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UPDATED : 

This is actually for Commonwealth Slavers mod xmls, but now I'm really not sure it was a good idea to remove every "IsHidden" flag. So if you have strange things when there is no F+F animations, or just standing character one in another, then it can be affected by this action (I'm not sure). So I hope you've been hear for "BACKUP THIS NAF FOLDER FIRST!!!" and have a possibility to undo these changes. I'm not actually sure at this moment. So be carefull, just know - it can help you to play some animations, but also it can harm it.

 

There is a bug in current NAF 0.9.13. There is flag "isHidden" in *positionData.xml files. If it sets true that means this animation be hided in NAF UI. But in current NAF ver. it hides it from api requests too. So, until Snapdragon won't fixed it - there is just a one way to win : open your advanced text editor (for example notepad++), open there find (ctrl+f)->Find in Files. 

That is the reason why moisturized mod didn't worked, or Commonwealth Slavers animations didn't started.

 

BACKUP THIS NAF FOLDER FIRST!!!

 

Find what : isHidden="true"

Replace with : isHidden="false"

Filters : *.xml

Directory : [my fallout 4 folder]\Data\NAF*

Tap "Replace in Files"

 

*if you're using MO2 you should add MO2 shortcut to notepad++ and launch it from MO2. Here is an example.

 

* IMPORTANT INFORMATION * IMPORTANT INFORMATION * IMPORTANT INFORMATION * IMPORTANT INFORMATION *

As I've been informed there is can be some troubles with downloading AAF 171beta. So you can use Nexusmods AAF version 161. People who tried it called back it works fine. If you got any troubles with 161 - private me about it please!

 

What does it do?
In simple : You can play with mods was written for using with AAF, but it will use NAF. I'm telling about mods like Violate, RSE, Sexual Harassment, Sex Attributes etc. What is better? This is a debatable and provocative question. You must form your own opinion. The only thing I can say for sure is that NAF is tens of times faster then current AAF 171beta.

More technical It interrupt papyrus AAF_API commands from mods to AAF engine and redirects its to NAF, after executing it returns results to mods like AAF do. So mod thinks it using AAF, and have no ideas it was cheated.

 

Is it beta? Is it safe for using?

It is not full release still. But to a greater extent this refers to the fact that perhaps some rather rare things have not yet been implemented. All this has already been tested enough and has not yet caused anyone any solvable or insoluble problems. At the moment, almost the full functionality of AAF has been implemented. I only know that it is not yet possible to add a third participant to an already running scene. In fairly rare cases, mouse movement in a scene may be blocked. Sometimes movement with keys in the scene is blocked (for this case there is a solution below, see I have a trouble chapter). And perhaps, not 100% sure, someone had problems with scaling characters in scenes

 

Does it requires AAF be installed ?
Yes.

 

Does it requires NAF be installed ?

Yes.

 

Does it AAF files inside?

Nope, it just named same to replace AAF files. It is script for communicate your mods with NAF, and cheating your mods that AAF is using.

 

How to install?
1. You need F4SE.
2. You need AAF v171.0beta installed Actually I don't know - it can be a chance it will work fine with earlier versions, but I did it for 171.0beta and I don't recommend this kind of experiments.
3. You need actual NAF version. Today is 0.9.13
4. You need everything you are using for your mods from lovers works fine with AAF. Use Fu...ing manual for example.
5. You need SUP F4SE actual version. I use it for some internal string and access to AAF config files operations.
6. This may seem a little complicated. Be careful when doing this. You should copy EVERY xml file from Data\AAF of your mods to Data\NAF . From kinky theme, from animations mods like snapdragon anims-leito etc, from other mods like violate, etc. If you can't understand what to do - try to read it here in the sticked post.
Here is one very important detail - every race named in your xml files should be case-identical. At 0.9.13 NAF have case-sensivity for the race name. Author told he will fix it in next update, but now if in your different xmls, for example you will have two types records with different case - you will have a trouble when NAF will play animations. I mean race id="Supermutant" in one xml and race id="SuperMutant" in another. You can use for example notepad++ function Find and replace in files. I get this trouble just with supermutants, but in theory it can be DeathClaws and Deathclaws. If you get a trouble - you can use NAF.log file in Documents/My Games/Fallout4/F4SE to see what race is defines wrong.
7. Install this mod. It doesn't contains any plugins, but it should be installed after AAF. It will replace AAF_API.pex, so if you don't using MO2 or another modmanager that prevent your mods files from permanent overwriting by another mods - you will need to carry about it manually.

