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The Bridge (AAF to NAF)

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

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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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 by Saint_Olaf
grammar
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Posted (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 by nodtrial
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Posted (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 by nodtrial
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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.

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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 by Saint_Olaf
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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:

 

 

diff.png

Edited by dagobaking
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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.

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Posted (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 by nodtrial
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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.

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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.

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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 by dagobaking
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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.

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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.

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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.

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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.

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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.

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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.

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Posted (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 by nodtrial
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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?

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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. 

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