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Posted

OK, so I'm editing this because it turns out it's a weirder issue than I thought. Sometimes when I start an animation, both NPCs will remain fully clothed. If I end the animation, once they get up, they both strip naked, and opening the trade window to try to reequip their clothes doesn't work, they still remain naked, but the clothes disappear from their inventory, as if it had been equipped. If I start a new animation right after, then they'll both reequip their clothes again, then get naked when they're done.

Posted
12 minutes ago, kraoro said:

I have a weird issue that I'm certain has come up a few times, but I couldn't find anything by doing a search. A couple of characters are now permanently naked. I've tried switching outfits on them but it doesn't do anything, and in one instance where the outfits had different BodySlide meshes, I can see their naked body change shape. It's almost like their clothes have been replaced by a naked ARMO overlay that won't go away. How can I fix that?

Are you using Just Business mod?

 

Posted
1 hour ago, Bushi Neko said:

The Mechanist has broken two times I recall long before AAF was a thing even imagined.  It may factor in yes, but The Mechanist had problems before. Be it because of mods or otherwise.  I specifically recall that quest because it was soooo fubar to end it those times. 

Thank you. Good to know.

Posted
1 hour ago, Sulphur.4724 said:

Are you using Just Business mod?

 

No, the only thing I have installed besides AAF are Atomic Lust/Rufgt's Anims, Leito's, Crazy's, and Savage Cabbage's animation packs. I should note that I know it's not Savage Cabbage causing it, because I installed that after I had the issue with one set of NPCs. I have a sneaking suspicion I know what it is. I think it's because some outfits were set to only occupy biped slot 33, or whichever one is just "Body." For some reason, mods that let you equip armor over any outfit are inconsistent as to whether they set armor or clothing to slot 33 or whatever Torso is, I want to say slot 36. Because it's only happening for certain outfits, like any of the Creation Club t-shirts and jeans, but not with any of the vanilla suits and Minutemen armor.

 

I'll have to dig around in xEdit and change some things around to account for the variables.

 

Edit: Also, I don't know why part of my post is underlined.

Posted
3 hours ago, Bushi Neko said:

The Mechanist has broken two times I recall long before AAF was a thing even imagined.  It may factor in yes, but The Mechanist had problems before. Be it because of mods or otherwise.  I specifically recall that quest because it was soooo fubar to end it those times. 

No one disputes that sometimes Fallout 4 goes crazy all by itself. The point here is that it corrected itself when AAF was disabled, and not until.

 

?

 

 

 

Posted
1 hour ago, VonHelton said:

No one disputes that sometimes Fallout 4 goes crazy all by itself. The point here is that it corrected itself when AAF was disabled, and not until.

 

?

 

 

 

Nope, not meant to be read that AAF may not factor in.   But it's known to freak out on mods or vanilla. Thus the " may factor in" from me.  It's quite known to behave 'fubar' modded or not tho'. And oddly able to reset itself or not. So not disputing it did fix itself, or the mod may factor. Jus that it's very likely the mod has zero to do with it. 

The final page from the quest Wiki. The entire quest line of Automatron has issues. But not uncommon since the days of 'rim.

 

  • Icon pc Icon ps4 Icon xboxone Sometimes after killing the rogue robot, the quest will not complete and it will stay in the Pip-Boy. However, it is possible to talk to Ada or the Mechanist again, and after exhausting all other dialogue options, they will give you another quest which can be completed.[verified]
    • Icon pc Using the following console commands will resolve the issue:
      • CompleteQuest DLC01MQPostQuestRadiantAssault01
      • CompleteQuest DLC01MQPostQuestRadiantAssault02
      • CompleteQuest DLC01MQPostQuestRadiantAssault03_Min
      • CompleteQuest DLC01MQPostQuestRadiantAssault04_Inst
      • CompleteQuest DLC01MQPostQuestRadiantAssault05_BOS
      • CompleteQuest DLC01MQPostQuestRadiantParent
      • CompleteQuest DLC01MQPostQuestRadiantScene01
      • CompleteQuest DLC01MQPostQuestRadiantScene02
      • CompleteQuest DLC01MQPostQuestRadiantTravel01
      • CompleteQuest DLC01MQPostQuestRadiantTravel02
  • Icon pc Icon ps4 Icon xboxone You may have to talk to Ada or the Mechanist several times before their dialogue will suggest another rogue robot.[verified]
  • Icon pc Icon ps4 Icon xboxone Sometimes there will be no robots, or corpses of said robots, at the location, so the quest completes upon reaching the quest marker.[verified]  

http://fallout.wikia.com/wiki/Rogue_Robot

 

