Evi1Panda Posted March 16, 2024 Posted March 16, 2024 (edited) 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 Spoiler Just 1.10.163.x version is supported. XML's mistakes. Actually it is global trouble - there is much wrong xmls in community now. XML troubles can be found in MyDocuments/MyGames/Fallout 4/F4SE/NAF.log (search by 'warning' tag), MyDocuments/MyGames/Fallout 4/F4SE/NAFBridge.log (search by 'warning' and 'critical' tag). What cases provides by XML mistakes? Spoiler - Objects (poses, animations, furnitures, etc.) wasn't parsed and you don't see it in game. - Objects parsed incorrectly, so it will works some another way then it author thoughts. - Initially incorrect data in XML can provide some strange cases when some animations plays in air for example. This occurs if you're using "beta" xmls, and it wouldn't be fixed untill you set offsets in xml files. By the way some very very old XML has troubles too. Previously this case could be because of NAF doesn't parse offset from _positionData, but it is fixed in Bridge, so if you got this - check up your xmls for correct data. Globally I guess there is need a topic, where is community can accumulate experience of fixes for various xml-files. Some mod require not implemented function. Just tell me about it - what mod and what function is needed. Debug prints requests for non-implemented functions to console and to papyrus debug file in Fallout 4/aaSUPF4SEDebugPrint.txt 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 ############################################################################################################################ First of all, how does it works now : NAF scans xmls using it own scanner, and fills its base. Then Bridge's own scanner scans just some xmls to help NAF in some cases (update NAF's internal records) and provide some functions. At current moment Bridge scans xmls with following tags in filename: CAUTION : at the moment YOU must ensure that these files contain exactly these tags(in name), with exactly this case, otherway it will be ignored. Use MO2 data tab and it filter to search and fix if it needs. _furnitureData - to provide AAF-style furniture search papyrus functions. _mfgSetData - NAF has progressive framed face animation system and ignores (doesn't parse) AAF face animations, so it need to be converted for NAF. _overlayData - NAF doesn't provide overlay functions, it implemented in Bridge. _ positionData - NAF doesn't parse offsets from positionData, so Bridge parses and adds it to animation objects. ############################################################################################################################ 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. Debugging wrong offsets in XMLs (wrong positions in scenes, for example in the air or under ground or inside furniture) Bridge log is in My Documents\My Games\Fallout 4\F4SE\NAFBridge.log. Before you can see it full you should set it on in Data\MCM\Settings\AAF.ini :: Debug :: bdebugMessages=1 or using ingame MCM, but you will need to restart game. Case 1 : Wrong offset in positionData xml. For example I've seen a lot of this in xml beta Corvega fixes. It is not Bridge or NAF fault - it is mistakes in xml. You should use NAF Bridge log to investigate what file is wrong offset from. Open NAF UI, get animation name from scene control and search it in log. If it was patched from positionData xml - it will be found, and you will now what exactly file contains this wrong data. Open it and fix (delete wrong data or set correctly data in there). Case 2 : Wrong offset in animationData xml. If you didn't found it in positionData that means you should find it using another tools, for example it is NotePad++ and it search by file contents. Use search in your Fallout 4\Data folder (or MO2\mods if you're using MO2) by animation name, and fix offset in found file. 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 : Spoiler 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. Old versions (before 0.700) Spoiler 0.52-0.529- SUPPORT NAF VERSION 1.10.14 0.52 - The crutch for the ChangePosition(Actor targetActor, PositionSettings settingspos = None) function has been changed, the previous one did not work correctly - Added function string FindPosition(Actor[] actors, const SceneSettings settings); - Added function SceneSettings CopySettings(const SceneSettings settings, bool HardCopy = false) HardCopy set true - copies absolutely all positions, sets false to empty or default values: newsettings.actors = "", newsettings.successful = false, newsettings.id1 = -1, newsettings.id2 = -1, newsettings.try = 0, newsettings.aborted = 0, newsettings.sceneKey = 0, newsettings.staged = 0, newsettings.sceneTags = "", newsettings.joinActors = "", newsettings.leavingActors = "", newsettings.positionType = "", newsettings.animationID = "", newsettings.positionID = "", - Fixed an error when searching and selecting furniture, when furniture specified via PositionRef could be ignored. - NAF control block override now occurs not only in scenes started via the API, but also when calling scenes via the NAF UI. 0.525 - Fixed 0.52 blocking control bug. 0.529 - Added override for the furniture search radius in MCM. - Fixed the furniture search (in one of the previous updates a code-mistake was added due to which the search for furniture actually did not work). - When using tags overriding (empty tags for scenes) default_excludetags will now be added, if it is not there by default (could lead to playing screenshot's poses instead of solo animations). 0.51 - SUPPORT NAF VERSION 1.10.14 - Updated using HasStarted property for NAF version 1.0.14. It uses just in debug reports. - NAF control blocking has been replaced with bridge blocking. Should remove annoying control blocking in some scenes when it is impossible to move the camera. 0.50 - SUPPORT NAF VERSION 0.9.13 - Fixed work with some overlays mod like Moisturized and CumOverlays. - Fixed furniture search. - Excluding furniture if it is busy, or furniture marker is busy. - Excluding furniture if it placing degree more then 10 from zero. - Updated functions StopSceneWithAbruptStop, SetActorLocked - Some fixes i'm actually don't remember. 0.40 - SUPPORT NAF VERSION 0.9.13 - 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 - SUPPORT NAF VERSION 0.9.13 - 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 - SUPPORT NAF VERSION 0.9.13 - 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 - SUPPORT NAF VERSION 0.9.13 - 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 - SUPPORT NAF VERSION 0.9.13 - 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. 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 Edited March 16, 2024 by nodtrial 11
deadshift2010 Posted March 16, 2024 Posted March 16, 2024 Hallelujah! I'll give it a try when I have some time, but I'm really happy to see this!