 

I have a troubles!

 

How to fix keyboard keys blocking in some scenes?
You should open console, type DIEL in it. You'll see list of all blocking layers. Find layer named Naf_On_Scene and integer nearby. Then type RIEL [integer].

See this screen.

 

If you got any troubles : wrong actors, wrong scenes anything elese. be sure - there is no this troubles. It just mean you have errors in XMLs. The first you should do - look up to My Documents\My Games\Fallout 4\F4SE\NAF.log and look for warnings. It shows warning XML file name and the place where it is. Mostly it is little syntax mistake, like a wrong character, or missed character. I'm pretty sure - you will have no trouble to fix it by yourself.

 

How can I try to debug it by myself?

Spoiler

For the first, turn ON your bridge log. You can find it in Fallout 4 folder, file named aaSUPF4SEDebugPrint.txt It is important - log erases every time you've been launch the game.

Then start scene and produce your trouble.

Open Log and find string seems like "BRIDGE : GetNafSettings() : ". If it looks like code below - it is okay.

BRIDGE : GetNafSettings() : [excludeTags = "SavageCabbage,BP70,Rufgt,Indarello,GrayUser,Cuffed,Blowjob,FromBehind,TenAnal,TenAggroAnal,TenBJ", requireTags = "", position = "", includeTags = "Aggressive,Powerbomb,TenAggro,TenPowerbomb", duration = 600.000000, positionRef = [Actor < (00000014)>], forceNPCControlled = True, ignoreCombat = True]
settings.actors : 20,451704

So we can see, correctly settings was send from bridge to NAF. There is excludeTags, requireTags, position, includeTags, duration, positionRef, ignoreCombat

require tags, include tags, exclude Tags can be empty if position is not empty.

require tags - oftenly is empty, it is okay.

include tags - can be empty, it can be okay.

exclude tags - can be empty in rare cases, often empy excluded tags means incorrect scene settings (if position is empty too).

settings.actors should be same as Reference ID of actors in scene. It is in dec. So 20 in dec means 0x14 in hex (player).

If its scene's parameters sent by bridge is okay - that means bridge did well, but in some kind of reason NAF couldn't start scene. The mostly reason it is XML errors.

 

XML debugging

For trying to fix xml errors you should check NAF.log in My Documents\My Games\Fallout 4\F4SE\NAF.log.

It updates everytime you've been launch the game.

Look for mistakes in it. It seems like strings below.

[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/rxl_bp70_anims_positionData.xml, message: Error parsing start element tag at character 4266
[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/SavageCabbage_furnitureData_CharlestownCondo.xml, message: Error parsing start element tag at character 335
[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/NukaRide_Overlaysdata.xml, message: Error parsing element attribute at character 1696
[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/CreaturePack02_positionData.xml, message: Error parsing start element tag at character 251

So you need manually open this xml. Use for it Note Pad ++, or it would be better Sublime Text (more comfortable - it highlights trouble places). You can see every error have pointer to the XML-file and to the character. So finds this file, open it in editor, find this character by pressing Ctrl+G in np++ or Ctrl+R in ST. Mostly there will be somekind of syntax error like ' " ' symbol in wrong place, or extra character that needs to be removed. Look how it done in the neighbor strings and do same. If you didn't found error in the pointed character - try to look for it near. Sublime Text highlights most of mistakes.

If you've been tried everything and your bug is still there - contact me and ask about it. If it is in XML - it is more effectively to ask in Snapdragon's channel, because he knows more about these XML's and its processing.

