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Posted

On the subject of that ishidden, I would think you'd want that split up into two settings... one hiding from the Wizard and one hiding from the random picker. As an example, SavageCabbage includes a wall animation designed for the Church Wall. I haven't added any other walls to the XMLs to use that animation with because the random picker might put me on the OUTSIDE of a building because the wall is reversed in a vanilla location and then drop me to my death after the animation concludes. Through the wizard would be OK because I know which wall would be picked... but if I were to add a standard wooden shack wall, those things are used all over the map on the edges of freeways and bridges and skyscrapers.

Posted

So I'm completely stumped, just can't manage to get this mod to work!

 

I've followed the instructions to the letter and when I go for the install in NMM I'm given that the mod may not work with installed mods ect. even knowing I've deleted anything that could possibly conflict? either way I try to continue through the fomod, now, I used to use foreplay but since this came out I deleted it and all mods even slightly connected with it yet the FOMOD manages to pick up on it?

 

If anyone has any suggestions or even solutions I'd greatly appreciate it, thanks!

 

Here's my load order ( I apologize if anyone actually reads through this as its abit hefty) :

 

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCWorkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCWorkshop02.esm
  5  5     DLCWorkshop03.esm
  6  6     DLCNukaWorld.esm
254 FE   0 ccbgsfo4051-dgbox.esl
254 FE   1 ccbgsfo4052-dgdal.esl
254 FE   2 ccbgsfo4053-dggoldr.esl
254 FE   3 ccbgsfo4054-dggreatd.esl
254 FE   4 ccbgsfo4055-dghusk.esl
254 FE   5 ccbgsfo4056-dglabb.esl
254 FE   6 ccbgsfo4036-trnsdg.esl
  7  7     Unofficial Fallout 4 Patch.esp
  8  8     Homemaker.esm
  9  9     XDI.esm
 10  a     ArmorKeywords.esm
 11  b     Loads.esm
 12  c     NewCalibers.esp
 13  d     AAF.esm
 14  e     TortureDevices.esm
 15  f     ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
 16 10     AzarPonytailHairstyles.esp
 17 11     spectacle clean up0.esp
 18 12     Armorsmith Extended.esp
 19 13     Insignificant Object Remover.esp
 20 14     Crafting Workbench.esp
 21 15     Crafting Workbenches - Automatron DLC.esp
 22 16     Crafting Workbenches - Junk Items.esp
 23 17     Crafting Workbenches - Power Armor.esp
 24 18     Crafting Workbenches - Pre War and Manufactured.esp
 25 19     Consistent Power Armor Overhaul.esp
 26 1a     ChrisAnimeEyes.esp
 27 1b     CBBE.esp
 28 1c     ACWD.esp
 29 1d     ShadowedSynthArmor.esp
 30 1e     Brotherhood Power Armor Overhaul.esp
 31 1f     PAMAP.esp
 32 20     D.E.C.A.Y.esp
 33 21     SOTS.esp
 34 22     AlootHomePlate.esp
 35 23     CombatZoneRestored.esp
 36 24     Eli_Armour_Compendium.esp
 37 25     AA FusionCityRising.esp
 38 26     EnclaveX02.esp
