Dojo_dude Posted October 6, 2024 Posted October 6, 2024 5 hours ago, dosfox said: 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. BETA testing it is! Thanks, will do!
GaliAli Posted October 7, 2024 Posted October 7, 2024 Hi, I have been having issues with your pole dancing activator with NAF/NAF Bridge. It used to work perfectly before but now I just get stuck in place with controls disabled. I tried reverting to older versions but got the same result. Any help would be greatly appreciated. Thanks!
Evi1Panda Posted October 7, 2024 Author Posted October 7, 2024 (edited) @GaliAliThat is mean you have bad xmls snd bad parse as result. Or haven't installed this pole's animations. Edited October 7, 2024 by Evi1Panda
Evi1Panda Posted October 7, 2024 Author Posted October 7, 2024 @Dojo_dude you can use uap, but you should check its xmls.
GaliAli Posted October 7, 2024 Posted October 7, 2024 (edited) 3 hours ago, Evi1Panda said: @GaliAliThat is mean you have bad xmls snd bad parse as result. Or haven't installed this pole's animations. I was using the XMLs you posted in the thread, reverting back to the original XMLs that came with savagecabbage animations fixed it Thank you! Edited October 7, 2024 by GaliAli typo
Here4SlootyMods Posted October 7, 2024 Posted October 7, 2024 (edited) I'm grateful for the XML fixes but do the XML experts mind writing up a guide or tutorial about how to fix XMLS? Specifically using the error messages from NAF/Bridge to find the specific problematic XML file. Please don't tell me it's just going through them with an editor that's checking against the common.xsd because that's what I've been doing so far and I hate XML (in general) enough already. @Evi1Panda Did BitBucket and/or GitLab also not allow you to make an account? I made a diff (a patch) from your code (attached) and NAF's current code on GitHub (which I believe is 1.0.14). You or someone else you trust who does have access to GitHub could submit it to Snapdragon as a pull request. Edit: Can't upload an 82KB patch file with ".txt" extension on LoversLab, so I pasted it: https://pastebin.com/raw/cuaXu8zE The paste isn't permanent so you'll have to get it quick before it gets overwritten. Edited October 7, 2024 by Here4SlootyMods Upload didn't go through.
Evi1Panda Posted October 7, 2024 Author Posted October 7, 2024 (edited) @Here4SlootyMods There is couple moments you should care : fix warnings in naf part log : look for the line [info] NAF initialization successful, waiting for game data load. This line means that NAF initialization is complete and the application of bridge patches begins. And 180 offset. Offset map is { {x-offset, y-offset, z-offser}, {z-angle offset} } In practice in most cases it is like ( 0,0, 9 or 42 for mats and beds, 0) In some upgraded xmls you can see last value is 180. I guess it should be for angle, but often I see it is third value (for z-offset) not for angle. In result in scenes you can see your characters flying in 180 offset over ground. I don't know how it works in AAF, maybe there is reversive parsing, so last value parses firstly and fills angles. Anyway you should check your positionData xmls for this. Also Dago Perhaps wanted to do better, but in my opinion it just confused everyone: he added loadPriority system to this xmls. And some moders use it (like UAP). That is, in practice, your animations may be overloaded with a priority value, and you will have no way of knowing this until you find the required xml. That is, you will look at the xml of one mod, and it will seem to you that everything is fine, but it is simply overloaded with xml from another mod with a priority value. In such cases, you need to use a search among the contents of files; NP++ is most convenient for this. In addition, among xml modding for AAF it is completely bad taste when the xml does not contain a root node. That is, the first line opens <furnitureData and ends with />, although it should look like this <furnitureData......> .... .... .... </furnitureData> The best tool for check and edit xml syntacsis is Visual Studio. (not Code). As for the storage for the project, sorry, I haven’t had time to deal with it yet. Later. Upd. For now (0.78) offset not apply angle from positionData. I didn't see somevody use it before, but I met this. So will be added in update. P.p.s. I will return fixed xmls, just need a time. For now I am working for removing mine own parse system and implement everything in Snapdragon's style. When it will be ready, I want to implement one more thing, and after this I'll can post fixed xmls set. As I said - if you will check and fix your xmls for described issues - animations will work fine. And allmost all mods will work fine, with verey very rare exclusions. Edited October 7, 2024 by Evi1Panda 1
csacskamacska Posted October 7, 2024 Posted October 7, 2024 Does it requires AAF be installed ? Nope. It hard required AAF was removed. ...so a no means a yes...? * how can you exceed the minimum requirements set by the creators in a fair way? Oh... I see this is old... outdated. Too bad... The world has already developed...
