## [Alpha 80] - 2018-07-15
### Added
- Some additional checks to clean up log errors (did not seem to cause any errors in-game but... )
- Some additional clean-up of body double routine. Hoping this fixes problems with deleted (but not really deleted) body double populating quest aliases.
### Changed
- A setting that removed weapons from characters (so that characters can be posed with weapons now). This may require some adjustment to equipmentSets for some p...
2018-07-16 01:49:58 +0000 UTC
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I just wanted to write thank you for your support so far on this project!
Now that many of the major mechanics and groundwork are in place I am taking some time to focus on stability and helping other modders use AAF. So, in the short-term, there probably will be fewer updates. Or, the updates will be more fix-focused rather than feature additions.
There are still some features I want to get back to adding. But, I think it's also important to tie down loose ends and make sure there is a ...
2018-07-01 18:25:27 +0000 UTC
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## [Alpha 79] - 2018-06-30
### Fixed
- Issues caused by radiation damage during animations (CTD, actor ID error, body double dying)
2018-07-01 01:43:07 +0000 UTC
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This is the loose file version (an .esp instead of .esm). I will post the FOMOD version on Nexus once it is ready.
## [Alpha 78] - 2018-06-28
### Added
- Body morph changes from Looksmenu now visible during animations.
### Changed
- Compability for game version 1.10.98, F4SE 0.6.10 & LooksMenu 1.6.9
### Fixed
- Issue with overlays that caused Actor ID not Found error.
2018-06-29 01:21:40 +0000 UTC
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## [Alpha 77] - 2018-06-24
### Added
- positionTree and dynamic menu system. (OSA style navigation of position animations).
2018-06-25 07:24:45 +0000 UTC
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I didn't want to be over-shadowed by Bethesda. So, I am introducing AAF 76. Full of wonderful features that I won't quite completely explain in detail because I've read on Reddit that they won't be popular decisions...
Available here: https://www.nexusmods.com/fallout4/mods/31304?tab=files
## [Alpha 76] - 2018-06-21
### Changed
- Default hotkey to F11 so that AAF would not interfer...
2018-06-22 07:29:20 +0000 UTC
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A FOMOD/esm version will be posted on Nexus tomorrow.
## [Alpha 75] - 2018-06-19
### Added
- Reaction system that triggers a variety of things based on stat levels (expressions, narration, talking).
- Expression handling. Will require someone to configure for this to appear in game.
- Narration system. Similar to "apropos" in Skyrim. Again, will require someone to configure this and write phrases for feature to appear in game.
- Setting to co...
2018-06-20 07:58:00 +0000 UTC
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## [Alpha 74] - 2018-06-17
### Added
- A way to start an animation between the player character and an NPC by rolling the crosshair over the NPC and pressing a key ("K" by default)
- A setting to turn on an API debug mode. This gives notifications upon receiving API events, for testing that the API is working properly.
- "OnSceneInit" event. This fires when a scene initializes. Sends out location and doppelganger information or an error code if something broke.
...
2018-06-18 00:11:38 +0000 UTC
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## [Alpha 72] - 2018-06-12
### Added
- Options to installer for default unequip settings.
- Options to installer for default actor type support.
- "ChangeSetting" to the API. This should allow modders to create MCM panels or holotapes to adjust some AAF settings in-game.
- "OnAAFReady" event to the API. This can let external mods know exactly when AAF has finished booting up.
- loadPriority system. Allows an orderly conflict resolution when there are duplicate IDs...
2018-06-13 02:00:12 +0000 UTC
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## [Alpha 71] - 2018-06-09
### Added
- An advanced setting to adjust the biped slot range copied during animations involving the PC.
### Changed
- The biped slot range copied during animations involving the PC to cover all slots. Hopefully this resolves missing equipment issues some have seen.
### Fixed
- API was sending out a reference to the body double instead of the PC. Should fix numerous issues that API-dependent mods were having.
2018-06-10 18:25:24 +0000 UTC
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## [Alpha 70] - 2018-06-08
### Fixed
- Issue with startMorphSet not being applied to player characters.
### Added
- Translation updates.
- LLFP update.
2018-06-08 23:36:35 +0000 UTC
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## [Alpha 69] - 2018-06-07
### Added
- Morphs (body customizations) copy over during animations. Needs a fixed version of LooksMenu or game will crash. Turned off in settings until LooksMenu gets updated. (You might be able to find the file needed to make this work now if you know where to look. :) )
- Save and load data mechanism. Looking for way to detect game save event to sync AAF saving.
- More complete naming. This is still meant for others to take over and complete, co...
2018-06-08 03:36:21 +0000 UTC
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Build 68.1 posted to address a packaging issue in 68.0.
https://www.nexusmods.com/fallout4/mods/31304
2018-06-05 20:19:20 +0000 UTC
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## [Alpha 68] - 2018-06-03
### Fixed
- issue that caused Actors to move out of alignment after about 1 minute.
### Added
- Overlays (tattoos, etc.) copy over during animations.
- Furniture groups that use the same id will merge instead of over-write each other. There is a setting to turn this off as well.
- Chinese translation. Thank you Lin!
- More progress with stats system. Around 90% finished with that. You will see some placeholder stats. The...
