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 If you really want to, but don't understand anything...

Spoiler

Questions about the mod? Ask AI!

I write detailed instructions on purpose. I understand that reading them is time-consuming (no offense—I don't like it either), and sometimes it might feel like you lack the knowledge—that's normal too. You might be hesitant to ask questions or tired of waiting for answers.

But if you've read the description and really want to install this mod, there's a great solution—language models (neural networks). They're always at hand!

It's simple:

  1. Copy the mod description and all instructions.

  2. Go to one of these sites: Grok, DeepSeek, Qwen, OpenAI, Gemini.

  3. Paste the text and ask your question clearly.

Example request:

"Hi! Briefly explain how to install this mod. Here is the context: [mod description] [manual 1] [manual 2]."

This will save you time and frustration. Give it a try

 

What does it do?

NAF Bridge is the key that unlocks your Fallout 4 mod collection to the power of Snapdragon's NAF modern animation framework.

In simple terms: It's an “engine” update for adult mods and more. Your favorite mods (Violate, RSE, Sexual Harassment, Sex Attributes, and dozens more) will run faster because the optimized NAF is running under the hood.

Fastlinks

 

 

 

Addressing the authors of xml content: Please be sure to add the “noFurn” tag to your item descriptions if the poses do not use furniture. This is necessary so that your poses can compete on equal terms when a random pose is selected. Otherwise, poses with this tag will have an advantage. Poses with the tag are considered first, then others if no poses with the tag are found. NAFicator adds this tag automatically.

NAF XML Authoring Guide

 

How to install ?

 

Requirements:

Fallout 4 OG version 1.10.163

Latest C++ vc redist

Fallout 4 Script Extender (F4SE)

Address Library for F4SE Plugins

LooksMenu

Baka Framework

Mod Configuration Menu

Native Animation Framework (NAF)

SUP F4SE

LL Fourplay

Nahka's CBBE body or Fusion Girl Morphs+ optionally for Animated Fannies option works.

 

Installation:

Read this article How to start? Guide for beginners

 

 

Development and support manifesto

Spoiler

DEVELOPMENT AND SUPPORT MANIFESTO


Friends. Public discussion is the foundation of this project's development. While I understand the impulse to write privately, such conversations ultimately harm the community by hiding solutions and problems from others. Discussuions in open thread are what help everyone, including me, improve this framework.

 

Principles of this thread:

  • All technical questions are valid. There are no "inconvenient" or "dangerous" topics here if they concern the mod's functionality.
  • Loyalty is irrelevant. The only things that matter are the exact error, the steps to reproduce it, and the logs.
  • Public reports are the only effective path. Private messages regarding technical issues will be ignored. They cannot help the community.
  • Zero tolerance for toxicity. Any attempt to shift discussion to community conflict, loyalty tests, or pressure on users will be suppressed.

 

My commitment to you: Like anyone, I can make mistakes. But I promise that if your request contains the necessary technical data, our personal relationship or your your history with other mods/frameworks will never influence my response. I am here to solve technical problems.

 

What will be left unanswered: Vague, non-constructive complaints in the spirit of: "Nothing works" (without specifics), "The other framework is better" (again, without technical comparison), or any other non-actionable whining.

 

If you came here for technical solutions, let's discuss the technical aspects openly. This is the only way that works.

 

PreSubmission Checklist and Report Template

 

Features for users

Areuready.thumb.png.da647a6a46236ef82a4995b789747831.png

  • The ability to run modifications on the superb NAF engine under the hood.
  • No more black screens.
  • Fast scene starts/ends/change.
  • Many scenes at one moment.
  • Override scene parameters. You can override all parameters for scenes transmitted by third-party modifications. Configured in MCM.
  • Slow drying feature: Slow Drying Effect: Gradual cum disappearance, can be disabled in MCM. Need to Cum Overlays/Commonwealth Moisturizer be installed.
  • A special system for playing animations described in XML: Base Animation, AnimationGroup (sequence and non sequence), Tree scenes (auto advanced and not)
    Spoiler

    Base Animation:
    Plays for a specified time.

