dosfox Posted August 5, 2025 Posted August 5, 2025 (edited) On 10/14/2024 at 4:52 AM, Evi1Panda said: ... 3. The third problem is entirely from the patch makers, or I don’t even know where it came from. positionData contains offset - offsets relative to the starting position. These offsets are specified both in xml positionData and in animationData, they are summed together and added to the animation start point. ... Basically, I'm making an application that will completely solve the first problem. But everything needs to be tested. ... So far all the edits made with my Edit Patch are working perfectly. I have done 3 reNAFications leaving the Edit Patch in NAF folder, and everything still works. Except for one. I am trying to rotate BP70's female bed masturbation by offset="0,0,0,180" (also tried 10,0,0,180 0,10,0,180 0,0,10,180 and 0,0,0,45), but rotate edit never works. I tried directly editing Panda's_Naficator_positionData.xml, but that doesn't work either. Always deleting the cache files between restarts. All the other x,y,z corrections work. There is no offset information in the Panda's_Naficator_animationData.xml for that animation. Edited August 5, 2025 by dosfox animationData
dosfox Posted August 5, 2025 Posted August 5, 2025 (edited) 2 hours ago, ahemtomatobasil said: I haven't tried any other animation calling mods yet! I'm biased because i love it so much, but why don't you give Autonomy v.2.8 a try? It works really well with NAFbridge (except for a couple of its own little bugs) and is a LOT of fun and surprises in whatever part of the game you are playing. Autonomy2.8 generates multiple concurrent random scenes in whatever locations and situations you choose. There are many MCM settings including a very reliable factional blacklist/whitelist system, non-human/creature/robot support, many configurable hotkey functions like F11, solo NPC idle assign, assign NPC as prostitute, individual NPC blacklist/whitelist assign, etc. . ... Here is a link to install instructions and suggested settings, blacklist/whitelist instructions, and Compatibility/Addons suggestions for NAFbridge+Autonomy2.8. But i'm sure Panda will fix Violate problems, sorry to butt in ... Edited August 5, 2025 by dosfox links
ahemtomatobasil Posted August 5, 2025 Posted August 5, 2025 (edited) 57 minutes ago, dosfox said: There is a reliable faction blacklist/whitelist function, many hotkey functions like F11, Wow! Thank you for your help. I was able to (unreliably) get Dangerous Nights to work, so there NAF and NAF Bridge are definitely working, I'm just having an issue understanding why Violate isn't hooking into my animations - I think it's a tag issue. I'll look into learning Autonomy and hopefully figure out my issue with Violate. TY! Worth noting, the error I get after the scene is: aaf onsceneinit status 1 Edited August 5, 2025 by ahemtomatobasil 1
Here4SlootyMods Posted August 5, 2025 Posted August 5, 2025 It could be a tag issue or it could be that there's no animation at all involving all of those actors. That's usually what that error means.
ahemtomatobasil Posted August 5, 2025 Posted August 5, 2025 12 minutes ago, Here4SlootyMods said: It could be a tag issue or it could be that there's no animation at all involving all of those actors. That's usually what that error means. Thank you for the help, I definitely have animations for F&M animations that fit Violates tag reqs. If anyone could point me in the direction to edit XMLs that NAF-Bridge is putting together for us, I could dig into it there
Here4SlootyMods Posted August 5, 2025 Posted August 5, 2025 Usually you only need to tinker with the ones in the Data\NAF folder of a mod. If you have mods that have Data\AAF, then those will need to be moved to a Data\NAF to work properly. The XML files with "positionData" in their name have tags. If you're looking to specifically add tags to say it's for MF animations, you can use "F_M" or "M_F" (there's plenty of mods with MF animations so you can look at any of them). Since these edits may be for Dangerous Nights, you might be missing the "Aggressive" tag. I don't use Dangerous Nights myself so I can't comment on what tag(s) it actually needs/wants.
ahemtomatobasil Posted August 5, 2025 Posted August 5, 2025 7 minutes ago, Here4SlootyMods said: Usually you only need to tinker with the ones in the Data\NAF folder of a mod. Thank you for your help! I am still failing to get past the OnSceneInit status 1 with Violate. Many animations with valid actors contain aggressive tag, but something is definately up with my XML locations. Going to dump all my stuff in NAF as you recommend.
dosfox Posted August 5, 2025 Posted August 5, 2025 24 minutes ago, Here4SlootyMods said: ... If you have mods that have Data\AAF, then those will need to be moved to a Data\NAF to work properly. ... I fear that would be a recipe for disaster (or disfunction). Panda has strongly recommended that any edits made to animation attributes should be made in the original AAF folder mod files, and then reNAFicate the full AAF folder again. If you are comfortable with editing xml you could try this Edit Patch method i am testing to edit a NAFbridge installation without reNAFicating - just follow the instructions carefully and don't make any mistakes!
