Evi1Panda Posted September 25, 2024 Author Posted September 25, 2024 <furnitureData meta title="Theme_SexKinky_FurnGB_tagData.xml" version="200811.0" dataSet="tag"> <defaults loadPriority="5"/> ... ... ... </furnitureData> Attention to end of first line : dataSet="tag">
Evi1Panda Posted September 26, 2024 Author Posted September 26, 2024 (edited) There is some important information from nexus. I ll fix this in next update, and mkh97 said she will add <defaults/> but for now bridge's parser will stuck in loop on parsing rbcubp (or smth like this) position data xml. Probably it can be in some other rare cases too. How user can understand it is in loop? Very simple : open console after main menu was loaded. In 20-40 sec you should see in console message that SUP_F4SE was loaded. If bridge stucked in loop - you will never this. Also your bridge log will be shorter then usually. This is copy of my ask to mkh97 from nexus: Also, wanted to ask you to add defaults to your files! I know NAF parses it fine, but Bridge is loop with it now and skip files without defaults. I will fix it in update (already fixed in my build) but it is not ready yet. cut from update log : * Fixed errors in the bridge parser that led to a loop in a situation where two conditions matched: comments more than one line before the defaults was parsed. I mean, for example <positionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <defaults/> <position id="RC's Centerfold Poses" positionTree="RCsCenterfoldPosesTree" tags="F,Pose"/> <position id="RCsCenterfoldPoses1" isHidden="true" tags="F,Pose"/> <position id="RCsCenterfoldPoses2" isHidden="true" tags="F,Pose"/> <position id="RCsCenterfoldPoses3" isHidden="true" tags="F,Pose"/> <position id="RCsCenterfoldPoses4" isHidden="true" tags="F,Pose"/> Edited September 26, 2024 by Evi1Panda
Here4SlootyMods Posted September 26, 2024 Posted September 26, 2024 I was wondering if you had the updated source code and if you've got it up on GitHub somewhere. The source code you have on Google Drive was last updated September 5th so there's 3 weeks of updates we haven't seen.
Evi1Panda Posted September 26, 2024 Author Posted September 26, 2024 I will. Github won't let me register because I'm from Russia.
Here4SlootyMods Posted September 26, 2024 Posted September 26, 2024 Oh, then what about BitBucket or GitLab? Those are 2 good alternatives too but I don't know if they'll work for you.
dosfox Posted September 27, 2024 Posted September 27, 2024 (edited) Hey @Evi1Panda thanks for the update. The new log pointed out a couple of XML errors the previous logs didn't catch. In the new log every positionData.xml is warned as "no data in <default ". What is happening there? NAF gui is still not recognising most of the mod-added furniture. Some instances of HomeMaker "Pre-war Double Bed" and the HM "Institute Double Bed" show up in the NAF gui, and Autonomy generates scenes on those as well. Is the 6-step thing still useful after changing xmls? Any fix for Autonomy 3P+ scenes? Thanks again! NAF.log aaSUPF4SEDebugPrint.txt Edited September 27, 2024 by dosfox
dosfox Posted September 27, 2024 Posted September 27, 2024 (edited) Another couple of bugs: Seen at least a dozen different ground-based animations happening on the Alex Stripper Pole. Stripper Pole does not appear in NAF gui as furniture. Spoiler Difficult to pick actors with genitals from this list. Surely considering turrets as potential actors must slow down NAF's scene selection process? Spoiler Edited September 29, 2024 by dosfox
Evi1Panda Posted September 27, 2024 Author Posted September 27, 2024 Is there data in defaults? I'll can watch it just tomorrow. I am far away from pc.
dosfox Posted September 27, 2024 Posted September 27, 2024 All 49 positionData files have data: Spoiler
Evi1Panda Posted September 29, 2024 Author Posted September 29, 2024 (edited) @dosfox sorry, just got myself to pc. Don't worry about this, it seems it is wrong report. I will rebuild xml parse in next update (remove much repeating code), working on it, but anyway it should work fine now too. Edited September 29, 2024 by Evi1Panda
dosfox Posted September 29, 2024 Posted September 29, 2024 Hey @Evi1Panda, NAF starts scenes so quickly that it seems a bit unnatural. What edits neede to be made to XMLs to have the actors pause for a few seconds after unequipping before the animation, and before re-equipping after the animation? BTW, tried out a couple of your AAF mods with NAF, Ivy-MSWL patch and Magnolia Sex Scene, they work great!
