izzyknows Posted November 25, 2024 Posted November 25, 2024 22 minutes ago, WaterRabbit said: Already did all of that. Don't know what is grinding your gears, but you should lay off the insults and chill out. Grab a papyrus log at the point of Violate triggering, or at the point it's suppose to trigger. That "should" shed some light on the issue. Maybe... can't hurt! Since it's a repeatable issue, I'd suggest setting up a scenario where you can trigger Violate, exit the game, reload the save, let everything load, replicate the issue, exit and post the log. In short, that makes a smaller log to sort through. And you're correct, we don't need the toxic shite. Chill pills for everyone! P.S. they're free this week! 1
Andy14 Posted November 25, 2024 Posted November 25, 2024 11 minutes ago, izzyknows said: Grab a papyrus log at the point of Violate triggering, or at the point it's suppose to trigger. That "should" shed some light on the issue. I had already written to him about the log file. But he ignored it because it is obviously better to ridicule advice and even act as if you were insulting someone. I'm not going to bother him anymore... 1
izzyknows Posted November 25, 2024 Posted November 25, 2024 14 minutes ago, Andy14 said: I had already written to him about the log file. But he ignored it because it is obviously better to ridicule advice and even act as if you were insulting someone. I'm not going to bother him anymore... That's what the scroll wheel is for. I've replied to posts and had to apologize or quickly delete the post because I either took it out of context or thought it was a different issue. I blame it on lack of coffee. LOL But if you think about it WatterRabbit op was just fishing to see if others had the same issue, in his style of writing. Not to mention, how one reads something is based heavily on ones current mood. Anywhoest... My mood is lacking coffee again. Damn cup got a leak. 😜
Evi1Panda Posted November 28, 2024 Author Posted November 28, 2024 (edited) Guys, I'm not missing, I've been doing a new version of NAF Bridge and NAFicator. It's almost done. A week or so. I can confirm the problem with bad parsing of furniture - solved. I wrote about it to Squirrel, because she has long been interested in this in the context of modifications that she puts out: the fault is unordered map, which is used as a storage container in NAF. It overloads sets of groups with the same id, rather than merging them. This is actually logical and probably correct, but since we have to live in the realities described by Dago, we will have to make it merge. Already done in the upcoming update. Also fixed a couple of bugs, one of them is my own, which could lead to a crash at the beginning and end of the scene. But the cherry on top is the nafikator. I have completely redone it, it works just great. I saw animations that I didn't even know existed before. Now it won't copy all the old xmls, but will collect data from them and make a dozen of its own xml-files. This will finally remove all the confusing pornography of hundreds and thousands of xmls with an idiotic priority system that is just incredibly hard to visualize as a working schema for the average person. In general, wait a bit, it will be a bomb. https://cloud.mail.ru/public/ALVs/724kW4tdj p.s. To my deeply respected Dosfox : by the way in the video, literally in the first seconds, you can see how a scene of 3 (FMF) characters starts. This is Autonomy. It was unplanned, I just wanted to show in the video that it became a lot of animations. The furniture will be fine too. Your furniture problem was 99% caused by the reason described above. Because you have a lot of modifications on furniture, which most likely had the same group id. Not everyone had the problem because it all depends on how many times your group id's are repeated. Edited November 28, 2024 by Evi1Panda 7
nopse0 Posted November 30, 2024 Posted November 30, 2024 I got an error when it was tried to play an AAFViolate scene, and the scene didn't play. In the console I see (Sorry, this is only a transcript of a few lines I saw, cannot copy the console output to a file): BRIDGE: ScanForFurniture: Furniture rejected and removed by NAF scene params validation BRIDGE: ERROR: SCENE VALIDATE FAIL, reason: no available positions for actors Try to remove "NoFurn" tag I don't understand this, initially in the BRIDGE: StartSceneRequested line, the scene did neither have a "noFurn" tag (or a "Furniture" tag) , but after the bridge detected that there is no valid furniture nearby, it got the "NoFurn" tag. Is this correct, do all scenes which don't need furniture, have to have the "NoFurn" tag ? Shouldn't it be vice versa, that scenes which require furniture have a "Furniture" tag ? Edit: Just read the mail above, is this the "furniture" problem you mentioned ?
Evi1Panda Posted December 4, 2024 Author Posted December 4, 2024 Just wait for update. There is no point in poking around with some errors in old versions. The update will be in the coming days. 1
GenBS Posted December 5, 2024 Posted December 5, 2024 (edited) On 10/26/2024 at 12:25 PM, Evi1Panda said: Probably there is. I will add power armor link and control. It is not seems like a something that is really hard. I guess it is the task for papyrus part. The skeleton of the character wearing power armor still looks strange. (breast sags) Furniture issues have been resolved in NAF Bridge 0.900. Thanks for the update. Edited December 5, 2024 by GenBS
Evi1Panda Posted December 5, 2024 Author Posted December 5, 2024 I did nothing about power armor in update. Actually I still didnt check this reports.