Saint_Olaf Posted March 16, 2024 Posted March 16, 2024 (edited) OK, This sounds great, but what does it do for someone? Will it improve performance? Will it make animations run smoother? (I understand a bit about AAF and NAF, but what is the benefit of having both going simultaneously?) What does one gain by using both? Edited March 16, 2024 by Saint_Olaf grammar
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 (edited) 3 minutes ago, Saint_Olaf said: OK, This sounds great, but really, what does it do for someone? Will it improve performance? Will it make animations run smoother? (I understand a bit about both AAF and NAF, but what is the benefit to having bother going at once?) What does one gain by using both? You should just try. I'm pretty sure - you'll never go back. Just need to get f...ck with xmls some, but it's worth it. In actual version implemented almost 100% AAF functions. There is just no third-person joins to active scenes function as I know. Minor bugs, not more then in classic AAF. Edited March 16, 2024 by nodtrial
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 (edited) 10 minutes ago, Saint_Olaf said: What does one gain by using both? Just that mods has dependency, and I don't want to remove dependency, want to it works natively. Cheat it that it using AAF, but it don't. AAF is actually turned off. But you can use it from its UI if you need. You will need to merge translation files, because I removed from it everything from AAF to avoid any copyright infringement. But you can just merge it manually. It will work. There is no any performance troubles, it works much faster then through AAF. AAF is turned off. Edited March 16, 2024 by nodtrial
Saint_Olaf Posted March 16, 2024 Posted March 16, 2024 2 minutes ago, nodtrial said: You should just try. I'm pretty sure - you'll never go back. Just need to get f...ck with xmls some, but it's worth it. I have avoided NAF just because of the AAF mods not being compatible. Always meant to try it. I can see the possible benefits there is more stuff coming out for NAF and it would allow the addition of that stuff. I don't mean to sound like I am complaining because I can see the benefit on the front tip and I ABSOLUTELY will be trying this later tonight. But For someone who does not understand either of these programs well. What is it for? What are the benefits? What do they gain? I am asking because it's not clear in the description. Everyone is at different stages and understanding of how these 2 work. Some people install and just hope it works, when it doesn't they uninstall it and try again. Others can go in and figure out the issues and straighten it out. Others can open stuff in the creation Kit alter it and do what they will with them. I am gathering for the basic explanation this Mod will intercept AAF calls and Direct them to NAF. So for all intent, NAF is running the show while AAF is idle? Better performance? Can I edit animations in game? etc.
