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

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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

 

 

NAFicator Full usage | NAFicator Fast Usage | Archive Feature

 

NOW YOU CAN START PLAY WITH NAF EASYWAY.
The overall idea of this thing is that you install your files the way you are used to doing it with AAF, run the game with it once and it itself adapts all your existing xml files to work with NAF and NAFBridge. After this thing has done its job, you need to either disable it on the left side of MO2 (if you didn’t save the XML there) or delete the dll file, or simply disable it in the settings file. Launch the game again and enjoy life with NAF.


Troubleshooting: I am collecting callbacks - what troubles do you have with it. So I need your NAF.log and NAFicator.log and, probably your NAFicated xmls packed to understand what I should do better. Thank you for your Endorses!

 

As NAF and NAF Bridge it doesn't work with Next Gen. Just 1.10.163.0.1.

 

How to use it?
1. Install all your AAF mods and its xmls.
2. Install NAF.
3. Install NAF Bridge.
4. Install NAFicator (this). Install it as you usually install your dll mods. In my opinion, it is most convenient to do this using Mod Organizer 2, but it will work in any case. Then setup .ini file (if you don't like defaults).

 

Don't worry NAFicator will not change original files in Data/AAF (or any sFolderFrom folder).

 

I recommend to change just sFolderFrom and sFolderWhere settings.

From set to /Data/AAF or C:/tralala/Steam/Fallout 4/Data/AAF

Where set to NOT relative way to folder to separate mod in your MO2... C:/tralala/Steam/Fallout 4/MO2/Mods/NAFicator_Files/NAF

Since 0.9.0.2

Read carefully and understand what is written here : With all these changes there is a new rule : You will have to delete all XMLs from the Data/NAF folder whose data you are going to get from your XMLs in the AAF folder. Otherwise there may be problems. The problems are due to the fact that NAFicator has determined that some of your data in the Data/AAF folder is incorrect and will not work correctly with NAF, it has removed this data from the final XML files, but you have not removed it from the Data/NAF folder - and it will still there and generate errors.
IMPORTANT : You can use data for NAF made by Squirrel for example, but then do not use its prototypes in the Data/AAF folder - otherwise NAFicator will analyze this and include this in the output files as well, which may (or may not) lead to conflicts in the end.


 

[General]
bNaficatorEnable=0;..............................................if 0 or false then will not start.
sFolderFrom=/Data/AAF;...........................................Path to folder where your AAF xmls. Can be relative path from Fallout 4 root. Also can be absolute for ex. C:/Fallout4/Data/AAF.
sFolderWhere=/Data/NAF;..........................................Path to folder where your want to save your xmls. Can be relative for ex. /Data/NAF. Also can be absolute for ex. C:/Fallout4/Data/NAF.
iRemoveFixWrongZOffsets=1;.......................................Fix wrong z-offset. 0 - off, 1 - move >izOffsetMax offset from z to angle pos, 2 - set >izOffsetMax offset to zero.
fzOffsetMax=60.0;................................................Arg for iRemoveFixWrongZOffsets, float
iNaficatorFilesPriority=500;.....................................Set load priority for xmls created by NAFicator
sSkipEmptyAttributesInLog=skeleton,gender;.......................This is just for skip some records in log
bPrintDebugXMLs=false;...........................................This is an intermediate version of normalized XML. Only needed for debugging, so probably just leave it alone. 

5. Play with NAF.

 

 

WHAT IS ARCHIVE FEATURE AND HOW IT WORKS ?

It will help you to eslficate your files and use NAFicator with ESLficated files.

What was the trouble before?

After you've been eslficate your files - indexes of allmost all forms was changed, and NAFicator (and NAF and AAF too) couldn't found animations forms and hkx's it was pathed.

What is the solution?

First time when you start NAFicator with NON-eslficated animation-esp's NAFicator parse it and create its own archive with all parsed files. And then you can ESLficate it, because NAFicator allready knows what hkx to set in xml (use formid and esp name to identeficate it). I put in archive ~3700 animations and its default forms and esp-links, but it will update archive if will found your own.

Where is archive, can I edit it manually?

Yes, I didn’t put it in binary form, so you can open the archive with any text editor and add it manually, strictly observing the filling principle. It placed in Data/NAFicator/archive.arc.

WHERE IS LOG FILE?

It is in Data/NAFicator folder. It can be in MO2/Overwrite/NAFicator folder.

 

 

 

 

Edited by Evi1Panda


What's New in Version 0.11.72

Released

0.11.72

  • Improved logs.

 

0.10.72

  • Correct string processing <value path="morph" value= ... - used, for example, in Leito.
  • Code improvements and optimizations.

 

0.9.7

  • Recompiled in the latest version 2022 of Microsoft's compiler with minor fixes
  • 0.971 just updated Race setup for cats, radroaches and radstags (now it scenes will work fine). Need to renaficate. Updated archive with some new xmls. Carefull! Maybe you shouldn't replace your archive (archive.arc) with mine!

 

0.9.6 reuploaded

  • Sorry, I fixed one bug in the archive and started another. Childish mistakes. I haven't been sleeping well lately. Sorry again.

 

0.9.6

  • Fix for archive function normalize, which in some cases truncated the formId, causing errors when restoring data from the archive. Nobody wrote about it, so I guess nobody used it much. The archive is needed to ‘unbind’ animations from esp plugins, so if you have not used this option - you will not notice the difference.

 

0.9.5

  • Fixed tagData merging.

 

0.9.0.4

  • Fixed wrong furniture data merging.

 

0.9.0.3

  • Forgot to add isHidden attribute to positionData xml nodes. Fixed.