zjzc Posted October 7, 2024 Posted October 7, 2024 13 minutes ago, csacskamacska said: Does it requires AAF be installed ? Nope. It hard required AAF was removed. ...so a no means a yes...? * how can you exceed the minimum requirements set by the creators in a fair way? Oh... I see this is old... outdated. Too bad... The world has already developed... Version 0.7xx of the bridge has it's own rigged "aaf.esm"
Evi1Panda Posted October 7, 2024 Author Posted October 7, 2024 (edited) No means no. Wouldn't work with AAF. Nuka Ride should be compatible, like mostly all other mods. Edited October 7, 2024 by Evi1Panda
Here4SlootyMods Posted October 7, 2024 Posted October 7, 2024 @Evi1Panda Thanks. If I did want to submit a patch for your code, got any place I could send it? Seems like LoversLab won't let me upload somewhat large text files and pastebins aren't great.
Evi1Panda Posted October 7, 2024 Author Posted October 7, 2024 39 minutes ago, Here4SlootyMods said: @Evi1Panda Thanks. If I did want to submit a patch for your code, got any place I could send it? Seems like LoversLab won't let me upload somewhat large text files and pastebins aren't great. Just zip it. But there will be much changes soon, I guess... As I said, I am trying to remove all my parses and include all changes I did natievely.
csacskamacska Posted October 8, 2024 Posted October 8, 2024 20 hours ago, Evi1Panda said: AAF surely... as written, this is outdated... since it works with the new framework not only with the old one. Steam doesn't really deal with this. I'm waiting for him to work with the new game too...
Dojo_dude Posted October 9, 2024 Posted October 9, 2024 so.. im always invisible even in third persom, weapo drawn, zoomed out. And solo anims also invisible... might have to go back to AAF. I also noticed, AAF calls/quest updates don't trigger, specifically, the invisible solo anims I had do not remove "sexual Frustration" from Adv Needs 2.
dosfox Posted October 9, 2024 Posted October 9, 2024 @Dojo_dude On 10/7/2024 at 3:16 AM, dosfox said: ... post your NAF folder xmls and NAF.log here, along with any problems you are having ...
Dojo_dude Posted October 10, 2024 Posted October 10, 2024 3 hours ago, dosfox said: @Dojo_dude Okay, it's a lot of xmls and a large log file. Issue: character disappears always when animations start, NPC does not disappear. NAF Diaognostic.zip
VilLynne Posted October 10, 2024 Posted October 10, 2024 (edited) On 10/7/2024 at 2:40 PM, csacskamacska said: Does it requires AAF be installed ? Nope. It hard required AAF was removed. Since both mods aim to do [virtually] the exact same thing, you'll need to choose one. . NAF Other Questions: - Is it possible for NAF to alter animations without stages or any changes in position that are longer than 60 sec to add a second and final stage? - Is it possible to start the camera staring at whatever it is set to, and when a stage changes then set it where it should be looking again, yet not get locked up that way so one may pull the camera back away if one so chooses? . Edited October 10, 2024 by VilLynne
dosfox Posted October 10, 2024 Posted October 10, 2024 (edited) Hey @Dojo_dude, Firstly i have to warn that i have no knowledge of animations or the workings of NAF. I am just a file wrangler. Nevertheless i ran your XML directory through DLinny_Lags XML Scanner and looked through your NAF.log. 1. The NAF.log has 53 critical errors. Spoiler Search "critical" (53 hits in 1 file of 1 searched) [Normal] G:\NAF.log (53 hits) Line 31695: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : Gulper Staged, animation : GulperStaged Line 31697: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : Gulper Stage 04, animation : Gulperstage04 Line 31699: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : Gulper Stage 03, animation : Gulperstage03 Line 31701: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : Gulper Stage 02, animation : Gulperstage02 Line 31703: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : Gulper Stage 01, animation : Gulperstage01 Line 33568: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Powerbomb, animation : Leito_FF_Powerbomb_Aggressive Line 33570: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Missionary, animation : Leito_FF_Missionary_Aggressive Line 33572: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Doggy, animation : Leito_FF_Doggy_Aggressive Line 33574: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Cowgirl, animation : Leito_FF_Cowgirl_Aggressive Line 33576: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Carry, animation : Leito_FF_Carry_Aggressive Line 33578: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Blowjob, animation : Leito_FF_Blowjob_Aggressive Line 33688: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Powerbomb, animation : Leito_FF_Powerbomb_Aggressive Line 33690: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Missionary, animation : Leito_FF_Missionary_Aggressive Line 