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October 30, 2026

AAF 1.8.1

Version 1.8.1

Added

matchHairColor="true" on addEquipment gives the added item the wearer's hair colour (game 1.11.240 only). It applies to items whose material uses the hair colour palette; any other item is left as it is.

The animation events report when a scene enters a positionTree exit branch. OnAnimationChange and the other position events carry two new trailing elements: whether the playing branch is an isExit="true" branch, and how many seconds it runs before the scene ends — so a mod driving a tree through the API knows when to stop sending input and let the scene finish. (Thanks to InfernalVortex.)

New show_animation_files setting (off by default) lists the animation file each actor is playing in the scene window, under the position name, so animators can match a position to its .hkx files (game 1.11.240 only). (Thanks to kziitd.)

Fixed

Equipment layers no longer depend on which slot an item is removed through. The layer check ran only for that one slot, so a body-slot layer never ran under an outfit that is also worn in a hair slot, such as a hooded outfit.

A content pack whose actorStat XML names a plugin that is not loaded no longer stalls every scene at "Gathering...". Such a stat now warns once ([109]) and runs without ActorValue sync, and an error inside the lock step cancels the scene instead of leaving it waiting.

Stats bound to an ActorValue read the game value at scene start again. Since 1.5.0 the value read at lock was not unpacked, so a synced stat ran the scene as not-a-number and wrote that back at the end; the value is now read correctly, and an ActorValue that cannot be resolved no longer shifts the values of the stats after it.

Untimed overlays restored from a save no longer stack or stick. Applying the set again takes over the saved overlay instead of adding a second copy, and removing the set removes it. AAF treats any LooksMenu overlay with that template id as its own, including one added by hand.

Changed

The equipment manager lists an item once. An item worn in several slots had a row for each of them, and every row toggled the whole item.

An exit branch holding an animationGroup without an authored time now plays the stage the group chose, for the loop count it rolled, before the scene ends. It used to be cut after one loop of the first stage's length, whichever stage was actually playing. An exit branch with an authored time is unchanged: that time is exact.

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