 39 27     EndorsCustomCombatArmor.esp
 40 28     EndorsCustomCombatArmor_CFA.esp
 41 29     OutcastsAndRemnants.esp
 42 2a     VisibleCompanionAffinity.esp
 43 2b     IcebreakerCDO-Piper.esp
 44 2c     Walking Side By Side.esp
 45 2d     Companion Infinite Ammo.esp
 46 2e     Homemaker - Streetlights Use Passive Power.esp
 47 2f     Homemaker - Unlocked Institute Objects.esp
 48 30     Tactical Flashlights.esp
 49 31     Tactical Flashlights - Settings.esp
 50 32     ClothingOverhaulSP_XB1_PC.esp
 51 33     Armorsmith All DLCs Patch.esp
 52 34     Sun'sHepsyHair.esp
 53 35     TheKite_CaitSet.esp
 54 36     TheKite_HCD_SynthUniform.esp
 55 37     TheKite_HCD_SynthUniform_Replacer.esp
 56 38     zgcspsexytowels.esp
 57 39     DX_Nurse_Cap.esp
 58 3a     AA Lets Dance.esp
 59 3b     Pip-Boy Flashlight.esp
 60 3c     PIP-Pad.esp
 61 3d     MTO Perk Swap.esp
 62 3e     155mm Howitzer M1.esp
 63 3f     DD_All_the_COncrete.esp
 64 40     MYLadyKillerBed.esp
 65 41     MiscHairstyle.esp
 66 42     Lots More Female Hairstyles.esp
 67 43     Lots More Male Hairstyles.esp
 68 44     MinigunDamage.esp
 69 45     BetterSettlers.esp
 70 46     Wireless Power.esp
 71 47     Sandbag Fortifications - Version 2C.esp
 72 48     ProperStoreAnimation.esp
 73 49     MYBlackWidowBed.esp
 74 4a     JCWBuilder.esp
 75 4b     Vivid Weathers - FO4.esp
 76 4c     Vivid Weathers - FO4 - Summer.esp
 77 4d     Vivid Weathers - FO4 - Far Harbor.esp
 78 4e     Vivid Weathers - Natural Bright.esp
 79 4f     Vivid Weathers - Nuka World.esp
 80 50     Nano Masks FAO.esp
 81 51     Statuary.esp
 82 52     Fusebox Generator.esp
 83 53     infinite_settlement_budget.esp
 84 54     PIP-Pad_Pip-BoyFlashlight.esp
 85 55     Marmo1233 - Immersive Settlers.esp
 86 56     MODGirlyAnimation.esp
 87 57     AA Lets Dance - NPC Version.esp
 88 58     M9.esp 
 89 59     EndorsCustomCombatArmor_AE.esp
 90 5a     EndorsCustomCombatArmor_AzarHair.esp
 91 5b     EndorsCustomCombatArmor_ChromeSynths.esp
 92 5c     EndorsCustomCombatArmor_BoSKit.esp
 93 5d     EndorsCustomCombatArmor_Valdacil.esp
 94 5e     EndorsCustomCombatArmor_VaultSuitDLC_AE.esp
 95 5f     Classic Fallout Music.esp
 96 60     Combat Music Fix.esp
 97 61     More Where That Came From Diamond City.esp
 98 62     DavesPoses.esp
 99 63     Sun's Poses.esp
100 64     Grasslands - Healthy.esp
101 65     Business Settlements.esp
102 66     SettleObjExpandPack.esp
103 67     strong_PA.esp
104 68     strong_PA - AWKCR.esp
105 69     LooksMenu Customization Compendium.esp
106 6a     PIP-Pad_LMCC.esp
107 6b     PD_LowerWeapon.esp
108 6c     ThirdPersonGunDown.esp
109 6d     LovingCurie_1.0.3b.esp
110 6e     Deeper Thoughts with Less Babble (Curie).esp
111 6f     BazoongasWorkShop.esp
112 70     BZW_Autumn_Girl.esp
113 71     BZW_Foxy_Girl.esp
114 72     BZW_Sandals.esp
115 73     DansesWearableHolotags_v01-2.esp
116 74     Galanterie.esp
117 75     The Viceroy.esp
118 76     Shino Poses.esp
119 77     mcgFemaleWalk.esp
