dagobaking posts
Captain's Log, Stardate 32423.1
Hello! I'm back after some time away for work. Just thought I would write a quick post to update where things are at and a few thoughts about dev strategy.I'm about to release another build with some good updates, fixes and new feature support. There could be some delay in seeing the results of that since other modders need to implement the new features, update their existing AAF mods, etc.Over the last few weeks, I feel that trying to constantly shift gears between bug fixing and writing new features has slowed my productivity over-all...
Alpha 49
## [Alpha 49] - 2018-05-06### Fixed- Plugin dependency check.- Using furnitures from plugins.
Alpha 48 Posted
1. Fixed ability to add notes to XML files. Hopefully, not at too much of a performance hit. Can tone down later if needed. ie. Don't remove comments from larger files that won't have them (like animation xml).2. Added ability to alter hotkeys (using DirectX Scan Codes in AAF_settings.xml)3. Added toggle in AAF_settings.xml to prevent going into first person view when an animation on the PC exits.5. Expanded equipment controlling to cover more bipedslots. Is configurable in settings.6. Added notes to some XML files.
Alpha 47 Posted
Easter egg. Finally finished code restructure. All XML nodes classified. Fixed issue causing non-English installs to incorrectly identify races. Translation files updates/fixes thanks to @CGi
Alpha 46 Posted
Fixed condition node in equipmentset xml. Adjusted equipment handling to account for non-equipment items. Fixed addEquipment, removeEquipment nodes. Fixed issue with API initiated scenes using wrong ID. Added "fast exit". Press [End] button a second time to skip waiting for the current animation loop to complete. A lot more restructuring of code. Almost finished with that.
Build 45
Per usual, I will post the FOMOD version in public channels when available.This build might be a bit boring for end users in the short term. It represents a lot of restructuring work under the hood. This will help improve speed of adding new features in the long run. But, doesn't look/work much different than previous builds.I did fix a few small issues here and there. The position list now sorts alphabetically. Etc.
Check it out!
Reviewed by Ikari.
Alpha 43
Will post FOMOD in public channels when it's ready.1. Added more intelligent back-up routine to try to get actors to start travel package when/if it fails to start the first try.2. Added sorting of lists in the wizard. This can be turned off in settings for efficiency.3. Fixed actor scanning so that actorType xml works.4. Added a placeholder "BUSY" indicator to give UI immediate feedback on button press. Will make something prettier eventually.5. Added partial functionality for filtering animations by race.
TEQUILAFIX Build Alpha 42
Will post the FOMOD version to public channels as soon as CG packages that up.1. Added error message for broken startups so people don't think the game is working when startup failed but its still semi-functional.2. Added reminder in wizard to select at least 1 actor before proceeding.3. Added French, Portuguese and Russian translations. Thank you @hkheung, @polistrio, @Di3sIrae and @fedim !4. Reconfigured packages to hopefully create greater compatibility with other mods.5. Added filtering out dead actors from wizard options.
HOTFIX Build Alpha 40
I will post the FOMOD version to public channels tomorrow once CG is able to package that up. But, in the meantime, I wanted to get this out ASAP as it has a small but critical esp config fix. It has been in the esp since version 33 and was causing instability.This version should run much better for many people.It also includes a font improvement and a new setting that allows disabling the flycam for those who want that.
Build 37 Posted
Added improved error routine to tell user when an XML has formatting that can't be parsed. Added improved error routine to tell user when a needed plugin is missing or inactive. Finished location filtering. AAFdynamically searches for only the furnitures that can potentially be used (cutting down on search time). Added comment handling to XML parser. XML can now include comments with <!-- --> tags. Added translation capabilities. Let me know if you are interested in translating the mod. All languages other than English and German currently...
Alpha 33 Posted
Adjusted font size. Included LLFP in package. Added distance in wizard to help distinguish multiple actors/locations with same name (option to turn distance off in settings if preferred) Fixed mislabeled actor state. Some other small cosmetic updates. Made wizard furniture searching/filtering more efficient. Fixed the API. It was broken during implementation of the fix for the player-freeze bug. (It might require starting from a save that hasn't had AAF loaded in order to see this fix.) Posting a Compatibility Patch installer by @CGiwhere ...
