rubber_duck Posted July 23, 2024 Posted July 23, 2024 On 7/22/2024 at 4:06 PM, Evi1Panda said: 0.632 - "NoFurn" is now removes if it was previously added by the bridge, but the scene was not found and an attempt is still made to find a scene without the "NoFurn" tag (version 0.631 alt is accepted as the main one) - For the requests add setting to hide/not HUD in mcm. and something else, you can see ,messages lile Something wrong, AAF starting too long time: in your console log. It is normally if you doesn't feel any troubles. It just send it if AAF loads more than 60 secs. It using system time, not in-game, so if yo will use alt-tab in moment when there was request from bridge to AAF loading - it will be in your log. Anyway it is just a WARNING, not an ERROR. After checking out the latest version (0.632) I'm pleased to see the option to hide/show HUD present in MCM. It's not all good news, though - my HUD still 'resets' even though I've set the Show/Hide HUD option to hide. The hud functions properly, but it's that irritating crosshair dot that's driving me nuts. Seems like The Bridge doesn't like custom HUDs. I'm willing to send a log, but literally everything's as clean as it can be - the HUD (crosshair) just misbehaves every time a NAF scene is played (by Bridge). I already explained it in my previous post. Are you able to do something or should I just continue using v0.529 of the Bridge? It's the last version that doesn't have the HUD problems.
Here4SlootyMods Posted July 23, 2024 Posted July 23, 2024 14 minutes ago, rubber_duck said: It's not all good news, though - my HUD still 'resets' even though I've set the Show/Hide HUD option to hide. The hud functions properly, but it's that irritating crosshair dot that's driving me nuts. Seems like The Bridge doesn't like custom HUDs. Does the same problem occur if you set it to show the HUD? As for your feature request for using AAF and NAF directories, I'm going to open a pull request later this week (or at least before the beginning of August) on the GitHub page. Hopefully Snapdragon will look at it and accept the changes (he's very active for Starfield's AAF development). @Evi1Panda I remember you said you requested some features to Snapdragon directly. Maybe I can submit them as pull requests. Do you have a list of features you wanted in NAF? These were the ones I found when going back through this thread: Furniture Selection in NAF Parse the furniture offset from from animation_positionData.xml to adjust the position Also, regarding the HUD, can we have any and all options related to the HUD removed from the Bridge? I feel like HUD showing/hiding should be a separate mod. It would save you time from doing HUD stuff and I think it'll be better for focusing on whatever else is necessary to convert AAF function calls to NAF ones which seems like the primary purpose of the Bridge mod.
ptmc2112 Posted July 23, 2024 Posted July 23, 2024 (edited) On 7/22/2024 at 8:06 AM, Evi1Panda said: 0.632 - "NoFurn" is now removes if it was previously added by the bridge, but the scene was not found and an attempt is still made to find a scene without the "NoFurn" tag (version 0.631 alt is accepted as the main one) - For the requests add setting to hide/not HUD in mcm. and something else, you can see ,messages lile Something wrong, AAF starting too long time: in your console log. It is normally if you doesn't feel any troubles. It just send it if AAF loads more than 60 secs. It using system time, not in-game, so if yo will use alt-tab in moment when there was request from bridge to AAF loading - it will be in your log. Anyway it is just a WARNING, not an ERROR. For some reason, you need to delete the cache files before the game runs every time, or the next time you load the game and try to start a scene, it takes a very long time to start a scene via the bridge I don't know why or what could fix it (maybe automatically deleting the cache on game start, before rebuilding it?) Edited July 23, 2024 by ptmc2112
rubber_duck Posted July 23, 2024 Posted July 23, 2024 50 minutes ago, Here4SlootyMods said: Does the same problem occur if you set it to show the HUD? As for your feature request for using AAF and NAF directories, I'm going to open a pull request later this week (or at least before the beginning of August) on the GitHub page. Hopefully Snapdragon will look at it and accept the changes (he's very active for Starfield's AAF development). Yep, but the feature works as intended. If I set it to show HUD, the HUD is visible; and if I set it to hide the HUD - it gets hidden during the scene and then it reappears once the scene is finished. But both cases mess up the crosshair. I have no idea why, but looks like I'm stuck on v0.529 for the time being. Granted, I always have HUD enabled, and v0.529 doesn't touch anything HUD-related, as far as I can tell (and that's a good thing, that's what I had in mind when I originally posted and requested the feature to enable/disable HUD during scenes).