** I am hoping to get to that quest before long.. but may be  a day or two :/   The point being, I ll try and see if mine snafu's and if I can recreate. :)   

 

Posted

@dagobaking  Question on the UI and XML for grouping many pose type animations.  I had an idea to merge all of the the available pose type mods together into a single esp.  This was fine and all well and good - works like a charm.  However, all of the pose animations are listed in a single gigantic list (over 1000).

 

Is there a way to define top menus and sub-menus within the XML to affect a menu style approach like the below?  I read the wiki page on groupings and that seems geared towards staged animations, which these are not.

 

Example of what I'm after for the UI:

 

After selecting an actor and a location a menu of available animations appears:

 

  • Dave's Poses    <--- top menu
    • Pose 1   <--- submenu
    • Pose 2   <--- submenu
    • Pose 3   <--- submenu
    • ...
  • Sun's Poses    <--- top menu
    • Pose 1   <--- submenu
    • Pose 2   <--- submenu
    • Pose 3   <--- submenu
    • ...
  • TH Poses    <--- top menu
    • Pose 1   <--- submenu
    • Pose 2   <--- submenu
    • Pose 3   <--- submenu
Posted
1 minute ago, AWP3RATOR said:

@dagobaking  Question on the UI and XML for grouping many pose type animations.  I had an idea to merge all of the the available pose type mods together into a single esp.  This was fine and all well and good - works like a charm.  However, all of the pose animations are listed in a single gigantic list (over 1000).

 

Is there a way to define top menus and sub-menus within the XML to affect a menu style approach like the below?  I read the wiki page on groupings and that seems geared towards staged animations, which these are not.

 

Example of what I'm after for the UI:

 

After selecting an actor and a location a menu of available animations appears:

 

  • Dave's Poses    <--- top menu
    • Pose 1   <--- submenu
    • Pose 2   <--- submenu
    • Pose 3   <--- submenu
    • ...
  • Sun's Poses    <--- top menu
    • Pose 1   <--- submenu
    • Pose 2   <--- submenu
    • Pose 3   <--- submenu
    • ...
  • TH Poses    <--- top menu
    • Pose 1   <--- submenu
    • Pose 2   <--- submenu
    • Pose 3   <--- submenu

You could put them all into a positionTree. Then, when you start that tree on an actor it would open the tree widget nav and allow any kind of menu structure like that.

 

Currently, there isn't a way to hide a position from the wizard. So, they would still appear there also. Would be pretty easy to add a "hide" there though.

Posted
2 minutes ago, dagobaking said:

You could put them all into a positionTree. Then, when you start that tree on an actor it would open the tree widget nav and allow any kind of menu structure like that.

 

Currently, there isn't a way to hide a position from the wizard. So, they would still appear there also. Would be pretty easy to add a "hide" there though.

Thanks!  I will check that out

Posted

** Announcement **

 

The next public release will be changed from Alpha to Beta as AAF now includes most of the primary features originally outlined.

 

Moving forward, there will be early release builds available to Patrons and separate public builds similar to WickedWhims.

 

 

 

** Additional Offer/Incentive **

 

Anyone who either contributes directly to AAF (maintaining authorized guides, building FOMOD, translating, etc.) or creates or maintains an AAF dependent content pack or mod will be given the same account access as Patrons on Discord. This offer is extended to mod authors working on unreleased projects as well.

 

For those interested in taking me up on that offer, please ping me on Discord and link/send the relevant work and I will update your account. (I'm giving myself some discretion to judge here: the project in question needs to be genuine and of a certain level of significance. Changing a few letters and calling it a day doesn't count. :D ).

Posted
3 hours ago, dagobaking said:

You could put them all into a positionTree. Then, when you start that tree on an actor it would open the tree widget nav and allow any kind of menu structure like that.