Alpha 28 and Patches for Two Pose Packs
4/22/18 - AAF DavesPoses2Patch 1 and AAF SunsPoses Patch 1 Patches that make these two pose packs compatible with AAF. (You still need to download the actual pose packs as well! Here and here.4/22/18 - AAF 28 Alpha Wrestling with the same "actors frozen" bug. I know I've posted builds that I thought fixed this about 5 times now. But, I think this may be the one. Please let me know if it continues to happen. Increased the recommended fMinPlayerMoveToDistForLoadScreen value in Fallout4Custom.ini to 2000. This is to match the scan area...
Alpha 26 Posted!
Added protectedEquipment system that prevents AAF from removing equipment that has a keyword listed in protectedEquipment xml. Added action system. Defines in xml the basic actions that are happening in animations. Data used to drive many other systems that are coming soon. Had to make further revision to actor locking mechanics. Turns out that snapping actors to furniture prevents them from changing animations later! Now using the same mechanics for both PC and NPC. Works pretty well. But, has some limitations with PC on furniture. Will be wo...
Good news!
I've been wrestling with a perplexing bug for the last several days. But, I seem to have fixed it. Turns out that the main .esp file was somehow corrupt. After rebuilding the entire thing, the bug was gone! Not really an easy thing to deduce to when it could be 1000 other things.Anyway, I should be able to post a new build [this weekend]. There is a "fun" bug (fun bugs are part of new features in areas of code that are easier to work with) that I had been working on before this nightmarish one showed up. Just need to finish that and...
Alpha 21 Posted
Fixed hard dependency on 4P Proxy.Fixed bug preventing "OnStartAnimation" events from going out.Fixed clothes-related error showing up in logs. Not sure if it was consequential.Tested SEU start scene working.Tested Mindless start scene working.Tested Just Business starting and reporting animation start.Fixed issue that caused UI to clip off-screen when some other UI mods are running.
Alpha 19 Posted
Major re-write of code that handles actor references. This may fix a lot of 4P dependent mods that had not worked previously. Please report any bugs!
Alpha 18 Posted
Added morphSet system. Allows changing morphs at beginning and end of positions and also per animation. Added condition layer to both morphSet and equipmentSet. Allows setting conditions for different morphs and equipment (ie. unequip this body slot if actor is female). Improved cancelling routines. So, crashes should recover more often. Cancelling at different stages of animation shouldn't break. Many small fixes. Added AAF_DOF_Patch. This is a patch for DOF. All it does is remove most of the DOF scripts because they interfere with the AA...
Alpha 17 Posted
Fixed issue that showed female player characters as male when starting from a brand new game. Improved alignment process for player involved scenes. Appears to align properly every time. But, does still do the fade out. I believe I know a way to eliminate the fade out. But, it will require a significant re-write of the locking code. Putting that as a lower priority since the fade out is a relatively small nuisance. Player alignment on furniture scenes works. But, it then jitters intolerably. I have reached out to jaam to see if there is a poss...
Alpha 15 Posted
Fixed issue that had broken 4P Proxy. Tested with 4P SEU and that works. Please let me know if other 4P dependent mods don't work.Made a significant improvement to animation syncing. Before, animation timing would sometimes be off.Still working on getting alignment when player is involved to work better again. So, added several "lock modes" that can be switched in settings if you want to try out different methods in your game.
UI Overlay Foundation In
The layout and icons are just things I threw together quickly as placeholders so I could focus on development. So, they are not by any means final.Right now, they function almost like debugging tools. In the future, I will probably remove some of the state-change information and just include icons/info that is about gameplay.Latest build: https://www.loverslab.com/files/file/5584-advanced-animation-framework/
Alpha 13 Released
Updates:Previous version was missing an important file. Fixed.Added equipmentSetData.xml. This allows modders to define what clothing slots get removed or replaced before and after animations.Added debugging features to help troubleshoot when things don't work.Added dependency checks and warnings.Cleaned up code in various places.Added offset features to adjust positioning of animations for various circumstances (playing ground animations on top of an object, playing animations positioned in various ways, etc.)Fixed the "Ghost Disturban...
Initial Alpha Build Posted!
I'm excited to finally release this. There are still a lot of rough edges to work out and it might be kind of anti-climactic right now because there are no animation packs available for it yet.I did include a guide on how to make animation packs. So, hopefully animators start doing that soon.Thank you for your support and please let me know if you have any questions, ideas, feedback!
AAF Alpha Update
Made good progress today on some of the last few tasks needed for alpha release. Should be posted within one or two days.













