dosfox Posted August 6, 2025 Posted August 6, 2025 1 hour ago, poblivion said: I only found a regular Zex skeleton. The SAM skeleton is an option in the regular ZeX skeleton installation. 1
poblivion Posted August 6, 2025 Posted August 6, 2025 22 minutes ago, dosfox said: The SAM skeleton is an option in the regular ZeX skeleton installation. Thanks for the info
SquareBun Posted August 6, 2025 Posted August 6, 2025 5 hours ago, dosfox said: 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. Could you tell this to darthroman? You're definitely better at explaining the problem than I am. It's his animations that cause erection problems.
dosfox Posted August 6, 2025 Posted August 6, 2025 7 minutes ago, SquareBun said: Could you tell this to darthroman? I am just about to crash ... here is the corrected Creature positionData.xml. I haven't made changes to roaches or cats because i don't like roaches or cats. You could finish it and send it to Darthroman yourself ... 😴 DR_pack_Creatures_positionData.zip
Evi1Panda Posted August 6, 2025 Author Posted August 6, 2025 8 hours ago, dosfox said: And the Ivy problem still remains. Oh, You have to understand - it's the author of the Ivy mod who made it so that Ivy somehow reacts to scale changes. Not me. Scaling is legall function. 1
Evi1Panda Posted August 6, 2025 Author Posted August 6, 2025 (edited) 1.16 I fixed restore scale formula, so NPC with base scale != 1.0 now will restores fine. Edited August 6, 2025 by Evi1Panda 2
dosfox Posted August 6, 2025 Posted August 6, 2025 (edited) @Evi1Panda Just a couple of observations. I spent about 45 minutes testing Darthroman pack edits and there were no scale errors. Then i turned on Autonomy and it only took a couple of minutes before the scaling errors started. Autonomy has a bug which leaves gender assignment aliases on NPCs - in fact you came up with the console "ClearQuestAliases AE_alias" fix. It seems that Autonomy might be responsible for these scaling errors. If an NPC has an aliased gender, would that cause the NPC to be put into the wrong "slot"? I tried turning DISABLE SCALING to ON in NAF gui, but that makes no difference to the bug. As far as Ivy goes ... i think she's going to hypercombat me. edit: sorry, i missed your post above while i was posting this. Edited August 6, 2025 by dosfox
SquareBun Posted August 6, 2025 Posted August 6, 2025 21 minutes ago, dosfox said: I am just about to crash ... here is the corrected Creature positionData.xml. I haven't made changes to roaches or cats because i don't like roaches or cats. You could finish it and send it to Darthroman yourself ... 😴 DR_pack_Creatures_positionData.zip 1.08 kB · 0 downloads Ок
Evi1Panda Posted August 6, 2025 Author Posted August 6, 2025 Ivy scenes using NAF MENU: https://www.veed.io/view/9d72cd96-22d1-4f1f-9df3-ad7d28cf2e7f?panel=share Ivy scenes using Autonomy fast button: https://www.veed.io/view/ec42922f-51e6-47cf-bc50-495e28aa72f6?panel=share As you can see no Ivy's abuse talks.
deff. Posted August 6, 2025 Posted August 6, 2025 Can confirm "ghost furniture" bug as well. There was vanilla furniture type, cleaned by Raze my settlement - in other buildings same. NAF keeps finding non-existing furniture and uses it. Spoiler
Evi1Panda Posted August 6, 2025 Author Posted August 6, 2025 (edited) As I remember I've been added this setting to mcm. I already explained once that the issue is to check if the model is loaded. And since a model baked into a precombination is not really an object model, baked models will always return nullptr to the vanilla Get3DModel(). I haven't yet looked for a way to know if a model baked into something else. What does all this mean in practice? - If you enable the is3dLoaded() check - then all baked models will be ignored - and there must be quite a few of these models in the world. - If you turn off is3dLoaded() check - then all baked models will be included, but with them may come unloaded models, which are very few in the world, but very many in settlements, if you build there. The choice is yours until I (or someone else) finds a way to distinguish a baked model from an unbaked model. It can be done of course, you just have to spend some time on it. Edited August 6, 2025 by Evi1Panda 3
SquareBun Posted August 6, 2025 Posted August 6, 2025 I tested version 1.16. It looks like the scaling problem has been solved to a greater extent. I noticed that the radroaches scale works correctly, provided that the animation was completed on its own (as the timer is set in MCM). But if the animation is forcibly interrupted (via the NAF menu), the size of the NPC cockroach changes.
