The public version is now live. For those who are using the test version, the public one IS slightly different (even though it is same version number). It has one small fix. So, you will want to upgrade to that (available on the AAF discord server in the #aaf_public_release channel).
Next step is for me to better document all of these new features on the wiki. There will be a short delay due to IRL obligations. But, I will get that done asap.
Thank you everyone for your support!...
2024-07-24 14:54:47 +0000 UTC
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The first release out of beta is here for a quick test phase. For patrons ($3+), you can download it from the #aaf_test_release channel on the AAF discord channel.
Provided that testing goes well and no major issues come up, this version will be made public within a few days as well.
# Version 1.0
7/21/24
## Added
- MCM about page.
- 3 new file types.
- Optimizations to action XML and handling.
- Optimizations to animation XML and handling.
<...
2024-07-22 21:24:25 +0000 UTC
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Updated
- LLFP to v50 for NG compatibility
Fixed
- Animations not starting when a location is designated through tags rather than direct setting entry.
- Re-fixed fonts.
Added
- Clarifications to Error 44. Included the target location so users can potentially catch more issues when troubleshooting.
- ignoreActorLocations setting to SceneSettings. This allows turning off actor locations as options for the scene.
- Fallback routine that trie...
2024-07-13 20:53:04 +0000 UTC
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Moving forward, all downloads (including AAF versions) are only going to be available on discord.
Please let me know if you have any trouble getting your Patreon role ("Captain") on the AAF discord server. That role is what allows you to see and download the latest AAF there.
I apologize for any inconvenience. This will help streamline file delivery (not posting the same file to several places) and hopefully resolve complaints some users have had about the public version host (mod...
2024-03-11 08:05:25 +0000 UTC
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1. Adds location control for tongue nodes.
2. Fixes an issue with auto re-size on publish.
(Click moddingham.com link above to download.)
2024-03-04 00:17:26 +0000 UTC
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This version not for re-distribution. Private testing purposes only.
Upgrades for the animation kit:
- Improved rigs (added controls for missing zex bones)
- Add-on has one-button publish.
- Add-on auto re-scales for FO4.
- Manual buttons still there for advanced use.
- Expanded instructions.
- Rig meshes include tri files. So, expressions can be changed in Blender.
- Various fixes, stability improvements for add-on.
2024-02-26 01:50:00 +0000 UTC
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* This version not for re-distribution. Private testing purposes only. *
Here's an animation kit that should make it easier to animate from Blender compared to currently available tools.
Kit Features:
1. Control rigs for male and female human characters made with Rigify with additional customization for automated wrist twisting, shoulder rotation and moveable root location.
2. Custom Blender plug-in for more easily publishing separate FBX files for each character, baki...
2024-01-28 01:17:32 +0000 UTC
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This is a script that eases the pain of converting Fallout 4 animations from Blender FBX to HKX.
Instead of having to go through the Havok Content Tool panel, etc. this script allows you to drag and drop your folder containing FBX and it auto-converts them all, using the same names, without any further steps.
Instructions included within zip.
2023-11-16 23:34:15 +0000 UTC
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As some of you undoubtedly know there has been a bit of drama in the animation framework space recently. Please let me know if you have any questions about that.
The internet can sometimes be a difficult place to gauge because relatively few people can make a lot of noise. I'd be lying if I said I haven't thought twice about whether or not I should just stop modding altogether.
But, your consistent and growing support is a reminder that the noise doesn't always represent the real ...
2023-09-20 23:26:43 +0000 UTC
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[Beta 172] - 2023-07-23
Fixed
- Animations not starting when a location is designated through tags rather than direct setting entry.
- Re-fixed fonts.
Added
- Clarifications to Error 44. Included the target location so users can potentially catch more issues when troubleshooting.
- ignoreActorLocations setting to SceneSettings. This allows turning off actor locations as options for the scene.
- Fallback routine that tries altern...
2023-07-28 02:02:30 +0000 UTC
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## [Beta 171] - 2023-07-18
### Fixed
- Missing animation references in XML causing unpredictable additional issues. Thanks to Dlinny_Lag for troubleshooting and fix ideas. (As a related note: I can't promise that AAF can keep working despite any/all types of XML issues. The best solution is always to fix any XML problems rather than rely on AAF to survive it at run-time.)
