Here4SlootyMods Posted July 12, 2024 Posted July 12, 2024 Thanks for the info. I do hope that new mods start using NAF and old mods start updating to NAF. 2
rubber_duck Posted July 13, 2024 Posted July 13, 2024 @Evi1Panda, how exactly did you fix the empty tags issue I mentioned earlier (playing pose animations rather than masturbation)? Asking because I've upgraded to v0.529, set the setting in MCM for it to both OFF and ON yet when I initialize solo animation, only pose animations play. You're mentioning default_excludetags, but I don't see it anywhere in MCM nor in the mod files. The function for ignoring tags should ignore all the tags except masturbation ones - that way you have only masturbation scenes.
Evi1Panda Posted July 13, 2024 Author Posted July 13, 2024 (edited) 1. It doesn't need to ignore any except pose and utility. 2. Probably it doesn't work as I thought. I will update little later. Update is in my test now. Edited July 13, 2024 by Evi1Panda
Evi1Panda Posted July 18, 2024 Author Posted July 18, 2024 UPDATED to 0.61 much changes, solved some old bugs, probably added some new bugs. Post it here pls, I will read and try to fix it. - Completely rewriten the start of the scene and checking the scene before the start and tracking unsuccessfully started scenes. - The HUD will now hide after a scene was started and appear when it ends. With native support for Wmk Active HUD Widgets. - During initialization, some scenes have too many conditions, and if the furniture list is updated at the scene starting moment, it may take several seconds (5-7) for the scene to launch (depending on your computer). To ensure that the player does not run away anywhere, he will be blocked from the moment of the initialization request until initialization. - Added an actor update after the scene to remove the problem of incorrect clothing sliders after the scene was ended. - The furniture will now be selected in scenes started by mods. There is a very unpleasant trouble with furniture, little noticeable in scenes of humanoids, but noticeable in scenes with fauna: Snapdragon has not yet made it possible to sanely select furniture using the API. Yes, I have a list of all the furniture, but I can only offer one at a time for the scene. And I don’t know in advance whether this furniture is on the list for such actors or not. For this reason, I recommend turning on scene debugging setting in MCM and never turn it off : if an error occurs with furniture, the scene will be restarted, otherwise the scene will simply be rejected. - Improved filter for unsuitable furniture(filter by position in world, for example overturned tables or laying chairs) - Keyword AAF_ActorBusy is now added to all actors in NAF scenes, and not just to the controlled bridge, and is removed after the scene. It is usefull if you are experimenting with different poses using NAF UI and at this time you character is stealed by AAF mods. - Added "ALWAYS add" default_exclude_tags setting. If on, this setting excludes photo pose from automatic animation selection. Actually I don't know needs to use screenshots pose animations otherway then in UI. - Fixed sending wrong metadata and poses data in some cases. 1
Here4SlootyMods Posted July 18, 2024 Posted July 18, 2024 Thx for the update! The last point is a big one because a lot of scenes got fixed. The latest version does have a new bug that didn't exist in the old version. When starting an animation that is impossible (like an animation pack not installed), instead of producing an error and exiting the animation which the previous version did, the Bridge never returns control. I reproduced the bug by doing: Console command to spawn in 2 Supermutant Hounds Used AAF Sex'em Up (Simple Flirt enabled) to start a 3-some In NAF, there's no animation for PC x Supermutant Hound x Supermutant Hound which is why it should fail. With just AAF (no Bridge), AAF returns error code 4. I think the Bridge should do something similar where it returns an error code and exits. Feature Request: Let us pick showing/hiding the HUD during scenes.
