Here4SlootyMods Posted October 17, 2024 Posted October 17, 2024 (edited) 27 minutes ago, housewalker123 said: i dont know where else to post this. after a lot of troubleshooting i managed to get animations working, but FEV Hounds and behemoths stay flaccid Are you using Ultimate AAF Patch? 7 hours ago, VilLynne said: If only we could find a "patch" of corrected /Data/AAF/*.xml files which others have already been working on. That's literally what dosfox did: https://www.loverslab.com/topic/232471-naf-bridge/page/8/#comment-6816890 Sure it may not cover all mods but you can't expect someone to cover every mod that has flawed XML files. That's why we're grateful dosfox did what they could. In case you didn't know, you can save a lot of headache when it comes to editing XMLs by using what's known as an "XML Schema Definitions" file. This tells an XML file how it's supposed to be (even if it isn't that way). Most decent editors like NotePad++ or Visual Studio Code have ways of using an XML Schema Definitions file to help you fix or even freshly write an XML file. Edited October 17, 2024 by Here4SlootyMods 2
dosfox Posted October 17, 2024 Posted October 17, 2024 (edited) 8 hours ago, VilLynne said: ... If only we could find a "patch" of corrected /Data/AAF/*.xml files which others have already been working on ... You might have missed this updated post. These are my .xmls for Indarello's patch and all it's required animation packs. They have been working very well so far. Be aware that Indarello has edited or replaced practically all of the animation pack .xml's, so you will need to install Indarello's patch for these files to work. Edited October 17, 2024 by dosfox 1
VilLynne Posted October 17, 2024 Posted October 17, 2024 (edited) 1 hour ago, dosfox said: You might have missed [fixed .xml files for NAF]... Oh, wonderful. I did not know about these projects. Thank you, and the post above yours, for the info and links. Edited October 17, 2024 by VilLynne 1
housewalker123 Posted October 17, 2024 Posted October 17, 2024 (edited) 1 hour ago, Here4SlootyMods said: Are you using Ultimate AAF Patch? No, for some reason when i used ultimate patch hounds and behemoths wouldnt be animated at all Edited October 17, 2024 by housewalker123
dosfox Posted October 18, 2024 Posted October 18, 2024 50 minutes ago, housewalker123 said: when i used ultimate patch hounds and behemoths wouldnt be animated at all Try Indarello's patch, it works great for FEV hounds and supermutants, haven't tested behemoths though.
housewalker123 Posted October 18, 2024 Posted October 18, 2024 (edited) i actually did more testing and all erections are broken except supermutants and ghouls. I have leitos creature assets, i guess because those dont have xml files. i already checked looksmenu version, bodytalk morphs and zaz version Also, im actually using indarello patch Edited October 18, 2024 by housewalker123
Here4SlootyMods Posted October 18, 2024 Posted October 18, 2024 2 hours ago, housewalker123 said: No, for some reason when i used ultimate patch hounds and behemoths wouldnt be animated at all 26 minutes ago, housewalker123 said: i actually did more testing and all erections are broken except supermutants and ghouls. I have leitos creature assets, i guess because those dont have xml files. Sounds like somewhere during the installation of your mods, something went awry as none of this is really an NAF or AAF issue. I would start from scratch if you can. Are you using MO2 or Vortex out of curiosity?
housewalker123 Posted October 18, 2024 Posted October 18, 2024 mo2. i made a male character and i noticed i dont have erection sliders in looksmenu
izzyknows Posted October 18, 2024 Posted October 18, 2024 6 hours ago, housewalker123 said: mo2. i made a male character and i noticed i dont have erection sliders in looksmenu That's a body replacer issue not a Bridge/NAF issue.
housewalker123 Posted October 18, 2024 Posted October 18, 2024 32 minutes ago, izzyknows said: That's a body replacer issue not a Bridge/NAF issue. i know, but i posted my issues in 4 different places and this is the only one theyve answered. I edited bodytalk json file to add the erection morph sliders, and this work in looksmenu, but i just cant make erections work for anything but supermutants and ghouls, and those come from leitos assets
izzyknows Posted October 18, 2024 Posted October 18, 2024 2 minutes ago, housewalker123 said: i know, but i posted my issues in 4 different places and this is the only one theyve answered. I edited bodytalk json file to add the erection morph sliders, and this work in looksmenu, but i just cant make erections work for anything but supermutants and ghouls, and those come from leitos assets I don't use body talk so not my wheelhouse. But asking the ma would be the best place to go. He's on the AAF discord, I think.. had to block him.
