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Posted
6 hours ago, jiaxingseng said:

Hi,

 

I seem to be stuck in a fixed camera angle which doesn't make ssens during Sex-em-up scenes using NAF. I tried changing the settings in the. LookAt Cam, on, off , and changing the target. Nothing worked. Is there something I'm missing?

try to type diel in console, look for number of camera block, type riel 'number', without quotes.

Posted
3 hours ago, Evi1Panda said:

try to type diel in console, look for number of camera block, type riel 'number', without quotes.

There was no info for "camera block" when I did this.

Posted
11 hours ago, jiaxingseng said:

There was no info for "camera block" when I did this.

Well, you know, I don’t remember how exactly it is named. If you'd posted the screenshot, I could answer you, but for now I can’t.

Posted
29 minutes ago, Evi1Panda said:

Well, you know, I don’t remember how exactly it is named. If you'd posted the screenshot, I could answer you, but for now I can’t.

 

 

image.png.322eb41a86b0e158336b1162095b23b1.png

 

image.png.439fef9f40411ac309ae9c1be9650752.png

 

 

Photo22.png

Photo21.png

Photo20.png

Posted
On 7/9/2024 at 12:44 AM, Evi1Panda said:

Updated to 0.52

ATTENTION since 0.52 it needs Garden of Eden Papyrus Script Extender to work fine.

 

Он нужен и в 904? На странице загрузки о нем не упоминается.

 

Также я видел пост о том, что "темы" теперь не нужны. Увы, несколько модов(триггервумен, например) почему-то имеют его есл в качестве "мастера". Их наличие будет создавать проблемы?

Posted (edited)
3 hours ago, vjnmrf said:

 

Он нужен и в 904? На странице загрузки о нем не упоминается.

 

Также я видел пост о том, что "темы" теперь не нужны. Увы, несколько модов(триггервумен, например) почему-то имеют его есл в качестве "мастера". Их наличие будет создавать проблемы?

1. Я бы рекомендовал использовать NAFicator. Он сам соберёт что нужно из папки Data/AAF

2. А что там за есл? Нет, сам по себе никакой esl для NAF никакой проблемы не составляет.

Edited by Evi1Panda
Posted (edited)
24 minutes ago, Evi1Panda said:

1. Я бы рекомендовал использовать NAFicator. Он сам соберёт что нужно из папки Data/AAF

2. А что там за есл? Нет, сам по себе никакой esl для NAF никакой проблемы не составляет.

 

1 Нафикатор это само-собой, уж вручную я бы править все эти хмл нипочем не взялся

 

2 А насчет есл... несколько модов(Пешка, триггервумен и что-то еще), как выяснилось, имеют зависимость от themes.esl и при отключении тем тоже отключаются. Возможно, это просто косяк авторов - случайно зацепили в СК и их можно безболезненно вычистить, но я пока не проверял.

Edited by vjnmrf
Posted (edited)

Сами по себе никакие плагины работе NAF не должны помешать, если они напрямую в него не вмешиваются. 

 

upd. На самом деле темы нужны, т.к. они добавляют теги для позиций, и может что-то ещё (не помню), где я это писал? Надо бы поправить.

Edited by Evi1Panda
Posted

Sorry if I missed any mention of this back in the thread, but has anyone reported an issue with Latex Collar, Orgasm Curse & Fetish Dreams?  The issue is only with the Dreams, everything else is fine.  In a dream, you get teleported to a random location, 3-5 NPCs or creatures get spawned and they have their way with you. I get errors that there are no actors spammed from NAF, but they are standing right there walking around me.  I know it's probably an issue with the mod itself, but I figured I would ask here and make sure it is known so that it can be added to the list of incompatible mods.  Just the one part of it though, the other parts are not animation related.

Posted (edited)

I wouldn't jump to conclusions whose fault it is exactly, but really sometimes an NPC, even a player doesn't pass the validity check. In the past approach to this problem I couldn't beat it, I haven't tried it again yet. I don't know how relevant this problem is to your report.