33692: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Doggy, animation : Leito_FF_Doggy_Aggressive Line 33694: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Cowgirl, animation : Leito_FF_Cowgirl_Aggressive Line 33696: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Carry, animation : Leito_FF_Carry_Aggressive Line 33698: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Blowjob, animation : Leito_FF_Blowjob_Aggressive Line 33808: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Powerbomb, animation : Leito_FF_Powerbomb_Aggressive Line 33810: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Missionary, animation : Leito_FF_Missionary_Aggressive Line 33812: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Doggy, animation : Leito_FF_Doggy_Aggressive Line 33814: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Cowgirl, animation : Leito_FF_Cowgirl_Aggressive Line 33816: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Carry, animation : Leito_FF_Carry_Aggressive Line 33818: [10/09/2024 - 13:55:13] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Blowjob, animation : Leito_FF_Blowjob_Aggressive Line 38230: [10/09/2024 - 14:03:52] [critical] GetOverlay couldn't find id Bruise_6! Line 38231: [10/09/2024 - 14:08:07] [critical] GetOverlay couldn't find id Bruise_23! Line 69241: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : Gulper Staged, animation : GulperStaged Line 69243: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : Gulper Stage 04, animation : Gulperstage04 Line 69245: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : Gulper Stage 03, animation : Gulperstage03 Line 69247: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : Gulper Stage 02, animation : Gulperstage02 Line 69249: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : Gulper Stage 01, animation : Gulperstage01 Line 71114: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Powerbomb, animation : Leito_FF_Powerbomb_Aggressive Line 71116: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Missionary, animation : Leito_FF_Missionary_Aggressive Line 71118: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Doggy, animation : Leito_FF_Doggy_Aggressive Line 71120: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Cowgirl, animation : Leito_FF_Cowgirl_Aggressive Line 71122: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Carry, animation : Leito_FF_Carry_Aggressive Line 71124: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Blowjob, animation : Leito_FF_Blowjob_Aggressive Line 71234: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Powerbomb, animation : Leito_FF_Powerbomb_Aggressive Line 71236: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Missionary, animation : Leito_FF_Missionary_Aggressive Line 71238: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Doggy, animation : Leito_FF_Doggy_Aggressive Line 71240: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Cowgirl, animation : Leito_FF_Cowgirl_Aggressive Line 71242: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Carry, animation : Leito_FF_Carry_Aggressive Line 71244: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Bed Blowjob, animation : Leito_FF_Blowjob_Aggressive Line 71354: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Powerbomb, animation : Leito_FF_Powerbomb_Aggressive Line 71356: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Missionary, animation : Leito_FF_Missionary_Aggressive Line 71358: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Doggy, animation : Leito_FF_Doggy_Aggressive Line 71360: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Cowgirl, animation : Leito_FF_Cowgirl_Aggressive Line 71362: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Carry, animation : Leito_FF_Carry_Aggressive Line 71364: [10/09/2024 - 14:13:24] [critical] Failed to patch offset for positionId : [UAP] Leito FF Aggressive Mattress Blowjob, animation : Leito_FF_Blowjob_Aggressive Line 80674: [10/09/2024 - 14:18:58] [critical] GetOverlay couldn't find id Bruise_8! Line 80675: [10/09/2024 - 14:19:00] [critical] GetOverlay couldn't find id Bruise_3! Line 80977: [10/09/2024 - 14:20:46] [critical] GetOverlay couldn't find id Anal! Line 80985: [10/09/2024 - 14:47:24] [critical] GetOverlay couldn't find id Bruise_4! Line 80992: [10/09/2024 - 15:09:31] [critical] GetOverlay couldn't find id Pimples_7! The last few errors: Line 80674: [10/09/2024 - 14:18:58] [critical] GetOverlay couldn't find id Bruise_8! Line 80675: [10/09/2024 - 14:19:00] [critical] GetOverlay couldn't find id Bruise_3! Line 80977: [10/09/2024 - 14:20:46] [critical] GetOverlay couldn't find id Anal! Line 80985: [10/09/2024 - 14:47:24] [critical] GetOverlay couldn't find id Bruise_4! Line 80992: [10/09/2024 - 15:09:31] [critical] GetOverlay couldn't find id Pimples_7! indicate that if these overlays were meant to be applied to the player character, it would explain why your body is vanishing. Find out which mod applies the overlays and why it can't find them. 