Evi1Panda Posted July 19, 2024 Author Posted July 19, 2024 -0.63 - The problem of choosing furniture and preparing the scene has been completely solved - furniture will always be found if it exists, is installed correctly and there are no errors in the xml. Scenes should now run exactly as they were designed for AAF. In this regard, the scene correction option has been dismantled - this is no longer necessary: if the scene does not start - it means you simply don’t have the necessary xml or there are errors in them. It's been a long journey over the past week, but I've finally found and implemented what was need and how it need to be implemented. - Actors started by OnWalkInit will be automatically moved to the scene start location if the scene has not started within 15 seconds. * IMPORTANT INFORMATION * IMPORTANT INFORMATION * IMPORTANT INFORMATION * For the first : Some info about scenes bed/ground scenes and xml. Later I will write something like an article and post it here (probably). But for now there is a trouble : Much xmls modmakers like to use add offset to positionData for using ground animations on the bed (mats). It is easy way, but for now NAF doesn't parse this data in anyname_positionData.xml . So you can see how your bed animation place your characters not laying on bed but right inside bed. The crutch is rebuild xmls and include "bed offset" in anyname_animationData.xml. Or you can send 1000050000 messages to Snapdragon to he update this and added this parsing. Same situation also if initially bed's animations was "updated" this way to ground animations, but in this way your characters will levitate. For the second : If you working much with xmls - you can get situation you don't see any changes in-game. I've spent much time for this. Just need to delete NAF cache before start you game(NAF/_AnimCache.bin, NAF/_XMLCache.bin). 1
rubber_duck Posted July 19, 2024 Posted July 19, 2024 @Evi1Panda, good to know, thanks for pointing it out! Hopefully Snapdragon can do something to fix this. Also, it'd be amazing if NAF could automatically look for XMLs both in AAF and NAF directory - that could save so much time to players who don't know how to copy which XMLs from AAF to NAF directory.
ixtheinterloper Posted July 19, 2024 Posted July 19, 2024 windows defender intercepted The Bridge 0.631.7z as a trojan; virustotal returned a clean report both times i uploaded it and i have no reason to believe it isn't just a false positive, but it's worth mentioning
Evi1Panda Posted July 19, 2024 Author Posted July 19, 2024 Oh, i don't know what it can be. I have antivirus soft on my pc, and archive isn't contains any execute files.
rubber_duck Posted July 19, 2024 Posted July 19, 2024 (edited) 34 minutes ago, rubber_duck said: @Evi1Panda, good to know, thanks for pointing it out! Hopefully Snapdragon can do something to fix this. Also, it'd be amazing if NAF could automatically look for XMLs both in AAF and NAF directory - that could save so much time to players who don't know how to copy which XMLs from AAF to NAF directory. Small update: I've opened two GitHub issues to Snapdragon (one for bed/ground scenes xmls, and one for supporting the Data/AAF directory). Hopefully he (at least) considers it! Edited July 19, 2024 by rubber_duck 1
ptmc2112 Posted July 19, 2024 Posted July 19, 2024 (edited) @Evi1Panda ever since 0.61 and in the latest version, whenever a sex scene ends, for some reason, when the player gets full control, the reticle appears to have changed, but it returns to normal as soon as you raise a gun (shown in the spoiler) is that any need for concern? Spoiler Edited July 19, 2024 by ptmc2112
Evi1Panda Posted July 19, 2024 Author Posted July 19, 2024 (edited) @ptmc2112 Actually I'm making a cast of current HUD state before scene start, then hide every parts of HUD, and apply it from the cast after scene. May be there is better way. I need to think about it. upd. need to investigate how it works in dialogue scene for example. Edited July 19, 2024 by Evi1Panda 1
ptmc2112 Posted July 20, 2024 Posted July 20, 2024 2 hours ago, Evi1Panda said: @ptmc2112 Actually I'm making a cast of current HUD state before scene start, then hide every parts of HUD, and apply it from the cast after scene. May be there is better way. I need to think about it. upd. need to investigate how it works in dialogue scene for example. Take your time, I don't want you to get burnout.