    AnimationGroup:
    sequenced - plays strictly in order from first to last, taking into account the specified loops, and exits the animation. Does not take into account the specified time.
    non-sequenced - plays the animations listed in the group in random order, taking into account the specified weights. Stops after the timer specified in the scene call settings expires.

    Tree-animation:
    forceNPCControlled (auto advanced) - plays the tree from start to finish and exits the animation. Does not take into account the specified time.
    non-forceNPCControlled - the player controls switching through the animation tree with the arrow keys; after the last animation is played, pressing the right arrow key will end the scene.

     

 

  • Animated Fannies feature: Native animation for vaginas and anuses during scenes. This is a native mechanic that can be enabled/disabled in the MCM menu and configured in a json file. This is a new mechanic, i.e. it works in such a way that you list the morphs and bones and the distance of penetration start and maximum depth in the json file, and the program itself calculates which stamen your pistil penetrates. This is a native, physics-like enhancement. Its intensity can be adjusted via the JSON file, allowing you to balance visual fidelity and performance. More details under the spoiler, caution 18+.
  • Spoiler

 

NAFicator

 

NAFicator is a smart converter that should simplify the transition to NAF.

You install your animation mods and XML files as you would for AAF. Run the game with NAFicator once. It automatically analyzes all your XML, fixes incompatibilities, and creates clean, ready-to-use files for NAF Bridge. Once it's done, you can disable NAFicator and play.

 

How to use (briefly):

  1. Install all AAF mods, NAF, NAF Bridge, and NAFicator itself.
  2. In the NAFicator.ini file, specify the paths (most importantly, sFolderFrom=/Data/AAF and sFolderWhere=/Data/NAF).
  3. Start the game and wait for the NAFicator message in the main menu.
  4. Exit the game, disable NAFicator (in MO2 or via bNaficatorEnable=0).
  5. Start the game again and enjoy.

 

Feature — Archive Feature (for experienced modders):
NAFicator creates an archive of links between shapes and animations. This allows you to ESL-ify animation plugins after conversion. It will remember which animation belongs to which module, even if the shape IDs change.

 

Usefull mods

 

 

Features for modders

 

  • Fast execute.
  • Clear and detailed API documentation.
  • The ability to get return values from functions whose results you are used to getting from events will make your code simpler and easier to understand.
  • Open source. You don't need to pass any loyality tests to get mod sources. Scripted part sources is in mod's archive.

 

 

F.A.Q.

Quote

 

Q: Is this a replacement for AAF? Do I need to remove AAF?
A: Yes, this is a complete replacement for the engine. AAF and NAF Bridge are incompatible and cannot coexist. You will need to remove AAF before installing NAF Bridge.

 

Q: Will all my mods work?
A: Yes, most mods that use the standard API to call animations work.


Q: What modifications will definitely not work?
A:

Provocative Perks - Animal Magnetism Seductee will not be worked, GetAttraction function is not implemented since 0.730 it will always return 0.

SleepIntimate - there is one report that this mod doesn't works correctly using Bridge. I had a fastlook to it, but didn't see any what can produce bad work with Bridge. Maybe someone else can check is it work or not

Q: What functions is implemented?
A: Off the top of my head, the following are implemented: OnFurnitureListLoaded, OnWalkInit, OnSceneInit, OnAnimationStart, OnAnimationChange, OnStageEvent, OnAnimationStop, OnSceneEnd, OnPositionData, GetAPI, GetFurnitureList, StartScene, StopScene, StopSceneWithAbruptStop, ChangePosition, ApplyEquipmentSet, GetPositionData, ApplyMorphSet, ApplyOverlaySet, RemoveOverlaySet, ApplyMfgSet, AddMFGBlock, RemoveMfgBlock, SetActorLocked, QuickScene, StartSceneByPosition, GetProtectedItemsKeywords.

 

Q: What if I find a bug?
A: The project is actively developing. Bugs do not go unnoticed, and everything is being worked on. 

