Evi1Panda Posted January 27, 2025 Author Posted January 27, 2025 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.
jiaxingseng Posted January 28, 2025 Posted January 28, 2025 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.
Evi1Panda Posted January 28, 2025 Author Posted January 28, 2025 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.
jiaxingseng Posted January 28, 2025 Posted January 28, 2025 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. I
Evi1Panda Posted January 29, 2025 Author Posted January 29, 2025 I see in the last pic. Then idk what blocking your camera.
vranina Posted February 1, 2025 Posted February 1, 2025 Sometimes when running Autonomy I see a Scenelnut 1 message and the animation doesn't play. What does this mean?
vjnmrf Posted February 3, 2025 Posted February 3, 2025 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?
Evi1Panda Posted February 3, 2025 Author Posted February 3, 2025 (edited) нет Garden of Eden Papyrus Script Extender, не нужен. Edited February 3, 2025 by Evi1Panda
Evi1Panda Posted February 3, 2025 Author Posted February 3, 2025 (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 February 3, 2025 by Evi1Panda
vjnmrf Posted February 3, 2025 Posted February 3, 2025 (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 February 3, 2025 by vjnmrf
Evi1Panda Posted February 3, 2025 Author Posted February 3, 2025 (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 February 3, 2025 by Evi1Panda
rilieAP Posted February 3, 2025 Posted February 3, 2025 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.
Evi1Panda Posted February 3, 2025 Author Posted February 3, 2025 (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 February 3, 2025 by Evi1Panda
zjzc Posted February 3, 2025 Posted February 3, 2025 Happy to report the actor no longer vanishes in one-person furniture scenes🥰 1
Here4SlootyMods Posted February 4, 2025 Posted February 4, 2025 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.
vjnmrf Posted February 11, 2025 Posted February 11, 2025 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.
Connovar Posted February 12, 2025 Posted February 12, 2025 Hi with NAF Bridge 906 I have no more penis erection It worked very well in NAF Bridge 902 and i did not change any else.. (sorry mi bad english)
rohun Posted February 13, 2025 Posted February 13, 2025 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?
Connovar Posted February 13, 2025 Posted February 13, 2025 @Evi1Panda Hi ok I got it... it's f4ee-patched-0.1.0-for-f4se-0.6.23 if i dont install it the game doesn't start ..if I do the penis stay down..🤨 Sorry what do you mind about...(Include RemoveOverlay fix for Looks Menu 1.620. Thanks to Nopse. You really should download it (!!!BUT NOT INSTALL!!!) https://www.nexusmods.com/fallout4/mods/91235)...
dav42 Posted February 13, 2025 Posted February 13, 2025 @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
dav42 Posted February 13, 2025 Posted February 13, 2025 (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 February 13, 2025 by dav42
Evi1Panda Posted February 15, 2025 Author Posted February 15, 2025 (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 February 15, 2025 by Evi1Panda
Evi1Panda Posted February 15, 2025 Author Posted February 15, 2025 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!
dav42 Posted February 15, 2025 Posted February 15, 2025 (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. Edited February 15, 2025 by dav42 1
Evi1Panda Posted February 15, 2025 Author Posted February 15, 2025 (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 February 15, 2025 by Evi1Panda
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now