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Posted (edited)
32 minutes ago, SquareBun said:

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

Before the animation is played: GetScale >> ( REF * BASE = CURRENT ) ( 1.0 * 0.98 = 0.98 )

After playing the animation: GetScale >> ( REF * BASE = CURRENT ) ( 0.98 * 0.98 = 0.96 )

Edited by SquareBun
Posted
50 minutes ago, SquareBun said:

It works for me.

 

With which looksmenu version?

Posted
1 hour ago, SquareBun said:

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

1. I can't confirm, the nature of this can't be clear to me - as I said, the return of the original scale values happens once, during the actions that occur at the end of the scene. And scaling to 1 happens at the start of the scene. Maybe, I'm not sure, if the start of the scene did not happen the first time or was not successful - you can observe some scale jumps.
2. It has nothing to do with Bridge or the patch - it is a flaw in the xml-files of the mod author. positionData should contain startMorphSet="ready" stopMorphSet="unReady"

Posted
57 minutes ago, SquareBun said:

Before the animation is played: GetScale >> ( REF * BASE = CURRENT ) ( 1.0 * 0.98 = 0.98 )

After playing the animation: GetScale >> ( REF * BASE = CURRENT ) ( 0.98 * 0.98 = 0.96 )

I can assume that it's not Bridge that does this, but the mod you install for character rescales. Bridge and NAF does everything correctly - it reads the scale before the scene, changes it strictly to 1.0f, then returns it to the previously read value. Perhaps, it's hard to tell without context, the scale mod is reapplied on the character after the Bridge restored scaled. It's hard to say so accurately without the context - it's just fantasy on a given topic.

Posted (edited)
1 hour ago, SquareBun said:

Before the animation is played: GetScale >> ( REF * BASE = CURRENT ) ( 1.0 * 0.98 = 0.98 )

After playing the animation: GetScale >> ( REF * BASE = CURRENT ) ( 0.98 * 0.98 = 0.96 )

Actually I don't understand what exactly you're calculating. Why you need multiply REF and BASE to understand scale?

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

0.623 as I remember.

 

It's F4SE version, not looksmenu.NAF is working fine, except SAM Enhanced anims...For FG nsfw bones is not working...

 

I really like NAF, it's faster than AAF and with NAF my pc don't have flaccid stuff as it was with AAF...Maybe you can give setup to get SAM anims to get to work with NAF. Looks like that I'm too stupid for fixing it and I really don't know, where is problem. Game version 1.10.163, all requirements for working AAF/NAF setup is correct. I'm trying with 1.6.18 and 1.6.20 Looksmenu versions, but nothing works...Any ideas?

Edited by deff.
Posted

 

5 hours ago, Evi1Panda said:

Check it, and it works fine for me, but I am probably using old Violate version.

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Would you share your version with me so I can check if that is the issue? I do think it is not that because of the quest mods also not knowing that a scene has ended, but might aswell check I suppose. Everything works great besides the fact that NAF doesn't seem to be correctly telling the other mods that the scenes have ended. It is very strange since AAF does do it if I remove NAF. 

Posted
9 minutes ago, Evi1Panda said:

Actually I don't understand what exactly you're calculating. Why you need multiply REF and BASE to understand scale?

That's what the console tells me after I enter "getscale".

Posted
14 minutes ago, SquareBun said:

Version 1.6.20; SAM Enhanced Animations work except for a few (penis position is incorrect)

 

Wtf. And FG NSFW bones working correctly? 

Posted (edited)
2 minutes ago, deff. said:

 

Wtf. And FG NSFW bones working correctly? 

I tried to use SAM with NAF. It seems to have worked in BP70 and Atomic Lust. Leito and RZ worked terrible.

Edited by Samhsay
Posted (edited)
28 minutes ago, Samhsay said:

I tried to use SAM with NAF. It seems to have worked in BP70 and Atomic Lust. Leito and RZ worked terrible.

 

Yes. I checked, BP and Atomic works fine, Leito and RZ adjustments not working for FG nsfw bones. I can load adjustment manually, but in animation vagina is closed and bones not working...maybe @Evi1Panda can bring clarity in this question :) I really don't want to switch to AAF as there are always eternal problem with erection....

 

Edit: weird...in Leito and RZ lesbian anims nsfw bones works perfect....Why problem is only in MF Leito and RZ animations...