120 78     BrighterSettlementLights_ExtraBrightv1.1.esp
121 79     FrenchMaidFO4-CBBE.esp
122 7a     LovingPiper_LCC.esp
123 7b     NoNegativeAffinityNoFucks.esp
124 7c     NoAffinityCooldown.esp
125 7d     BetterSettlersNoLollygagging.esp
126 7e     BetterSettlersCCAPack2.0.esp
127 7f     FOC_NCR_Armors.esp
128 80     MMNCRoverhaul.esp
129 81     FO4Hotkeys.esp
130 82     Z51_MDroid_XPLevelingLinearized.esp
131 83     LOCPoweredDoors.esp
132 84     CompanionWhistle.esp
133 85     Settlement_Markers.esp
134 86     SOTS_AWKCR_AS_Patch.esp
135 87     Shino Clothes.esp
136 88     ALSL Vault Suit Unzipped - vault 111 suits only.esp
137 89     Unzipper.esp
138 8a     Afurn.esp
139 8b     AutoDoors.esp
140 8c     SettleObjExpandPack-AutoDoorsPatch.esp
141 8d     Dark of Commonwealth.esp
142 8e     LovingCait.esp
143 8f     Hot Mama NPCs Added Settlers and Minutemen A.esp
144 90     SSNPC - Minutemen.esp
145 91     KSHairdos.esp
146 92     The Eyes Of Beauty.esp
147 93     CambridgeApartments.esp
148 94     XXXMags.esp
149 95     NukaRadBans.esp
150 96     CheatTerminal.esp
151 97     TheKite_VTS.esp
152 98     Mercenary.esp
153 99     KatanaPack.esp
154 9a     sanctuarybridgeonly.esp
155 9b     ellen.esp
156 9c     DD_AIO Test Mark 1.esp
157 9d     DPAssaultCarbine.esp
158 9e     SkyrimConversions.esp
159 9f     M9 Leveled Lists.esp
160 a0     CWSS Redux.esp
161 a1     MMNCRServiceRifle.esp
162 a2     AkaWaterWorld.esp
163 a3     SSEX.esp
164 a4     OWR_SFM.esp
165 a5     Scrap Everything - Core.esp
166 a6     Scrap Everything - Far Harbor.esp
167 a7     Scrap Everything - Nuka World.esp
168 a8     SickotiksBeasts.esp
169 a9     Invincible Vertibirds.esp
170 aa     WAYN_CompanionTracking.esp
171 ab     Prisoner Shackles.esp
172 ac     Type2MisogiFO4-CBBE.esp
173 ad     Lots More Facial Hair.esp
174 ae     Beautiful Female Settlers v. 2.0 - BS Compatible - VMSR.esp
175 af     mcgFemaleWalk-Granny-eng.esp
176 b0     mcgFemaleWalk-Granny-ru.esp
177 b1     BetterSettlersMortalPack.esp
178 b2     BetterSettlersMostlyMale.esp
179 b3     LMBTOverlays.esp
180 b4     rfortaleza2.esp
181 b5     rfortaleza2-mk1.esp
182 b6     rfortaleza2-mk2.esp
183 b7     rfortaleza2-mk3.esp
184 b8     rfortaleza2-mk4.esp
185 b9     rfortaleza2-mk5.esp
186 ba     rfortaleza2-mk6.esp
187 bb     rfortaleza2-pauldron.esp
188 bc     rfortaleza2-wetsuit1.esp
189 bd     rfortaleza2_AE.esp
190 be     rpampas.esp
191 bf     KKYpampas.esp
192 c0     LESwapAndCreate.esp
193 c1     LESwapAndCreate-AWKCR.esp
194 c2     LooksMenu.esp
195 c3     SkarlettDress.esp
196 c4     hzy-newfurniture.esp
197 c5     Loads of Ammo - Leveled Lists.esp
198 c6     3dscopes-framework.esp
199 c7     3dscopes.esp
200 c8     3dscopes-AddToSpawnList.esp
201 c9     SavageCabbage_Animations.esp
202 ca     Farelle_Animations.esp
203 cb     Mutated Lust.esp
204 cc     Vadermania[AAF_anims].esp
205 cd     Schlong.esp
206 ce     Rufgt's Animations.esp
207 cf     Atomic Lust.esp
208 d0     StartMeUp.esp
 