 

 

Requirements

F4SE (hard)

SUP F4SE (hard)

AAF (hard)

NAF (hard)

MCM (optionally for settings)

 

Have a fun!

 

If you want to find me or ask some questions in Discord - you can ask it in Snapdragon's Discord channel !

 

LOG :

Spoiler

0.40

- Fixed the value for the comparison function OnStageEvent, due to which, after launching the scene, the tree animation parameter was always set and the OnStageEvent event was sent incorrectly.
- An attempt to fix rare situations with a black screen in scenes with furnitures (I only encountered it in Bad End). As I understand it, this problem occurs if the path to the furniture is blocked and the game has to teleport the player.
- Added a mechanism for transferring control of scene duration to the bridge. This is an attempt to ensure that staged scenes play correctly. This can be configured in MCM. Enabled by default. Scene's data (whether it is staged or not) is obtained only after the scene was launched. NAF (and AAF too) does not allow to change the duration of a scene after it starts, so I had to invent a solution. You will need to know about three adjustable parameters: Timer No. 1 - scene check timer - after so many seconds from the moment the staged animation starts, the bridge will stop it, regardless of whether the entire animation was played or not. This timer resets every time the animation have been started new stage. Second parameter is the Stage, from which Timer No. 2 will take effect (Timer No. 1 is no longer in effect). I recommend set stage to 4-5. Timer No. 2 should be set to a lower value than timer No. 1. This is necessary because the animations closer to the end of the staged scene are shorter,and so that you don’t have to wait all the time for Timer 1 with the animation that depicts the finishing (of the scene). By default, Timer No. 1 is 50 sec., The scene after which Timer No. 2 is used is 4, Timer No. 2 is 20 sec. If this doesn't suit you, don't hesitate to set your own values!

 

0.38

- OnStageEvent have been sending earlier than OnSceneInit, perhaps this potentially caused some errors (I still don’t know any mods that would use this event).
- OnStageEvent was incorrectly dispatched when the stage ended.
- Added Stage argument to scene completion arguments.
- The load from the debug functions has been reduced (previously it was disabled in the function, i.e. the arguments were still processed, now it is disabled before the function is called). This load is very small, but it does not depend on whether you use debugging or not. Now disabling debug works more correctly.

 

0.37

- Added more options to MCM - SCENE SETTINGS OVERRIDES. This settings applying after mod configured and send its settings, so it will override every setting which was sent using AAF_API. It is mostly for debug, but some of it can be used for fun.
Duration - starts working only if you set it up more or equal ten
Empty tags - will ignore all included tags was sent by mod, so you will see much more different animations in scenes, but sometimes it can be little inappropriate. Don't be worried - mods like Sex attributes etc. that are based on tags should works fine, because they will be cheated and will recieve "Aggressive" tag if it was in Included tags initially.
Ignore combat - forces to ignore/not ignore combat during scene
skip walk - forces to skip/not skip walk before scene start

 

0.36

- Fixed 0.30-0.35v bug : some important scene properties was loosed during transfering.
- Added MCM, you can enable/disable scenes debugging and debug messages.

 

0.35

- forced support for scenes with stages (now scenes with stages will work correctly). The stages will switch, but duration is still important - the entire scene will play no longer than the specified time.
- fixed an issue where the actor remained in the center of the furniture(chair, car, etc) after a scene using the furniture. To avoid this, I had to return the player to the nearest navmesh after the furniture scene. This causes a black screen to appear for a short time.
- furniture search code has been improved; now it will not reassemble all objects into a formlist each scene (+7-10 sec to the scene launch speed - everything is fast again).
- improved algorithm for debug and fix scenes that couldn't start. My tests on scenes from Violate that didn't run for me. I get three of three full Violate sequences against more then 10 raiders, and it was passed on 100%.
- added support for the OnStageEvent event, in contrast to the same AAF event - this event does not read flags in xml and is always fires on any staged scene.
- debugging messages to the console have been reduced. I'll turn its off once we're past the active testing and debugging phase.

 

Edited by nodtrial


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