Evi1Panda Posted August 6, 2025 Author Posted August 6, 2025 1 hour ago, SquareBun said: I tested version 1.16. It looks like the scaling problem has been solved to a greater extent. I noticed that the radroaches scale works correctly, provided that the animation was completed on its own (as the timer is set in MCM). But if the animation is forcibly interrupted (via the NAF menu), the size of the NPC cockroach changes. I don't understand, in what case does it NOT return the scale to its original state?
SquareBun Posted August 6, 2025 Posted August 6, 2025 1 hour ago, Evi1Panda said: I don't understand, in what case does it NOT return the scale to its original state? In that case. When you open the NAF menu during animation playback, select the active scene and click "stop scene". Edit: I have now tried to reproduce the bug again, but everything is working correctly.
SquareBun Posted August 6, 2025 Posted August 6, 2025 I'll test it more thoroughly. I will try to understand in what context the error occurs. If I figure it out, I'll write to you.
SquareBun Posted August 6, 2025 Posted August 6, 2025 I noticed something. Cockroaches with a base scale of "0.73" and "0.84" are working correctly. The cockroaches with a base scale of "0.76" and "1.11" change in size after each scene. It is noteworthy that the base scale does not change, but the "ref" value changes. I'm not a programmer, but I can assume that this has something to do with rounding in calculations.
dosfox Posted August 6, 2025 Posted August 6, 2025 @Evi1Panda Thanks for v1.16, that may have fixed the problem. Been testing for about an hour now, and haven't noticed any scale issues. However, now i have to visit all the locations i was at from v1.13-v1.15 and reset the scale of affected NPCs. Is the console CallFunction "ObjectReference.SetScale" "1" equivalent to just console setscale 1? The SUP console log is reporting NAFbridge as v1.13. Oh, Ivy hasn't complained so far. It's actually been interesting to see her going through all that, another unique facet of the best Companion ever. 2
Evi1Panda Posted August 7, 2025 Author Posted August 7, 2025 14 hours ago, dosfox said: Is the console CallFunction "ObjectReference.SetScale" "1" equivalent to just console setscale 1? Absolutely, I just didn't know there is 14 hours ago, dosfox said: The SUP console log is reporting NAFbridge as v1.13. Oh yes, I didn't update esp and script version since 1.13. Just dll. 14 hours ago, dosfox said: Oh, Ivy hasn't complained so far. It's actually been interesting to see her going through all that, another unique facet of the best Companion ever. 😄 1
Evi1Panda Posted August 7, 2025 Author Posted August 7, 2025 14 hours ago, SquareBun said: I noticed something. Cockroaches with a base scale of "0.73" and "0.84" are working correctly. The cockroaches with a base scale of "0.76" and "1.11" change in size after each scene. It is noteworthy that the base scale does not change, but the "ref" value changes. I'm not a programmer, but I can assume that this has something to do with rounding in calculations. If the difference is within 0.001 it's fine, float is not an exact value.
SquareBun Posted August 7, 2025 Posted August 7, 2025 50 minutes ago, Evi1Panda said: If the difference is within 0.001 it's fine, float is not an exact value. A difference of 0.001 would not be noticeable to the eye. There is a much bigger difference there. "0.76" >> "1.11" - I don't remember the exact values of the difference, it's approximate. The problem is with cockroaches. The rest are fine.
Evi1Panda Posted August 7, 2025 Author Posted August 7, 2025 2 hours ago, SquareBun said: A difference of 0.001 would not be noticeable to the eye. There is a much bigger difference there. "0.76" >> "1.11" - I don't remember the exact values of the difference, it's approximate. The problem is with cockroaches. The rest are fine. Oh do you mean roache's cocks is big? So I wrote about this earlier: mod's author should to update xmls to cocks was unequipped.
SquareBun Posted August 7, 2025 Posted August 7, 2025 16 minutes ago, Evi1Panda said: Oh do you mean roache's cocks is big? So I wrote about this earlier: mod's author should to update xmls to cocks was unequipped. not the cocks, but the roaches... translation difficulties...
Evi1Panda Posted August 7, 2025 Author Posted August 7, 2025 @SquareBun Tested it a bit, I think it's because of the “precision” of the float value. 1
dosfox Posted August 8, 2025 Posted August 8, 2025 On 8/2/2025 at 12:50 PM, dosfox said: ... is there an attribute to set speed of an animation? There are a few animations which look far better if they are sped up or slowed down. Speed setting works fine through NAF GUI but i can't find an attribute for it in your xml schema.
Evi1Panda Posted August 8, 2025 Author Posted August 8, 2025 There's no such thing. Well, you could add one. Remind me in a couple days, please. 1
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