Posted
3 hours ago, dagobaking said:

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

 

 

I will definitely have a look at that, it's something I wanna investigate how useful that might be... {I will write more about that later in this message}.

 

3 hours ago, dagobaking said:

 

 

 

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.

 

 

Yeah, I think so... the attachment points are always the same... even if I was intrigued by the fact that's possible to work on specific items. I started working on an outfit conversion made combining different mods and they are made even with animations in mind {like those skimpy panties I've modified to uncover specific areas of the body...}...

 

Spoiler

image.thumb.png.79dfb0390dbfb98031e00d68c23afa11.png

 

 

All I'll need are the related authors permissions to be able to make them public. They are just for personal use only, right now, but I guess they would agree with that if the request comes from a group of modders, not just a single one.

 

 

3 hours ago, dagobaking said:

 

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?

 


I would be very honored by that, of course I'm interested. I wouldn't ask anything better than that, believe me.

 

Just keep in mind I'm not so keen with that yet and I'm mostly making conversions of existing outfits and accessories exclusively for my body mod, JPN {JaneBodNatural}, and eventually, in the future, even furniture... but I guess this would be good because I guess other modders are busier with me with their own mods and already a huge amount of work to do there. So yeah... at the end of the day... I'm highly interested indeed!

 

Besides I believe that would be a great push for my mod, as well. So yeah... I've got nothing to lose... ?

 

3 hours ago, dagobaking said:

 

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.

 

So basically I can use that to hide Leito's and other animations I'm not happy with... dunno... would that be better than just disabling via mod managers? 

I believe an even better {in every sense and speaking about future features and updates} option is to assign specific animations packages to specific animations groups... like separating  by genre {hetero, lesbo, gay} or kink {romantic ~ yes, that's a kink indeed! ~ strap-on, aggressive, bdsm}, different group sex {MFM, FMF, MFMM, MFFM...}, on furniture {anything that involves "calling" some furniture for the action} and creatures {Dogmeat ~ even if I would keep that as something unique, since I believe Dogmeat is the companion nobody renounces to ~ supermutants and so on}... eventually either the possibility to swap between any of these categories without actually exiting the scene if that doesn't imply  the risk of having the offset issue happen again.

 

That's probably the best feature Second Life has, when we talk about animating avatars/characters, and would't be a bad approach here. In this sense a major new feature would be having furniture pieces work on their own just as an option {take mods like Locksmith, which add the option to lock doors, as an example... the secret might be there} when we interact with them, instead of starting AAF via Home button... imagine how easier would be}.

That's how Second Life work. I've spent one hour writing a feedback on that, for you, but a problem with the browser made me lose all I wrote, which was a lot and a lot detailed. At this point I will try recording a clip about it, later tomorrow or next week, so you can have a better and more precise idea of how it works there.

 

 

 

Thanks for all you made so far!

Posted
14 minutes ago, astymma said:

On the subject of that ishidden, I would think you'd want that split up into two settings... one hiding from the Wizard and one hiding from the random picker. As an example, SavageCabbage includes a wall animation designed for the Church Wall. I haven't added any other walls to the XMLs to use that animation with because the random picker might put me on the OUTSIDE of a building because the wall is reversed in a vanilla location and then drop me to my death after the animation concludes. Through the wizard would be OK because I know which wall would be picked... but if I were to add a standard wooden shack wall, those things are used all over the map on the edges of freeways and bridges and skyscrapers.

 

I guess I must read your comment as a sign of a started collaboration between you and Dagobaking for the AAF's offset adjusting feature {I call it like that} he did talk about when he announced the beta release... I believe you might find interesting what I wrote in my comment a few minutes ago just about positioning and furniture {or any location possibly involved} and not just because of Leito's and Crazy's offset issue but  because I strongly believe in options like that. in a larger scale perspective.

 

 

Posted
8 hours ago, Rufgt said:

I added isHidden="true" to the defaults and also tried the above line, but the animations still appeared. Something missing?

Hm. I did not test it extensively. So, something could be wrong on my end. Can you send me the mod with attempted use of this? Then I can test that directly and fix if needed.

