Sulphur.999 Posted July 27, 2018 Posted July 27, 2018 38 minutes ago, gizmo1206 said: near the bottom where as aaf's a esm so its near the top and animations are near the top for esp's Are your animations before or after looksmenu?
gizmo1206 Posted July 27, 2018 Posted July 27, 2018 37 minutes ago, Sulphur.4724 said: Are your animations before or after looksmenu? there after looksmenu,just tried putting looksmenu after the animations and still no morphs
Sulphur.999 Posted July 27, 2018 Posted July 27, 2018 24 minutes ago, gizmo1206 said: there after looksmenu,just tried putting looksmenu after the animations and still no morphs Ya got me brother. I would have recommended after but only because that's what mine is. Your setup looks like mine. I dunno.
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 Now in Beta! Â ## [Beta 1] - 2018-07-27 ### Fixed - Issue causing quests to stall after running an animation. ### Added - Actor array to error event data so that mods using AAF can do clean-up/reset on affected actors if needed. - isHidden attribute in position XML. This is for hiding positions from gameplay if they should only be used through a positionTree or the API. 8
Rufgt Posted July 28, 2018 Posted July 28, 2018 13 minutes ago, dagobaking said: - isHidden attribute in position XML. This is for hiding positions from gameplay if they should only be used through a positionTree or the API. Sweet. How would I implement this into my positions?
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 6 minutes ago, Rufgt said: Sweet. How would I implement this into my positions? You can put it into each position node. Like: Â <position id="YOUR POSITION 1" animation="your_animation_1" isHidden="true" tags="pose"/> Â Or, you could put isHidden="true" in the default node if you want it to apply to every position in one XML file. I think it would make sense to just use the default node method and group all of your tree-only positions into one XML.
forgets Posted July 28, 2018 Posted July 28, 2018 23 minutes ago, dagobaking said: Now in Beta! Â Congrats, Dago! 1
VonHelton Posted July 28, 2018 Posted July 28, 2018 I hope stripping has been addressed......... Â ? Â Â Â
AWP3RATOR Posted July 28, 2018 Posted July 28, 2018 12 hours ago, dagobaking said: You can put it into each position node. Like: Â <position id="YOUR POSITION 1" animation="your_animation_1" isHidden="true" tags="pose"/> Â Or, you could put isHidden="true" in the default node if you want it to apply to every position in one XML file. I think it would make sense to just use the default node method and group all of your tree-only positions into one XML. Works like a charm, thanks! 1
gizmo1206 Posted July 28, 2018 Posted July 28, 2018 well i did a fresh install and morphs still dont carry over anyway heres my new load order Fallout 4 Load Order.txt
Sulphur.999 Posted July 28, 2018 Posted July 28, 2018 22 minutes ago, gizmo1206 said: well i did a fresh install and morphs still dont carry over anyway heres my new load order Fallout 4 Load Order.txt Are you on all the latest? AAF, f4se, etc for the newest FO4? I'm asking because I just updated all my shit and have started a new save. I have the same load order and extra mods that I had so I can see if it changed.
VonHelton Posted July 28, 2018 Posted July 28, 2018 I'm several days in, and no errors on an all AAF build. Â (The disappearing raider bugg is a Beth Bugg). Â ? Â Â Â
gizmo1206 Posted July 28, 2018 Posted July 28, 2018 1 hour ago, Sulphur.4724 said: Are you on all the latest? AAF, f4se, etc for the newest FO4? I'm asking because I just updated all my shit and have started a new save. I have the same load order and extra mods that I had so I can see if it changed. all newest version and it was a new save
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 2 hours ago, gizmo1206 said: well i did a fresh install and morphs still dont carry over anyway heres my new load order Fallout 4 Load Order.txt Test with none of those mods installed. Just AAF and immediate dependencies and CBBE with morphs.
Khaahan Posted July 28, 2018 Posted July 28, 2018 14 hours ago, dagobaking said: You can put it into each position node. Like:  <position id="YOUR POSITION 1" animation="your_animation_1" isHidden="true" tags="pose"/>  Or, you could put isHidden="true" in the default node if you want it to apply to every position in one XML file. I think it would make sense to just use the default node method and group all of your tree-only positions into one XML.  Alright... downloaded, installed... tried. I haven't see any big visible change but I guess that line you mentioned is the secret for enjoying the Beta release. I'm just trying to figure out where to put that scripted line...  Besides... all those features listed on the Nexus page... does any of them require some new knowledge {i.e. a sorta guide}?   I've got also some weird behavior using some 4Play mods like Prostitution and others... but I guess that's got no relation with AAF, if not because of some error in my modslist order.    P.S.: I made a few conversions of a few outfits' items and more are close to come... I will gladly share them as soon as I get the permissions from the related authors, together with my brand new JBN body, whose I shared some screeshot not too long ago. I would be enthusiast of starting some collaboration, specially with animations makers, to create new and original mods with AAF full compatibility. I will send you an invite to my Discord dedicated channel to those who're gonna make me a private request or post it here or on the Dagoba channel on Discord if Dagobaking grants me permission to do so.