 

Q: How often do bugs occur?
A: As with any complex framework integrating with many mods, edge cases can appear. Each update focuses on squashing these bugs and improving stability. Your detailed bug reports are invaluable for this process. The project is completely open, and you can study the discussion threads. Bugs mainly occur after major updates, which are infrequent.


Q: Why NAF and not AAF? AAF is also being updated.
A: Architecturally, NAF is more modern, cleaner, and faster. Unfortunately, AAF contains many legacy issues that are difficult to fix. The goal of NAF Bridge is to provide access to these NAF advantages while maintaining access to the entire mod ecosystem.

 

Have fun!

ReadyToNAF.thumb.png.3ae31e8843cb7908651535721740d71b.png

 

Credits

This project stands on the shoulders of giants and enthusiasts.

@Snapdragon_: For creating the brilliant NAF. Without his work and open source code, this project would not have been possible.

The community of testers and helpers: Especially @dosfox, @Dlinny_Lag, perchik71, TommInfinite, and many others.

The authors of the original AAF (dagobaking and team): For creating the first powerful ecosystem of animation mods for Fallout 4, which set the standard for years to come and whose API we support for compatibility.

All mod and animation authors: Without your content, this technology would be useless.

 

 

Edited by Evi1Panda
update to 0-753 ver


What's New in Version 1.53.3-2.0.9

Released

1.53.3-2.0.9

  • Added send OnAAFReady event on game load with fake default values. Because some mods can depend on it.

 

1.53.3-2.0.8

  • Fixed issue with removing overlays.
  • Some AF optimization. Overall not very noticeable. It is need to understand the issue more deeply in order to remove drawdowns, this issue is hanging in the air. I'll deal with it. Somewhen.

 

1.52.3-2.0.7

  • Reset3d removed at the beginning of the scene. Fixes the reset of the player's face animation in the start animation in the scene.

 

1.52.2-2.0.7

  • Fixed a crash that sometimes occurred when playing face animations.

 

1.52.1-2.0.7

  • Updated versioning - added patch, added script version.
  • Fixed issue with applying mfg using actions (xml-based).
  • Updated script: optimized arrays operations.

 

1.52

  • AAF-styled 'bool Function ApplyMfgSet(Actor akActor, String sMfgSetID)' now works applying with loop (force freeze mfg).
  • Added new function to API 'bool Function ApplyMfg(Actor akActor, String sMfgSetID, bool bLoop = false, bool bHavokSync = false)'

 

1.51

  • Added a “smart” furniture scanning mode for scenes separately for settlements — be sure to check whether the object is Is3DLoaded; for other locations, this is not necessary. This is necessary because when searching for settlements, a lot of objects that the player has deleted (but are still there) are found, while in other locations, on the contrary, a lot of furniture objects are baked into precombinations that return a false unloaded state. Enable in MCM -> NAF Bridge -> General -> Is3dLoaded = SMART.

 

1.49

  • Fixed exiting power armor before the scene and returning back after, now works correctly.

 

1.48

  • 1.47: Fixed the “loss” of IncludeTags during settings proccessing, which could cause scenes other than those ordered by the mod author to be launched. Please note that there is an option in the settings to “ignore IncludeTags”; it is recommended to disable it.
  • 1.48 (not actually work in 1.47) The function for determining whether furniture are occupied has been changed — now it simply checks whether there are actors within a distance of X from the furniture (50.0 by default, can be configured in MCM). If there are actors, but these actors are participants in the ordered scene, the furniture is free; if there is at least one actor who is not busy in the scene, it is considered that he is using the furniture. This is done because statics are often used instead of real furniture. For example, a classic situation with a table and two chairs next to it - the table appears to be free, but actors are actually sitting on the chairs.
  • Added some functions to NAF_Utils script.
  • 1.48 : The scene will be stopped if one of the actors is unloaded.