Here4SlootyMods Posted July 20, 2024 Posted July 20, 2024 3 hours ago, ixtheinterloper said: windows defender intercepted The Bridge 0.631.7z as a trojan; virustotal returned a clean report both times i uploaded it and i have no reason to believe it isn't just a false positive, but it's worth mentioning Windows Defender takes a lot of stuff into context including whether or not the file was downloaded off of the internet. virustotal.com says "Microsoft" doesn't flag it. I think it's the same signatures Defender uses and like you said, none of the other AVs flag it. If there was some unknown vulnerability that was exploited then the file will have to be re-analyzed later: https://www.virustotal.com/gui/file/62af4da3eff800720c21240688a129fd703a7f672b9b602a85b8ee1239fcacab tl;dr File has very high probability of being safe. 3 hours ago, Evi1Panda said: Oh, i don't know what it can be. I have antivirus soft on my pc, and archive isn't contains any execute files. The files inside the archive aren't causing it to be flagged, it's the archive file itself and likely a false positive. Compression is magic and makes files look weird to virus scanners. No worries. Also this: 59 minutes ago, ptmc2112 said: Take your time, I don't want you to get burnout. Thank you again for the quick update! 1
Evi1Panda Posted July 20, 2024 Author Posted July 20, 2024 0.631 alt - Technically all poses for AAF without furniture must contain the "NoFurn" tag. In practice, everyone writes xml as they please. AAF reads xml as it pleases, ignoring errors, xml-makers make xml just to make it work. No mattert is it result of correctly xml write or or consequence due to undefined behavior. In general, I’m tired and don’t know how to deal with it, how to describe the system if it doesn’t exist, and only chaos is there? In general, I was strictly tied to the NoFurn tag, this is not in the alternative version - if scene couldn’t be found with NoFurn, then it will try again without it (but not if NoFurn was strictly used in the scene settings by modmaker - I suspect, or at least hope, in this case, the modmaker knew what he wanted and how to ensure it was done). There are no other good ideas yet. I'm tired of the chaos in mods for 18+ scenes.
ptmc2112 Posted July 20, 2024 Posted July 20, 2024 18 hours ago, ptmc2112 said: @Evi1Panda ever since 0.61 and in the latest version, whenever a sex scene ends, for some reason, when the player gets full control, the reticle appears to have changed, but it returns to normal as soon as you raise a gun (shown in the spoiler) is that any need for concern? Reveal hidden contents @Evi1Panda if you're taking a break, don't worry about it, but further testing, the problem doesn't happen when a scene is triggered by NAF directly, and only by things using the bridge cause it to happen, and the effect stays after triggering a scene via NAF directly. Although I haven't looked at the code, I suppose it might be that NAF is also enabling the reticle after it's done. I could be wrong though.
evp Posted July 20, 2024 Posted July 20, 2024 15 hours ago, Here4SlootyMods said: The files inside the archive aren't causing it to be flagged, it's the archive file itself and likely a false positive. Compression is magic and makes files look weird to virus scanners. No worries. At my request, Panda has kindly provided the mod in a .zip archive. This is for those (like me) who doubt the safety of the download. This archive is absolutely safe from the point of view of Windows Defender. 0.631 alt.zip
Evi1Panda Posted July 20, 2024 Author Posted July 20, 2024 (edited) Dearest friend, thank you for this. But I'm sure the file is really clean. Defender is really dont like 7z and often do false warnings about it. Anyway, you always can use viris total free service to check this file with different analyses tools. I recommend you to do this always when you have any suspiscious about downloaded file. Edited July 20, 2024 by Evi1Panda