Saint_Olaf Posted March 16, 2024 Posted March 16, 2024 (edited) 3 minutes ago, nodtrial said: Just that mods has dependency, and I don't want to remove dependency, want to it works natively. Cheat it that it using AAF, but it don't. AAF is actually turned off. But you can use it from its UI if you need. You will need to merge translation files, because I removed from it everything from AAF to avoid any copyright infringement. But you can just merge it manually. It will work. There is no any performance troubles, it works much faster then through AAF. AAF is turned off. Gotcha! Thank you! Edited March 16, 2024 by Saint_Olaf
dagobaking Posted March 16, 2024 Posted March 16, 2024 (edited) Here we go again. This mod uses my work. Quote 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. riiiiiight. It was just a total coincidence that the diff looks like this: Edited March 16, 2024 by dagobaking
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 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. 1
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 (edited) 6 minutes ago, dagobaking said: Here we go again. This mod uses my work. This mod uses bethesda's papyrus. It uses your work as third-party mod. And have declared dependency. p.s. Sorry man, you can't prohibit to use papyrus. You can't prohibit to use Scripts named as yours. Do best for your mod and no one will need this or NAF. Edited March 16, 2024 by nodtrial 15
dagobaking Posted March 16, 2024 Posted March 16, 2024 1 minute ago, nodtrial said: This mod uses bethesda's papyrus. It uses your work as third-party mod. And have declared dependency. aaaaand this is the diff:
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 (edited) It file is not from here. Anyone can download and be sure - our files is very different. Edited March 16, 2024 by nodtrial 7
dagobaking Posted March 16, 2024 Posted March 16, 2024 Just now, nodtrial said: It file is not from here. Not sure what you are trying to say. Even by your explanation, this is what you did: You made a copy of my file. Then you edited it from there for some other purpose. That is called making a derivative. Only the original copyright holder has the right to make derivatives of their work, unless they give permission. And I have not given you permission.
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 Actually it have basically difference in it meaning. So if it was your file, it works with your mod AAF, isn't it? But it don't. It just doesn't make any sense, right? Nope. I looked at many different files, i'm studying. And from your files and many other. Anyway my file is more then for 50% different from yourse. The similarity in some places is due to the fact that I learned from your code, and also my mod should deceive mods written for your mod. You do not have rights to the papyrus, sorry. Sorry, English is not my native language, so maybe I'm writing something unclear. But I can always try to explain. 7
dagobaking Posted March 16, 2024 Posted March 16, 2024 (edited) 5 minutes ago, nodtrial said: Actually it have basically difference in it meaning. So if it was your file, it works with your mod AAF, isn't it? But it don't. It just doesn't make any sense, right? Nope. I looked at many different files, i'm studying. And from your files and many other. Anyway my file is more then for 50% different from yourse. The similarity in some places is due to the fact that I learned from your code, and also my mod should deceive mods written for your mod. You do not have rights to the papyrus, sorry. Sorry, English is not my native language, so maybe I'm writing something unclear. But I can always try to explain. It doesn't matter that your file is 50% different. It could be 99% different and if you derived it from mine, which you admit that you did, you are infringing on my copyright. Additionally, your mod facilitates another mod that also is infringing on my copyright. I haven't scoured the rules. But, I'm pretty sure that is also a rule violation similar to how patches to remove child checks is a rule violation (for facilitating mods that arent allowed). Edited March 16, 2024 by dagobaking
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 12 minutes ago, dagobaking said: Not sure what you are trying to say. I'm saying - I don't know what is that file you're showing and where did you get it. Anyone can download my files and be sure - it very very different from yours. 7
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 4 minutes ago, dagobaking said: you admit that you did I've never told anything like this. I told I've studied using your files and many others files too. I said that code can be partly similar, because it written for bypassing your mod. 6
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 Sorry maybe your saw what you wanted to see, maybe my bad English and translator are to blame. Sorry if you were misled somewhere. 6
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 If anyone has any doubts, I will be happy to explain everything in full in the code, where I wrote what and why. And I’ll say it again, it’s enough just to look at the code to see that it’s very different. It does different things, uses different structures. Works with data differently. I can explain everything. 8
dagobaking Posted March 16, 2024 Posted March 16, 2024 7 minutes ago, nodtrial said: I'm saying - I don't know what is that file you're showing and where did you get it. Anyone can download my files and be sure - it very very different from yours. Another mod author made that diff from the file you posted on nexus. 1 minute ago, nodtrial said: I've never told anything like this. I told I've studied using your files and many others files too. I said that code can be partly similar, because it written for bypassing your mod. You say you never told me anything like this. And then in your next sentence you admit that you did something just like this. Calling it "studying" is just semantics. The fact is, you looked at my file so that you could copy how it works and make your own derivative from that. You even admit that this mod is, in your own words: at most "50%" your original work. Look, if I disappeared or announced retirement from modding or something, I would just ignore this and let bygones be bygones. In fact, I would probably see it as a compliment. But, I am in active development of my work. We have a whole active discord team, etc. I haven't died or gone anywhere. So, I don't need doppelgangers trying to hijack my efforts WHILE I'm still giving out free to use mod work. What you guys are doing is a cancer to the mod community.
