## [Beta 154] - 2020-10-21
### Added
- randomized rag-doll directions for actors leaving interrupted animations.
### Changed
- the boot-up progress percentages. The old percentages will no longer align to old solutions. But, the new finer set of numbers should help establish more predictable causes and solutions.
### Fixed
- Join-created scenes getting stuck while exiting.
2020-10-22 03:05:27 +0000 UTC
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## [Beta 153] - 2020-10-15
### Added
- ignoreCombat to SceneSettings. This affects whether or not NPC actors in AAF scenes ignore the combat state. If true, they do not react to nearby enemies. If false, NPC actors will leave the AAF scene in order to engage in combat when enemies are near.
- default_ignorecombat setting to ini. This changes what the above ignoreCombat setting resolves to by default. The unchanged install of AAF uses "true" in order to maintain legacy compat...
2020-10-16 04:33:03 +0000 UTC
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## [Beta 152] - 2020-10-11
### Added
- Sanity check for multiple scene exit requests from Papyrus.
- OnSceneInit error for when a scene join fails due to no scene existing among the actors selected. Could theoretically happen if their scene ended in the tiny window between starting the join and the time it tries to start the join scene.
- OnSceneInit error for when a join is attempted on a scene that is in an exiting state.
- do_data_cleanup to ini settings. Allo...
2020-10-12 23:03:09 +0000 UTC
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## [Beta 151] - 2020-10-10
### Added
- OnWalkInit event. An event that is sent out when the actors begin to walk to a scene, before the OnSceneInit event. NOTE: OnWalkInit only fires if there is no OnSceneInit error. If there is an error, OnWalkInit never goes out but OnSceneInit still does.
- Sanity checks to AAF_MainQuestScript to capture and log invalid parameters.
- optional abruptStop parameter to StopScene function. Allows forcing the actors to fall over as the a...
2020-10-10 19:18:39 +0000 UTC
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## [Beta 150] - 2020-9-29
### Added
- disable_skin_handling setting added. When enabled, skin overlays should be copied from the PC to the doppelganger during animations. -Thanks to EgoBallistic!
- Updated LLFP.
### Changed
- Default distance for auto-stopping scenes from 6000 to 10000.
### Fixed
- Auto-stopping scenes at distance creating warnings in cases where the scene had already stopped.
2020-09-30 03:59:31 +0000 UTC
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## [Beta 149] - 2020-9-26
### Fixed
- Missing animations sometimes causing boot stall at 30%.
---
## [Beta 148] - 2020-9-26
### Added
- copy_weapons setting to ini. Allows toggling feature that copies weapons from PC to doppelganger during animation.
### Fixed
- UI for scenes broken until data for the PC loaded into AAF.
- Doppelganger not getting deleted at right times. -Thanks to EgoBallistic!
2020-09-27 06:46:31 +0000 UTC
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## [Beta 147] - 2020-8-22
### Fixed
- Action effects not resetting between animations.
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## [Beta 146] - 2020-8-21
### Fixed
- Setting positionTree useConditions to true causing UI widget crash.
- animationGroup placed as root node of a positionTree not switching animations properly.
### Changed
- The cycle tag filter button (in the position selection stage of the wizard) from "PGUP" to "/".
2020-08-22 22:55:15 +0000 UTC
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## [Beta 145] - 2020-8-20
### Fixed
- pgup/pgdown didn't work as expected between single animations and positionTrees.
- ESL items past index 00 not working.
- furniture being listed with human names.
2020-08-20 19:04:56 +0000 UTC
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## [Beta 144] - 2020-8-18
### Added
- xsd updates.
- Ability to put positionTrees within positionTrees. You can make two positionTrees and reference one of them within the other (just by using the position ID) and AAF will switch to that tree if/when the user selects that branch. It also remembers where you were before switching so that you can reverse back out to the previous positionTree.
- Ability to use "switchTo" attribute in sequential animationGroups.
...