Here4SlootyMods Posted July 20, 2024 Posted July 20, 2024 6 hours ago, Evi1Panda said: - Technically all poses for AAF without furniture must contain the "NoFurn" tag. In practice, everyone writes xml as they please. AAF reads xml as it pleases, ignoring errors, xml-makers make xml just to make it work. No mattert is it result of correctly xml write or or consequence due to undefined behavior. First off, I just want to say me and many other members here (including people who haven't spoken in this thread) really appreciate your hard work. Thank you. If some mod author didn't make their XML files correctly, that's not your fault and you shouldn't feel like you're solely responsible for fixing it with this mod. Instead I would prefer one of two, or maybe both things: Tell us which XML file from which mod is problematic and maybe as a community we can fix it. Give us instructions on how to find which XML file is responsible for which animation. I like #2 because it lets us fix the problem on our own and upload the fixed XML (or a patch). #1 is also good because the mod author might not know their XML file is improperly made and they get a fix for free. The community (both Bridge and pure AAF users) benefit from it too. 22 hours ago, rubber_duck said: Small update: I've opened two GitHub issues to Snapdragon (one for bed/ground scenes xmls, and one for supporting the Data/AAF directory). Hopefully he (at least) considers it! I saw these and I've attached an INCOMPLETE patch for using both NAF and AAF as possible directories for the XML files. I don't really know how to get in touch with Snapdragon and GitHub seems to be filling up with bots these days so I try to avoid it except for downloads in trusted repos. Here's a few notes from my precursory glance at the code: 1. Snapdragon #define'd USERDATA_DIR in f4se-plugins\src\Data\Constants.h and USERDATA_DIR is basically the Data\NAF folder. I'm not familiar with Visual Code Projects but that file makes use of int32_t which is defined in the <cstdint> or <stdint.h> header files but neither of those are actually #include'd in that file so I don't know where it came from or what file #include's the necessary headers before #include-ing f4se-plugins\src\Data\Constants.h. I use std::array and std::string so if that needs to get added, might want to add that where necessary. I patched the file to simply add std::array<std::string, 2> UserDataDirs = { USERDATA_DIR, "Data\\AAF\\"s }; 2. In a few places where Snapdragon uses USERDATA_DIR, I replaced the respective function calls with a for loop that checks the existence of the file in both USERDATA_DIR and Data\AAF. It goes through them in that order (Data\NAF is first, then Data\AAF). I wanted to replace it with a function (the loops in f4se-plugin\src\Scripts\Papyrus\NAF.h and f4se-plugin\src\BodyAnimation\SmartIdle.h both do the same thing with different variable names) but I'm not sure where to put a function like that (declaration & definition) in NAF. 3. Snapdragon uses camel case. I don't normally use camel case in my own code and I couldn't find a coding standard on the NAF GitHub page so my variable names are probably a bit off. 4. I haven't compiled and tried the patched code myself, but I can't immediately see any thing that would make it fail outside of the missing #include's mentioned in #1. 5. I have no clue about what's going on in f4se-plugin\src\Data\Global.h In this file you'll see a line that uses USERDATA_DIR: slot.idle[0] = std::filesystem::path(fName).lexically_relative(USERDATA_DIR).generic_string(). There's a lot in that file so I didn't want to mess with it too much and it's going to take some time to look through to figure out what is going on. I think another for loop like in #2 can solve this but I didn't want to touch it in case I was wrong. NAF.patch
rubber_duck Posted July 20, 2024 Posted July 20, 2024 2 hours ago, Here4SlootyMods said: First off, I just want to say me and many other members here (including people who haven't spoken in this thread) really appreciate your hard work. Thank you. If some mod author didn't make their XML files correctly, that's not your fault and you shouldn't feel like you're solely responsible for fixing it with this mod. Instead I would prefer one of two, or maybe both things: Tell us which XML file from which mod is problematic and maybe as a community we can fix it. Give us instructions on how to find which XML file is responsible for which animation. I like #2 because it lets us fix the problem on our own and upload the fixed XML (or a patch). #1 is also good because the mod author might not know their XML file is improperly made and they get a fix for free. The community (both Bridge and pure AAF users) benefit from it too. I saw these and I've attached an INCOMPLETE patch for using both NAF and AAF as possible directories for the XML files. I don't really know how to get in touch with Snapdragon and GitHub seems to be filling up with bots these days so I try to avoid it except for downloads in trusted repos. Here's a few notes from my precursory glance at the code: 1. Snapdragon #define'd USERDATA_DIR in f4se-plugins\src\Data\Constants.h and USERDATA_DIR is basically the Data\NAF folder. I'm not