 

Currently, there isn't a way to hide a position from the wizard. So, they would still appear there also. Would be pretty easy to add a "hide" there though.

 

I *think* I have figured out how to do what I was looking for.  Initially, I copied the structure from the wiki page and the menu worked, only the menu selections actually fired animation 1.  Seems that positionID is required and cannot be omitted or null.  As a work-around, I copied the IdleStop from fallout4.esm to the mod linked that to the top level of each menu branch, which produces the desired effect I was looking for in-game.  

 

Do you foresee any issues with following this method/workaround?

 

<tree id="MyMod Menu">
    <branch id="Weapon Menu" positionID="MyMod_IdleStop">
        <branch id="2Hand Menu" positionID="MyMod_IdleStop">
            <branch id="2Hand 1" positionID="a-2hd01"></branch>
            <branch id="2Hand 2" positionID="a-2hd02"></branch>
            <branch id="2Hand 3" positionID="a-2hd03"></branch>
            <branch id="2Hand 4" positionID="a-2hd04"></branch>
        </branch>
        <branch id="Dual Wield Menu" positionID="MyMod_IdleStop">
            <branch id="Dual Wield 1" positionID="a-dul01"></branch>
            <branch id="Dual Wield 2" positionID="a-dul02"></branch>
            <branch id="Dual Wield 3" positionID="a-dul03"></branch>
        </branch>
    </branch>
</tree>

^ it doesn't like all the tags, but assure you, the close tags are there - and it does work in game.

 

This produced a menu in the widget that looks like:

 

MyMod Menu <-- launches widget

 

  • Weapon Menu      <----idleStop
    • 2Hand 1      <---- actual animation
    • 2Hand 2      <---- actual animation
    • 2Hand 3      <---- actual animation
    • 2Hand 4      <---- actual animation
  • Dual Wield Menu      <----idleStop
    • Dual Wield 1      <---- actual animation
    • Dual Wield 2      <---- actual animation
    • Dual Wield 3      <---- actual animation
Posted

 

7 minutes ago, AWP3RATOR said:

 

Do you foresee any issues with following this method/workaround?

 

I don't see any issues with that. Clever solution.

Posted
1 hour ago, dagobaking said:

** Announcement **

 

The next public release will be changed from Alpha to Beta as AAF now includes most of the primary features originally outlined.

 

Moving forward, there will be early release builds available to Patrons and separate public builds similar to WickedWhims.

 

 

Wow o wow oh WOW BETA HOLY SHIT wow it's in beta

 

Congrats AAF! Can't fuckin wait now

 

I'll just be here sitting on my F5 key...

Posted

Is there a way to bridge fourplay mods to AAF?

 

What I want to achieve is have FP Harassment use AAF, and I don't know how to do that. Please let me know if it's possible, so I don't waste time chasing a losing proposition.

 

Is there a mod similar to FP Harassment or FP Mindless that use AAF?

 

Thanks!

Posted
5 minutes ago, SAC said:

Is there a way to bridge fourplay mods to AAF?

 

What I want to achieve is have FP Harassment use AAF, and I don't know how to do that. Please let me know if it's possible, so I don't waste time chasing a losing proposition.

 

Is there a mod similar to FP Harassment or FP Mindless that use AAF?

 

Thanks!

There is the 4P proxy for AAF. That is included in the compatibility patch (maintained in a different thread).

 

That routes 4P calls to AAF instead of 4P. So, it can make some FP mods work with AAF. It doesn't work perfectly for all 4P mods and I'm not sure about the one you mention. But, worth a try?

Posted
8 minutes ago, dagobaking said:

There is the 4P proxy for AAF. That is included in the compatibility patch (maintained in a different thread).

 

That routes 4P calls to AAF instead of 4P. So, it can make some FP mods work with AAF. It doesn't work perfectly for all 4P mods and I'm not sure about the one you mention. But, worth a try?

 

Thank you, I'll search for that patch, and try it out

 

Posted
5 hours ago, dagobaking said:

Would be pretty easy to add a "hide" there though.

In reference to hiding animations which are in a positionTreeData file - I added an enhancement ticket to your bitbucket ;)

Posted
On 7/22/2018 at 7:30 PM, dagobaking said:

This sounds like there is some other mod that has altered those items form IDs maybe? I suspect that it would work for them if they were running a game with minimal other mods.