Evi1Panda Posted September 30, 2024 Author Posted September 30, 2024 There is slowdown option in mcm. Try this. It depricated, but for your purpose I guess it will work fine.
Evi1Panda Posted September 30, 2024 Author Posted September 30, 2024 (edited) I need to ask for some help. Need to test theese packs. It is NAFicated animation packs with eslfied esp plugins. Actually it takes animation file in NAF-style - directly from file, not from esp. Need to understand how it works. You shouldn't copy AAF folder to NAF from these mods, just install my NAFicated files over these. * TEMPORARY REMOVED * There were some problems. I've been test it a little and, overall, the scheme works, this is positive. It means that everything will most likely be done. But not as quickly as I wanted. The problem is that I have very little time this week, I wanted to do everything today, but it didn't work out. And now most likely it will be ready next week. Edited October 1, 2024 by Evi1Panda 5
dosfox Posted September 30, 2024 Posted September 30, 2024 @Evi1Panda Thank you for posting these, this is exactly what i was hoping your "database of corrected XMLs" would look like! I realise now i am approaching NAF from the wrong direction - using a wildly edited set of animation XMLs (Indarello), with a buggy scene generation mod (Autonomy), on a new animation framework still in development. The bugs i am reporting are probably mostly not due to NAF/Bridge. For the purposes of testing mid-game could I: 1. Overwrite NAF folder XMLs and ESPs with relevant NP packs, then 2. Overwrite NAF folder with my set of corrected Indarello XMLs. Would that work? Would it be worth reporting bugs from such a setup?
Evi1Panda Posted September 30, 2024 Author Posted September 30, 2024 (edited) I would need to know how exactly these files work. But in principle, any information is information. I want to transfer my animations mods to eslfied versions, so want to share this. And also I want to share new dll mod, that will help to transfer animationData xmls to NAF-no-esp-style, from old-esp-style. Using theese with other mod you shoud remember that xmls files has priority attribute, and can be overwrited not just with direct replace. Some big-patches-mods like uap actively using this. Also with theese files you'll have no idles in esp, so there will be errors if other's mods xmls still refers to this idle forms. Edited September 30, 2024 by Evi1Panda 1
Evi1Panda Posted September 30, 2024 Author Posted September 30, 2024 (edited) I will add Indarello's mod. Somekind of it version. If I am right it is Mishovur's remake. upd. : uploaded. Edited September 30, 2024 by Evi1Panda 1
dosfox Posted September 30, 2024 Posted September 30, 2024 18 hours ago, Evi1Panda said: ... There is slowdown option in mcm. ... Thank you for this suggestion. Since setting the slowdown to "1", i have seen no ground animations inside furniture, and the number of concurrent animations has more than doubled! Not what i expected ... 1
Evi1Panda Posted October 1, 2024 Author Posted October 1, 2024 to be honest, it's hard for me to imagine that these things are connected. But please use it for your pleasure.