Sulphur.999 Posted July 28, 2018 Posted July 28, 2018 55 minutes ago, gizmo1206 said: all newest version and it was a new save I'll keep an eye on mine for ya, see if they are borked too. I just started the save tho so it'll be a minute. As soon as I get some settlers in sanctuary I'll get to makin' 'em muffin' tops asap.
gizmo1206 Posted July 28, 2018 Posted July 28, 2018 41 minutes ago, dagobaking said: Test with none of those mods installed. Just AAF and immediate dependencies and CBBE with morphs. without a mod that morphs how would i know if its working? since my only mod that causes morphs is family planning
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 32 minutes ago, Khaahan said:  Alright... downloaded, installed... tried. I haven't see any big visible change but I guess that line you mentioned is the secret for enjoying the Beta release. I'm just trying to figure out where to put that scripted line... There isn't a big visible change.  The major features are in place. The API has been more developed and adjusted. So, I felt that alpha status no longer applies. 32 minutes ago, Khaahan said:  Besides... all those features listed on the Nexus page... does any of them require some new knowledge {i.e. a sorta guide}? There is a wiki (link in my signature) that goes over the files/mechanics/API.  Many of the features are in place but are not yet utilized by other mods. It's a framework. So, the idea is that others will tie new mods into it for animation related functions. 32 minutes ago, Khaahan said:   I've got also some weird behavior using some 4Play mods like Prostitution and others... but I guess that's got no relation with AAF, if not because of some error in my modslist order. Yes. Issues with 4Play would not be related to AAF. 32 minutes ago, Khaahan said: P.S.: I made a few conversions of a few outfits' items and more are close to come... I will gladly share them as soon as I get the permissions from the related authors, together with my brand new JBN body, whose I shared some screeshot not too long ago. I would be enthusiast of starting some collaboration, specially with animations makers, to create new and original mods with AAF full compatibility. I will send you an invite to my Discord dedicated channel to those who're gonna make me a private request or post it here or on the Dagoba channel on Discord if Dagobaking grants me permission to do so. I am definitely interested in learning more. That said, I think the best approach would be for you to announce the project and/or discord in its own thread.
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 6 minutes ago, gizmo1206 said: without a mod that morphs how would i know if its working? since my only mod that causes morphs is family planning Use looksmenu to change the morphs. You should be able to change the same belly morph that FPE uses this way.
gizmo1206 Posted July 28, 2018 Posted July 28, 2018 33 minutes ago, dagobaking said: Use looksmenu to change the morphs. You should be able to change the same belly morph that FPE uses this way. well now its working(kinda wish i checked to see it the looks menu slider would of worked before i uninstalled everything) Â Load Order: Spoiler GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 AAF.esm=1 LooksMenu.esp=1 CBBE.esp=1 Rufgt's Animations.esp=1 Atomic Lust.esp=1 Mutated Lust.esp=1 Vadermania[AAF_anims].esp=1 Â
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 Ok. Good. Â So, the next step is to re-introduce the other mods in small groups and test again until it stops working. Then you can identify what is causing things to break.
Khaahan Posted July 28, 2018 Posted July 28, 2018 Thanks for replying, Dagobaking.  Speaking of this line... <position id="YOUR POSITION 1" animation="your_animation_1" isHidden="true" tags="pose"/>  ...where is that supposed to go? What's the function it has, exactly?   Speaking of the Wiki... of the equipmentSet XML in particular... I guess that's a file I should create and include within an AAF folder in any mod {like a conversion or other} about outfits/weapons I eventually make, or I use {which do not get detached during a scene}... am I right? Or should be put into the AAF folder related to the animations?    PS: Just can't wait for the offset adjustment support... I'm thinking to disable the Leito's and Crazy animations packages till that comes...
dagobaking Posted July 28, 2018 Author Posted July 28, 2018 4 minutes ago, Khaahan said: Thanks for replying, Dagobaking.  Speaking of this line... <position id="YOUR POSITION 1" animation="your_animation_1" isHidden="true" tags="pose"/>  ...where is that supposed to go? What's the function it has, exactly? It's for hiding certain positions that don't make sense as stand-alone animations.  More info about it in context here: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/position.md#!position 4 minutes ago, Khaahan said:   Speaking of the Wiki... of the equipmentSet XML in particular... I guess that's a file I should create and include within an AAF folder in any mod {like a conversion or other} about outfits/weapons I eventually make, or I use {which do not get detached during a scene}... am I right? Or should be put into the AAF folder related to the animations? equipmentSet kind of has multiple purposes. To some degree, its more of a user preference file because people often want to tailor what equipment gets unequipped and when. It can also be used to equip items that make sense per animation (like strap-ons).  I don't see it as something to be included with outfits. But, possibly with animations depending on what the animations are about.  I do have plans for a future feature that would go with outfits. The idea is that one outfit would actually be multiple outfits with an AAF XML that defines them as different states. This would be used to make an outfit have various states of undress (rather than just off/on).  It would be great for me to work with someone like you that wants to make outfits to make a good test example of the outfits while I work out the code. Interested? 4 minutes ago, Khaahan said: PS: Just can't wait for the offset adjustment support... I'm thinking to disable the Leito's and Crazy animations packages till that comes... I hear you. I can't say that I am excited about that one as it's going to be a bit of a bear to implement and test.
Rufgt Posted July 28, 2018 Posted July 28, 2018 16 hours ago, dagobaking said: <position id="YOUR POSITION 1" animation="your_animation_1" isHidden="true" tags="pose"/> I added isHidden="true" to the defaults and also tried the above line, but the animations still appeared. Something missing?
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