2. The NAF.log has 1114 "Warnings". You can disregard the "no data in <defaults" warnings, which leaves 900 errors that i cannot explain. There is heaps of missing furniture and other content problems that someone else might help you with. NafLog_Warnings.txt 3. The XML Scanner reveals many duplicates of animations and positions because UAP leaves the original animation pack files and overrides them with its own, so all duplications are not necessarily errors. Content Warnings Spoiler G:\NAF\BadEnd_furnitureData.xml Malformed furniture form id [100C000]. Considering [C000] Malformed furniture form id [100C002]. Considering [C002] Malformed furniture form id [100C004]. Considering [C004] Malformed furniture form id [100C005]. Considering [C005] Malformed furniture form id [100C006]. Considering [C006] File Parse Errors Spoiler G:\NAF\BadEnd_equipmentSetData.xml '<', hexadecimal value 0x3C, is an invalid attribute character. Line 20, position 2. G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationData.xml 'conditions' is an unexpected token. Expecting white space. Line 484, position 36. Position Validation Errors (note: skeleton conflicts are crashbait!) Spoiler [UAP] BP70 - Missionary points to missing rxl_bp70_missionary SC-FM-Human-FederalistCouch01-01Tease points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-02Start points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-03Missionary points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-04Missionary points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-05Missionary points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-06Missionary points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-07Climax points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch01-08Finish points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch02-01Tease points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch02-03ReverseCowGirl points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch02-04ReverseCowGirl points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch02-05ReverseCowGirl points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch02-06ReverseCowGirl points to missing furniture: Couch_Federalist SC-FM-Human-FederalistCouch02-07ClimaxLoop points to missing furniture: Couch_Federalist [UAP] BP70 Prone Bone Lez Anal points to BP70 Prone Bone Lez Anal that has animations incompatible in: ActorsGender [UAP] BP70 Prone Bone Lez Anal Bed points to BP70 Prone Bone Lez Anal Bed that has animations incompatible in: ActorsGender [UAP] BP70 Prone Bone Lez Anal Mattress points to BP70 Prone Bone Lez Anal Matt that has animations incompatible in: ActorsGender [UAP] Brave - Deathclaw Missionary 8 Block points to Brave_DeathclawMissionary8_Block that has animations incompatible in: ActorsSkeleton [UAP] Leito FF Aggressive Bed Blowjob points to missing Leito_FF_Blowjob_Aggressive [UAP] Leito FF Aggressive Bed Carry points to missing Leito_FF_Carry_Aggressive [UAP] Leito FF Aggressive Bed Cowgirl points to missing Leito_FF_Cowgirl_Aggressive [UAP] Leito FF Aggressive Bed Doggy points to missing Leito_FF_Doggy_Aggressive [UAP] Leito FF Aggressive Bed Missionary points to missing Leito_FF_Missionary_Aggressive [UAP] Leito FF Aggressive Bed Powerbomb points to missing Leito_FF_Powerbomb_Aggressive [UAP] Leito FF Aggressive Blowjob points to missing Leito_FF_Blowjob_Aggressive [UAP] Leito FF Aggressive Carry points to missing Leito_FF_Carry_Aggressive [UAP] Leito FF Aggressive Cowgirl points to missing Leito_FF_Cowgirl_Aggressive [UAP] Leito FF Aggressive Doggy points to missing Leito_FF_Doggy_Aggressive [UAP] Leito FF Aggressive Mattress Blowjob points to missing Leito_FF_Blowjob_Aggressive [UAP] Leito FF Aggressive Mattress Carry points to missing Leito_FF_Carry_Aggressive [UAP] Leito FF Aggressive Mattress Cowgirl points to missing Leito_FF_Cowgirl_Aggressive [UAP] Leito FF Aggressive Mattress Doggy points to missing Leito_FF_Doggy_Aggressive [UAP] Leito FF Aggressive Mattress Missionary points to missing Leito_FF_Missionary_Aggressive [UAP] Leito FF Aggressive Mattress Powerbomb points to missing Leito_FF_Powerbomb_Aggressive [UAP] Leito FF Aggressive Missionary points to missing Leito_FF_Missionary_Aggressive [UAP] Leito FF Aggressive Powerbomb points to missing Leito_FF_Powerbomb_Aggressive [UAP] SC-CouchFederalist02ReverseCowgirl points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Tease_S1 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Start_S2 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Missionary_S3 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Missionary_S4 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Missionary_S5 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Missionary_S6 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_ClimaxLoop_S7 points to missing furniture: Couch_Federalist SCAP_FederalistCouch01_FM_2Human_Finish_S8 points to missing furniture: Couch_Federalist