Nope. Well, not in my case at least. I use better console so checked. No other mods touched them besides the mods they're already a part of.

Shackles have to be rotated to be placed properly though so maybe for that, the rotation thing is the problem but I'd think more people would complain if that were the case.

 

22 hours ago, VonHelton said:

I turned everything back on, and now I keep getting errors from AAF saying "Actor Not Found"..........

 

After sex, I can't move! 

 

?

 

WTF? It's the same stuff I just had running in a previous save!

 

? ?

 

 

 

 

I've also had this happen. Reinstalling AAF fixed it, though I did install an updated version. Don't think you needed to delete your saves.

Posted
1 hour ago, AWP3RATOR said:

In reference to hiding animations which are in a positionTreeData file - I added an enhancement ticket to your bitbucket ;)

Thank you. I will check that out.

Posted
On 7/23/2018 at 4:31 AM, Vuulgar said:

I am disputing nothing, just giving my own info. I am playing a male main using AAF, AAFFPE and Just Business along with most of the animation packs and I just cruised through the Mechanist quest today no problems at all, I did however have Nick Valentine sit in the wrong chair and wont interview me after rescuing him as an odd, probably unrelated side note. Mechanist with the newest AAF though, no problems at all.

Same issue here... he sits in the chair at the bottom of the room facing the wall while his secretary {am I the first one who imagined her modded to look like the secretary in the famous homonymous movie btw?} takes a seat in front of me at the opposite side of the desk where I guess he's supposed to sit down instead.

 

Posted

Speaking of groups of animations... since I keep on having the same issue I've always had about animations offsets which, as you know from my history here, basically I face anytime Leito's and Crazy animations are involved, I'm just wondering... is there no way to recall different groups of animations in the same way we do select who's gonna get involved in the "lustful affair" so to prevent conflict?

I make an example... FF animations... if I have only Leito's installed they work like a charm, offsets are perfectly correct {I've got amazing snapshots to prove that, some of them I've showed here when I started using AAF} but things start to get messy, and not in the "lustful way" I mean, as soon I've started using Crazy's animations {which since they have the same problem Leito's are I must supposed they "suffer" the same issue} and the Atomic/Mutated pack, which in case of FF "interactions" added four typically lesbo animations not involving any strap-on or other toy. So, in the same way we can select where to get into action, like grounding on the player or the NPCs or selecting a specific piece of furniture, why not to make the same with FF animations as well? It should be enough to add there different selectable groups like "Lesbo", "Strap-on", "FFF... {I know... we're still missing them but I'm faithful they're gonna come in many ways pretty soon}" and so on?

 

I'm a Second Life user where "lustful activities" have a 10+ years of history and where evolution in animations and animated furnitures has reached an evolution only OSA/Osex seems capable of challenging {and I believe there is some background experience in SL which inspired that framework}... if I can give you a suggestion, @dagobaking, I would have a look at the best animation framework in Second Life today, AV Sitter2, which is gone opensource since 2017. Here is the link: https://avsitter.github.io/

It's a different coding language there but the logic is very similar, I believe... so I really hope that can help, someway.

 

 

 

PS: I'm not so keen on Patreon {I started an account there but didn't go through the setting process yet} so I'm not sure what involves the ** Additional Offer/Incentive ** you're talking about but sounds like something pretty cool indeed. I wish I understood more about it... 

Posted

Feature suggestion: I wish there was a place option "Ground at player" in the menu when you are animating NPCs, so you can move them where you want them.

Posted
9 hours ago, dagobaking said:

** Announcement **

 

The next public release will be changed from Alpha to Beta as AAF now includes most of the primary features originally outlined.

 

Moving forward, there will be early release builds available to Patrons and separate public builds similar to WickedWhims.

 

 

 


The mod/framework has come a long way, congratulations Dagobaking! And thank you for your unwavering support and the amount of effort you've put into maintaining and improving it. 

Posted

Is there a way to make AAF strip shoulder bag and holstered weapons? I use Visible Weapons(and some holstered weapon mods for it), and Eferas Shoulder Bags.

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