 

1.46

  • 1.44: The order within SendFailOnSceneInitEvent has been changed to ensure that the busy keyword is removed from actors even if settings == none. This is an exceptional situation that is difficult to imagine.
  • 1.44: Fixed ScanFurniture max time.
  • 1.44: Added ScanFurniture max time to MCM.
  • 1.45: Fixed swap of female to 0-index in array. Influenced cum-mods.
  • 1.46: Fixed MCM file issue: Some settings could be unavailable to set.

 

1.43

  • SwapActorsAtIndices fixed return value.
  • Fixed a situation where it was possible to use one actor in several scenes at the same time.

 

1.42

  • 1.39: Fixed endlese scene with random sequence for player. Now it based on scene duration timer (A timer is appropriate in this case because the concept of the non-sequence staged group is to play random animations in a disorderly manner, rather than playing all stages.)
  • 1.39: Fixed wrong script update procedure: previously, an incorrect sequence caused updates every time the game was loaded.
  • 1.39: Fixed 0xFFFFFFFF hardcoded timer id for Overlay and Bodymorph utils, caused timer never started with id = -1.
  • 1.39: All scenes now will be force stopped before update. For actors in unrecognized scenes will also be removed ActorBusy keyword.
  • 1.39 reupload: Just reuploaded 1.39, nothing changed except AnimateFanniesData.json updated. Added dogs, ferrals, gorilla. To be honest, I just guessed the values, so if someone could fix them up a bit and add other races, that would be great.
  • 1.40: Fixed trouble in ScanForFurniture function.
  • 1.41: Fixed behavior where the bridge attempted to start a scene even if one of the actors was not ready. This is now optional behavior that can be configured in MCM and is disabled by default.
  • 1.41: Removed filtering actors by keyword ActorLocked (changed to ActorBlocked), caused scene couldn't start for ex. for Violate.
  • 1.42: Some non-critical script fixes (Some functions did not return a value in certain branches, which led to spam warnings in the papyrus logs.)

 

1.38

  • Fixed issue with endless staged scenes without staging animations for player.
  • Fixed Furniture search list initialization bug.
  • Some script improvements for handling unsuccessful scene starts.

 

1.37

  • 1.35 Totally reworked papyrus scripts part. Mainly this is decomposition of main script. Sorry, it was actually quite a lot of work, and difficult (because the script is huge and has spaghetti logic). I fixed some nuances, but I don't remember which ones, and as always with big jobs, I may have created new problems, which will now be easier to detect. It had to be done at some point.    
  • 1.35 Reworked MCM menu.    
  • 1.35 Added translations.
  • 1.36 Fixed bug prevented to start scene successfully if postionRef was string "None" (expected empty string "").
  • 1.37: Fixed bug with bad AAF Version returns, and added to MCM menu option to customize AAF ver.
  • Reupload w/o ver. change 25.12.2025: Just fixed MCM stepper's placeholders. Not critical, no need to reinstall unless you are bothered by some strange text in the MCM menu.
  • Reupload w/o ver. change 25.12.2025: Just fixed Duration translate in MCM.
  • Reupload w/o ver. change 25.12.2025: Just another fixes for MCM, now it is OVERRIDE section fix.

 

1.30

  • Added native vagina and anus animations. Animations work natively, automatically selecting the target for the penis/fingers/head (can be changed to the tongue bone) - anus/vagina, and expands the vagina as it approaches the bone specified as the vagina. Can be configured in NAF/AnimateFanniesData.json and NAF/AnimateFanniesDataFallback.json.
  • Fixed an issue (deadlock in graphs) that prevented nodes with animations added to the player's skeleton (weapons, pip-boy cassette playback) from playing their animations.
  • Fixed an issue where scenes with control options always launched in auto mode regardless of the scene settings.
  • If a scene with a tree is running in auto-control mode, the tree will not be displayed on the screen so as not to distract the player.
  • During a scene with the player, you can press the space bar and the camera will move to the player.
  • Scenes no longer stop before they are completely played; now there are three rules: timing only applies to single animations that are played in Loop mode. For staged animations (strictly defined sequences), the rule is to play once in full; for tree animations, the rules apply if the player themselves ends it by pressing the right arrow key at the final sequence block of the animation; if not controlled, it plays in full and ends. Except unlimited timing -1, it applies also to staged animation, this is the crutch for animations started from UI.
  • Weird stuff with character scaling after scenes. Should be fixed. I guess the problem was that it used to be saved just to an array, and the array apparently didn't guarantee the order of actors during deserialization, which could mess up the scales between different characters. Now I use a hard actor->scale binding in serialization, which should eliminate all confusion.
  • Scripts was optimized, some functions moved to C++ code.