Edited by Evi1Panda
Posted
13 hours ago, RileyAP said:

Sorry if I missed any mention of this back in the thread, but has anyone reported an issue with Latex Collar, Orgasm Curse & Fetish Dreams?  The issue is only with the Dreams, everything else is fine.  In a dream, you get teleported to a random location, 3-5 NPCs or creatures get spawned and they have their way with you. I get errors that there are no actors spammed from NAF, but they are standing right there walking around me.  I know it's probably an issue with the mod itself, but I figured I would ask here and make sure it is known so that it can be added to the list of incompatible mods.  Just the one part of it though, the other parts are not animation related.

Do you happen to remember the genders of these actors and do you have an animation that involves the actors?

 

If it's supposed to be a 5 person gangbang scene, the only animation pack I have that contains one for 5 people is SavageCabbage's animation pack.

 

However, the XML files in there specifically say the other sexual partners need to be males, so you may need to create new XML files if there are females in that group of 3 - 5.

On 1/27/2025 at 5:34 PM, RileyAP said:

Is there an issue with Tattoo After Rape not triggering correctly after a NAF rape scene?  I get the notification that they left a tat, but nothing new shows up.  I've only tested raiders so far and I looked in the Panda's_Naficator_overlayData.xml and saw there was gunner and general overlay data from tats after rape, but not raider.  I manually copied it over and added a new category in the panda xml, but that didn't fix it.  It for sure worked before the switch to NAF/bridge/Naficator. 

 

Apart from that it's been working amazing well, super fast and most of the issues from previous versions worked out!!

 

Edit - I got it figured out, needed a bit of formatting of the new raider section I created, working great with raiders now too!!!

Regarding this post from page 20, do you mind uploading the XML that you wrote? Just in case others run into the same issue.

Posted

Попробовал и решил, что пора переходить. Очень порадовала скорость работы и особенно стабильность - не было ни одного вылета при запуске анимации, которые в расчудесном ааф нереально заебали(тут правда пришлось включить какбЕ *устаревшую * задержку скрипта).

Минусы, пусть и незначительные, но пока есть

Так и не разобрался с эрекцией у всех актеров. Ну и с кончиной тоже.

Поведение камеры - как правило все четко, но иногда бывают странные ракурсы и управление работает только частично.

То же относится и к взаимному позиционированию актеров.

Также в некоторых анимациях отсутствует начальная стадия, хотелось бы вернуть.

Безголовые гули.

 

Posted

Lil help?  posting here because im useing NAF not AFF....i assume sex em up is insalled right, but hotkeys are disabled home key doesnt work at all and the error message says aff main quest is not started....how does one start it?

Posted

@Evi1Panda Running into an issue with NAF Bridge 0.906, if a scene partner is sitting in the furniture already when it starts the scene fails for IsFurnitureInUse (code 2).  It seems like the logic between 0.904 and 0.906 changed and one of the significant changes is some of the parenthesis were dropped which is causing the condition to be true.

 

	Actor closestActor = Game.FindClosestActorFromRef(furn, 50.0)
	if (furn.IsFurnitureInUse() || furn.IsFurnitureMarkerInUse(0) || furn.IsFurnitureMarkerInUse(1) && sceneActors.Find(closestActor) < 0)
		if mesDebug
			if (furn.IsFurnitureInUse())
				Printlog("Furniture rejected (code 2 (IsFurnitureInUse)) : " + furn);

 

I believe the intent is to:

a) closestActor would likely be the actor in the furniture (within a radius of 50)

b) sceneActors.Find(closestActor) would return >= 0 (index position) if the person in the chair is part of the scene.  (which they are)

c) only fail if the furniture is in use and they are not in the scene.

 

I think the issue is there should be parenthesis around this expression (like there was in 0.904):

if ((furn.IsFurnitureInUse() || furn.IsFurnitureMarkerInUse(0) || furn.IsFurnitureMarkerInUse(1)) && sceneActors.Find(closestActor) < 0)

 

The weird thing is some people don't have this issue, which is odd but I am assuming it is engine bugs not patched or patched.  Debug log below.  Actor 06018046 would be sitting in furniture 060533C1.

