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NAF Bridge View File If you really want to, but don't understand anything... 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 Features for users 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) 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+. 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): Install all AAF mods, NAF, NAF Bridge, and NAFicator itself. In the NAFicator.ini file, specify the paths (most importantly, sFolderFrom=/Data/AAF and sFolderWhere=/Data/NAF). Start the game and wait for the NAFicator message in the main menu. Exit the game, disable NAFicator (in MO2 or via bNaficatorEnable=0). 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 NAFicator: (see above) Required for easy migration. Fallout 4 High Heels System NAF Patch: Patch for the High Heels mod. Autonomy Sex: Mod for random sex between NPCs. Dancecyclopedia: High-quality XML packs for dancing. 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. Have fun! 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. If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated! Submitter Evi1Panda Submitted 03/16/2024 Category Framework & Resources Requirements F4SE, NAF, SUP F4SE, Address Library for F4SE Plugins, Baka Framework, LooksMenu, Mod Configuration Menu, Latest C++ vc redist, LL Fourplay
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Version 1.53.3-2.0.9
43132 downloads
Friends! What a year it's been – and what a way to finish it. We've tackled a mountain of old bugs, completely overhauled the script core for rock-solid stability, and added key features like full scene control. A massive thank you to everyone who made this possible: the heroes who patiently tested dozens of updates over those intense 10 days, and everyone who sent in detailed bug reports. This breakthrough simply wouldn't have happened without you. Happy New Year! Wishing us all fewer bugs and more polished code in the year ahead. 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. 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. 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 Features for users 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) 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+. 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): Install all AAF mods, NAF, NAF Bridge, and NAFicator itself. In the NAFicator.ini file, specify the paths (most importantly, sFolderFrom=/Data/AAF and sFolderWhere=/Data/NAF). Start the game and wait for the NAFicator message in the main menu. Exit the game, disable NAFicator (in MO2 or via bNaficatorEnable=0). 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 NAFicator: (see above) Required for easy migration. Fallout 4 High Heels System NAF Patch: Patch for the High Heels mod. Autonomy Sex: Mod for random sex between NPCs. Dancecyclopedia: High-quality XML packs for dancing. 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. Have fun! 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. If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated! -
Version 1.2.18
3286 downloads
Features Launches scenes between actors at a specified frequency and with a random chance of launch. Up to 128 scenes in parallel. Search for valid poses and locations (up to 10 different actors in a scene). Small talk between actors before the scene starts. 20 pickup lines with voice acting and lip-syncing and 20 response phrases launched randomly. All actors who have recently had sex are tracked and excluded from the search for actors for scenes, so you don't end up with characters who are just sex machines. Active companions are excluded from scenes, actors in combat are excluded from scenes, as are other inconsistent actor statements. Scenes with creatures and between enemy NPCs are supported. A “runaway” mechanism is implemented to return to the starting point after a scene with a hostile NPC. Quest markers places to scenes so that the player knows where “something” is happening. Key actors (Kellogg, Sean, etc.) and inappropriate locations are excluded from scenes. You can customize the exclusions yourself (but only with xEdit). For convenience, scripts have been added; examples can be found in the attached patches for the DLC. You can add specific locations, specific references to an actor or their base (NPC in xEdit) to the exclusions. There is also a keyword for exclusions. NEW FEATURE in 1.1.5: I added the ability to set locations for playing alternative scene settings. You can specify separate locations where scenes will be launched using alternative settings instead of the main ones. I made this native for Diamond City and Vault 81. What does this mean in practice? I noticed that I have a lot of playback positions that I never see, which are not fully sexual in nature: Dancecyclopedia, with all kinds of hugging and dancing. At the same time, many people probably feel that explicit scenes are inappropriate in some locations, such as DC and V81. This feature will correct