astymma Posted July 28, 2018 Posted July 28, 2018 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.
ImSoSickOfPassWordRestets Posted July 28, 2018 Posted July 28, 2018 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
Khaahan Posted July 28, 2018 Posted July 28, 2018 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 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!
Khaahan Posted July 28, 2018 Posted July 28, 2018 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.
pimpn3z317 Posted July 29, 2018 Posted July 29, 2018 can someone link me AAF LLFP download this site is hard to navigate with search bar
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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
ImSoSickOfPassWordRestets Posted July 29, 2018 Posted July 29, 2018 @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. 1
astymma Posted July 29, 2018 Posted July 29, 2018 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.
astymma Posted July 29, 2018 Posted July 29, 2018 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.
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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.
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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.
ZaZ Posted July 29, 2018 Posted July 29, 2018 @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. 1
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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? 1
ZaZ Posted July 29, 2018 Posted July 29, 2018 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) Also there seems to be a function called "Modify FaceGen" 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 ?
ImSoSickOfPassWordRestets Posted July 29, 2018 Posted July 29, 2018 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
kraoro Posted July 29, 2018 Posted July 29, 2018 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.
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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 Also there seems to be a function called "Modify FaceGen" Hide contents 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. 1
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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?
kraoro Posted July 29, 2018 Posted July 29, 2018 2 minutes ago, dagobaking said: FOSE? Fallout Script Extender.
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 11 minutes ago, kraoro said: Fallout Script Extender. F4SE Have you tried a new game?
kraoro Posted July 29, 2018 Posted July 29, 2018 30 minutes ago, dagobaking said: F4SE Have you tried a new game? No, because I'd have to go through the entire intro again.
ZaZ Posted July 29, 2018 Posted July 29, 2018 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. 1
Sulphur.999 Posted July 29, 2018 Posted July 29, 2018 23 minutes ago, kraoro said: No, because I'd have to go through the entire intro again. https://www.nexusmods.com/fallout4/mods/18946
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 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.
dagobaking Posted July 29, 2018 Author Posted July 29, 2018 28 minutes ago, ZaZ said: Yep, One can only hope, They make an equivalent. Will keep everyone posted.
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