Evi1Panda Posted July 24, 2024 Author Posted July 24, 2024 @rubber_duck it seems I did mistake using copypast in mcm settings reading. Probably it is. Reuploaded 0.632 with this fix. Otherway I don't know what is it, because hideHud is always in if block with option condition. 1
Evi1Panda Posted July 24, 2024 Author Posted July 24, 2024 16 hours ago, ptmc2112 said: For some reason, you need to delete the cache files before the game runs every time, or the next time you load the game and try to start a scene, it takes a very long time to start a scene via the bridge What exactly cache do you mean? 1
Evi1Panda Posted July 24, 2024 Author Posted July 24, 2024 (edited) 17 hours ago, Here4SlootyMods said: I remember you said you requested some features to Snapdragon directly. Maybe I can submit them as pull requests. Do you have a list of features you wanted in NAF? These were the ones I found when going back through this thread: Furniture Selection in NAF Parse the furniture offset from from animation_positionData.xml to adjust the position 1. Eslfied NAF version 2. Parse furniture offset 3. GetFurnitureList(Formlist flist) ;returns flist filled valid furnuture base objects list, empty Formlist form should be added to NAF.esp. 4. string[] GetPositions(Actors[] actors, String includeTags = "", String excludeTags = "", String requireTags = "", Form furniture = none) ;returns all valid position IDs. 5. SkipWalk(NAF:SceneId) Edited July 24, 2024 by Evi1Panda 1
ptmc2112 Posted July 24, 2024 Posted July 24, 2024 (edited) 1 hour ago, Evi1Panda said: What exactly cache do you mean? the "_XMLCache.bin" was the only cache, and I may have been wrong, it only seemed to happen once. I don't know why, Sorry to be a bother. Edited July 24, 2024 by ptmc2112
baron75 Posted July 24, 2024 Posted July 24, 2024 (edited) I installed aaf_violate, the scenes work but I can't stop this message in the console “something wrong, AAF starting too long time” I have a working aaf installation with the animation packs and today's latest version of your mod. Do you have a solution? Or a console command to suggest? Thanks for your mod and help I use AAF beta 161b on nexus. Edited July 24, 2024 by baron75
Evi1Panda Posted July 24, 2024 Author Posted July 24, 2024 23 minutes ago, baron75 said: I installed aaf_violate, the scenes work but I can't stop this message in the console “something wrong, AAF starting too long time” I have a working aaf installation with the animation packs and today's latest version of your mod. Do you have a solution? Or a console command to suggest? Thanks for your mod and help I use AAF beta 161b on nexus. Does aaf works fine if you tap home and setup scene using aaf ui?
Evi1Panda Posted July 24, 2024 Author Posted July 24, 2024 2 hours ago, ptmc2112 said: the "_XMLCache.bin" was the only cache, and I may have been wrong, it only seemed to happen once. I don't know why, Sorry to be a bother. Yes, i wrote about it somewher - if you've been worked with xml (changed it, added new, removed) it is better to delete cache before start game.
baron75 Posted July 24, 2024 Posted July 24, 2024 2 hours ago, Evi1Panda said: Does aaf works fine if you tap home and setup scene using aaf ui? not with everything in aaf. i think it comes from beta aaf 161, i load aaf very high just after workshop framework and HUD framework, before skeletons and any mod requiring aaf. in game with the bridge with NAF animations work but I can't turn off the AAF warning
Evi1Panda Posted July 24, 2024 Author Posted July 24, 2024 2 hours ago, baron75 said: not with everything in aaf. i think it comes from beta aaf 161, i load aaf very high just after workshop framework and HUD framework, before skeletons and any mod requiring aaf. in game with the bridge with NAF animations work but I can't turn off the AAF warning It needs AAF has been loaded normally to provide all functionality. Check for your aaf xmls, mostly xml's errors prevent aaf been loaded normally.
