR, Vanilla or what?

 

 

The use of keywords for equipping is pretty limited. There is a feature to prevent unequipping of items that have configurable keywords. But, the only keyword I know of that is set up for this feature is a Devious Devices keyword.

 

Here is the function that runs a few checks on the equipment:

Bool Function checkEquipmentValidity(Form equipment, Var[] protectedEquipmentFormID, Var[] protectedEquipmentSource)
    Bool doUnequip = True

    If (equipment != None)
        int i = 0
        While i < protectedEquipmentSource.Length
            If(Game.IsPluginInstalled(protectedEquipmentSource[i]) == True)
                Keyword protectedKeyword = Game.GetFormFromFile(protectedEquipmentFormID[i] as Int, protectedEquipmentSource[i] as String) as Keyword

                If(equipment.HasKeyword(protectedKeyword) == True)
                    doUnequip = False
                EndIf

            EndIf
            i = i + 1
        EndWhile

        If (equipment as Armor) == None && (equipment as Weapon) == None
            doUnequip = False
        ElseIf equipment == SkinNaked || equipment == SkinRaider
            doUnequip = False
        EndIf
    Else
        doUnequip = False
    EndIf

    return doUnequip
EndFunction

 

If that test is passed, this function happens:

 

Function applyUnEquipByForm(Int actorFormID, Int equipmentForm, String source)
    Actor targetActor = Game.GetForm(actorFormID) as Actor
    Form equipment = Game.GetFormFromFile(equipmentForm, source) as Form
    If (equipment != None)
        targetActor.UnEquipItem(equipment, False, True)
    EndIf
EndFunction

 

Posted

guys, pretty much every single stripping issue that is not due to a CK slot out of range can be solved like this.

 

From the Base game, install F4SE, MCM, Looksmenu...then workshop items, then ALL animations, then AAF, then patches, then all armor mods (starting with Bodyslide and such), then all other mods.  KEEP THE ARMOR MODS TIGHT ON THE TAIL OF THE ANIMATION PATCHES IN THE LOAD ORDER.  To date, only the Ans_Apparel mod is the only one that really doesn't play well.  Other mods, such as the 'do not strip Pipboy' option in Build Your Own Pool will cause stripping errors, and wandering too close to area effects (like those in Strip Cube), will cause some freaky moments of exhibitionism.  

 

I went from having ONLY body slot 33 stripping (placing armors last in the installation and load order) to stripping everything up to slot 50 after a quick edit of the AAF_equipmentSet xml.  Load order and installation matter.

Posted

 

 

I'm still going crazy, sometimes AAF works and sometimes it crashes right after being activated. second rather. I can not get it to work.  also it breaks the dialog of SEU.

I would be very thankful for help.

Posted

Hello folks.

 

I'm attaching a snapshot I could made just after several attempts... the result is the best I could have for my purpose, which is to inspire you guys about what could be done not only creating proper animations but even using at their best the ones we already have. Dunno if this can be done even with the help of AAF but I hope so and I think so either. I hope in a response or any other feedback of yours.

The snapshot, taken running AAF twice to get two couples in action, features the Doctor and the Professor at the Science Lab in with Dogmeat and my character... the title was inevitable... "In The Name Of Science"! ?

 

1173034164_FortheSciencesSake.thumb.png.8535464a82bc1fb0db8d85e837dc8182.png

 

Seriously speaking again here what I'd like asking to Dagobaking, CG! and whoever is involved in making AAF greater if not the greatest: considering all is managed by xml files an considering the problem with alignment/offset positioning of the characters comes with mixing up, in a same xml, animations from different packages. I mean... Leito's animations worked greatly when they were used alone and I've got plenties of snapshots to prove it, as much as are now the lesbo animations now if Leito's animations get disabled.

I hope is clear what I'm trying to say... when we run male on female animations we get different options... we can choose where to perform, like onto a chair rather than onto a bed or just onto the floor. Why shouldn't that be possible even with female on female animations? Like choosing between the options like "Foreplay", "StrapOn", "Orgy" and so on? You know what I mean... 


I really hope this help someway to figure out new solutions which I believe are already there and have just to be found. Like, for example, the option to stop cycling the animations while we start another {when I ran this scene I had to cycle them many times till both duos where performing the animation I wanted}, the option of various combos using character's selection and position adjustment via keyboards like in SexLab but made better {which would solve the offset problem once for all giving more freedom to the animations makers}, and much more.

 

I made a few animations in the past but I'm still learning and working on a workflow that allows to make them quickly but I'm looking forward to release an animations pack made with my JBN body in mind {the one pictured above}, so that problems like the one you can see in the picture {the leg of Dogmeat goes through the breast} and all the alignments issues are over. Even so I still hope in those implementations I've mentioned before.

