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Posted

Basically you should make your correction in base files and commit your changes to mod's authors. But for your personally using that (your moves with priority) should works fine.

Posted (edited)

Checked out the mods mentioned, everything works correctly from my point of view. What is the supposed scale of the actors in this animation?

Spoiler

Photo2087.thumb.png.a554bb54101d4ea3e0f639dcd6eb5a76.png

If SCRS suddenly in your opinion does not work - ask the author to make a controlled delay in the MCM menu. NAF applies the scaling once when the scene is set up. But as I can see it should work correctly even in the current version. 

 

Event AAF:AAF_API.OnAnimationStart(AAF:AAF_API akSender, Var[] akArgs)

	Int SceneStat = akArgs[0] as Int
	
	If SceneStat == 0
		Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]
		String[] tags = Utility.VarToVarArray(akArgs[3]) as String[]
		Rescale(actors, tags.Find("SavageCabbage") > -1)
		;RSLog("is SC position = "+ tags.Find("SavageCabbage") > -1)
	Else
		RSLog("AAF Scene Failed, no rescaling")	
	EndIf
		
EndEvent

 

As I can see author apply scaling after animation is started, so scene is allredy set up. That is correctly approve.

Edited by Evi1Panda
Posted

Also you should understand that SCRS will override every scale setting inside xml files. So comprehensively it's just a crutch that is meant to fix the shortcomings of the xml authors for animations. Like any crutch - somewhere it will give a good result, and somewhere bad. Still, it is much better if the authors of xml-animations will independently write the scale they need in the xml.

Posted (edited)

Oh, I see some. 

1. NAF has optional scale field. So it don't apply any scale if it wasn't set in xml. So 1.0 should be set explicitly.

2. There is some troubles with radroaches... I guess in Race setup. I need to investigate this.

 

also NAF doesn't restore scale after scene end. I can fix it. But definetely I guess that is correct if scale ignores if it wasn't set explicitely - this removes unnecessary actions in case they are not required.

Also If you need force rescaling to 1.0 you can turn on this in NAF options.

Edited by Evi1Panda
Posted (edited)

Updated NAFicator so Radstags, Radroaches, Cats will work correctly after renaficate. Carefull! Maybe you shouldn't replace your archive (archive.arc) with mine when you update NAFicator!

Edited by Evi1Panda
Posted

As a result of our conversation, I've updated Bridge:

  • Scale now restore its initial values after scene was end.
  • Updated race data for cats, radroaches, radstags.
Posted

Please help.
I decided to update with the new animation package, then naff bridge and nafficator. After that any animations refused to work. I tried with vanilla save and a minimum amount of mods. MCM, addres library, nafq naf bridge, naficator, sup f4se, themes, seu, ll fourplay. I tried several animation packages but I always got this error. What should I do?

 

ScreenShot519.jpg.f604e8db472d34a5f2c4a39546d565e8.jpg

Posted

@vraninathat means you have links to missed animations (hkx files). Naficator should remove animations without links, so these are probably animations added bypassing NAFicator. But I can't say for sure without knowing the full context. You'll have to figure it out for yourself. The key is either that there is no hkx file of the animation, or (unlikely) some inability to play the file.

Posted (edited)

@Evi1Panda  There seems to be a serious problem with NAFbridge 1.113 / NAFicator 0.9.71. Whenever NPCs are engaged in an Autonomy scene they emerge with random scale in the range of 0.7-1.3. Usually females are are shrinking and males are growing. Also affects beasts and supermutants.

 

Edited by dosfox
Posted (edited)
23 hours ago, Evi1Panda said:

Basically you should make your correction in base files and commit your changes to mod's authors ...

 

I would LOVE to send suggested changes to mod authors, but unfortunately most of them have retired and abandoned their mods. I use Indarello's Patch, which means over 90% of the original xml files in my installation are edited and altered by Indarello anyway - and the present curator of Indarello's Patch has absolutely no interest in conforming the Patch to NAF last time i checked. Also many of the changes made are my own personal preferences, and would not be suitable for including in a base mod.

 

It is SO MUCH EASIER to find and use animation records in the NAFicator positionData file than trolling through the 400+ disparate original xml files, and removes the need to reNAFicate after making a simple animation edit.