familiar with Visual Code Projects but that file makes use of int32_t which is defined in the <cstdint> or <stdint.h> header files but neither of those are actually #include'd in that file so I don't know where it came from or what file #include's the necessary headers before #include-ing f4se-plugins\src\Data\Constants.h. I use std::array and std::string so if that needs to get added, might want to add that where necessary. I patched the file to simply add std::array<std::string, 2> UserDataDirs = { USERDATA_DIR, "Data\\AAF\\"s }; 2. In a few places where Snapdragon uses USERDATA_DIR, I replaced the respective function calls with a for loop that checks the existence of the file in both USERDATA_DIR and Data\AAF. It goes through them in that order (Data\NAF is first, then Data\AAF). I wanted to replace it with a function (the loops in f4se-plugin\src\Scripts\Papyrus\NAF.h and f4se-plugin\src\BodyAnimation\SmartIdle.h both do the same thing with different variable names) but I'm not sure where to put a function like that (declaration & definition) in NAF. 3. Snapdragon uses camel case. I don't normally use camel case in my own code and I couldn't find a coding standard on the NAF GitHub page so my variable names are probably a bit off. 4. I haven't compiled and tried the patched code myself, but I can't immediately see any thing that would make it fail outside of the missing #include's mentioned in #1. 5. I have no clue about what's going on in f4se-plugin\src\Data\Global.h In this file you'll see a line that uses USERDATA_DIR: slot.idle[0] = std::filesystem::path(fName).lexically_relative(USERDATA_DIR).generic_string(). There's a lot in that file so I didn't want to mess with it too much and it's going to take some time to look through to figure out what is going on. I think another for loop like in #2 can solve this but I didn't want to touch it in case I was wrong. NAF.patch 4.24 kB · 1 download Hmmm... Sadly, I'm not that familiar with Papyrus nor the structure of the Github repository to make any sense of it. I took a closer look at it yesterday, but it was like reading a foreign language - I can't make anything of it. If you took the steps logically, and made sure the code edits are minimal - I think it could work. However, I'm not the one to say whether the changes would work or not - Snapdragon is the one to ask, and as far as I can tell, he's pretty difficult to reach these days. The best course of action we can take is wait for a bit until he shows up. I'm pretty confident that he didn't abandon the project, but you never know - all the drama around NAF (and NAF Bridge) was unnecessary and no doubt he deleted his stuff from LL. But that's another topic; let's just hang on a bit longer until Snapdragon replies to the Github issues!
rubber_duck Posted July 21, 2024 Posted July 21, 2024 @Evi1Panda, found a bug with Bridge v0.631 and v0.631-alt. You made some updates on how the Bridge handles HUD, right? I run FallUI - HUD and after the scene in NAF (scene requested for AAF -> Bridge hijacked it -> NAF plays the scene), my HUD gets modified a bit. I run a custom FallUI HUD preset and one of modifications I've done is made the crosshair smaller. Let me explain. When playing the game normally in 3rd person, the crosshair has a little dot in the middle and both horizontal and vertical lines around that dot in the center. However, once you press right click (for better aiming), those horizontal and vertical lines around the center dot disappear. I've modified my FallUI HUD crosshair to always have those horizontal and vertical lines hidden as I find them useless (they clutter the HUD, in my opinion). Because you're manipulating the HUD in the Bridge, once NAF scene ended, everything reverted back to normal, how it should be, except the crosshair. It got 'reverted' to unmodified / kinda broken (?) state. After the NAF scene with Bridge v0.631, my crosshair became the usual, vanilla-looking one; but unlike vanilla game crosshair, it's unresponsive - meaning that when I aim, those horizontal / vertical lines should disappear (get hidden temporarily), but that doesn't happen. Instead, I'm permanently stuck with boring vanilla-looking crosshair. Please, could you take a look and investigate it a bit further? And sorry for sounding like an angry costumer yelling for no reason, but why do you want to manipulate the HUD in the first place? People should realize that console command 'tm' exists, and they can easily use it to hide the HUD if that's what they want to achieve. Really hoping to hear from you soon. Keep up the great work!
