Senkan Posted May 27, 2025 Posted May 27, 2025 Is there any reason or advantage to keeping animation mods enabled after you have Naficated and have the Bridge?
dav42 Posted May 28, 2025 Posted May 28, 2025 (edited) 57 minutes ago, Senkan said: Is there any reason or advantage to keeping animation mods enabled after you have Naficated and have the Bridge? Yeah, you need them to be enabled because they have the assets & plugins. The XML will reference either a plugin form id (an idle) or an .hkx file, which those will be part of the assets installed with the animation mod. NAFicator just applies patches to the XMLs and dumps copies in the NAF folder for use with NAF. Edited May 28, 2025 by dav42 2
Here4SlootyMods Posted May 29, 2025 Posted May 29, 2025 On 5/12/2025 at 5:11 PM, ltanderl said: ok that means to be sure better to star a new run? because the answers are not that clear... and btw. the aaf bootloop thing is that real? You don't need to start a new run. Source: Personal experience. You may have to restart the main quest (not the game's main quest where you're trying to find your son) provided by NAF Bridge via the console. I had to but others have reported that they didn't have to.
XxX_PrOgAmEr420_XxX Posted May 31, 2025 Posted May 31, 2025 Hey, looking to switch to NAF from AAF (dont like malware in my already slow mods), is it possible to switch on a current save or does it absolutely need a new save ? I have been trying to find info but I found nothing definitive.
izzyknows Posted May 31, 2025 Posted May 31, 2025 43 minutes ago, XxX_PrOgAmEr420_XxX said: Hey, looking to switch to NAF from AAF (dont like malware in my already slow mods), is it possible to switch on a current save or does it absolutely need a new save ? I have been trying to find info but I found nothing definitive. Just to be safe and avoid any possible issues, I'd start a new run.
dav42 Posted May 31, 2025 Posted May 31, 2025 (edited) 52 minutes ago, XxX_PrOgAmEr420_XxX said: Hey, looking to switch to NAF from AAF (dont like malware in my already slow mods), is it possible to switch on a current save or does it absolutely need a new save ? I have been trying to find info but I found nothing definitive. Look literally one post above yours. The short answer is YMMV, but others including myself have switched on an existing AAF save. By the way, I usually start a new game, but I accidentally copied over save games from an AAF profile and was surprised that NAF Bridge saw it as an upgrade, restarted the main quest and it just seemed to work. Edited May 31, 2025 by dav42
XxX_PrOgAmEr420_XxX Posted May 31, 2025 Posted May 31, 2025 Alright, thanks! I will try when I have time to waste
Evi1Panda Posted June 7, 2025 Author Posted June 7, 2025 Quote NAFicator just applies patches to the XMLs and dumps copies in the NAF folder for use with NAF. @dav42 No, that is incorrect. Naficator also unbind NAF(more correctly will be say unbind animation data XMLs) from using formID for refering to hkx-file. You don't need theese esps just for animation play. But you still need it for loading ba2 archive (if it is), and if some other mods has dependecies to theese plugins. Good solve is to move theese mods to espfe after nafication, and in most cases it will be correct, but anyway you shoud look at for each mod private. Espfeing reorders FormIDs, so If some third mods depends to it, there is can be a trouble if you will espfeing before install this third mod. If you espfeing when both mods loaded in xEdit - xEdit will correct refers to FormIDs. I realize it sounds complicated, but maybe someone can explain in a more understandable way. 1
dav42 Posted June 7, 2025 Posted June 7, 2025 29 minutes ago, Evi1Panda said: No, that is incorrect. Naficator also unbind NAF(more correctly will be say unbind animation data XMLs) from using formID for refering to hkx-file. Ahh, that's nice. Yeah so your point is if the plugin is just idle forms you can get rid of the plugin (but not the mod, which was the question), but several of them have meshes & textures to support the animations (i.e. pillory's, poles, etc) so it might be tough for a regular user to figure all that out. Advanced users that are already doing their own ESL conversions would probably understand which plugins can be disabled. I guess you could list out which plugins (referenced by the AAF XMLs you scan) only consist of idle forms and had no archives, but you would probably just be asking for more grief explaining it. I am not one to have a 300-600+ mod loadouts, I find it is too much that can go wrong and I don't want to spend my whole day looking a conflicts in xEdit, looking at overwrites, unpacking BA2, messing with load orders, etc. I would rather just play the game. 1
japa4551 Posted June 30, 2025 Posted June 30, 2025 Would be nice if the "NAF Bridge not installed correctly" error actually explained what is missing, as I have everything installed yet I keep getting this error (Could be because NAF isnt updated yet?)