 

Making an animation edit patch for Naficated xmls:

WARNING: FOR ADVANCED USERS ONLY! (you need to know a bit about XML)

 

If you want to make changes to animations you are currently using, you can use this method to make simple changes without editing the source files and reNAFicating. This method uses a positionData XML file with higher priority than the NAFicated positionData file, and so will virtually overwrite Panda's_Naficator_positionData.xml with your changes.

 

This is how to do it:

  1. Locate the animation you want to edit in Panda's_Naficator_positionData.xml file. (I searched for "dance" to find all the dance mods, search for "mast" to find the masturbation mods, etc).
  2. Copy the animation record to the Edits_positionData.xml file.
  3. Make attribute changes to the record in the Edits_positionData.xml file.
  4. Repeat steps 1-3 for all edits.
  5. Copy the Edits_positionData.xml file to the same NAF folder as the NAFicator xmls.
  6. Delete the _AnimCache.bin and _XMLcache.bin files in the NAF folder. Note you should do this every time you make changes to the Edits_positionData.xml file.
  7. Boot up the game and see if it works.

 

So far i have only tested editing these three attributes -

  • The "startEquipmentSet=" and "stopEquipmentSet=" attributes. This controls whether an actor strips or not for the animation. For example i have disabled stripping for the SavageCabbage 1F dance anims. To disable stripping, set startEquipmentSet="" and stopEquipmentSet="".
  • The "isHidden=" attribute. This sets whether the animation is visible to the user in GUI and available for scene-calling mods. For example i have hidden most of the public male and female masturbation animations. To disable an animation set isHidden="true"
  • The "Offset=" attribute to correct observed errors in animation positioning. For example i fixed the incorrect 50pt horizontal offset on bunk beds and med bays. To set offset of the animation (not the actors) set offset="x,y,z,rotate" with your own values.

Edits_positionData.xml

Spoiler

<positionData info="DosfoxEdits_v.4 " dataSet="position">
    <defaults loadPriority="600"/>

 

<!-- EQUIPMENT SET EDITS -->

 

<!-- FILE : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : rxl_bp70_anims_Ground_positionData.xml -->
    <position id="BP70 Ground Male Masturbation Staged" animation="rxl_bp70_male_bedmast_1" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Dom0,Held-1,Love0,M,Masturbation,Neutral,NoFurn,PenisToHand,Stim7,nofurn" offset="0,0,-42,0"/>
<!-- FILE : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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 : DosfoxEdits_v.4 - 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"/>

 

</positionData>

 

Use this file as a template for your own edits.

Edits_positionData.zip

If you use Indarello's Patch you can drop this .xml file into the NAF folder (Steps 5-7 above) and see how it works. If you later edit or remove it, delete the _AnimCache.bin and _XMLcache.bin files again before restarting the game.

 

Thanks Evi1Panda

 

Edited by dosfox
Posted (edited)
6 hours ago, dosfox said:

@Evi1Panda  There seems to be a serious problem with NAFbridge 1.113 / NAFicator 0.9.71. Whenever NPCs are engaged in an Autonomy scene they emerge with random scale in the range of 0.7-1.3. Usually females are are shrinking and males are growing. Also affects beasts and supermutants.

 

I have not observed such a problem with myself. However, as I wrote earlier, if in the xml document it is not explicitly specified to rescale (parameter scale=...), and in NAF parameters (NAF menu button settings) it is not specified to rescale - then NAF will run scenes without rescaling for participants. That is NOT A BUG.
The trouble you've wrote will be completely solved if you turn this setting on in NAF (or rather turn it off, because there this setting is confusingly called such as DISABLE SCALING) - NAF will force everyone to scale to 1. Yesterday I found a problem that after a scene the scale remained 1.0, and this is the problem I solved in the last update (the annotation is incorrect - the values are actually stores in StartScene - note) - at the beginning of the scene, before applying the scale, saving the values, and after the scene restoring them. These values are also involved in serialization, so saves and loads will not interfere with this process.

Edited by Evi1Panda
Posted

Hey first off I love this! Thank you for making it, i have been enjoying NAF so much more than aaf since i made the change the other day. 

 

I do have an issue though. Whenever a scene is done in NAF, the AAF bridged mods don't seem to know that the scene is done? So like any quest mods that play a scene and then advance the quest after the scene finishes don't work. Which has been fine to work around with quest stages.