 

Spoiler

20250213150650 : BRIDGE :  0.906000 : StartScene requested :
Actors : [[Actor < (00000014)>], [Actor < (06018046)>]]
Settings : [startEquipmentSet = "None", joinActors = "", leavingActors = "", sceneKey = 1003, skipWalk = True, failReason = "", meta = "NukaRide", duration = 90.000000, id2 = 0, staged = 0, sceneTags = "", megaScene = "None", positionRef = None, scanLocation = None, bridge_meta = "", excludeTags = "pose,utility", requireTags = "", nafIncludeTags = "", isRootLocked = False, forceNPCControlled = True, scanRadius = 3000.000000, stopEquipmentSet = "None", furniturePreference = 10, animationID = "", nafPosition = "", positionType = "", includeTags = "MasonSex", time_init_scene = "20250213150650", nafDuration = 0.000000, actors = "", id1 = 0, ignoreCombat = False, usePackages = False, positionId = "", combinedTags = "None", preventFurniture = False, isNPCControlled = True, nafExcludeTags = "pose,utility", successful = False, formation = "None", nafIgnoreCombat = False, locationObject = [ObjectReference < (060533C1)>], position = "None", playOnce = False]

20250213150650 : BRIDGE :  0.906000 : HUD parsed : [False, True, True, False, False, False, True, True, True, True, True, True, True, False, False, False, False, False, True, True]

20250213150650 : BRIDGE :  0.906000 : HUD disabled

20250213150650 : BRIDGE :  0.906000 : bridge override duration : -1.000000
duration : 90.000000

20250213150650 : BRIDGE :  0.906000 : sceneKey : 1003, locationObject : [ObjectReference < (060533C1)>], location object is Actor : False

20250213150651 : BRIDGE :  0.906000 : Furniture rejected (code 2 (IsFurnitureInUse)) : [ObjectReference < (060533C1)>]

20250213150651 : BRIDGE :  0.906000 : StartScene : Furniture in location object is not valid : [ObjectReference < (060533C1)>], akActor[0] will set as scene position ref : [Actor < (00000014)>]

20250213150651 : BRIDGE :  0.906000 : sceneKey : 1003, is positionRef actor : True, cachedSettings[Id].requireTags : noFurn

20250213150651 : BRIDGE :  0.906000 : nafSettings.position =

20250213150651 : BRIDGE :  0.906000 : ERROR : SCENE VALIDATE FAIL, reason : No available positions for provided combination of actors.
Try to remove "NoFurn" tag

20250213150651 : BRIDGE :  0.906000 : Position :
duration : 90.000000
PositionRef : [Actor < (00000014)>]
IncludeTags : MasonSex
ExcludeTags : pose,utility
RequireTags : noFurn
ForceNPCControlled : True
IgnoreCombat : False

20250213150651 : BRIDGE :  0.906000 : Remove SceneControlBlockLayer : [InputEnableLayer <Input enable layer [Bridge_MainQuest (0B000F99)].AAF:AAF_MainQuestScript.AddSceneInputBlock() - Line ? (00000001)>]

20250213150651 : BRIDGE :  0.906000 : HUD enabled

20250213150651 : BRIDGE :  0.906000 : Removed control block layer (SceneStartedEvent)

20250213150651 : BRIDGE :  0.906000 : NAF EVENT : OnSceneFailEvent key : 1003
actors : [[Actor < (00000014)>], [Actor < (06018046)>]]
cached index : 0, ARG1 : [1, "No available positions for provided combination of actors.", [[Actor < (00000014)>], [Actor < (06018046)>]], "NukaRide"]

20250213150651 : BRIDGE :  0.906000 : WARNING : SCENE VALIDATE FAIL, reason : No available positions for provided combination of actors., actors : [[Actor < (00000014)>], [Actor < (06018046)>]]

20250213150651 : BRIDGE :  0.906000 : Position :
duration : 90.000000
PositionRef : [Actor < (00000014)>]
IncludeTags : MasonSex
ExcludeTags : pose,utility
RequireTags : noFurn
ForceNPCControlled : True
IgnoreCombat : False

 

 

Posted (edited)

@Evi1Panda Here is another one, with the ApplyOverlaySet function if the overlayGroup does not have a duration set (i.e. 0) the overlays are nevered applied until an animation is played.  If the duration is non-zero the overlay is applied immediately.