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 In addition, NAF does not have some functions at the moment, and I prefer that some functions continue to work using AAF, but I work with them differently, as on behalf of a third-party mod connecting to yours. 7
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 1 minute ago, dagobaking said: Another mod author made that diff from the file you posted on nexus. So you should ask them for this file. I don't know what some people gave you. Have no see this mod on nexus. I could try to download it from there and look at. 4
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 (edited) 26 minutes ago, dagobaking said: What you guys are doing is a cancer to the mod community. It is your opinion. I told you one things : There is no need to prove that a good thing is good - everyone will use it anyway. Cancer is when you stop someone from doing something. Do better and the whole world will be yours. In the meantime, I would like to say goodbye to you, dear friend. p.s. This mod have no anything contains breaking copyrights. Here is bethesda's papyrus code. It's working algorithm is very very different from you code. This is very easy to verify. Everything you've been fantasied about it - it is yours unhealthy ego and fantasies. p.p.s. : And also, don’t think that this mod will disappear. If it is suddenly removed from here, I will post it somewhere else. Think about how to become better, not how to poop on someone else. This is the only way you can stay on top. Good night (or whatever time of day) Edited March 16, 2024 by nodtrial 14
dagobaking Posted March 16, 2024 Posted March 16, 2024 32 minutes ago, nodtrial said: In addition, NAF does not have some functions at the moment, and I prefer that some functions continue to work using AAF, but I work with them differently, as on behalf of a third-party mod connecting to yours. A valid third party connection would be something that perhaps formats the XML independently or has some complimentary use. Not something that copies sections of my work. Like you admit that you have done. 30 minutes ago, nodtrial said: So you should ask them for this file. I don't know what some people gave you. Have no see this mod on nexus. I could try to download it from there and look at. I will ask them about it. In the meantime, are you a different person than the one that posted this bridge mod on Nexus? 25 minutes ago, nodtrial said: It is your opinion. I told you one things : There is no need to prove that a good thing is good - everyone will use it anyway. Cancer is when you stop someone from doing something. Do better and the whole world will be yours. In the meantime, I would like to say goodbye to you, dear friend. p.s. This mod have no anything contains breaking copyrights. Here is bethesda's papyrus code. It's working algorithm is very very different from you code. This is very easy to verify. Everything you've been fantasied about it - it is yours unhealthy ego and fantasies. p.p.s. : And also, don’t think that this mod will disappear. If it is suddenly removed from here, I will post it somewhere else. Think about how to become better, not how to poop on someone else. This is the only way you can stay on top. Good night (or whatever time of day) Sorry. Cancer is just a very shitty thing. Believe me. And what you guys are doing is a very shitty thing for the mod community: Instead of creating your own work as authors, you seek to hijack other peoples work. You wrongfully claim it as your own work. By doing so, you interfere with original creators efforts. You discourage new original authors from contributing because they can see that users and hacks like yourself do not respect other peoples work and effort. And you encourage authors to take steps to protect their work at the expense of a more free exchange of ideas and features. For example: I included the source code with AAF because it could be helpful for content mod authors to be able to hook into the code beyond the API. The cancerous message from you guys: Sharing source code is a mistake that opens you up to hacks copying your work and pretending its theirs. Interfering with your efforts, etc. I included detailed documentation for animators to use to give the most flexibility. The cancerous message from you guys: its a mistake to give too much user control because some asshole will just use it as a guide for their own mod because they lack the creativity to come up with a better system. Lesson from you guys: "too bad! we decide what is good. you should have made all of your work closed, encrypted and hidden!" Essentially, your message is that generosity and trust is to be punished. To that, I say "fuck you and the shit-covered pigs you waddled in on." p.s. Please stop with the bull shit about papyrus. Copyright does not require that you own the entire language that a work is made with. p.p.s. We shall see. I'm a person who puts a high value on integrity. Even if you guys prevail in circulating copyright violations, I sleep well at night knowing that I did nothing wrong. All I did was work my ass off on a mod and let people use it for free. You can post your mod all over the internet and it does nothing but make you a bigger loser. Maybe you have a darkness that lets you sleep well with that. But, I doubt it. And speaking of that: what kind of a person even thinks to copy other peoples work like this? It could be 100% legal and I would never want to do it in a million years for any amount of money or fame or reward of any kind. Do you guys lack confidence in your ability to make your own work? Do you have no shame at all? 5
Evi1Panda Posted March 16, 2024 Author Posted March 16, 2024 37 minutes ago, dagobaking said: A valid third party connection would be something that perhaps formats the XML independently or has some complimentary use. Not something that copies sections of my work. Like you admit that you have done. It is a nonsence. I can get access/connections using any method provided by bethesda tools. I can name my files any I want. You have no exceptionally copyrights for it. 8
Recommended Posts