2020-08-19 21:50:57 +0000 UTC
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## [Beta 143] - 2020-8-15
### Added
- Weapons getting copied to doppelganger inventory. Equipment copy optimizations. Thanks to EgoBallistic.
- Error message for when a scene is started through the API but no valid actors are sent in.
- position ID indicated in UI during positionTree mode.
### Changed
- isExit positionTree branches now play the animation one time before exiting, by default. You can over-ride that and make the animation loop if de...
2020-08-16 09:48:23 +0000 UTC
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## [Beta 142] - 2020-7-20
### Fixed
- sequential attribute in animationGroup XML was case sensitive.
- non-existant tag reference in Narration XML was ambiguous. Now gives clear error and reference hint.
- narration actors not being populated.
- narration actor tag was case sensitive.
- xsd changes.
2020-07-20 18:59:14 +0000 UTC
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## [Beta 141] - 2020-7-7
### Fixed
- Ambiguity in transition docs.
### Added
- Memory optimization (XML Strings).
- Ability to use wildcards for transitions. See docs.
- switchTo attribute to animationGroup XML type. This allows making a stage in an animationGroup that causes the actors to switch to a different position if/when that stage is randomly selected. See docs.
- Various code cleanup.
2020-07-08 21:43:15 +0000 UTC
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## [Beta 140] - 2020-6-29
### Fixed
- equipmentSets not applying on player when there are more than one applied at a time.
### Changed
- equipmentSet XML that comes with AAF to reEquip with the "resetAll" feature. Is likely more reliable than old method.
### Added
- OnStageEvent and sendEvent attribute in animationGroup XML. This allows sending events on start of specific animationGroup stages.
2020-07-01 00:41:29 +0000 UTC
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## [Beta 139] - 2020-6-25
### Changed
- formatting of bootup complete debug output.
### Added
- memory usage information to bootup complete output and to the performance tab within admin mode.
2020-06-26 04:03:26 +0000 UTC
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## [Beta 138] - 2020-6-19
### Fixed
- Bootup crashing if an animation defined in an animationGroup is missing.
- Bootup crash when raceList attribute missing from actorType XML.
- Disabling re-equip delay caused player to not re-equip.
2020-06-19 23:48:12 +0000 UTC
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## [Beta 137] - 2020-6-17
### Fixed
- scene wizard freezing if furniture animation exists and no usable furniture found.
---
## [Beta 136] - 2020-6-17
### Added
- xsd updates.
### Fixed
- applyOverlaySet not working for male actors.
- animation packs with positionTrees crashing on boot ("stuck at 30%"")
2020-06-18 18:52:58 +0000 UTC
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The dev version of 135 was posted previously, which has no FOMOD. This is the correct version.
Sorry for the mixup.
2020-06-05 18:01:32 +0000 UTC
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## [Beta 135] - 2020-5-30
### Fixed
- Action target nodes not working if there is no self node.
### Added
- xsd corrections (action/actorStat stat node types, comboStat).
- form and source attributes to mfgSet node in mfg XML. This allows applying an expression archetype keyword at the same time as a set of mfg effects. Primarily, this is for allowing the actors to have closed eyes (using form 2406FB and source Fallout4.esm) during custom mfg expressio...
2020-05-31 16:51:03 +0000 UTC
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## [Beta 134] - 2020-5-24
### Fixed
- avg calculation in performance section when test count below 1.
- action and position lists not populating in the admin.
### Changed
- Locking/location re-factor. Results in a more clean-looking process when animations start (actors dont shift around as much).
2020-05-24 17:05:51 +0000 UTC
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https://www.nexusmods.com/fallout4/mods/31304
## [Beta 133] - 2020-5-15
### Fixed
- Blank XML files causing boot stall.
2020-05-15 21:56:26 +0000 UTC
View Post
https://www.nexusmods.com/fallout4/mods/31304
## [Beta 132] - 2020-5-15
### Added
- Support for CanarySaveFileMonitor. This gives you a warning if/when your save game data for AAF becomes corrupt. Requires installing the canary monitor to work. Learn more: https://www.nexusmods.com/fallo...