Andy14 Posted June 30, 2025 Posted June 30, 2025 4 hours ago, japa4551 said: Would be nice if the "NAF Bridge not installed correctly" error actually explained what is missing, as I have everything installed yet I keep getting this error (Could be because NAF isnt updated yet?) First Post On 6/19/2024 at 8:06 PM, Evi1Panda said: Be sure you have F4SE installed and 1.10.163.x Fallout ver.
diob334 Posted July 30, 2025 Posted July 30, 2025 i have a problem with naf bridge i've downloaded it and all the requirements including NAF itself and NAFicator but it made my game stuck in a loading loop just as i enter a new game and i've tested it (disabling/enabling mods and trying it) and it seems to be because of NAFbridge is there something i might've done wrong?
diob334 Posted July 30, 2025 Posted July 30, 2025 10 hours ago, diob334 said: i have a problem with naf bridge i've downloaded it and all the requirements including NAF itself and NAFicator but it made my game stuck in a loading loop just as i enter a new game and i've tested it (disabling/enabling mods and trying it) and it seems to be because of NAFbridge is there something i might've done wrong? okay so i might be stupid mb i didnt realize this is for ver1.10.163.x. which mine was not totally mb however then i got a prompt requesting me to disable NAFicator is that normal?
Here4SlootyMods Posted July 31, 2025 Posted July 31, 2025 Yes. After you run NAFicator once you don't need to do it again (unless you add more animations). 1
diob334 Posted August 1, 2025 Posted August 1, 2025 On 7/31/2025 at 7:21 AM, Here4SlootyMods said: Yes. After you run NAFicator once you don't need to do it again (unless you add more animations). i see thank you and one more question for the NAFicator ini file for the sFolderFrom and sFolderWhere where would i find the AAF folder? im not seeing any AAF folder on my files since i have never downloaded it for ref im using MO2
izzyknows Posted August 1, 2025 Posted August 1, 2025 4 hours ago, diob334 said: i see thank you and one more question for the NAFicator ini file for the sFolderFrom and sFolderWhere where would i find the AAF folder? im not seeing any AAF folder on my files since i have never downloaded it for ref im using MO2 If you've installed any animation packs you'll have an AAF folder, now as to where MO2 puts that... others will tell you.
dosfox Posted August 1, 2025 Posted August 1, 2025 Can anybody help me please? I am looking to change actor scale in Animation Data. What is the syntax of scale="float,1.0f" ? <defaults /> <!-- in this node can be any attribute --> <!-- offset is a string, but in fact it is int array of 3 floats (XYZ) or 4 (XYZ + Z-Angle). Can be array of arrays with ':' delimiter "0,0,42,180:0,-0.5,42,0" for actor 1 and actor 2. --> <animation id="string" tags="string, emptystring" offset="string"> <!-- can be any count of actor nodes --> <actor file="String" skeleton="string, Human" gender="M/F, empty means any" faceAnim="string,emptystring" loopFaceAnim="bool,false" startEquipmentSet="string,emptystring" stopEquipmentSet="string,emptystring" scale="float,1.0f"> <!-- optional idle node --> <idle source="String" form="String"/> <!-- optional, can be any count of action node or no one --> <action id="String"/> <!-- optional morph node, can be any count or no one --> <morph id="string" to="float"/> </actor> <actor idleSource="String" form="string" skeleton="string, Human" gender="bool, empty means any" faceAnim="string,emptystring" loopFaceAnim="bool,false" startEquipmentSet="string,emptystring" stopEquipmentSet="string,emptystring" scale="float,1.0f"/> </animation> </animationData> If the scale of an NPC is changed here, will it be reset to the original scale when the animation is completed? Thanks.