 

Spoiler

1.15

  • Fixed: reversed actors vector in scene after deserealization.
  • Fixed: scenes doesn't restart after deserialization.
  • 1.16 Fixed scale restore formula.

 

1.13

  • Scale now restore its initial values after scene was end.
  • Updated race data for cats, radroaches, radstags.

 

1.12
  • Recompiled in the latest version 2022 of Microsoft's compiler. This was due to the fact that I was away for a long time - I updated the compiler, and was very decadent about having to rebuild the project.
  • Fixed a critical bug that caused a crash with a probable reference to f4ee.dll.
  • Added gender override keyword crutches, added fake quest for doppelganger. Since a lot of mods try to address these, let them feel the fake stuff instead of causing a non-critical but bug.
  • Minor script fixes.
 
1.11
  • # minor update for VisitAllScenesWithRef (fixed one more case when crash with this was possible)
1.10
  • Added MCM option check for 3d loaded in mcm. Disable this allows to use precombined objects in scene, but it also allows to use disabled objects for example in settlements. This can looks strange to use invisible furniture in stange places.
  • Fixed crash with VisitAllScenesWithRef word in Buffout crashlog.
  • Not NPC controlled tree scenes now allowed in scenes started by mods (if mod that started scene allows it).
  • # 1.11 : minor update for VisitAllScenesWithRef (fixed one more case when crash with this was possible)
 
1.00 Reuploaded (added optional Is3dLoadedReturnedScript)
  • Trouble description.
  • This optional file returns is3dLoaded check.
  • The difference - your scene will ignore all precombined furniture, but you will have no scenes with using disabled furniture.

Literally difference is

Function isFurnitureValid(...)
...
	If (!furn.Is3DLoaded())
		return false;
	endIf
...
endFunction
 
1.00 Reuploaded
  • Fix for wrong ActorIsAlive function was missed.
 
1.00
  • Removed force face animation looping (caused face freezing)
  • Fix for wrong ActorIsAlive function (possible caused wrong actor reject in scene validation). Thanks Dav42 for this.
 
0.906 reupload
 
0.906
  • Removed Is3dLoaded check, because in some cases it returns false negative result. Object is part of precombined mesh and it is disabled, but in fact it is not culled. I couldn't find a way to guarantee it correctly work for now, so remove this check.
 
0.904
 
0.900
  • Fixed a problem with a possible crash at the beginning and end of a scene.
  • Fixed a trouble when furniture groups with same id overrides each other. Now it merges.
  • Fixed the problem that in case of wmkHUD absence there was a blocking after the scene (scene end function did not work correctly).
  • Some changes in parsing and working with game forms necessary for correct work with NAFicator 0.9.
  • 0.901 : A small fix that worked fine for me without, it's just more correct with it. It's about merging furnitures.
  • 0.902 : Fixed string GetBuild() papyrus function.

 