2018-06-05 17:23:03 +0000 UTC
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## [Alpha 66] - 2018-06-03
### Fixed
- Actors being assigned to animations with wrong skeleton.
- Installer so that DLC requirements aren't installed every time.
### Added
- Many XML file types for upcoming systems. These are not yet functional or final form.
### Changed
- Source of some XML files that did not belong in AAF installer. You may need to re-install updated version of compatilibity patch if you were using that previously.
2018-06-03 19:58:54 +0000 UTC
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## [Alpha 65] - 2018-05-31
### Fixed
- Another esp to esm related problem. Hopefully, this is really, really the last one.
### Added
- Setting to change actor scale during animation to match player character (for better animation alignment). Off by default.
- Setting to adjust default number of frames per step for icon animations.
2018-05-31 23:59:45 +0000 UTC
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## [Alpha 64] - 2018-05-30
### Fixed
- Another issue created by the switch to .esm. Hopefully, this is the last fix related to that!
### Added
- `ignore_animation_genders` setting.
2018-05-31 03:09:37 +0000 UTC
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## [Alpha 62] - 2018-05-29
### Changed
- AAF to be an esm to enforce high load position. It has been confirmed that AAF is broken by low position on builds with many mods. Quantity matters.
- Behind the scenes work for features that haven't been activated yet...
### Fixed
- Bug in the API handling code that prevented animations from starting.
2018-05-30 17:26:15 +0000 UTC
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## [Alpha 61] - 2018-05-28
### Fixed
- Equipment handling problem. It had the appearance of disable_equipment_handling not working.
### Changed
- Equipment handling process to be more efficient (fewer calls from UI to Papyrus).
### Added
- Ability to disable the AAF AI handling (travel and wait packages) through the API or through a universal setting ("disable_packages").
2018-05-29 06:10:42 +0000 UTC
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2018-05-28 20:21:45 +0000 UTC
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## [Alpha 60] - 2018-05-24
### Fixed
- The UI so that it is again available during the pre-war neighborhood scene.
- Bug that caused positions without stop/start morphsets to get stuck.
- Issue causing log errors over equipment handling. This may fix equipping instability that was reported.
### Added
- A rather intrusive welcome message. I will likely change this to a note stuffed into the players inventory in the future. But, for now, testers need to k...
2018-05-25 06:25:57 +0000 UTC
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## [Alpha 59] - 2018-05-23
### Added
- Documentation to AAF_API.psc
- Global hook function for modders to more easily call AAF functions. Thanks to JOER!
- Furniture animation support through the API.
- An animation XML creation tool for modders (optional file). Thanks to Fedim for building this!
### Fixed
- Extensions on the Actor object for use in condition nodes (skeleton, raceFormID, raceFullFormID).
- Fixed condition node documentation ...
2018-05-24 05:11:52 +0000 UTC
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## [Alpha 58] - 2018-05-21
### Fixed
- Refinements to the locking routine to improve compatibility with other mods.
### Removed
- Settings for any locking system other than Doppelgänger. This means no disabling the flycam. I might re-introduce alternative locking systems (and thus disabling flycam) at some point.
### Added
- A patch option in the FOMOD to install older LLFP files for Fallout 4 version 1.9.4.
2018-05-22 03:01:39 +0000 UTC
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Please report any bugs found here. You can also post ideas for new features and vote on existing issues to show your interest.
2018-05-19 23:08:20 +0000 UTC
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It is pretty light to start with. But, I am going to add a lot of detail here as the project develops instead of burying my tutorials in various forums.
2018-05-19 23:07:11 +0000 UTC
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## [Alpha 55] - 2018-05-18
### Added
- startEquipmentSet and stopEquipmentSet to self and target nodes in action XML. This allows equipping specific items based on the act taking place in an animation.
- Press PageUp key while walking to an animation location to skip the walk and just start the animation.
### Changed
- Overhauled the player character walk system to improve compatibility.
2018-05-19 03:08:40 +0000 UTC
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https://www.nexusmods.com/fallout4/mods/31304?tab=description
## [Alpha 54] - 2018-05-17
### Added
- The Doppelgänger system! A new way to lock the player character to animations that eliminates jittering. Thanks to @CGi for coming up with the idea. (The system has one current drawback: equipment that has built-in model variation can change during animations.)
- A setting to...
2018-05-17 22:49:26 +0000 UTC
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https://www.nexusmods.com/fallout4/mods/31304
## [Alpha 53] - 2018-05-16
### Fixed
- Issue that prevented static objects from being used as locations.
- MorphSet handling to make it more durable.
- Repaired condition nodes so they work properly again.
### Added
- More notes in XML.
- Ability to define a different SWF to use for each races male/fe...
2018-05-16 19:29:59 +0000 UTC
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## [Alpha 50] - 2018-05-14
### Changed
- UI layer used (from crosshair to compass). So, crosshair can now be turned off in display settings.
- Animation actor node to use skeleton attribute instead of race since some races use the same skeleton.
### Added
- A setting to turn off the compass. This is to give users a way to turn off the compass and still have AAF visible whereas other mods that turn off the compass may turn off AAF as well.
- Notes direct...
2018-05-14 19:41:13 +0000 UTC
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