5 hours ago, astymma said:

On the subject of that ishidden, I would think you'd want that split up into two settings... one hiding from the Wizard and one hiding from the random picker. As an example, SavageCabbage includes a wall animation designed for the Church Wall. I haven't added any other walls to the XMLs to use that animation with because the random picker might put me on the OUTSIDE of a building because the wall is reversed in a vanilla location and then drop me to my death after the animation concludes. Through the wizard would be OK because I know which wall would be picked... but if I were to add a standard wooden shack wall, those things are used all over the map on the edges of freeways and bridges and skyscrapers.

I will consider having two settings. I thought about this before. But, like to start as simple as possible as AAF is already a lot for people to figure out as it is.

 

The wizard was always intended to be for testing animations or using poses. So, this issue should be remedied if/when more mods are made that invoke animations through the API (in the right places, etc.).

5 hours ago, ImSoSickOfPassWordRestets said:

So I'm completely stumped, just can't manage to get this mod to work!

 

I've followed the instructions to the letter 
 

It is unlikely that anyone can/will troubleshoot huge load orders.

 

Try following the troubleshooting guide to the letter. Includes uninstalling all of those mods to get AAF running first and then add the other mods back in slowly, testing as you go, to discover what is breaking your game.

5 hours ago, Khaahan said:

Just keep in mind I'm not so keen with that yet and I'm mostly making conversions of existing outfits and accessories exclusively for my body mod, JPN {JaneBodNatural}, and eventually, in the future, even furniture... but I guess this would be good because I guess other modders are busier with me with their own mods and already a huge amount of work to do there. So yeah... at the end of the day... I'm highly interested indeed!

Cool.

 

So, what I need for initial testing is an armor (could be one of the vanilla armors) in multiple stages as separate armors. Could be a button up shirt buttoned and then unbuttoned. Doesn't really matter which item or what the stages are.

 

When equipment is detected with these stages installed, it will give options to change states when the positionTree nav widget is activated. They will as options there. Like theoretically "Unbutton your shirt."

5 hours ago, Khaahan said:

So basically I can use that to hide Leito's and other animations I'm not happy with... dunno... would that be better than just disabling via mod managers? 

I think that just disabling via mod manager is the way to go for now.

5 hours ago, Khaahan said:

I believe an even better {in every sense and speaking about future features and updates} option is to assign specific animations packages to specific animations groups... like separating  by genre {hetero, lesbo, gay} or kink {romantic ~ yes, that's a kink indeed! ~ strap-on, aggressive, bdsm}, different group sex {MFM, FMF, MFMM, MFFM...}, on furniture {anything that involves "calling" some furniture for the action} and creatures {Dogmeat ~ even if I would keep that as something unique, since I believe Dogmeat is the companion nobody renounces to ~ supermutants and so on}... eventually either the possibility to swap between any of these categories without actually exiting the scene if that doesn't imply  the risk of having the offset issue happen again.

I might consider a "category" system. But, I'm trying to minimize the complexity of the XML files so that its not prohibitive for animators to make packs. So, I don't add more attributes and options lightly. Especially to the animation-related XML files.

 

Also, the wizard was intended to be a basic animation tester rather than a full fledged animation browser. I'm hoping that other mods call the animations in ways that always make sense or maybe ways that allow picking categories, etc.

5 hours ago, Khaahan said:

That's probably the best feature Second Life has, when we talk about animating avatars/characters, and would't be a bad approach here. In this sense a major new feature would be having furniture pieces work on their own just as an option {take mods like Locksmith, which add the option to lock doors, as an example... the secret might be there} when we interact with them, instead of starting AAF via Home button... imagine how easier would be}.

Using that approach, how would you select more than one actor when you click on the furniture?

5 hours ago, Khaahan said:

That's how Second Life work. I've spent one hour writing a feedback on that, for you, but a problem with the browser made me lose all I wrote, which was a lot and a lot detailed. At this point I will try recording a clip about it, later tomorrow or next week, so you can have a better and more precise idea of how it works there.

Ok. Interested to learn more.