 

But the bigger issue is with mods like Violate. As they start and complete one scene but then the player stands there with their hands up waiting forever for either another scene to start or the violate event to conclude but it just does not seem to know that the NAF scene has finished.

 

Any clue on what to do about this or why it's happening?

Posted (edited)

@datguyjack
I've been using Violate for quite a while, and it's been quite a while since I've updated it. Perhaps they have invented some new things there. The old Violate works for me without any problems.

I suggest examining the Bridge log, which writes messages to a file in the Fallout 4 root directory (aaSUP smth like this.txt). I suspect the answer is in there. All the classic end of scene events are sent.

But in general it could be absolutely anything. I can't know your entire context.

Edited by Evi1Panda
Posted (edited)

@Evi1Panda, reinstalled  bridge1.13 & naficator 9.71 and set Disable Scaling to off in NAFgui, then tested for several hours. Random animations out in the wasteland seemed to be ok, but i don't actually see most of the animations that are generated. But in my test cell of nearly 30 NPCs, after about 15 minutes of action, some NPCs (humans & beasts) emerge from animation with a random scale in the range of 0.7-1.3. Sometimes they will gradually shrink (or grow) over several seconds. If they engage in another autonomy scene they return to scale 1, but will shrink (or grow) again afterwards. Sometimes NPCs start shrinking even though they have not apparently engaged in an animation ...

 

Is it possible Autonomy scanning is doing something to NPCs' scale as well as their gender?

 

Not sure if this observation is related to the issue. There is a period of about 15 minutes of normal Autonomy action before the scaling bug appears. The last time it happened i checked the animation cache with MCM>debug and there was 24 animations in the cache. I check and clear the cache regularly now because i checked it a while back and found it had 98 animations. You do warn that more than 16 is bad ...

 

 

 

Edited by dosfox
Posted
23 minutes ago, dosfox said:

You do warn that more than 16 is bad ...

It's all conventions, I honestly don't remember what it's related to or if it's still there at the moment, but most likely some kind of papyrus limitation. I don't think it's anything critical.

In fact, you're just terminating the suspended scenes.

Posted (edited)

For the first part, I need to investigate. I see it works not the way I thought. The problem I see is that the order of actors in the actor holder for the scene is not guaranteed, so not guarantee scale will return to actor it have been taken from. And for some reason I figured it would always be the same for the same set of actors. I'll fix it later today.

Edited by Evi1Panda
Posted (edited)

Whoa, this is getting weird. Ivy has said this several times tonight ... I've never heard her say this before in all the years i've been with her!  🙁

Spoiler

IVY_weirdz-3.jpg.fe93e8308e2bd8cb5e9235de9a13a6b0.jpg

 

IVY_weirdz-2.jpg.7c8588e6d59230dc11c2a9ccb6e4704f.jpg

 


The first time it happened Ivy demanded a hard charisma check APOLOGY! Another first ...

 

 

Edited by dosfox
space
Posted
7 hours ago, Evi1Panda said:

... And for some reason I figured it would always be the same for the same set of actors ...

 

Oh, i see now ... that is why women are shrinking and men are growing - unless Autonomy changes their gender alias. God knows what happened to poor Spike and Ivy though ...

 

Posted
Quote

Oh, i see now ... that is why women are shrinking and men are growing - unless Autonomy changes their gender alias. God knows what happened to poor Spike and Ivy though ...

I don't know why Ivy don't like if rescale her.

 

I apologize for taking so long, I solved this problem quite a while ago today, but I want to solve one more before I release the update. And that's the second part I'm stuck with.
And the problem with the scale being cast incorrectly is a problem caused by the fact that deserialization fills the actor vector in reverse order.

Posted

Hello! Sorry to have likely missed something, but after quite some time attempting to get Violate to queue animations with NAF, I continue getting the "no animations available" error in NAF - wondering how I'm missing proper placement of tags in my animations? Thank you!

Posted
6 minutes ago, ahemtomatobasil said:

I continue getting the "no animations available" error in NAF

 

Do you use any other scene-calling mods? Do they work? Can you start animations through the NAF GUI?

Posted
Just now, dosfox said:

 

Do you use any other scene-calling mods? Do they work? Can you start animations through the NAF GUI?

The only way I've gotten the (fabulously smooth) NAF to play back animations is through the GUI. I haven't tried any other animation calling mods yet!

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