SCAP_FederalistCouch02_FM_2Human_Tease_S1 points to missing furniture: Couch_Federalist SCAP_FederalistCouch02_FM_2Human_ReverseCowGirl_S3 points to missing furniture: Couch_Federalist SCAP_FederalistCouch02_FM_2Human_ReverseCowGirl_S4 points to missing furniture: Couch_Federalist SCAP_FederalistCouch02_FM_2Human_ReverseCowGirl_S5 points to missing furniture: Couch_Federalist SCAP_FederalistCouch02_FM_2Human_ReverseCowGirl_S6 points to missing furniture: Couch_Federalist SCAP_FederalistCouch02_FM_2Human_ClimaxLoop_S7 points to missing furniture: Couch_Federalist [UAP] SC-RoundTable01Doggy points to missing furniture: Round_Table [UAP] SC-FederalistCouch01Missionary points to missing furniture: Couch_Federalist [UAP] SC-RoundTable02Sideways points to missing furniture: Round_Table Gulper Staged points to GulperStaged that has animations incompatible in: ActorsSkeleton [UAP] Brave - Deathclaw Missionary points to Brave_DeathclawMissionary_Tree that has animations incompatible in: ActorsSkeleton Animation Duplications AnimationDuplications.txt Animation Group Duplications Spoiler Leito_Blowjob_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Canine_Doggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FDog-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FD_animationGroupData.xml Leito_Canine_Doggy_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FD_animationGroupData.xml G:\NAF\UAP_Leito_FDog-animationGroupData.xml Leito_Canine_Missionary_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FDog-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FD_animationGroupData.xml Leito_Carry_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Carry_2_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_2_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_3_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_4_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Doggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Doggy_2_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_FF_Blowjob_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Carry_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Carry_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_3_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_4_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Doggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Doggy_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Missionary_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Missionary_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Powerbomb_1_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_ReverseCarry_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_ReverseCowgirl_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_ReverseCowgirl_2_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Spoon_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_StandingDoggy_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_StandingDoggy_2_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_Missionary_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Missionary_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Powerbomb_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_ReverseCarry_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_ReverseCowgirl_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_ReverseCowgirl_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Spoon_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_StandingDoggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_StandingDoggy_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml SCAP_HeldShackles_MM_2Human_01_Staged is defined multiple times in the files: G:\NAF\UAP_SC_MM-animationGroupData_Prisoner_Shackles.xml G:\NAF\UAP_SC_MM-animationGroupData_DLCNukaWorld.xml SCAP_Floor01_FMMM_4Human_Gangbang is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml And declarations are different in: Animations! SCAP_Floor02_FMMM_4Human_Gangbang is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml And declarations are different in: Animations! SCAP_ChairHigh01_FM_2Human_Doggy is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml SCAP_Floor01_FMM_3Human_DoubleTeam is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml Position Duplications Spoiler Leito_Blowjob_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Canine_Doggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FDog-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FD_animationGroupData.xml Leito_Canine_Doggy_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FD_animationGroupData.xml G:\NAF\UAP_Leito_FDog-animationGroupData.xml Leito_Canine_Missionary_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FDog-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FD_animationGroupData.xml