Edited by deff.
Posted
42 minutes ago, datguyjack said:

 

 

Would you share your version with me so I can check if that is the issue? I do think it is not that because of the quest mods also not knowing that a scene has ended, but might aswell check I suppose. Everything works great besides the fact that NAF doesn't seem to be correctly telling the other mods that the scenes have ended. It is very strange since AAF does do it if I remove NAF. 

1.60 Beta 4. It is in doc file at least.

Posted
8 minutes ago, deff. said:

 

Yes. I checked, BP and Atomic works fine, Leito and RZ adjustments not working for FG nsfw bones. I can load adjustment manually, but in animation vagina is closed and bones not working...maybe @Evi1Panda can bring clarity in this question :) I really don't want to switch to AAF as there are always eternal problem with erection....

Sorry, historically, I've been using CBBE for years and don't know what's up with the FG vagina. And I only use SAM as a player for poses for screenshots.

Posted (edited)
36 minutes ago, deff. said:

 

Wtf. And FG NSFW bones working correctly? 

Yes, it requires a zaz skeleton specifically for "sam". It should also be remembered that the genitals of women-gunners and women-raiders will not work correctly (the game considers them men).

Edited by SquareBun
Posted
37 minutes ago, Samhsay said:

I tried to use SAM with NAF. It seems to have worked in BP70 and Atomic Lust. Leito and RZ worked terrible.

They work quite satisfactorily for me

Posted
40 minutes ago, SquareBun said:

That's what the console tells me after I enter "getscale".

 

37 minutes ago, SquareBun said:

The variable is not only "base", but also "ref". Actually, I do not know what it is, I thought it might be useful information.

Yes, I got it. Let me think some)

Posted
12 hours ago, Evi1Panda said:

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.

 

I have never installed SCRS or any other rescaling mods. The only recent mods installed (required for darthroman's pack) are Screen Archer Menu (and the SAM ZeX skeleton), Extended Facial Sculpting, and PhotoMode.

 

7 hours ago, SquareBun said:

Unfortunately, the scaling issue mentioned by @dosfox remains.

 

And the Ivy problem still remains.

 

Posted (edited)
7 hours ago, Evi1Panda said:


2. It has nothing to do with Bridge or the patch - it is a flaw in the xml-files of the mod author. positionData should contain startMorphSet="ready" stopMorphSet="unReady"

 

Should that be startMorphSet="readyCR" stopMorphSet="unReadyDog" for dogs and startMorphSet="readyCR" stopMorphSet="unReadyCR" for FEVhounds in all cases? What is the correct radstag MorphSet?

Edited by dosfox
Posted
8 hours ago, deff. said:

It's  not working,  unfortunately, I can confirm. Author of SAM EA said that SAMFormer is not compatible with NAF

I don't know if it works or not.

Here's what I wrote

SAMFormer was made for AAF, not NAF. I haven't tried it with NAF. I have heard people having problems with NAF. Then again, some people have problems with getting stuff to work with AAF also. 

8 hours ago, SquareBun said:

It works for me.

This sounds like it's at least worth trying. But I can't troubleshoot it since I'm not using NAF. I decided to stick to AAF after the feud between the authors of those mods. Not sure if it's the way to go. I might try NAF based setup later, but don't hold your breaths.

Posted (edited)
2 hours ago, dosfox said:

Should that be startMorphSet="readyCR" stopMorphSet="unReadyDog" for dogs and startMorphSet="readyCR" stopMorphSet="unReadyCR" for FEVhounds in all cases? What is the correct radstag MorphSet?

 

Trial and error results:

 

Insert these attributes before tags attribute in animations  for DR_pack_Creatures_positionData.xml

  • startMorphSet="readyCR" stopMorphSet="unReadyDog" for dogs
  • startMorphSet="readyCR" stopMorphSet="unReadyCR" for all other creatures (did not test for roaches or cats)
  • startMorphSet="ready" stopMorphSet="unReady" for human

 

e.g.   

  • <position id="DR DOG Blowjob01" animation="DR_DOG_BLOW_01 "startMorphSet="readyCR" stopMorphSet="unReadyDog" tags= "Darthroman,NoFurn,Blowjob,FromFront,Neutral,NullToSelf,PenisToMouth"/>

 

Then ReNAFicate, delete *cache.bin files and restart game.

 

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

Yes, it requires a zaz skeleton specifically for "sam". It should also be remembered that the genitals of women-gunners and women-raiders will not work correctly (the game considers them men).

Where can I download this specific skeleton? Can you send me a link? I only found a regular Zex skeleton.

Edited by poblivion

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