dosfox Posted October 18, 2024 Posted October 18, 2024 (edited) Hey @Evi1Panda, I'm wondering about the animation cache. You mention that 15 cached animations is a lot and 128 is the maximum. Is there a way to tell how many cached animations are being held in the .bin file? How does the "Show Cached Animations" in MCM debug section work? When i click it and go to console it just shows the usual Bridge stuff, no long numbered lists of animations. According to the Autonomy debug readout, calls are being made constantly, confirming ... [race [race [location allowed] [race [race ... (i see sometimes 1, 3 and 4 race confirmations) [location allowed] ... as fast as the readout will show. If an animation is being cached for each Autonomy call the 128 max would be reached within minutes. What happens when the cache is full? As described above, when i enter a location with Autonomy activated there are a number of animations occur (probably about 15 come to think of it!) then all activity practically stops. This was never a problem with AAF. I have tried deleting the .bin files every time i start the game, but with no obvious result. Are my problems perhaps related to the cache? Edited October 19, 2024 by dosfox
izzyknows Posted October 19, 2024 Posted October 19, 2024 5 hours ago, dosfox said: This was never a problem with AAF Using AAF, Human Cattle will do this if you have around 10+ cattle in a settlement. Pretty much all sandboxing/pathing stops for around 10 RT minutes. After the Bull quest runs its course, they slowly start to resume normal activities. But the cattle never quite get back to normal. Less that 10, no issues. So I "think" its just a matter for the scripts using up the available resources.
Evi1Panda Posted October 19, 2024 Author Posted October 19, 2024 (edited) 10 hours ago, dosfox said: Hey @Evi1Panda, I'm wondering about the animation cache. You mention that 15 cached animations is a lot and 128 is the maximum. Is there a way to tell how many cached animations are being held in the .bin file? How does the "Show Cached Animations" in MCM debug section work? When i click it and go to console it just shows the usual Bridge stuff, no long numbered lists of animations. According to the Autonomy debug readout, calls are being made constantly, confirming ... [race [race [location allowed] [race [race ... (i see sometimes 1, 3 and 4 race confirmations) [location allowed] ... as fast as the readout will show. If an animation is being cached for each Autonomy call the 128 max would be reached within minutes. What happens when the cache is full? As described above, when i enter a location with Autonomy activated there are a number of animations occur (probably about 15 come to think of it!) then all activity practically stops. This was never a problem with AAF. I have tried deleting the .bin files every time i start the game, but with no obvious result. Are my problems perhaps related to the cache? It is differ things. Animation cache in context means started and not ended scenes (just using bridge, directly in NAF you can start much more). There is 128 max. If you reach 128 there will be undefined behaviour, in 999 of 1000 that means game crash. I dont remember have I did freeing start of queue if 128 reached, or not. I guess yes. But anyway 128 active scenes is very very much. Also, you can check cached scenes using MCM option, it will print in console all cached scenes. Rarely there is more then 5. It also should "hang" in NAF started scene list. In mostly cases. Other can be somekind of rare error. Yes I can add statistic of really parsed animations to log, even with it id-names. Quote According to the Autonomy debug readout, calls are being made constantly, confirming So, I guess Authonomy reject theese scenes in it own level. If you see authonomy try to call it, but bridge don't recieve this calls. I don't know, it need to see authonomy code to understand. Edited October 19, 2024 by Evi1Panda 1
Evi1Panda Posted October 19, 2024 Author Posted October 19, 2024 Sorry I will be in bad touch untill update NAFicator. Need some calm from noise.