dosfox Posted October 1, 2024 Posted October 1, 2024 (edited) 22 hours ago, Evi1Panda said: ... with these files you'll have no idles in esp ... When you say that no idles will be available from the ESPs, does that also include sounds? The reason for asking is that i am doing a complete remake of QUAAF, and want it to be fully compatible with NAF/Bridge. While developing QUAAF, some of the animation mods required alterations to their SoundOutputModel (set in the ESP) to standardise them with the other packs. So i wrote an ESL patch for each of those mods. QUAAF is working ok with my current NAF/Bridge setup. So i have some questions: 1. Will there be any soundFX using your your NAFified ESPs posted above? 2. If there is sound, will the QUAAF patches work with your modified ESPs? QUAAF_SOPM_ESPS.rar 3. Is there a NAF/Bridge soundFX protocol? Can you tell me where to find it? This was a huge problem with AAF, there was no standard set down for how animations should format and present their soundFX. If you think that AAF XMLs were messy, the AAF soundFX system was a complete dog's breakfast! I hope NAF/Bridge has more foresight ... Thank you! Edited October 1, 2024 by dosfox 1
Evi1Panda Posted October 2, 2024 Author Posted October 2, 2024 (edited) Actually I don't really understand how sound works in scenes (didn't look yet), but I have two guesses: 1. The sound is hardcoded into hkx as the file name. Then it will be fine, I won't need to do anything. 2. The sound is triggered by code, through dialogue topics of quests. I think that most likely the second option. In any case, yes, you are right, sounds will be required still, and its ids will be changed to esl. Actually no matter what exactly espfefied file will be used (mine or yourse or any). As I said before NAF can load animations directly from hkx - and that the thing I want to provide to mods, and give a tool for easiest change form ids to hkx in xmls. So, in this case, as you understand - plugin files can be any, NAF doesnt use it. Actually tool is ready. Just doesn't share it because it need instructions was written. Have no time for this right now. I don’t understand the obsession of most authors to make their 100-200 id records in esp files. p.s. This is the one of troubles why I transfered release of updated files. Sound compatibility must be ensured. As I tested it, animation part worked fine. oh, and there can be a third option included both. If someone know it - pls let me know. p.p.s. Actually NAF should be espfeficated too and I will do this in update, but I couldn't do that for AAF.esm, because always be a chance that mods sends it requests to old AAF's id. I should provide it was identically. Edited October 2, 2024 by Evi1Panda 2
Here4SlootyMods Posted October 2, 2024 Posted October 2, 2024 Regarding the sounds, I was actually taught about this because I'm working on something myself (not just for animations but it involves animations) by @RohZima and @South8028: I've tagged them so maybe they can add any additional information or details if they feel it's necessary. 2
Evi1Panda Posted October 2, 2024 Author Posted October 2, 2024 (edited) Thank you for this! It seems it is really hardcoded in hkx, but uses editor id, not form id. It has sence, because there was sound even after I eslfied plugin file. But anyway I guess I saw smth in xmls or somewhere else that told me there can be also second way, that uses quest as method provided sound in scenes. Or maybe directly playing on actors, without quest. Need to be checked. Edited October 2, 2024 by Evi1Panda
Dojo_dude Posted October 6, 2024 Posted October 6, 2024 (edited) ^ Awesome! You guys are doing the real grinding hard work many people take for granted in making/modding any video game, adult or otherwise. The long hours staring at blinding white screens, even in night time mode. The numerous spreadsheets, xmls, config and little files that a small slip-up causes days of grief. Was it a spelling error? Did I copy that correctly? Why is it now broken!? Aghg! Aside I do not see any ALTERED XML's for * SpicyAlteredCreatureAnims * SpicyAlteredBipedAnims * SnapdragonAnimations * AAF_BadEnd_Animations * AAF_Violate * AAF - Main Files C.H.A.K. Animation Pack 1.15 * 50 Shades of Fallout 4 Repacked * SAM Enhanced Animations 1.4.2 * Bound Public 1.3.3 Should we still be using UAP with this mod? Edited October 6, 2024 by Dojo_dude
dosfox Posted October 6, 2024 Posted October 6, 2024 13 hours ago, Dojo_dude said: ... Should we still be using UAP with this mod? Are you using UAP now? Why don't you post your NAF folder xmls and NAF.log here, along with any problems you are having, and see if anyone has any suggestions or fixed files.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now