dosfox Posted September 23, 2024 Posted September 23, 2024 58 minutes ago, Evi1Panda said: I see there is change gender option in Authonomy, ... Â I believe that is true in Autonomy v.3.0+, but i am using Autonomy v.2.8. For me Autonomy v.3.0+ is too buggy to use. 1
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 13 minutes ago, dosfox said:  I believe that is true in Autonomy v.3.0+, but i am using Autonomy v.2.8. For me Autonomy v.3.0+ is too buggy to use. Anyway, in this case I need to see logs to tell any. Globally, I don’t see any obstacles to launching scenes with a large number of people. But this does not mean that there really are no obstacles.
dosfox Posted September 23, 2024 Posted September 23, 2024 5 hours ago, Evi1Panda said: I see there is change gender option in Authonomy,  Apologies @Evi1Panda, wasn't thinking clearly when i said Autonomy 2.8 didn't have change gender option. V2.8 introduced a bug where male NPCs speak vanilla idle lines in female voice. That bug must be from some sort of "change gender option". So i have gone back to Autonomy v.2.6 which i have been using for the last 3 years with no issues. It is identical to v.2.8 except for the way it distributes it's perks. Will let you know how it works. Â
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 (edited) @dosfoxV2.8 introduced a bug where male NPCs speak vanilla idle lines in female voice.  I guess it is in authonomy from its beginning. Never saw it without this. Technically this is not autonomy bug. This is bethesda cheated mod authors. Bethesda promises that alias will be cleaned after quest will be stoped, but it is not true. I have a fix for this for a couple of years. I guess I should publish it.  Upd. Or send it to mod author, idk why he is ignoring this. The fix is couple lines of code for clearing alias manually. Edited September 23, 2024 by Evi1Panda 1
dosfox Posted September 23, 2024 Posted September 23, 2024 (edited) 21 minutes ago, Evi1Panda said: Upd. Or send it to mod author, idk why he is ignoring this ... Â AutonomyEnhanced seems to have been abandoned again, author says no further work is being done on it. Â Been testing for a while with Bridge .771 and AE v.2.6. Still no 3P+ scenes, but plenty of furniture scenes. Also plenty of animation/furniture collisions. Testing interrupted by this NAF-related crash: crash-2024-09-23-18-08-50.logNAF.logNAFBridge.log Edited September 23, 2024 by dosfox
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 (edited) @dosfox NAF and NAFBridge logs tells much about parse, but almost nothing about in game scene start and proccess. It is in papyrus log. Edited September 23, 2024 by Evi1Panda
dosfox Posted September 23, 2024 Posted September 23, 2024 (edited) 5 hours ago, dosfox said: ... plenty of furniture scenes. Also plenty of animation/furniture collisions.... Â On closer examination most of these "collisions" are actually ground-based animations being played intentionally on the furniture location as they are always aligned on the y-axis of the furniture. Â aaSUPF4SEDebugPrint.txt Edited September 23, 2024 by dosfox
Evi1Panda Posted September 24, 2024 Author Posted September 24, 2024 (edited) @dosfox try this pls. It check if furniture valid if it was set by mod as location object, and if it is not - it will set actor[0] instead of furniture. If was this kind situation log will have record "StartScene : Furniture in location object is not valid" tratata. Just replace script. aaf_api.7z Edited September 24, 2024 by Evi1Panda
dosfox Posted September 24, 2024 Posted September 24, 2024 (edited) 5 hours ago, Evi1Panda said: try this pls ...  Definitely an improvement, but still quite a few of these:  Spoiler     aaSUPF4SEDebugPrint.txt  EDIT: On the Autonomy matter, check out this post. Autonomy is a great showcase for any animation framework, and InvictusBlade has given permission to use his scripts for fixes. 😉  Edited September 24, 2024 by dosfox
Evi1Panda Posted September 24, 2024 Author Posted September 24, 2024 (edited) @dosfox oh, it is not seems as my fault. I guess you can't start NAFscene on this. I mean in NAF UI too. It is because of it wasn't parsed good by NAF parser. Actually there is no reasons to have two furniture parsers, and I guess I will remove bridge's parser soon. So, you need to understand why your furniture doesn't parse good by NAF. First you need try to delete cache and reparse it. NAF have a complex parser, I dont know how it work in details, but sometime it really doesn't parse some furniture it should. I dont know reasons. Rarely.  You should show this picture to me earlier. Edited September 24, 2024 by Evi1Panda
Evi1Panda Posted September 24, 2024 Author Posted September 24, 2024 Quote EDIT: On the Autonomy matter, check out this post. Autonomy is a great showcase for any animation framework, and InvictusBlade has given permission to use his scripts for fixes. 😉 oh, my fix don't need any of authonomy scripts included. It never was a some kind of trouble in this case. I am to lazy to public my mods, because I should bring them into proper form before publication, design pictures, themes, and often also translate into English. For example, I have a mod for loading any grenade launcher with any grenades. But it’s easier for me to never post it than to do it so that it can actually be published. Or I have a mod that allows you to separately regulate different groups of sounds using sliders and add new ones quite easily, including moans, but when I think that I need to translate everything, then write instructions on how to use it, I don’t want to do any))) 2