Leito_Carry_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Carry_2_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_2_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_3_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Cowgirl_4_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Doggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Doggy_2_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_FF_Blowjob_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Carry_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Carry_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_3_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Cowgirl_4_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Doggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Doggy_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Missionary_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Missionary_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Powerbomb_1_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_ReverseCarry_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_ReverseCowgirl_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_ReverseCowgirl_2_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_Spoon_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_StandingDoggy_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_FF_StandingDoggy_2_Staged is defined multiple times in the files: G:\NAF\UAP_FO4_Animations_by_Leito_FF_animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FF_animationGroupData.xml And declarations are different in: Animations! Leito_Missionary_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_Missionary_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Powerbomb_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_ReverseCarry_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_ReverseCowgirl_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_ReverseCowgirl_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_Spoon_1_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml Leito_StandingDoggy_1_Staged is defined multiple times in the files: G:\NAF\UAP_Leito_FM-animationGroupData.xml G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml Leito_StandingDoggy_2_Staged is defined multiple times in the files: G:\NAF\FO4_Animations_by_Leito_FM_animationGroupData.xml G:\NAF\UAP_Leito_FM-animationGroupData.xml SCAP_HeldShackles_MM_2Human_01_Staged is defined multiple times in the files: G:\NAF\UAP_SC_MM-animationGroupData_Prisoner_Shackles.xml G:\NAF\UAP_SC_MM-animationGroupData_DLCNukaWorld.xml SCAP_Floor01_FMMM_4Human_Gangbang is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml And declarations are different in: Animations! SCAP_Floor02_FMMM_4Human_Gangbang is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml And declarations are different in: Animations! SCAP_ChairHigh01_FM_2Human_Doggy is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml SCAP_Floor01_FMM_3Human_DoubleTeam is defined multiple times in the files: G:\NAF\UAP_SC_animationGroupData.xml G:\NAF\UAP_SC_animationGroupData.xml I have to admit to being really surprised by this. I thought Indarello's patch and it's requirements would have many more errors than UAP, but Indarello's patch had less than 100 logfile "Warnings" and a only handful of "Criticals". Pretty easy to fix really, but i don't envy you trying to fix all this. Keep tuned for other users input - maybe someone has already cleaned up UAP? Edited October 10, 2024 by dosfox 1
Dojo_dude Posted October 10, 2024 Posted October 10, 2024 (edited) Hey thanks @dosfox for taking a look at those. I think for the time being I will just use Indarello's patches and bypass UAP for now. I did try and add ALL my various AAF mods to the NAF data folder, thus the 1100 errors. Those overlays are likely from "All things Natural" [testing this one] or from 'Scripted Face Tints'? EDIT: Does having XML's in the AAF folder cause issues? I still have AAF XMLS in their respective folders. Edited October 10, 2024 by Dojo_dude
Here4SlootyMods Posted October 11, 2024 Posted October 11, 2024 23 hours ago, Dojo_dude said: EDIT: Does having XML's in the AAF folder cause issues? I still have AAF XMLS in their respective folders. No it does not. I created links from my Data\AAF folder to my Data\NAF folder instead of copies and my animations are all working fine (no invisibility/vanishing or anything). Based on the errors, it also seems like your mod management tool isn't prioritizing any of the XML files at all and letting both co-exist chaotically. 1
Evi1Panda Posted October 11, 2024 Author Posted October 11, 2024 On 10/10/2024 at 8:33 AM, VilLynne said: - Is it possible for NAF to alter animations without stages or any changes in position that are longer than 60 sec to add a second and final stage? - Is it possible to start the camera staring at whatever it is set to, and when a stage changes then set it where it should be looking again, yet not get locked up that way so one may pull the camera back away if one so chooses? 1. I am not sure I am understand what exactly do you mean. 2. Everything is possible, just need to understand how.