Here4SlootyMods Posted December 6, 2024 Posted December 6, 2024 Got the source code for 0.901? Also, Snapdragon said he was going to release a new version of NAF before the end of the year. Do you know if they merged your changes into NAF?
Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 (edited) I don't know anything about it. As I know he want escape XML using at all. I don't know will it work with mods for AAF or not. I kept Snapdragon up to date on all the fixes I was able to implement. As for whether NAF 2.0 will even require a project like NAF Bridge, and whether I or Snapdragon himself or someone else like you will implement it - I don't know yet. We'll see what happens when it happens. I will post source code little later. Edited December 9, 2024 by Evi1Panda 1
4theluls Posted December 8, 2024 Posted December 8, 2024 Anyone know how to get Commonwealth Moisturizer or any other overlay type mod to work? I can't seem to get it done myself.
Evi1Panda Posted December 8, 2024 Author Posted December 8, 2024 I am using cum overlay - it works fine. I tried Commonwealth Moisturizer on earlier version and it worked fine too. Look at leg. Recent cum photo. There were no others at hand. Spoiler
stickpin Posted December 9, 2024 Posted December 9, 2024 I decided to try a new game with NAF + NAF Bridge + NAFicator. Setup worked well with no issues and everything was good to go. For me the main way to trigger animations is by using Violate and being defeated. Once I was far enough along in the game to test this I had the same player invisible problem that many people have mentioned. I played around a bit and found a solution that works for me. I tested the Camera Tweaks mod and sure enough it does cure the problem. I didn't want to install Camera Tweaks though since I like the built in game camera and the way it operates. Most of the time I play in 3rd person view and zoomed all the way in so I can see my player and outfits in detail. Instead of Camera Tweaks I decided to play around with the ini settings that have been discussed some. By adding the below value to the "Fallout4.ini" file I was able to consistently make the player visible during animations started by Violate: [Camera] fMinCurrentZoom=0.1100 The default value in the game is 0.0 so this only bumps it just a little bit. Anything smaller than 0.11 and the player could disappear for me. I found it hardly noticeable so I could still enjoy basically default game camera behavior but still have all animations work. I've only done basic testing and the value may need to be higher with other types of scenes, terrain, or circumstances. Knowing what to change and how sensitive it is (as little as +/- 0.01 made a difference) I'm confident I can "fix" any further issues that may happen. Hopefully this can help others if they are having the same issue. If nothing else knowledge is never a bad thing. 1
Evi1Panda Posted December 9, 2024 Author Posted December 9, 2024 (edited) @stickpin Thank you for your experience, no doubt it will be helpful. You can include this as an ini setting (put aaf.ini or naf.inu next to the plugin file with this setting) to the bridge now. Honestly, I haven't had the time and mood to play around with the camera yet, to see what I can do with it at all. I will definitely come back to this question. Including I will have another look at the ai process Snapdragon was talking about. Edited December 9, 2024 by Evi1Panda 1
stickpin Posted December 11, 2024 Posted December 11, 2024 I believe I have found a bug, and the fix, in the "AAF_MainQuestScript.psc" file provided by this mod. I was looking at my Papyrus logs and seeing a lot of entries on game load that looked like: [12/10/2024 - 05:44:03PM] warning: Assigning None to a non-object variable named "::temp19" stack: [alias playerRef on quest FPV_Player (3F000F99)].FPV_OnHit.LoadAAF() - "FPV_OnHit.psc" Line 346 [alias playerRef on quest FPV_Player (3F000F99)].FPV_OnHit.CheckUpdate() - "FPV_OnHit.psc" Line 284 [alias playerRef on quest FPV_Player (3F000F99)].FPV_OnHit.OnPlayerLoadGame() - "FPV_OnHit.psc" Line 1590 Tracing back to the source script, Violate in this example, there was this line: AFVNotify(doNotify,"AAF Violate: AAF " + AAF_API.GetVersion() + " " + AAF_API.GetBuild() + " is installed") The key bit is when it tries to get the build for AAF. Navigating to that function definition shows: String Function GetBuild() ;dummy "Beta" EndFunction This function is missing the return statement. Adding that in fixes the Papyrus errors in the log file. I think this is a simple typo and should look like: String Function GetBuild() ;dummy return "Beta" EndFunction
Evi1Panda Posted December 11, 2024 Author Posted December 11, 2024 (edited) @stickpin thanks, I will add it in update. I guess it is not critical. As I understand it is just violate's log function? P.s. Although in theory it will probably suspend script execution and will not be very good if it is not called at the very end of the function. Yes, it's probably better not to postpone it. Edited December 11, 2024 by Evi1Panda