evp Posted July 21, 2024 Posted July 21, 2024 9 hours ago, Here4SlootyMods said: I don't really know how to get in touch with Snapdragon You can visit the Discord channel for that. https://discord.gg/a27xWE2ZyJ
Evi1Panda Posted July 21, 2024 Author Posted July 21, 2024 15 hours ago, rubber_duck said: @Evi1Panda, found a bug with Bridge v0.631 and v0.631-alt. You made some updates on how the Bridge handles HUD, right? I run FallUI - HUD and after the scene in NAF (scene requested for AAF -> Bridge hijacked it -> NAF plays the scene), my HUD gets modified a bit. I run a custom FallUI HUD preset and one of modifications I've done is made the crosshair smaller. Let me explain. When playing the game normally in 3rd person, the crosshair has a little dot in the middle and both horizontal and vertical lines around that dot in the center. However, once you press right click (for better aiming), those horizontal and vertical lines around the center dot disappear. I've modified my FallUI HUD crosshair to always have those horizontal and vertical lines hidden as I find them useless (they clutter the HUD, in my opinion). Because you're manipulating the HUD in the Bridge, once NAF scene ended, everything reverted back to normal, how it should be, except the crosshair. It got 'reverted' to unmodified / kinda broken (?) state. After the NAF scene with Bridge v0.631, my crosshair became the usual, vanilla-looking one; but unlike vanilla game crosshair, it's unresponsive - meaning that when I aim, those horizontal / vertical lines should disappear (get hidden temporarily), but that doesn't happen. Instead, I'm permanently stuck with boring vanilla-looking crosshair. Please, could you take a look and investigate it a bit further? And sorry for sounding like an angry costumer yelling for no reason, but why do you want to manipulate the HUD in the first place? People should realize that console command 'tm' exists, and they can easily use it to hide the HUD if that's what they want to achieve. Really hoping to hear from you soon. Keep up the great work! I get hud state before scene start and restore it after. Nothing more. Probably it has some trouble, but it need to be investigated.
rubber_duck Posted July 21, 2024 Posted July 21, 2024 1 hour ago, Evi1Panda said: I get hud state before scene start and restore it after. Nothing more. Probably it has some trouble, but it need to be investigated. Yep. It happens because the HUD gets hidden during the NAF scenes. The easiest way to 'fix' it would be to add a new switch for whether the Bridge should hide the HUD or not. I don't like to hide my HUD during scenes as I run a lot of other mods that show their notifications during the scene (Sex Attributes, Unhealthy Craving, etc.) so that option would be ideal for my particular use case. Simply put, if 'Hide HUD' is enabled, it hides it; else it works the same as old version of the Bridge - v0.529 3
Evi1Panda Posted July 22, 2024 Author Posted July 22, 2024 0.632 - "NoFurn" is now removes if it was previously added by the bridge, but the scene was not found and an attempt is still made to find a scene without the "NoFurn" tag (version 0.631 alt is accepted as the main one) - For the requests add setting to hide/not HUD in mcm. and something else, you can see ,messages lile Something wrong, AAF starting too long time: in your console log. It is normally if you doesn't feel any troubles. It just send it if AAF loads more than 60 secs. It using system time, not in-game, so if yo will use alt-tab in moment when there was request from bridge to AAF loading - it will be in your log. Anyway it is just a WARNING, not an ERROR. 2
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