0.800
  • NAF.esp can now be either ESP or ESPFE (user choice). Added optional ESLFied esp file (only for 0.800 and higher). Not recommended for changing during playthrough without starting new game. NAF will work fine, but you can get randomly troubles because of indexes offset. Or provide your mods plugins indexes stayed unchanged.
  • The homemade parser has been removed, now everything works using PugiXML (native NAF parser).
  • Patches for MfgSet, Overlays, Offset, ProtectedEquipment are placed in separate classes, based on the principle of how the NAF functionality is implemented.
  • The offset parser now reads 4 values as expected (instead of three). The fourth value is for the angle along the Z axis, I didn’t think this was used, but I came across it. I think this is exactly what occurs in the form of the third offset value equal to 180. I’m not sure if this is an error in the xml file when offsets of the form 0, 0, 180 are indicated - I think this means that the actor should be rotated 180 degrees along the z axis, but for some reason this is indicated in the position of the z axis offset. Perhaps the AAF parser is reading from the end. Don't know. This is weird. Nevertheless, our parser will do everything in a humanly understandable way: if 3 digits are specified, then these will be XYZ offsets, if 4, then XYZ and ANGLE.
  • Furniture is no longer parsed twice, but it is taken from what NAF was able to parse, so there will no longer be any discrepancies.
  • Filenames no longer matter to the parser: PugiXML selects an XML file by root node. It is important that all XML contains the correct root node. However, like all XML, it must be written in accordance with the standard.
  • The log for all classes is now in NAF format (warnings), in addition, I added the ability to log everything that NAF was able to parse. To enable it you need to set 1 or true in Data/MCM/Settings/AAF.ini : bdebugAnimations=1, bdebugPositions=1, bdebugFaceAnims=1, bdebugMorphSets=1, bdebugMessages=1, bdebugEquipmentSets=1, etc. I think this will be useful for those who do or will do something in XML. To be honest, I was lazy and made a fairly detailed report for some classes, but minimal for others. If you need any additional information in the reports, write to me about it.
  • The ini file parser and its logic have been redesigned - now if it fails to read the file, or you suddenly have an old ini file from AAF, there will be no error messages, the mod itself will try to recreate the ini file or add the necessary values to the one you have.
0.780 SINCE THIS HAVE NO NAFBRIDGE.DLL SO YOU HAVE TO DELETE IT MANUALLY, IF YOU UPDATE FROM EARLIER 0.7x VER.
  • Everything has been collected into one dll, put things in order, bridge changes are now applied as a patches after NAF is initialized. No dif for users and moders, just code improvements, source code on disk updated.
  • Hot reload (NAF UI option) now works for bridge patches - no need to restart the game.
  • The log is now single: NAF.log, so that there is no confusion with the original dll, [info] NAF v1.0.14 Bridge build 0.7 is displayed in the log.
  • 8 (version number of naf build and bridge build), the log for papyrus is still in aaSUPF4SEDebugPrint.txt. To determine for yourself where the NAF initialization log ends, look for the line [info] NAF initialization successful, waiting for game data load. This line means that NAF initialization is complete and the application of bridge patches begins. In fact, this is not entirely true, but everything related to XML parsing (what basically everyone should be interested in in the log is here, after this NAF Bridge starts and starts its logging).
  • Fixed errors in the bridge parser that led to a loop in a situation where two conditions matched: comments more than one line before the defaults was parsed.
  • Fixed parsing of duplicate forms by the bridge furniture parser.
  • Removed couple of tested functions from NAFBridge.pex
  • Added ReadyUnready_morphSetData.xml (default xml for using dick morph)

 

0.771
  • 0.770 Fixed furniture search. 0.771 : fixed critical issue produced by 0.770.

 

0.760
  • Fixed headless feral ghouls in scenes. All ghouls are patched according to the principle of having the keywords 'feral' and 'head' in its editor id, case is not important. This patches all vanilla and most custom ghouls. If your ghoul mod does not have such words in the editor id of the ghoul head, you will have to either rename your forms or add NAF as a dependency esp and add the NAF_DoNotUse keyword manually. Or provide this in any other way available to you.
  • Removed case sensitivity for parsing xml files.
 
0.750
  • Overlays with a temporary expiration date (mostly cum) will be removed from characters (not the player) when unloading (OnUnload).
  • Added _protectedEquipmentData xml parsing, please make sure that this is exactly what you have in the filename. This is the second (and final) part of adding the "Protected Keyword" functionality for equipment - equipment with keywords from this list is not removes during scenes. IMPORTANT for modders, formlists have two memory areas: for those forms that you add using the editor and for those forms that you add using scripts. Keywords from XML will be added to the same memory area that you adds IN THE EDITOR. Those. you won't be able to clear it with script commands. If you need to clean formlist with script commands, use scripts to add your keywords.
  • 0.751 - fastfix: forgot to unscribe OnUnload.
  • 0.752 - fastfix: fixed crashes added in 0.750.
  • 0.753 - fastfix: little but important fix, it seems I mixed up keywords functionality Locked and Blocked. So Locked is just informative keyword, but blocked is preventing from API functionality (but not prevent from out-of-api functionality).