Evi1Panda Posted October 19, 2024 Author Posted October 19, 2024 (edited) @housewalker123 be sure you have correct action xml with ready unReady nodes. It makes dick strong)) Your girlfriend will be glad! I guess I put it inside bridge in last update.... I guess... Edited October 19, 2024 by Evi1Panda
Evi1Panda Posted October 19, 2024 Author Posted October 19, 2024 (edited) Function StartScene(Actor[] akActors, SceneSettings settings = None) if mesDebug PrintLog("StartScene requested :\nActors : " + akActors + "\nSettings : " + settings); endIf masked_StartScene(akActors, settings); EndFunction as you can see in bridge's code, firstly it shows request without any own proccessing. So if you don't see there more then two actors - then Authonomy didn't request it. All bridge's proccessing starts after masked_StartScene function has been called. Calling StartScene Authonomy sends its "I want" and gives scene control to bridge. In this log line you can see what Authonomy wanted. After this you can see what could bridge gave to it and why. PrintLog("StartScene requested :\nActors : " + akActors + "\nSettings : " + settings); Edited October 19, 2024 by Evi1Panda 1
skybird Posted October 19, 2024 Posted October 19, 2024 OK, I am using this mod now for a few weeks and I must say it works great for me. Only need to get used to the instant animations hah. Some have probs with autonomy but I had to turn it off due to horny npc's It was also annoying when yr exploring and enemy NPCs starting doing it while I was shooting em. In my settlements I have slave prostitues so thats autonomous action enough for me. Not all animations work and sometimes I got AAF messages meaning some animation is not supported. As I have not that many sexmods in this game that might be the reason. I only wish there were more supermutant animations. Anyway this mod is now a keeper. 1
dosfox Posted October 19, 2024 Posted October 19, 2024 8 minutes ago, skybird said: ... Some have probs with autonomy but I had to turn it off due to horny npc's ... With Autonomy v2.8 you can turn all autonomy on/off with hotkey while you are out exploring. You can also assign "no sex" perk to any faction (or individual NPCs with hotkey) to prevent selected factions or individuals having sex. These features don't work so well in later versions. 1
dosfox Posted October 19, 2024 Posted October 19, 2024 (edited) 12 hours ago, izzyknows said: So I "think" its just a matter for the scripts using up the available resources. Thanks for your reply. Part of my enjoyment of playing FO4 is pushing the damn thing to its limits. Currently with 39 settlements with 20-30 settlers each, bodies made from a FG/BT/UniqueNPCs/Naked Raiders/BetterSettlers hybrid, the Thuggyverse, etc, etc. But it all works pretty well. The game would probably be unplayable without Buffout4, HighFPSPhysicsFix, BakaMaxPapyrusOps, MoreActiveAI, and AdvancedAITweaks mods. I just can't understand why AAF/Autonomy performs better than NAF/Autonomy in exactly the same environment. EDIT: I should qualify AAF "performs better". AAF/Autonomy generates more scenes continually than NAF/autonomy. But those scenes often end with undressed actors, scenes getting "stuck", actors freeze, and many other bugs. NAF generated scenes are "faster" and have much better positional accuracy, much more reliable unequip/equip functions. I've never seen an NAF scene fail. Edited October 19, 2024 by dosfox 1
Evi1Panda Posted October 19, 2024 Author Posted October 19, 2024 (edited) @dosfox I am agree with you, authonomy is nice mod, I am using it too. I'll pay attention to it works fine, if it isn't. Edited October 19, 2024 by Evi1Panda 1
izzyknows Posted October 19, 2024 Posted October 19, 2024 2 hours ago, dosfox said: exactly the same environment. Is there a distance limit NAF will pull actors from? What I mean is, if autonomy calls for actor1 & actor2 for a scene but actor2 is to far away, NAF just dismisses the scene. AAF will grab them from pretty far away. And if to far they just teleport. I seen them teleport 1/2 way across Sanctuary for a scene. Not using Autonomy btw.
dosfox Posted October 19, 2024 Posted October 19, 2024 (edited) 40 minutes ago, izzyknows said: What I mean is, if autonomy calls for actor1 & actor2 for a scene but actor2 is to far away, NAF just dismisses the scene. Autonomy has a MCM-definable search radius based on the primary actor of a scene. I usually keep that to less than 1500 units. I believe the problem is that Autonomy is applying some sort of attribute to male NPCs when they are considered for a scene that disqualifies them from further NAF involvement (and gives them a female voice!) and prevents NAF from generating 3P+ scenes. Edited October 19, 2024 by dosfox 1
Evi1Panda Posted October 19, 2024 Author Posted October 19, 2024 (edited) Forget about the voice, it's just a side effect of using the bethesda dialogue system for moans. Or rather, an ill-conceived nuance by the author. Rather, your problem is that the mod somehow filters which scenes to request for launch and for some reason decides that it is not necessary to request scenes with a large number of participants. If I remember correctly, autonomy has a setting to launch scenes using AAF or NAF. You should use the AAF setting if you use it with the bridge. Edited October 19, 2024 by Evi1Panda
dosfox Posted October 19, 2024 Posted October 19, 2024 (edited) 8 minutes ago, Evi1Panda said: ... If I remember correctly, autonomy has a setting to launch scenes using AAF or NAF ... V2.8 doesn't have that setting. The versions with that option are too buggy to use. I have been using Autonomy since Vinfamy's first version and IMHO v2.8 is the most useable version with the best features. So far. Edited October 19, 2024 by dosfox
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