- Some actor types animations getting stuck during scenes. -Egoballistic
- Updated to LLFP v46
...
2023-07-19 17:27:05 +0000 UTC
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### Fixed
EgoBallistic Optimizations & Fixes:
- Replaced GetFormFromFile() loops to fill formlists with LL_Fourplay.PopulateFormList() call
- Replaced GetFormFromFile() loops to fill arrays with LL_FourPlay.GetFormArray() calls
- Replaced PlayIdle() loop in StartMultipleIdles with single LL_FourPlay.PlayMultipleIdle() calls for synchronized animations (thanks also to snapdragon for work on this issue)
- Replaced individual PlayIdle() calls with LL_FourPlay.Pl...
2023-06-08 19:53:25 +0000 UTC
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## [Beta 168] - 2022-10-10
### Changed
- Removed Facelight handling as it does not appear to be working and is only adding overhead to scene start. Same or similar functionality is possible with external code triggered by AAF init/end scene events.
### Fixed
EgoBallistic fixes:
- Fixed occupied furniture not being excluded from furniture search
- Fixed equipment added in a Position StartEquipmentSet not being copi...
2022-10-13 04:32:47 +0000 UTC
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This is just one fix. But, took longer than expected to troubleshoot. There was a quirk preventing custom font mods from making the change in the AAF UI. That should work now. Although, keep in mind that some fonts will fit into the GUI better than others.
## [Beta 167] - 2022-2-4
### Fixed
- AAF fonts not reflecting changes to game fonts.
2022-02-05 00:40:21 +0000 UTC
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https://www.moddingham.com/viewtopic.php?t=2
## [Beta 166] - 2021-12-14
### Fixed
- Optimized application of morphs. - Thanks EgoBallistic
- SayTopic preserves original voice. - Thanks EgoBallistic
### Changed
- api_include_idle_forms feature from last build: changed from array of int form id to array of string idle id names. If no id name is in the XM...
2021-12-15 09:41:58 +0000 UTC
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## [Beta 165] - 2021-10-16
### Fixed
- Additional adjustment to make custom names work in more contexts.
- AAF listening for keys when various menus open.
- Updated LLFP (v42).
- RemoveOverlaySet function not applying.
### Added
- api_include_idle_forms to ini. This is off by default. If it's on, idle forms are sent in various events (see wiki).
- startAnimation and stopAnimation to Furniture XML group nodes. This allows defining an a...
2021-10-19 21:23:36 +0000 UTC
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Just an FYI that there is some kind of email server issue at moddingham.com
It appears that people are signing up so fast that the server is flagging the activation emails as spam.
I'm actively working on it and hope to resolve it soon. In the meantime, activations are going through inconsistently. So, you may need to try again if it fails.
2021-09-20 06:43:57 +0000 UTC
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Beta 164 has been re-posted for public access at its new home: https://www.moddingham.com/discussion/11/advanced-animation-framework-aaf
Moving forward, new public builds will be posted there instead of Nexus. I apologize for the need to have a new log-in for the site. It's a necessary evil.
Please let me know if you have any questions!
This build was long over-d...
2021-07-19 22:50:46 +0000 UTC
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## [Beta 164] - 2021-7-13
### Added
- Expression mode. Gives basic ability to customize an actors expression through the GUI. Planning to add incrementing by 10 and export features.
- Updated LLFP (v41).
- morph_buffer setting. Experimental setting that adds a delay between morph changes to potentially make them work more reliably.
- RemoveOverlaySet function to API. Allows directly removing an overlaySet via Papyrus. See docs.
### Fixed
- ...
2021-07-15 20:45:41 +0000 UTC
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Hello. My apologies for the wait for updates. I'm in between computer builds and am waiting for some key components. I'm holding out for the right gear to make my budget go further. As everyone probably knows the latest computer components are hard to get right now.
In the meantime, my HD space is maxed out, etc. So, I'm taking a little down time. Once I get the new rig in place I will get back to a faster update pace.