42 minutes ago, pimpn3z317 said:

can someone link me AAF LLFP download this site is hard to navigate with search bar

LLFP comes packaged with AAF. So, you don't need to install it separately.

 

FWIW, you can search LL more easily using google like this:

 

site:www.loverslab.com LLFP

 

Posted
18 hours ago, Khaahan said:

 

I guess I must read your comment as a sign of a started collaboration between you and Dagobaking for the AAF's offset adjusting feature {I call it like that} he did talk about when he announced the beta release... I believe you might find interesting what I wrote in my comment a few minutes ago just about positioning and furniture {or any location possibly involved} and not just because of Leito's and Crazy's offset issue but  because I strongly believe in options like that. in a larger scale perspective.

 

 

Oh no, I don't really have the appropriate amount of free time to actually collaborate much these days. However, I can definitely still provide advice for things. I'm also a 10+ year user of Second Life so I know exactly where you're coming from there. As you can see from my sig, I did the positioning mod originally for Sexout so I know the math... although, TBH, it's all simple Pythagoras. All I was suggesting to Dagobaking was an alternate way to implement the isHidden feature.

Posted

Dagobaking... as far as the wizard goes, that is my preferred way of using AAF. We all end up preferring specific animations out of the packs of animations made available to us so I tend to use the wizard in order to get the right animation I want. Now, I understand that in the future, we'll likely have something that is dialog driven that does the same thing as the wizard and that is probably preferable... but OSA/OSex did fine with the pure wizard approach.

 

Also... if you wanna know how Second Life handles all this, I can help there too... been a developer there for over 10 years. The main difference you'd find between modding an animation system there vs here in Fallout is that everyone interacting with furniture in Second Life is an active player. It uses permission based event systems so once you grant permission to animate, you can then be animated by what you granted permission to. I think what they were talking about was more making the furniture item be the "wizard". You click the furniture or sit on the furniture and are then presented with a menu of available animations and "nearby" partners.

Posted
5 minutes ago, astymma said:

Dagobaking... as far as the wizard goes, that is my preferred way of using AAF. We all end up preferring specific animations out of the packs of animations made available to us so I tend to use the wizard in order to get the right animation I want.

You're definitely not alone. The wizard ended up being more of a focus than I expected. So, I will put more effort than planned into improving it.

5 minutes ago, astymma said:

Now, I understand that in the future, we'll likely have something that is dialog driven that does the same thing as the wizard and that is probably preferable... but OSA/OSex did fine with the pure wizard approach.

Not sure if you've seen it. But, there is a second UI widget now. I need to think of a better name for it. But, it's the "positionTree widget". This is similar to OSA navigation where you can pick animations step by step.

 

The idea is that we eventually have multiple of these OSA-style navigation menus with different themes (romantic, naughty, combo, whatever). And then other mods boot them up based on dialogue or other game triggers.

 

So, it's kind of a combination of OSA and Sexlab ideas.

5 minutes ago, astymma said:

 

Also... if you wanna know how Second Life handles all this, I can help there too... been a developer there for over 10 years. The main difference you'd find between modding an animation system there vs here in Fallout is that everyone interacting with furniture in Second Life is an active player. It uses permission based event systems so once you grant permission to animate, you can then be animated by what you granted permission to. I think what they were talking about was more making the furniture item be the "wizard". You click the furniture or sit on the furniture and are then presented with a menu of available animations and "nearby" partners.

Thank you for the clarification.

 

Something like that could be possible. But, it would have to work around the vanilla UI which I think would get in the way quite a bit because it gives its own options for furnitures/objects. Those menus can be adjusted too. But, they are not a good format for choosing multiple nearby partners, etc.

 

The other problem there is that there are many objects that people might want to make animations for that dont have any interaction code set up on them. So, in order to make it work that way, the animator would have to modify the item in the CK. It becomes more intrusive as a mod and also harder for animators to figure out.

 

I'd like to make something that is just as easy to use. But, might have to navigate around obstacles in FO4 that Second Life doesn't seem to have.