2020-05-15 12:08:07 +0000 UTC
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## [Beta 131] - 2020-5-13
### Fixed
- XMLParser failed when there was more than one space between attributes.
### Added
- Performance section in the admin. This shows time performance tracking for various AAF processes. This could be useful for troubleshooting bottlenecks or other issues. I will likely add to the list of processes tracked over time. This data is not persistent. It only measures processes in the current game session.
### Chan...
2020-05-13 17:55:22 +0000 UTC
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## [Beta 130] - 2020-5-11
### Added
- routine to apply new duration settings passed in for hierarchy position joins.
- ability to start multi-actor hierarchy positions.
- re-factored equipment handling code.
- xsd updates.
- ability to omit frames attribute in loop value nodes. Doing so causes AAF to automatically use half of the animation length (ie. a loop that spans the animation).
### Fixed
- inconsistent actor order in reports.
2020-05-13 02:39:25 +0000 UTC
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## [Beta 129] - 2020-5-4
### Changed
- More re-factoring in position handling code.
- Disabled feature that skips stopEquipmentSet if the actors are attacked. The effects of stopEquipmentSet can be delayed anyway and this way they are less likely to end up in a permanently altered state.
- FOMOD Updates.
2020-05-05 09:56:45 +0000 UTC
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## [Beta 128] - 2020-5-3
### Added
- Handling for isRootLocked scenes when actor(s) are attacked.
- isCompanion to the attributes that can be used in condition nodes.
- xsd updates.
- Error routine to handle and report cases when someone tries to join an actor to a scene that they are already in.
- Optimizations to scene initialization.
- exitActors attribute to animationGroup. Allows defining a stage node that results in a specific actor leaving the ...
2020-05-03 22:18:58 +0000 UTC
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## [Beta 127] - 2020-4-22
### Added
- disable_banners option in AAF_settings.ini
- a measure to prevent unlocking function to run during the middle of a walk starting up. (Can easily occur when things are controlled via code)
- optimized "end" button press handling. Shouldn't get "unknown exit type" errors any more.
- isRootLocked to SceneSettings. This allows locking a position so that the user can't use the wizard to end it. Hierarchy positions can still be app...
2020-04-22 20:59:33 +0000 UTC
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## [Beta 126] - 2020-4-18
### Added
- Ability to show a banner indefinitely (enter -1 as the duration).
- ClearBanner function to API. Clears the current banner being displayed.
- banner attribute to animation node in animation XML. Shows the defined banner during the animation. If the banner has an indefinite duration (ie. -1) it will clear the banner when that animation loop stops. This attribute should not be used at the same time as the startBanner attribute on the...
2020-04-19 22:32:36 +0000 UTC
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## [Beta 124] - 2020-4-17
### Removed
- The "meta" node from all XML types. With the recent structure change, this node is no longer needed so should be cleaned up. The dataSet is now derived from the unique wrapper node types. XML file name was never functionally needed and file versioning can be placed within XML comments if/when needed (doesn't look like anyone was using that anyway). Again, this change should be backward compatible. But, the new XML won't work with older versi...
2020-04-18 01:15:34 +0000 UTC
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I just wanted to say thank you to all the patrons who believed in my work enough to donate over the year.
If not for that I wouldn't have been able to make time for this.
Say hello on discord. Stay healthy and safe. And cheers to the future!
2020-04-17 10:50:27 +0000 UTC
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*** ATTACHMENT WAS REMOVED ***
I accidentally uploaded the dev version of b123. There is now b124. So get that instead of this.
## [Beta 123] - 2020-4-17
### Changed
- The XML structure for every XML type (see docs) so that it can use xsd validation (testing to see if the XML is formatted correctly). Don't panic. It is backward compatible. So, the old XML will still work. But, I will likely start adding error messages about it if people don't update to well formed XML....
2020-04-17 10:37:47 +0000 UTC
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