this omission: scenes of hugging, dancing, and kissing will be played randomly in these locations. To customize it for yourself, see Formlists in xEdit. Please note that Dancecyclopedia does not have unique tags for most animations (which I specified in settings.ini), so you will have to add them yourself in positionData.xml. Requirements - Fallout 4 OG (1.10.163) - NAF + NAF Bridge (1.35 and higher) + Your animations set. - Baka Framework (String Utils) - Lighthouse - MCM Installation - Unzip the archive into the Data folder (or copy the mod contents to the Mod Organizer/VAULT folder and activate `AutonomySex.esp`). - Start the game and open MCM for configuration (see the Settings section). Credits Vinfamy and InvictusBlade for idea and nice mods. -
NAF Bridge View File All main features is provided by Snapdragon's NAF : fast modern animation framework with comfortable UI for your enjoyment! What does it do? 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. For modders it provides API that them already knows, but it works faster and has some new features. Now sources is open and described in details. If you need more info or new api functions - be free to tell me about it. I am also aks you to download it from nexus too and endorse it. This is especially important in the first days to promote the mod. Thank you. What new features? It is totally rebuilded Bridge mod. Now it based not only papyrus, but also C++ code, congratulate me - now I can. It is still beta, but tested well. I mostly expect improvements towards friendliness rather than bug fixes, but anything is possible. MCM settings. Now you can setup framework rules in mcm (settings and overrides). Removed all blackscreens (old-build trouble). Fixed player's body disappearing in close-spaces scenes. Fixed keyboard blocking in scenes. Fixed endless walking (old-build trouble). Extends NAF parsing for using with some XML features, that NAF doesn't support. (offsets for scenes, old-style one-frame face animations, get furniture list). Added slow drying feature : cum does not disappear immediately in a sec, but gradually, becoming transparent over time, emulating the effect of drying. Can be disabled in MCM. Improved old-framework's functions, now it implemented using C++ plugin extends NAF, and works less then for a sec. Almost full compatible with mods written for old animation framework, 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. All this functions uses fast C++ and papyrus algorithms and executes less then in a second. Totally removed requirements for some old-framework mods (dif from old-build version). Full sources and docs for modders. Is it beta? Is it safe for using? It is not full release still. But I tested it for a some time. It should works fine, and shouldn't break something. Does it requires AAF be installed ? Nope. It hard required AAF was removed. Does it requires NAF be installed ? Yes. Hard. Is there AAF files inside? Nope, there is no any AAF code or AAF's unique author's solutions used. API was totally rewrited. But it is emulating AAF events and functions (main functionality of this), so you can find same names, but no same implementations. Here is you can see the sources. How to install? Be sure you have F4SE installed and 1.10.163.x Fallout ver. Install newest C++ vc redist. Install Address Library for F4SE Plugins. Install MCM. Install NAF. Install SUP F4SE. If you have AAF installed - remove it. NAF and Bridge doesn't require LL Fourplay, but some of your mods can. AAF contains it, so after removing AAF, you may need to install that separately as well. Be sure you install 1.10.163.x LL Four Play version. It is ver 52 for now (thanks to dlinny_lag for clarification). Install NAF Bridge (this). You should install this only after NAF already was installed and after AAF was already removed (if it was installed). If you're using MO2 it should be placed after NAF. NAF reads xmls from Data/NAF folder, so be sure your xmls installed there. Often xmls installs in another folder by default. Fallout 4/Data/NAF *_positionData*.xml *_animationData*.xml *_animationGroupData*.xml *_mfgSetData*.xml etc. * is any char combination. And you should provide this four xml-types has exactly these tags (inside **) in its names, and exactly these case. Because NAF Bridge parser for now has sensivity in this, but I saw some modders do not adhere to strict rules when naming a file. You also should be sure xmls has tags in its names : _positionData, _animationData, _mfgSetData, _furnitureData - just for this tags will be enough. It is needs for Bridge parser for now, it possible I will do this easier way in next updates. Have a fun! Possible Troubles SUPPORT TOPIC LINK Thanks This mod uses NAF 1.0.14 and it's dll fork(published with Snapdragon's permission), but NAF still must be installed, Bridge won't work without it. So, thanks to Snapdragon for great NAF and his help. Special thanks dlinny_lag for his great help. Thanks perchik71 for helping, and TommInfinite for his SUP. If you want to find me or ask some questions in Discord - you can ask it in Snapdragon's Discord channel ! LOG : Submitter Evi1Panda Submitted 03/16/2024 Category Framework & Resources Requirements F4SE, NAF, SUP F4SE, Address Library for F4SE Plugins, LooksMenu, Mod Configuration Menu, Latest C++ vc redist, LL Fourplay