ahemtomatobasil Posted August 5, 2025 Posted August 5, 2025 5 minutes ago, dosfox said: If you are comfortable with editing xml you could try this Edit Patch method i am testing to edit a NAFbridge installation Thanks, Fox. I'm really not having much issue with NAFicating, all my animations are playing perfectly in the GUI; I don't even need all those old ESPs for them - my issue is just getting them to queue at all naturally with Violate. Not sure if I'm up to the task of cracking open Violate's F4SE script to see what's happening there, but I do remember getting it to queue animations no problem back when I used AAF 1
Evi1Panda Posted August 5, 2025 Author Posted August 5, 2025 1.15 Should fixes scale troubles that happens because of reversed actors vector after serialization and deserialization (save/load). Also noticed that the scenes did not restart correctly after loading the game - the actors were in the scenes, but did not play animations. I added Begin() call for scene after deserialization instead of usual Update(), after superficial tests everything seems to work as it should, write if it is not so. 1
dosfox Posted August 5, 2025 Posted August 5, 2025 (edited) @Evi1Panda Eventually got NAFbridge 1.15 working ... it was showing the same shrinking/growing behaviour as the previous 2 versions. Had to go back to the last save done with NAFbridge v1.12, reinstall NAFbridge v.1.15, delete the .ini cache files, and reNAFicate before it would work. After all that i tested for about an hour without seeing the scale bug. I reinstalled my Edit Patch and that was also working. Unfortunately Ivy is still whinging and bitching about us tampering with reality. This is a really big problem for me, the last thing i need at the moment is relationship troubles with Ivy - she has always been rock-solid reliable and the perfect test bunny for everything. Can she be excluded from scaling? Her default body seems to work fine in animations without scaling ... EDIT: Scaling bug just started happening again. Two of the NPCs affected are shrinking females FF02FED4 and FF045F03. Also the number of scenes successfully being generated is less than before. Here is log: aaSUPF4SEDebugPrint.txt Edited August 5, 2025 by dosfox
SquareBun Posted August 5, 2025 Posted August 5, 2025 Hello. The scale of the characters changes after the scene is played in version 1.13. I packed the scripts folder in BA2. Can a scaling error occur for this reason? Can your mod's scripts be packaged in a BA2 archive? Спасибо, от души, брат.
Evi1Panda Posted August 5, 2025 Author Posted August 5, 2025 16 minutes ago, SquareBun said: Hello. The scale of the characters changes after the scene is played in version 1.13. I packed the scripts folder in BA2. Can a scaling error occur for this reason? Can your mod's scripts be packaged in a BA2 archive? Спасибо, от души, брат. Should be fixed in 1.15. Yes it can be packed.
Evi1Panda Posted August 5, 2025 Author Posted August 5, 2025 @dosfox I assume this has nothing to do with what I did in version 1.13-1.15. 1. Scale is applied once after a scene, it can't be applied all the time. Problems arose because the actors field, which consisted of [actor_a, actor_b] after deserialization (loading) became [actor_b, actor_a], so the scale of actor a was applied to the scale of actor b, etc. This is fixed - after deserialization the actors field is reversed to its original state. 2. what you are experiencing with the scene launch fails was not affected in any way at all. Most likely you have changed something in your xmls, if the result has changed for you.
Evi1Panda Posted August 5, 2025 Author Posted August 5, 2025 (edited) The thing about Ivy - I guess it's about your character rescaling mod, I thought you said earlier you were using it. I remember Ivy had the same problem with it. p.s. If you need to restore scale was broken in 1.13 use in console [refid or select using mouse] 123456AB.CallFunction "ObjectReference.SetScale" "1.0" Edited August 5, 2025 by Evi1Panda
datguyjack Posted August 5, 2025 Posted August 5, 2025 On 8/3/2025 at 7:07 PM, Evi1Panda said: @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. Okay so the problem MAY have been that AAF got left enabled at some point when I was naficating a new file. But now if AAF is disabled in MO2 then I CTD right after loading into the game whether it is a old save or a new game. This was working before so any clue on whats making NAF now require AAF to not ctd?
datguyjack Posted August 5, 2025 Posted August 5, 2025 55 minutes ago, datguyjack said: Okay so the problem MAY have been that AAF got left enabled at some point when I was naficating a new file. But now if AAF is disabled in MO2 then I CTD right after loading into the game whether it is a old save or a new game. This was working before so any clue on whats making NAF now require AAF to not ctd? FIXED EVERYTHING! The fix was to install LLFP
datguyjack Posted August 5, 2025 Posted August 5, 2025 3 minutes ago, datguyjack said: FIXED EVERYTHING! The fix was to install LLFP Nevermind Violate still does not continue after one scene. If NAF gets removed, violate does function correctly. But with NAF it cannot tell that one scene has ended.
Evi1Panda Posted August 5, 2025 Author Posted August 5, 2025 1 hour ago, datguyjack said: Nevermind Violate still does not continue after one scene. If NAF gets removed, violate does function correctly. But with NAF it cannot tell that one scene has ended. Check it, and it works fine for me, but I am probably using old Violate version. Spoiler
poblivion Posted August 5, 2025 Posted August 5, 2025 Hi, will the SAM Enhanced Animations mod work with NAF Bridge?
Evi1Panda Posted August 5, 2025 Author Posted August 5, 2025 2 hours ago, poblivion said: Hi, will the SAM Enhanced Animations mod work with NAF Bridge? why not?
SquareBun Posted August 5, 2025 Posted August 5, 2025 (edited) Unfortunately, the scaling issue mentioned by @dosfox remains. I also noticed that the dog's erection remains after playing the darthroman's animation. Version 1.15 Edited August 5, 2025 by SquareBun
poblivion Posted August 5, 2025 Posted August 5, 2025 51 minutes ago, Evi1Panda said: why not? Someone mentioned having a problem with this in this thread.
deff. Posted August 5, 2025 Posted August 5, 2025 58 minutes ago, Evi1Panda said: why not? It's not working, unfortunately, I can confirm. Author of SAM EA said that SAMFormer is not compatible with NAF
SquareBun Posted August 5, 2025 Posted August 5, 2025 12 minutes ago, poblivion said: Someone mentioned having a problem with this in this thread. It works for me.
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