I didn't rename file, just reuploaded with name NAF Bridge 0.750

 
0.740
  • ActorBusy Keyword will now be added to scenes running outside of this API, otherwise actor theft may occur.
  • Launching a scene via the GUI now adds ActorBusy and ActorLocked keywords.
  • It turned out that offsets from _positionData xmls are not applied to tree-scenes (scenes which can be switched manually). Its processing is different, I had to redo some. In theory, there should be no more problems in this area.
 
0.730
  • Added small fixes to improve stability (most situations that are unlikely to ever happen to anyone)
  • Fixed several unimplemented papyrus functions that should have returned a value, but did not. It always return 0 and false.
  • Fixed a crash if it was not possible to parse the settings, now a message will be displayed forcing you to exit the game and install Bridge correctly.
 
0.721
Sorry guys, 0.720 was bad. It was broken.
  • Fixed crashes on game loading produced by 0.720.
  • Fixed game freezes on scenes start in 0.720.
 
0.720
  • Implemented GetProtectedEquipmentKeywords().
  • The algorithm for applying offsets has been corrected.
  • Fixed a bug with the Boolean array (HideHUD function)
  • Fixed a bug with saving control lock in some situations of a failed scene.
 
0.710 Minor fixes
  • SetActorLocked now adds NAF_DoNotUse keyword.
  • Fixed body disappearing when starting player's scene in first person.
  • Fixed English MCM menu : removed line in Russian.

 

0.700 Total rebuilding

  • Totally rebuilded API : almost all functions was rewrote from null or large updated, now source is public.
  • Added esm plugin. It has name AAF.esm but it is not AAF.esm.
  • Added NAF.dll fork (original NAF still needed hard, fork dll should rewrite original dll for bridge works fine), Added NAFBridge.dll part of mod. Implemented functions: OnFurnitureListLoaded, OnWalkInit, OnSceneInit, OnAnimationStart, OnAnimationChange, OnStageEvent, OnAnimationStop, OnSceneEnd, OnPositionData, GetAPI, GetFurnitureList, StartScene, StopScene, StopSceneWithAbruptStop, ChangePosition, ApplyEquipmentSet, GetPositionData, ApplyMorphSet, ApplyOverlaySet, RemoveOverlaySet, ApplyMfgSet, AddMFGBlock, RemoveMfgBlock, SetActorLocked, QuickScene, StartSceneByPosition.
  • MCM rebuilded, settings and override settings added.
  • Removed AAF requirement. You need totally remove AAF before use this. But for some of your mods can still require LL Fourplay (it is usually included in AAF), so you should install it separately.
  • ChangePosition function has been updated, now without strange crutches.
  • Implemented functions and events without the need for AAF installed: OnFurnitureListLoaded, OnPositionData, ApplyEquipmentSet, GetPositionData, ApplyMorphSet, ApplyOverlaySet, RemoveOverlaySet, ApplyMfgSet, AddMFGBlock, RemoveMfgBlock. (before 0.700 it was implemented by requests to aaf flash)
  • Fixed scene duration override settings.
  • Fixed player's body disappearing in close-spaces scenes.
  • Totally removed black screens (now if you have black screens - be sure it is not Bridge).
  • Fixed endless walking.
  • Added the feature "Slow drying" - cum does not disappear immediately in a sec, but gradually, becoming transparent over time, emulating the effect of drying. Can be disabled in MCM.
  • Extends NAF parsing for using with some XML features, that NAF doesn't provide. (offsets for scenes, old-style one-frame face animations, get furniture list).
  • Full sources and docs for modders.

 



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