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Version 1.2.0
4584 downloads
Purpose: Add animationGroupData XMLs where necessary and modify positionData XMLs to hide standalone animations that belong in staged animations and add the staged animation group from the animationGroupData XML files. File Versioning Information: The archive files are versioned as such: The version of the animation pack the XML files are designed to replace followed by the revision number for these files. The revision number acts like a version number for this project respective to that animation pack. For example, if the version of the animation pack is 1.2.3 and this is the 843rd modification of those XML files for that specific version, the version part towards the end of the file before the ".zip" extension will look like: "1.2.3-843". Anticipated Questions: 1. Why make this? I'm a fan of minimal mods but some mods like to throw in everything and the kitchen sink. Because of this, I don't use the Ultimate AAF Patch (UAP) and instead only use Creature Resources which does not provided fixed XMLs. 2. Not all of the animations from an author have their name surrounded in brackets, why is that? The animations with the animator's username in brackets are the animations that are believed to be staged based on the naming scheme used in the author's original positionData files. If it isn't in brackets, then the name of the animation didn't seem to be detected as part of a staged animation with the program I wrote to generate the XML files and it was seen as a single, standalone non-staged animation. 3. Why don't you have one for <insert author here>? Either that author already provided animationGroupData and staged positionData files or I don't use their animation pack so I didn't make one for them. 4. Will you do one for <insert author here> if their XMLs need one? There's a good chance I won't mind. Just point me to their mod. 5. Why are some of the old comments missing in the XML files and why is it formatted differently from the original? I did not create or modify these XML files by hand, not even with an XML editor. I had the XML parsing library I used ignore comments and some comments were malformed to begin with. -
Staged Animation XMLs View File Purpose: Add animationGroupData XMLs where necessary and modify positionData XMLs to hide standalone animations that belong in staged animations and add the staged animation group from the animationGroupData XML files. File Versioning Information: The archive files are versioned as such: The version of the animation pack the XML files are designed to replace followed by the revision number for these files. The revision number acts like a version number for this project respective to that animation pack. For example, if the version of the animation pack is 1.2.3 and this is the 843rd modification of those XML files for that specific version, the version part towards the end of the file before the ".zip" extension will look like: "1.2.3-843". Anticipated Questions: 1. Why make this? I'm a fan of minimal mods but some mods like to throw in everything and the kitchen sink. Because of this, I don't use the Ultimate AAF Patch (UAP) and instead only use Creature Resources which does not provided fixed XMLs. 2. Not all of the animations from an author have their name surrounded in brackets, why is that? The animations with the animator's username in brackets are the animations that are believed to be staged based on the naming scheme used in the author's original positionData files. If it isn't in brackets, then the name of the animation didn't seem to be detected as part of a staged animation with the program I wrote to generate the XML files and it was seen as a single, standalone non-staged animation. 3. Why don't you have one for <insert author here>? Either that author already provided animationGroupData and staged positionData files or I don't use their animation pack so I didn't make one for them. 4. Will you do one for <insert author here> if their XMLs need one? There's a good chance I won't mind. Just point me to their mod. 5. Why are some of the old comments missing in the XML files and why is it formatted differently from the original? I did not create or modify these XML files by hand, not even with an XML editor. I had the XML parsing library I used ignore comments and some comments were malformed to begin with. 6. Do I need both the NAF and AAF folders? No, I just have both to support users of either mod and the files are exactly the same. Feel free to delete the folder for the mod you don't use. Submitter Here4SlootyMods Submitted 07/23/2025 Category Other Requirements The respective animation pack you want to replace.