Posted
6 hours ago, ImSoSickOfPassWordRestets said:

@dagobaking well tbh I needed to do some spring cleaning! I'm just going to do a clean reinstall of the game and install your mod early on to see what's going to work with it, if it's any help I could post on here any conflicting mods? thanks in any case.

Any news about conflicts is always welcome.

Posted

@dagobaking

Great Job on the Mod and 

I did try a few of the animations from existing mods. Loving the features so far.

 

Hope to see more soon, concerning contrable expressions and Phenomes usage (Keeping the mouth open etc)

 

Kudos and Keep Up the great work.

Posted
8 minutes ago, ZaZ said:

@dagobaking

Great Job on the Mod and 

I did try a few of the animations from existing mods. Loving the features so far.

 

Hope to see more soon, concerning contrable expressions and Phenomes usage (Keeping the mouth open etc)

 

Kudos and Keep Up the great work.

Thank you!

 

I would love to improve options for expressions. Unfortunately, FO4 is more closed than Skyrim is in that area. So, some kind of workaround is needed. I would definitely welcome anyone pitching in to help with a solution for this as well.

 

Maybe an F4SE plugin that gives access to phenomes?

Posted
10 minutes ago, dagobaking said:

Thank you!

 

I would love to improve options for expressions. Unfortunately, FO4 is more closed than Skyrim is in that area. So, some kind of workaround is needed. I would definitely welcome anyone pitching in to help with a solution for this as well.

 

Maybe an F4SE plugin that gives access to phenomes?

Yes,

It probably needs a plugin like MFG console

I was discussing with a few other modders about this , But I really cant help out with code.

Will paste what I had put forth

 

Not sure if this helps regarding the open mouth for gags and oral sex animations.

I looked into the CK once more and this time for those lip-sync files used for dialogue.

 

Character/Race/HumanRace - Phoneme Mapping

Character/Race/HumanRaceSubGraphData - Phoneme Mapping

 

It lists out the Names for FaceFX Phonemes and their Phoneme Targets (Not sure it was wise to edit anything)

 

 


Phonemes.jpg
 

 

Also there seems to be a function called "Modify FaceGen"

 

 


MFG.jpg
 

 

 

Maybe we do need an F4SE Plugin to get it to work.

A mod similar to MFG Console has been made for Skyrim SE

https://www.nexusmods.com/skyrimspecialedition/mods/12919

 

Any thoughts ?

Posted

still having the same issues with this mod for some reason? I've completely uninstalled all my mods, uninstalled the game, scrubbed my drive squeaky clean of any leftovers and began the modding process from the start. 

 

So I've only a few cosmetic mods and looks menu framework mods but nothing more than that then checking everything was working fine, it was! 

I Then went about installing AAF along with Atomic Lust and any requirements but im told on the FOMOD again that the installed mods render it unusable and it still somehow picks up foreplay?

 

I feel like a real drag because I must be just about the only person with this issue but after about 3 hrs of trying to figure this out i'm nowhere? 

 

my load order atm:

 

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCworkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCworkshop02.esm
  5  5     DLCworkshop03.esm
  6  6     DLCNukaWorld.esm
254 FE   0 ccbgsfo4051-dgbox.esl
254 FE   1 ccbgsfo4052-dgdal.esl
254 FE   2 ccbgsfo4053-dggoldr.esl
254 FE   3 ccbgsfo4054-dggreatd.esl
254 FE   4 ccbgsfo4055-dghusk.esl
254 FE   5 ccbgsfo4056-dglabb.esl
254 FE   6 ccbgsfo4036-trnsdg.esl
  7  7     Unofficial Fallout 4 Patch.esp
  8  8     AAF.esm
  9  9     CBBE.esp
 10  a     LooksMenu.esp
 11  b     The Eyes Of Beauty.esp
 12  c     ChrisAnimeEyes.esp
 13  d     KSHairdos.esp
 14  e     LMBTOverlays.esp
 15  f     Lots More Female Hairstyles.esp
 16 10     MiscHairstyle.esp
 17 11     AzarPonytailHairstyles.esp
 18 12     Sun'sHepsyHair.esp
 19 13     LovingCait.esp
 20 14     LovingCurie_1.0.3b.esp
 21 15     LooksMenu Customization Compendium.esp
 22 16     LovingPiper_LCC.esp
 23 17     Rufgt's Animations.esp
 24 18     Atomic Lust.esp
 