Evi1Panda Posted October 11, 2024 Author Posted October 11, 2024 If anyone is interested, I’m not lost, I’ve almost completed all the existing functionality in naf-style code. After this I want to watch some more and will post an update. Sorry I don't have much time, but rest assured, I read everything and will answer everything. 6
VilLynne Posted October 12, 2024 Posted October 12, 2024 (edited) On 10/11/2024 at 6:11 PM, Evi1Panda said: ... [ Pacing Multistage Animations to Users' Preset Timeout ] ... . After some testing, I noticed that most staged animations are intended by the author to last 120 seconds, which is longer than most users' preset timeouts. Would it be easy to let users see all the stages as the author intended by automatically scaling the duration of each stage based on the users' preset timeout? For example, if I set my timeout to 30 seconds and a multistage animation normally runs for 120 seconds, each stage could timeout early after one-quarter of the usual duration, then move on to the next stage. new_stage_duration = ( original_stage_duration * ( user_preset_timeout / entire_multistage_animation_originally_intended_duration )) . Edited October 13, 2024 by VilLynne
Evi1Panda Posted October 13, 2024 Author Posted October 13, 2024 (edited) So... will be updated today. Also this update will help me to update NAFicated xmls, like I was planning. This is next. This and tool that will help to translate formID-binded xmls to hkx-binded (NAF-non-esp-style). 0.800 NAF.esp can now be either ESP or ESPFE (user choice). The homemade parser has been removed, now everything works using PugiXML (native NAF parser). Patches for MfgSet, Overlays, Offset, ProtectedEquipment are placed in separate classes, based on the principle of how the NAF functionality is implemented. The offset parser now reads 4 values as expected (instead of three). The fourth value is for the angle along the Z axis, I didn’t think this was used, but I came across it. I think this is exactly what occurs in the form of the third offset value equal to 180. I’m not sure if this is an error in the xml file when offsets of the form 0, 0, 180 are indicated - I think this means that the actor should be rotated 180 degrees along the z axis, but for some reason this is indicated in the position of the z axis offset. Perhaps the AAF parser is reading from the end. Don't know. This is weird. Nevertheless, our parser will do everything in a humanly understandable way: if 3 digits are specified, then these will be XYZ offsets, if 4, then XYZ and ANGLE. Furniture is no longer parsed twice, but it is taken from what NAF was able to parse, so there will no longer be any discrepancies. Filenames no longer matter to the parser: PugiXML selects an XML file by root node. It is important that all XML contains the correct root node. However, like all XML, it must be written in accordance with the standard. The log for all classes is now in NAF format (warnings), in addition, I added the ability to log everything that NAF was able to parse. To enable it you need to set 1 or true in Data/MCM/Settings/AAF.ini : bdebugAnimations=1, bdebugPositions=1, bdebugFaceAnims=1, bdebugMorphSets=1, bdebugMessages=1, bdebugEquipmentSets=1, etc. I think this will be useful for those who do or will do something in XML. To be honest, I was lazy and made a fairly detailed report for some classes, but minimal for others. If you need any additional information in the reports, write to me about it. The ini file parser and its logic have been redesigned - now if it fails to read the file, or you suddenly have an old ini file from AAF, there will be no error messages, the mod itself will try to recreate the ini file or add the necessary values to the one you have. Added sources if someone interested. sources.7z Edited October 13, 2024 by Evi1Panda 3
Evi1Panda Posted October 13, 2024 Author Posted October 13, 2024 20 hours ago, VilLynne said: . After some testing, I noticed that most staged animations are intended by the author to last 120 seconds, which is longer than most users' preset timeouts. Would it be easy to let users see all the stages as the author intended by automatically scaling the duration of each stage based on the users' preset timeout? For example, if I set my timeout to 30 seconds and a multistage animation normally runs for 120 seconds, each stage could timeout early after one-quarter of the usual duration, then move on to the next stage. stage_duration = (original_stage_duration * (user_preset_timeout / full_multi_stage_animation_original_duration)) . Yes, I know, in todo list. 2
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