 

I noticed in the branch of code there is a condition if (setup.duration > 0) it eventually calls "UpdateActorOverlay(akActor);" but it doesn't call this if duration <= 0.  Not sure if that is the cause.

 

Debug for the issue:

Spoiler

20250213163422 : BRIDGE :  0.906000 : ApplyOverlaySet requested :
akActor : [Actor < (00000014)>]
overlaySetID : MusicFirstTattoo

20250213163422 : BRIDGE :  0.906000 : Overlay found : [duration = 0.000000, isFemale = True, alpha = 100, template = "SummerSlutBreast"]

20250213163422 : BRIDGE :  0.906000 : Overlay entry : [scale_v = 1.000000, green = 1.000000, uid = 0, template = "SummerSlutBreast", alpha = 1.000000, red = 1.000000, blue = 1.000000, offset_v = 0.000000, scale_u = 1.000000, offset_u = 0.000000, priority = 1]

 

 

Debug with testing setting duration > 0 (that works):

Spoiler

20250213164022 : BRIDGE :  0.906000 : ApplyOverlaySet requested :
akActor : [Actor < (00000014)>]
overlaySetID : MusicFirstTattoo

20250213164022 : BRIDGE :  0.906000 : Overlay found : [template = "SummerSlutBreast", isFemale = True, duration = 9999999.000000, alpha = 100]

20250213164022 : BRIDGE :  0.906000 : Overlay entry : [scale_v = 1.000000, priority = 1, red = 1.000000, green = 1.000000, template = "SummerSlutBreast", blue = 1.000000, offset_v = 0.000000, alpha = 1.000000, offset_u = 0.000000, scale_u = 1.000000, uid = 0]

20250213164022 : BRIDGE :  0.906000 : ApplyOverlaySet actor : [Actor < (00000014)>], UID : 34

20250213164023 : BRIDGE :  0.906000 : Overlays updated for : 20

20250213164023 : BRIDGE :  0.906000 : UpdateOverlays finished

 

 

Edited by dav42
Posted (edited)
On 2/14/2025 at 12:35 AM, dav42 said:

I noticed in the branch of code there is a condition if (setup.duration > 0) it eventually calls "UpdateActorOverlay(akActor);" but it doesn't call this if duration <= 0.  Not sure if that is the cause.

 

it applies in line 'int UID = Overlays.Add(akActor, setup.isFemale, newEntry)', so it happens before 'if (setup.duration > 0)'
'UpdateActorOverlay(akActor);' calls actions that need to be done if overlay has time condition.
Edited by Evi1Panda
Posted
On 2/13/2025 at 11:33 PM, dav42 said:

I think the issue is there should be parenthesis around this expression (like there was in 0.904):

if ((furn.IsFurnitureInUse() || furn.IsFurnitureMarkerInUse(0) || furn.IsFurnitureMarkerInUse(1)) && sceneActors.Find(closestActor) < 0)

 Yes, thanks!

Posted (edited)
45 minutes ago, Evi1Panda said:
it applies in line 'int UID = Overlays.Add(akActor, setup.isFemale, newEntry)', so it happens before 'if (setup.duration > 0)'
'UpdateActorOverlay(akActor);' calls actions that need to be done if overlay has time condition.

 

It does not seem to work then.  However, if I move UpdateActorOverlay outside of the condition (setup.duration > 0) they are applied.  Any ideas on why that would be?

 

Does Overlays.Update(akActor) need to be called after Overlays.Add for the overlays to be rendered on the actor?  Because that seems to be what UpdateActorOverlay does eventually.  Not familiar with the Overlays API.

 

This does appear to work when duration = 0 when a mod calls AAF_API.ApplyOverlaySet.

image.png.74e6830e77d7e97dc6da4e471e05e821.png

Edited by dav42
Posted (edited)

I guess you're right again. Sorry, it was a 6-7 of months ago when I wrote this script, and it uses some complex constructs, and sometimes it is difficult to understand what I've been writen there and why)))

I know for a fact that if I wrote something, there were reasons for it) I'll reload the corrected version now.

Edited by Evi1Panda

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