Posted
35 minutes ago, bloody_revan said:

 

 

I'm still going crazy, sometimes AAF works and sometimes it crashes right after being activated. second rather. I can not get it to work.  also it breaks the dialog of SEU.

I would be very thankful for help.

SEU is hardcoded to fourplay, and thus will not work correctly with anything other than fourplay.  It is not a matter of AAF 'breaking' the dialogue, but rather one of SEU not being able to use the scripts and resources AAF applies to the game.  SEU dialogue does not get broken...but rather acts a lot like when one puts diesel fuel in a gasoline powered car...it just cannot be used.  The fourplay proxy is a temporary bandaid at best.

 

I repeat...the problem is NOT AAF related, but rather the shortcomings of SEU in its current incarnation.  If you simply cannot play without SEU, try VonHelton's parallel system install and downgrade to SEU 2.03, or just don't use AAF until someone figures out how to modify the SEU code or comes up with an alternative.  That is the ONLY way SEU will work. 

Posted

I moved all the animation mods down in the load order so they loaded after the armor mods... and now stripping works on all armors. So as Thndrwlkr said, load order does indeed matter in this regard. And I changed the settings xml back to the default and it still worked, so increasing the scan range wasn't necessary in this instance. Now I'm curious about things like accessories, holsters, visible weapons, and so forth. ? 

 

*edit* Ok... so stripping works in my test profile, but not my main game profile. And now I get to slam my head into the wall until I figure out why.

 

*edit#2* I compared the mod list of my test profile where stripping works against one where it does not... besides mostly settlement building mods in the profile where they do not work, there's no fundamental difference. The load order is the same (besides the extra mods), the install order is the same.  I'll start adding them back in on the profile where they work until they break to find which mod is interfering for whatever strange reason... but if anyone spots a mod that could possibly be the culprit, let me know, maybe you'll save me a couple hours. These are the mods present in the non-working stripping profile that aren't in the profile where stripping does work:



Homemaker.esm
SimSettlements.esm
SimSettlements_IDEKsLogisticsStation.esl
Sim_Settlements_Mayors.esl
AllSetsExtended.esl
SSEX.esp
Better Cooking Stations.esp
ChoiceChopped.esp
SalvageBeacons.esp
SettlementMenuManager.esp
SimSettlements_MegaPack_YearOne.esp
JunkTown.esp
SK_Leaders1.esp
Vault-Tec Workshop Overhaul.esp
X13_ScrapOTron.esp
SolarPower.esp
3DNPC_FO4Settler.esp
RecruitableSettlers.esp
SimSettlementsRecr_Leaders.esp
SnapBeds.esp
Build_all_Beds.esp
BalconySupports.esp
dinoshelf.esp
ruined_simsettlement_addonpack.esp
ohSIM_Sim_Settlements_Scrappers_Addon.esp
WVSimSAddon.esp
Altairp's Animal Farm.esp
Not Your Average Neon.esp
IndustrialCity_Sim_Settlements_Addon.esp
UitFJ.esp
Better Cooking Stations - Far Harbor + Nuka World patch.esp
3DNPC_FO4Settler_SimSettlements.esp
CrimeTown.esp
llamaCompanionHeather.esp
Wireless Power.esp
Homemaker - Bunker Disabler.esp
Quieter Settlements - Recommended Settings.esp
SkjAlert_All_DLC.esp
Settler Sandbox Overhaul.esp
AkaInvisibleFurniture.esp
VisibleWeapons.esp
Friffy_Holstered Weapons.esp
Crimsomrider's Accessories.esp
Survivalist GoBags-Chem Station.esp
llamaCompanionHeather-VIS-AE Patch.esp

 

As I said, mostly settlement building mods. ? 

Posted
1 hour ago, Thndrwlkr said:

SEU is hardcoded to fourplay, and thus will not work correctly with anything other than fourplay.  It is not a matter of AAF 'breaking' the dialogue, but rather one of SEU not being able to use the scripts and resources AAF applies to the game.  SEU dialogue does not get broken...but rather acts a lot like when one puts diesel fuel in a gasoline powered car...it just cannot be used.  The fourplay proxy is a temporary bandaid at best.

 

I repeat...the problem is NOT AAF related, but rather the shortcomings of SEU in its current incarnation.  If you simply cannot play without SEU, try VonHelton's parallel system install and downgrade to SEU 2.03, or just don't use AAF until someone figures out how to modify the SEU code or comes up with an alternative.  That is the ONLY way SEU will work. 

Not any more........

 

Someone was kind enough to give us a preliminary version.

 

?

 

 

AAF_4PlaySEU.rar

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