Evi1Panda Posted September 24, 2024 Author Posted September 24, 2024 (edited) @dosfox I was in same situation, when I often installed new xmls and deleted old. Most furniture disappeared, but some still was in NAF UI. This simple actions helped me : 1. Remove some furniture. (disabled in mo2). 2. Manually delete NAF cache. 3. Start game and close it after menu loaded and game data loaded full (SUP F4SE write about it in console - it will write it was loaded). Then close game. 4. Enable furniture you've been disable earlier. 5. Delete cache again. 6. Start game. Edited September 24, 2024 by Evi1Panda 1
dosfox Posted September 25, 2024 Posted September 25, 2024 (edited) Several crashes today, all looking like this: crash-2024-09-25-16-33-05.logaaSUPF4SEDebugPrint.txt   Edited September 25, 2024 by dosfox
Evi1Panda Posted September 25, 2024 Author Posted September 25, 2024 (edited) @dosfox The walk interrupt function comes to mind. But this is not 100%. The update will require new tests. I collected everything into one dll. I think tomorrow or Saturday I will post a new version, in which this may not be the case.  What is more interest, did you solve furniture trouble? Edited September 25, 2024 by Evi1Panda
dosfox Posted September 25, 2024 Posted September 25, 2024 (edited) 1 hour ago, Evi1Panda said: ... did you solve furniture trouble?  It seems maybe a little better, but there are still ground-based animations happening on/in furniture. That red lounge chair is often a culprit in several other settlements too. Spent today pasting in several settlements and progressing the game a little, just observing what NAF/Bridge is doing.  Using the Autonomy settings i have set at the moment ("orgy mode"!), in a settlement AAF would be generating 3-6 concurrent scenes with at least one 3P+, constantly. NAF/Bridge is only generating 1 (rarely 2 or 3) scenes at a time, often with long pauses between. NAF/Bridge often seems to be repeating several animations with different actors on just one item of furniture, despite much other valid furniture and animations being available. Except for those crashes the game has been playing smoothly with no other problems.  All animations are running properly and none have broken or got stuck. Undressing and redressing is working well. "Slow dry" is working well.  Edited September 25, 2024 by dosfox 1
Evi1Panda Posted September 25, 2024 Author Posted September 25, 2024 (edited) @dosfox the search logic is always the closest matching item from all parsed from xmls. AAF uses the same papyrus search function as far as I remember.  I'm even expanding it a little by adding additional checks. But, I have not yet come up with any simple way to understand whether the furniture is occupied by the NAF scene. Because the scene is not considered a furniture occupation. But to be honest, I didn’t dive into it deeply. I don’t even know, maybe NAF flags this for itself, but I don’t think that’s the case.  Quote That red lounge chair is often a culprit Can you start NAF UI scene on this? Edited September 25, 2024 by Evi1Panda
dosfox Posted September 25, 2024 Posted September 25, 2024 (edited)  3 hours ago, Evi1Panda said: Can you start NAF UI scene on this?  That's interesting, the chair doesn't come up in the furniture list, even though animations have happened in/on it!  Edit: OK the failed chair was a HomeMaker one (baseID xx001764). The vanilla chairs with the same mesh (4D1CC, 74BB0) show up in NAF and work with animations just fine.  Spoiler  Edited September 25, 2024 by dosfox
Evi1Panda Posted September 25, 2024 Author Posted September 25, 2024 @dosfox it is a situation I described in post with six steps. Idk why and how. Need to investigate. Do this steps. If it will not help - try to turn off some furniture mods. The magic is, after your furniture will be parsed fine - you can try to enable disabled furniture, and there is good chances it will work fine. I dont know why this fenomen happens, I told Snapdragon about it. Need to investigate.  Â
Evi1Panda Posted September 25, 2024 Author Posted September 25, 2024 (edited) And also there is second part. NAF doesn't provide GetFurniture() function in AAF's style. As I said before, this is my first cpp project (let’s not consider any educational nonsense as projects). So it was difficult to me to understand how NAF parser work. It was more simple to me in that place, to write my own primitive parser. So there is thing... NAF parser use its own parser to start scenes. Mods, when it uses papyrus GetFurniture() use furniture, I've been parsed with my own parser. So there is can be situation (situation borned in non-perfect world) when NAF parser have no that furniture I've been parsed using own parser. So that the case you can see : you have furniture that was parsed fine by my parser, but NAF parser didn't.  So that is the case when mods starts scene on furniture, but NAF doesn't know that it is furniture. It just didn't parse it. In perfect world parsed objects should be same. I will get to this result, but for now ensuring identity is the user's task. Edited September 25, 2024 by Evi1Panda 1
dosfox Posted September 25, 2024 Posted September 25, 2024 (edited) NO HomeMaker furniture at all is being registered by NAF. After running 6-step plan (twice), first time disabling just HomeMaker, second time disabling all furniture mods, NAF still does not recognise HomeMaker furniture. Â EDIT: ! @Evi1Panda On further examination the only mod-added furniture that NAF recognises is the TortureDevices HydroPillory. It does not recognise CWSS items, SOE items, Crimsomriders, etc. Â However NAF does recognise turrets - vanilla and mod-added - as potential actors! Â Edited September 25, 2024 by dosfox
dosfox Posted September 25, 2024 Posted September 25, 2024 (edited) 1 hour ago, dosfox said: the only mod-added furniture that NAF recognises is the TortureDevices HydroPillory ... and it doesn't even close properly! Spoiler  Edited September 25, 2024 by dosfox
dosfox Posted September 25, 2024 Posted September 25, 2024 55 minutes ago, Evi1Panda said: share this xml pls  hydropilloryXMLs.rar
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