Evi1Panda Posted August 1, 2025 Author Posted August 1, 2025 (edited) @dosfox means scale=0.825 1.0f - means default float value, which is used unless you explicitly specify a different value. Edited August 1, 2025 by Evi1Panda 1
dosfox Posted August 1, 2025 Posted August 1, 2025 Hey @Evi1Panda, Thanks for the reply. I'm looking at @darthroman's new animations. His pack requires SCRS which apparently doesn't support NAFbridge. In NAFbridge is there a global way to set scale=1.0 for all humans? Also i was wondering, if the scale attribute was included in the original AAF xmls, 1. would that mess up an ordinary AAF install? and 2. would it be recognised by NAFicator? BTW, thanks very much for the last round of updates ... it's getting better all the time! ☺️
Evi1Panda Posted August 1, 2025 Author Posted August 1, 2025 @dosfox it set 1.0f in default. Idk what is the trouble, but it is definetly not in default scale setting. Maybe you should tell more about trouble and give a link to this mod.
dosfox Posted August 1, 2025 Posted August 1, 2025 @Evi1Panda the problem is mainly with alignment, pretty sure it's scale-related. The mod is AAF_darthroman_creature_pack.
darthroman Posted August 1, 2025 Posted August 1, 2025 (edited) 17 minutes ago, Evi1Panda said: @dosfox it set 1.0f in default. Idk what is the trouble, but it is definetly not in default scale setting. Maybe you should tell more about trouble and give a link to this mod. Hi, just for info...I used SCRS because radroachs in game always having different scale. But rig for animation is basic 1.0 scale. So, for correct animations in game all radroachs must be scaled to 1:1 to align. After animations they turn back to different random scale. Some creatures have the same "problem", so that's why SCRS solve this, animation pack can be used without SCRS but you must correct offset positions for actors in all anim scenes xml manually 🤷. Edited August 1, 2025 by darthroman
vranina Posted August 2, 2025 Posted August 2, 2025 (edited) Hello. I decided to try out the new animation pack with naf. I took vanilla save and installed minimal mods. NAF, NAF bridge, looks menu, mcm, addres library ll four play, sup f4se, themes, uap, seu The result is this bug UPD Without uap the animation works. I tried aaf too. With uap it doesn't work, without uap it works. Edited August 2, 2025 by vranina
dosfox Posted August 2, 2025 Posted August 2, 2025 (edited) Hey @Evi1Panda , By trial and error i have found that it is possible to edit individual animations in the Panda's_Naficator_positionData.xml file, apparently without breaking NAFbridge. I found that commenting out individual animations worked, but gave cache index errors in the SUP log. Setting "isHidden=true" worked without giving those errors. Changing "Unequip" and "Requip" to "" seems to work. Changing offset values also works. Up till now i have been editing Panda's_Naficator_positionData.xml each time i reNAFicate, which is a tedious process. So i compiled all my edits to an xml file - DosfoxEdits_positionData.xml in the NAF folder, thinking that if i set the load priority to 600 it would overwrite those records in Panda's_Naficator_positionData.xml. It doesn't work. Am i doing something wrong or is this just a fool's errand? DosfoxEdits_positionData.xml: Spoiler <positionData info="DosfoxEdits" dataSet="position"> <defaults loadPriority="600"/> <!-- EQUIPMENT EDITS --> <!-- FILE : SavageCabbage_positionData.xml --> <position id="SC-F-Human-Dance04-02SexyDance" animation="SC-F-Human-Dance04-02SexyDance" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="Dancing,Dom0,F,Held0,Love0,Neutral,NoFurn,NullToSelf,SavageCabbage,SexyDance,Stim1,nofurn"/> <!-- FILE : SavageCabbage_positionData.xml --> <position id="SC-FM-Human-LapDance01-01LapDance" animation="SC-FM-Human-LapDance01-01LapDance" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="ArmChair,Chair,Dancing,Dom0,F_M,Held0,Love0,Neutral,NullToSelf,SavageCabbage,SexyDance,Stim1" location="ArmChair"/> <!-- FILE : SavageCabbage_positionData.xml --> <position id="SC-F-Human-Dance-HipShake-TwerkStart Staged" animationGroup="SC-F-Human-Dance-HipShake-TwerkStart Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="Dancing,Dom0,F,Held0,Love0,Neutral,NoFurn,NullToSelf,SavageCabbage,SexyDance,Stim1,nofurn"/> <!