 

0.9.0.2

This is a completely redesigned version of NAFicator. Visually and in terms of your actions - everything will remain the same, but inside it's almost completely redesigned algorithms. You will also see a big difference in terms of results. Now the whole process inside is divided into 3 parts : 
1. Normalization of existing XML in the AAF folder - getting these xmls ready for proper parsing.
2. Parsing these xmls into objects that are understandable for NAFicator. This process is very similar to parsing NAF itself, and even uses Pugi XML for this purpose. This part corrects and/or removes incorrect data and prepares the objects for step 3.
3. Formation of new XML files. Everything is assembled into several (a bit more than 10) final XML files, with all necessary data for NAF (or rather for NAF Bridge) and in the form in which are guaranteed to be read correctly.

In order for you to understand where you got this or that final object from, at the beginning of each object there will be a comment from which XML-file it comes from.
So that you can see what you have parsed incorrectly - deleted objects will also be contained in these xmls, but will be commented out.

Read carefully and understand what is written here : With all these changes there is a new rule : You will have to delete all XMLs from the Data/NAF folder whose data you are going to get from your XMLs in the AAF folder. Otherwise there may be problems. The problems are due to the fact that NAFicator has determined that some of your data in the Data/AAF folder is incorrect and will not work correctly with NAF, it has removed this data from the final XML files, but you have not removed it from the Data/NAF folder - and it will still display and generate errors.
IMPORTANT : You can use data for NAF made by Squirrel for example, but then do not use its prototypes in the Data/AAF folder - otherwise NAFicator will analyze this and include this in the output files as well, which may (or may not) lead to conflicts in the end.

 

0.7.0

  • Checks do really exists hkx pointed in your xmls, looks for it in loose files and ba2 archives, and if you have not - removes bad animations linked to this missed files.

 

I'll start from afar, give an explanation, and at the end explain the problem. The situation is that I started to make an update, but one by one, many good ideas, not a simple implementation. I had time to add and compile one, but as I think important feature. NAFicator in version 0.700 has learned to look - if there really is an hkx file of the specified animation. Because as it turned out - sometimes authors make out the presence of animation in the editor, but do not put it. This leads to problems. In general 0.700 beta will remove those animations that are not really there from xml-files. It looks for the presence of animations not only in loose format, but also in archives (thanks again to Dlinny_lag for participation and Snapdragon - for the work on the reverse of the original code). And now actually why suddenly beta and what is the problem: as I mentioned above - plans for the update was much more, and I generally started them, but in the process I realized that I did not calculate my capabilities. I just don't have time to do it. Unfortunately, I have already changed the sources, and to compile them again I need either a long rollback, or even longer to go forward to a full update. In general, I'm on the twine, friends. That's why I decided to post my last working test compilation as it is. What problems are waiting for you? Pretty much none. The only thing is that now at startup you will have an endless window that NAFicator is doing its own things. It will not notify you when it's finished - you should be guided by the fact that there are files in the folder. I think that I will be able to return to work on this project closer to the end of the year. In general, the project can be recognized as positive, I hope it helped you! Thank you all for your participation!

 

 

0.6.5

  • Fixed incorrect behavior when processing furnitureData strings
  • Added multithreading
  • Fixed incorrect work with escape sequences, in some cases
  • Added fix for incorrectly placed “noFurn” tags
  • Added reading and projecting root node by dataSet attribute
  • Many small but important fixes for implementation logic and auxiliary functions
  • Extended lexicographic fixes :
    • Added error handling of incorrectly placed '/' character (mainly due to Savage Cabbages)
    • Fix for missing spaces between attributes (got caught in UAP)
    • Added handling of incorrect offset count in some leito package xmls
    • Fix some lexical bugs for package bp70
    • Added search for furniture by editorId (if specified) if not found by formId

 

0.6 GUYS, I GUESS IT IS CLOSE ENOUGH TO RELEASE. NOW YOU CAN EASILY START WITH NAF!

  • 0.6.3 CRITICAL : I made a mistake in one of the parameters, which caused the parsing from files to go wrong (the name of the node was inserted instead of an attribute). Thanks to Dosfox for bringing this to our attention. Furniture parsing suffered the most because of this.
  • 0.6.3 Also fixed possible parsing troubles with escape sequences in filenames.
  • 0.6.2 Fixed formatting option : glue. It hasn't worked as it was intended and could provide crashes. Not directly, but because further functions expected that this operation was completed correctly.
  • 0.6.2 Stability patch : wrong ini settings won't crash you any more. Just log that ini is incorrect.
  • 0.6.2 Fixed cases when relative pathes didn't worked.
  • 0.6.2 Archive was extracted from MAIN file, so that you do not accidentally overwrite your archive with the update. You can download and install it manually, as well as merge it with your archive. Use any code diff tool and notepad for this.
  • 0.6.1 Little (literally couple of code) but very important update. I forgot a check is plugin installed before run get from archive. So fixed.
  • Fixed Archive, now it works fine, you can eslficate your animate esp plugins!
  • Fixed race data, now all creature animations will work fine after replace form and source data to hkx.

 

0.4

  • The code has been completely rewritten.
  • Lexicografy and format features : removes commentaries, format spaces, glue lines, fix root nodes.
  • Fix features : fix requireReset attribute, remove missing furniture reccords, replace form and source attributew with file and direct path toto hkx, remove missing animations reccords and all linked reccords, fixex incorrect offset setting 0,0,180 to 0,0,0,180 or 0,0,0,0 as user set in ini
  • Source code uploaded.
  • Added Archive feature. See in description.


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