stickpin Posted December 11, 2024 Posted December 11, 2024 34 minutes ago, Evi1Panda said: @stickpin thanks, I will add it in update. I guess it is not critical. As I understand it is just violate's log function? P.s. Although in theory it will probably suspend script execution and will not be very good if it is not called at the very end of the function. Yes, it's probably better not to postpone it. The 3-4 mods I saw using it were all doing some sort of log or trace for reference. While that log line failed it didn't seem to interfere with the rest of the script function and the other lines. Every aspect of each mod was working correctly so I'm confident the rest of the function executed after this log line. I actually played the game for over a week and didn't even notice the error until I was looking for something else that was happening. While errors in logs are never good to see since it doesn't interfere I would say it's not critical just like you first thought. If you have stuff you want to release then go for it. If you're not read yet I wouldn't worry about putting out a fix just for this. If you are worried you can post just the compiled script file with this fix instead of a full release (and the effort that goes with that). Then people can grab it if they want to or feel they need to. I can post it for you in a message if it helps you out and you don't mind me doing that. 1
GenBS Posted December 16, 2024 Posted December 16, 2024 On 12/11/2024 at 10:10 AM, stickpin said: I believe I have found a bug, and the fix, in the "AAF_MainQuestScript.psc" file provided by this mod. I was looking at my Papyrus logs and seeing a lot of entries on game load that looked like: [12/10/2024 - 05:44:03PM] warning: Assigning None to a non-object variable named "::temp19" stack: [alias playerRef on quest FPV_Player (3F000F99)].FPV_OnHit.LoadAAF() - "FPV_OnHit.psc" Line 346 [alias playerRef on quest FPV_Player (3F000F99)].FPV_OnHit.CheckUpdate() - "FPV_OnHit.psc" Line 284 [alias playerRef on quest FPV_Player (3F000F99)].FPV_OnHit.OnPlayerLoadGame() - "FPV_OnHit.psc" Line 1590 Tracing back to the source script, Violate in this example, there was this line: AFVNotify(doNotify,"AAF Violate: AAF " + AAF_API.GetVersion() + " " + AAF_API.GetBuild() + " is installed") The key bit is when it tries to get the build for AAF. Navigating to that function definition shows: String Function GetBuild() ;dummy "Beta" EndFunction This function is missing the return statement. Adding that in fixes the Papyrus errors in the log file. I think this is a simple typo and should look like: String Function GetBuild() ;dummy return "Beta" EndFunction Somtimes, during Violate scene, NPC just stand still after drawing a weapon. Could the error you mentioned be causing this?
Evi1Panda Posted December 16, 2024 Author Posted December 16, 2024 In theory, this could be the case, I don’t know how the script will behave if it expects some return value, but does not receive it. Here's the corrected script. Just replace. AAF_MainQuestScript.7z
stickpin Posted December 18, 2024 Posted December 18, 2024 On 12/15/2024 at 11:01 PM, GenBS said: Somtimes, during Violate scene, NPC just stand still after drawing a weapon. Could the error you mentioned be causing this? I don't think that would be caused by the error I mentioned. Either way since the previous post has a patched file for the error you can use that to remove any doubt. It's been a while since I started using Violate but I seem to remember something similar in my early days with the mod. From what I recall if you indicated in the options certain types of animations are allowed but it doesn't find an animation it can hang up for a bit. I forget if it pauses for a bit then aborts or if it crashed, I think the former. Once I added at least one animation for what I told Violate it could do then it all worked fine. That mod author put in some good logging statements to describe what is happening. I would turn on and take a look at your Papyrus logs and see if there are messages in there telling you what is happening. It might say it's looking for something it can't find or other information you can use to try and figure out your problem.
GenBS Posted December 18, 2024 Posted December 18, 2024 In my case it was a mod conflict issue. After removing the PANPC mod, the problem of drawing a weapon during the Violate scene disappeared.
lavatube Posted December 20, 2024 Posted December 20, 2024 I think NAF can get stuck in a failure loop if Dangerous Nights tries to create an invalid combination. I had Strong as a companion, and Dangerous Nights tried to start up a 3-way between my character and some spawned raider. As there are likely no supermutant 3-ways with 2 humans, it failed to start an animation. Some SEU failed 1 message appeared every 5 seconds or so. I have never seen this type of looping error when using AAF, so perhaps NAF is behaving in a different manner than the mod expects. Using the Dangerous Nights MCM option to restart the mod clears the loop.
Evi1Panda Posted December 20, 2024 Author Posted December 20, 2024 (edited) Quote Using the Dangerous Nights MCM option to restart the mod clears the loop. So this means that highly likely DN is in loop, not NAF. I don't think DN can reset NAF loop if it was. Of course, it's likely that DN isn't getting some data that its counting on. I need to study its code to understand what it is not receiving. Thank you for reporting this. @lavatubeCan you print screen with the message is looping? Edited December 20, 2024 by Evi1Panda 1
Here4SlootyMods Posted December 21, 2024 Posted December 21, 2024 Any chance we can get the source code soon? I like to see what's going on and compare the built dlls. Your previous post about the source said it was going to be posted tomorrow after the post (which would've been December 7th) but that post was edited on the 9th to "a little later").
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