Posted

Ever since the Fallout 4 and FOSE update, AAF no longer works. I didn't update the game until maybe a day or two after FOSE updated, to make sure all of my other mods that relied on script extenders were also updated, then updated them all in one go, including AAF. The esm and esp files are still in my load order, and they're still selected, but when I boot the game, I don't get the white debug text that shows up on the left side of the screen when you first load the game, and the hotkeys don't do anything. It was working perfectly before I updated Fallout 4.exe and FOSE, and I'm not getting any pop up errors from AAF, so I don't know what the issue could be.

Posted
46 minutes ago, ZaZ said:

Yes,

It probably needs a plugin like MFG console

I was discussing with a few other modders about this , But I really cant help out with code.

Will paste what I had put forth

 

Not sure if this helps regarding the open mouth for gags and oral sex animations.

I looked into the CK once more and this time for those lip-sync files used for dialogue.

 

Character/Race/HumanRace - Phoneme Mapping

Character/Race/HumanRaceSubGraphData - Phoneme Mapping

 

It lists out the Names for FaceFX Phonemes and their Phoneme Targets (Not sure it was wise to edit anything)

  Hide contents

 


Phonemes.jpg
 

 

Also there seems to be a function called "Modify FaceGen"

  Hide contents

 


MFG.jpg
 

 

 

Maybe we do need an F4SE Plugin to get it to work.

A mod similar to MFG Console has been made for Skyrim SE

https://www.nexusmods.com/skyrimspecialedition/mods/12919

 

Any thoughts ?

Interesting. I think that what you are showing indicates that they are using the same or a very similar system to Skyrim. So, the same approach to MFG should be possible.

 

C++ is just one language I don't much experience with. So, it's over my head.

 

I just sent a message to the author of that SE MFG mod to see if they were interested in doing the same for FO4. They might even be able to re-use some of that code.

28 minutes ago, ImSoSickOfPassWordRestets said:

I feel like a real drag because I must be just about the only person with this issue but after about 3 hrs of trying to figure this out i'm nowhere? 

Try starting from an even simpler install. The bare minimum installed with AAF. Use a simple pose pack instead of an animation pack with dependencies.

 

The goal is to get it working period as a base and then build from there.

Posted
13 minutes ago, kraoro said:

Ever since the Fallout 4 and FOSE update, AAF no longer works. I didn't update the game until maybe a day or two after FOSE updated, to make sure all of my other mods that relied on script extenders were also updated, then updated them all in one go, including AAF. The esm and esp files are still in my load order, and they're still selected, but when I boot the game, I don't get the white debug text that shows up on the left side of the screen when you first load the game, and the hotkeys don't do anything. It was working perfectly before I updated Fallout 4.exe and FOSE, and I'm not getting any pop up errors from AAF, so I don't know what the issue could be.

FOSE?

Posted
30 minutes ago, dagobaking said:

F4SE

 

Have you tried a new game?

No, because I'd have to go through the entire intro again.

Posted
51 minutes ago, dagobaking said:

Interesting. I think that what you are showing indicates that they are using the same or a very similar system to Skyrim. So, the same approach to MFG should be possible.

 

C++ is just one language I don't much experience with. So, it's over my head.

 

I just sent a message to the author of that SE MFG mod to see if they were interested in doing the same for FO4. They might even be able to re-use some of that code.

Yep, 

One can only hope, They make an equivalent.

 

Posted
31 minutes ago, kraoro said:

No, because I'd have to go through the entire intro again.

That's probably the issue. You're using an old save.

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