I already have a facial expression modifier feature in place a...
2021-04-23 01:41:52 +0000 UTC
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## [Beta 163] - 2021-1-21
### Fixed
- Attraction profile only generated when Actor loaded into AAF. Now generates it when needed if called first via Papyrus.
- equipment reset not working after a non-reset re-equip.
- equipment being reEquipped after it is removed manually if it had been handled by AAF previously.
### Added
- Feminine variations of text in attraction elements of UI. For languages that include gendered words.
2021-01-22 12:10:00 +0000 UTC
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## [Beta 162] - 2021-1-18
### Added
- The beginnings of an attraction system. This creates an attraction profile for every Actor (generated whenever the profile is first needed) that is a set of random numbers indicating how much they are attracted to certain qualities (strength, wealth, intelligence, etc). Then that actors attraction score toward any other actor can be calculated based on how well their stats align with the observing actors attraction profile.
I ...
2021-01-20 01:02:37 +0000 UTC
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https://www.nexusmods.com/fallout4/mods/31304
## [Beta 161.1] - 2021-1-15
### Fixed
- Text parsing so that " - " can be used in position titles without disfiguring the text. Moving forward, nobody use "@%$".
---
## [Beta 161] - 2021-1-15
### Added
- xsd update.
- Various layout adjustments.
- gui_scale setting to ini. This allows changing the scale of th...
2021-01-16 08:48:36 +0000 UTC
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This build represents quite a bit of work. But, regards mainly the look/styling. Looking toward some more functional updates next. Thank you as always for the support and happy new year!
## [Beta 160] - 2021-1-1
### Added
- block for actors with ActorTypeNPC from being reset when they are in a scene with another actor that requires animation resets. Should make those scenes animate a little more smoothly (certain actor types will still require resets).
- xsd update.
2021-01-02 08:17:18 +0000 UTC
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This build fixes a packaging issue that broke the language files.
## [Beta 159.1] - 2020-12-26
### Fixed
- BA2
2020-12-26 22:37:51 +0000 UTC
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Posting a small update to get it out there before I dive into some bigger changes (UI improvements)...
## [Beta 159] - 2020-12-22
### Added
- xsd update.
### Changed
- forceComplete gets over-ridden when changing positions/trees via pgUp/pgDown.
2020-12-23 02:32:54 +0000 UTC
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## [Beta 158] - 2020-12-13
### Added
- disableConditionsWhenPCControlled parameter to tree node in PositionTree XML. Is false by default. If set to true the conditions system will not apply to the tree options if/when the PC is controlling the tree.
### Changed
- morph copy function to use keywords from mods that originated morph changes when building the doppelganger. This has an unclear effect. But, reportedly improves accuracy of morphs in some cases. Tha...
2020-12-13 09:16:19 +0000 UTC
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## [Beta 157] - 2020-11-22
### Added
- Some additional error reporting info in areas where breaks (usually due to XML issues) are most common.
- StopSceneWithAbruptStop to API. This is to replace functionality removed by taking abruptStop out of the StopScene function. A little clunky to have two similar functions like this. But, it allows for better backward compatbility.
### Removed
- abruptStop parameter from StopScene API function. This is just to ...
2020-11-23 09:58:59 +0000 UTC
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## [Beta 156] - 2020-11-13
### Changed
- The API function ChangePosition will interrupt a position to make the change even if forceComplete is set to true for that position. Other attempts to change the position (via Tree Widget or other GUI control) will still be blocked.
- equipmentSet resetAll functionality. AAF now clears the recorded outfit that is restored each time an outfit restoration occurs. So, if the re-equip timer hasn't expired before another scene starts, the ...
2020-11-13 09:52:50 +0000 UTC
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## [Beta 155] - 2020-10-25
### Fixed
- scene breaking when an actor exit happens during an actor add event.
- scene breaking when an actor add event occurs while another add event is already happening.
- stat decay not starting after scene.
### Removed
- walking time-out warning. I like a clean log and this warning serves no helpful purpose since we can't control how the game engine handles pathing.
### Added
- ApplyEquipme...
2020-10-26 01:53:07 +0000 UTC
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