-- FILE : SavageCabbage_positionData.xml --> <position id="SC-F-Human-LapDance01-01LapDance" animation="SC-F-Human-LapDance01-01LapDance" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="Dancing,Dom0,F,Held0,Love0,Neutral,NoFurn,NullToSelf,SavageCabbage,SexyDance,Stim1,nofurn"/> <!-- FILE : rxl_bp70_anims_positionData.xml --> <position id="BP70 Male Toilet Masturbation" animation="rxl_bp70_male_toiletmast_1" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="BP70,Dom0,Held-1,Love0,M,Masturbation,Neutral,PenisToHand,Stim7,Toilet" location="Toilet"/> <!-- FILE : rxl_bp70_anims_positionData.xml --> <position id="BP70 Female Couch Masturbation Staged" animationGroup="BP70 Female Couch Masturbation Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="BP70,Couch,Dom0,F,HandToVagina,Held-1,Love0,Masturbation,Neutral,Stim7" location="Couch"/> <!-- FILE : rxl_bp70_anims_positionData.xml --> <position id="BP70 Female Bed Masturbation" animation="rxl_bp70_female_bedmast_1" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="" stopEquipmentSet="" isHidden="false" tags="BP70,Bed,Dom0,DoubleBed,F,HandToVagina,Held-1,Love0,Masturbation,Neutral,SingleBed,Stim7,doublebed,singlebed" location="Double_Bed,Single_Bed"/> <!-- isHidden EDITS --> <!-- FILE : Atomic Lust_positionData.xml --> <position id="Atomic Fingering Staged" animationGroup="Atomic Fingering_Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="Dom0,F,HandToVagina,Held-1,Love0,Masturbation,Neutral,NoFurn,Rufgt,Stim7,nofurn" offset="0,50,0,0"/> <!-- FILE : Atomic Lust_positionData.xml --> <position id="Atomic Jerking Staged" animation="Atomic Jerking" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="Dom0,HandToPenis,Held0,Love-1,M,Masturbation,Neutral,NoFurn,Rufgt,Stim7,nofurn" offset="0,50,0,0"/> <!-- FILE : rxl_bp70_anims_Ground_positionData.xml --> <position id="BP70 Ground Female Masturbation Staged" animation="rxl_bp70_female_bedmast_1" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Dom0,F,HandToVagina,Held-1,Love0,Masturbation,Neutral,NoFurn,Stim7,nofurn" offset="0,0,-42,0"/> <!-- FILE : rxl_bp70_anims_positionData.xml --> <position id="BP70 Male Couch Masturbation Staged" animationGroup="BP70 Male Couch Masturbation Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Couch,Dom0,Held-1,Love0,M,Masturbation,Neutral,PenisToHand,Stim7" location="Couch"/> <!-- FILE : Atomic Lust_positionData.xml --> <position id="Atomic Cowgirl (Bunk Bed Top)" animation="Atomic Cowgirl (Bunk Bed Top)" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="Bed,Cowgirl,Dom5,DoubleBed,F_M,FromFront,Held1,Love5,Neutral,PenisToVagina,Rufgt,Stim9" location="Bunk Bed" offset="0,0,0,0"/> <!-- OFFSET EDITS --> <!-- FILE : Atomic Lust_positionData.xml --> <position id="Atomic Cowgirl (Bunk Bed Bottom)" animation="Atomic Cowgirl (Bunk Bed Bottom)" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="false" tags="Bed,Cowgirl,Dom5,DoubleBed,F_M,FromFront,Held1,Love5,Neutral,PenisToVagina,Rufgt,Stim9" location="Bunk Bed" offset="0,0,0,0"/> <!-- FILE : Atomic Lust_positionData.xml --> <position id="Atomic Cowgirl (Institute Med Bay Inclined)" animation="Atomic Cowgirl (Institute Med Bay Inclined)" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="false" tags="Bed,Cowgirl,Dom5,F_M,FromFront,Held1,Love5,Neutral,PenisToVagina,Rufgt,SingleBed,Stim9" location="Institute Med Bay Inclined" offset="0,0,0,0"/> <!-- FILE : Atomic Lust_positionData.xml --> <position id="Atomic Cowgirl (Institute Med Bay)" animation="Atomic Cowgirl (Institute Med Bay)" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="false" tags="Bed,Cowgirl,Dom5,F_M,FromFront,Held1,Love5,Neutral,PenisToVagina,Rufgt,SingleBed,Stim9" location="Institute Med Bay" offset="0,0,0,0"/> EDIT: Is there an attribute to set speed of an animation? There are a few animations i would like to speed up or slow down. Speed setting works fine through NAF GUI but i can't find an attribute for it in your xml schema. EDIT2: NAF GUI reports that the radstag animations from @darthroman's animation pack are "Not Synchronising". What usually causes this error? Edited August 2, 2025 by dosfox
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