baron75 Posted July 25, 2024 Posted July 25, 2024 thanks for help and sorry i'm an idiot, i forgot l'UAP, now works fine with l'UAP
rubber_duck Posted July 26, 2024 Posted July 26, 2024 (edited) On 7/24/2024 at 1:07 PM, Evi1Panda said: @rubber_duck it seems I did mistake using copypast in mcm settings reading. Probably it is. Reuploaded 0.632 with this fix. Otherway I don't know what is it, because hideHud is always in if block with option condition. Checked it out, and the issue is still there. Whether I set the Hide HUD option to ON or OFF - it makes no difference. The HUD is always hidden. What's more, during the scene when I had the Hide HUD option to ON, my character took damage (carried too much stuff), and that caused the HUD to reappear despite being disabled. In order to reproduce the issue, do the following: 1) Install FallUI - HUD 2) Install any FallUI HUD preset 3) Modify the downloaded HUD preset to make the crosshair always a dot 4) Play the AAF scene with NAF & The Bridge I genuinely have no idea why the old v0.529 (and older versions) don't have this issue. Perhaps you could take a look at Ego's AAF Violate code - that mod includes the same option (to show or hide the HUD during animations) and compare his code to yours. Maybe the issue is unique to my setup, but we can't tell for sure until someone is able to reproduce the issue. Don't cross out the potential incompatibility between The Bridge and FallUI - HUD (that'd be a shame, but I wouldn't be surprised if that's the case). I'll revert and keep v0.529 for now as it works what it needs to and it doesn't suffer this minor annoyance. Hopefully you'll be able to work something out! In any case, keep up the great work and take care! Edited July 26, 2024 by rubber_duck
dosfox Posted July 27, 2024 Posted July 27, 2024 Firstly, a huge THANK YOU to Evi1Panda and everyone else working on this project! It's early days i suppose, but has anyone successfully used the bridge with AutonomyEnhanced and Indarello's Patch yet?
Gamma_47 Posted July 27, 2024 Posted July 27, 2024 (edited) So how would one disable the 'Something wrong, AAF loading too long time' message that spams the notification box? My AAF works with no issues, but getting 6000 messages about AAF not loading within 5 minutes is quite annoying. Besides that the mod works great. Significantly speeds up the loading times of animations. Edited July 27, 2024 by Gamma_47
Here4SlootyMods Posted July 27, 2024 Posted July 27, 2024 1 hour ago, Gamma_47 said: So how would one disable the 'Something wrong, AAF loading too long time' message that spams the notification box? My AAF works with no issues, but getting 6000 messages about AAF not loading within 5 minutes is quite annoying. Besides that the mod works great. Significantly speeds up the loading times of animations. Are you using AAF 1.0?
Gamma_47 Posted July 27, 2024 Posted July 27, 2024 1 hour ago, Here4SlootyMods said: Are you using AAF 1.0? Hell no, not after the crap the creator pulled. I'm on 161.1b.
Evi1Panda Posted July 27, 2024 Author Posted July 27, 2024 (edited) For those, who are using 161 beta (nexus version) - try this. (replace it file) I'm using 171, it is little different than 161. Callback your result, if it is fine - will add this to download. @Gamma_47 Edited July 27, 2024 by Evi1Panda
Evi1Panda Posted July 27, 2024 Author Posted July 27, 2024 (edited) 12 hours ago, dosfox said: AutonomyEnhanced and Indarello's Patch yet? @dosfox I'm using last ver. of Autonomy. but I don't know what exactly patch do you mean. Give link to it. It seems Autonomy works fine except part of clearing its aliases. Thats causes "silent characters", but it has no affinity to the bridge. if you're talking about different xmls pathces - oftenly it needs to be edited for working fine with NAF. Oftenly it contains mistakes which AAF is ignoring. I'm actually think Dago wrote initially bad xml parser and call it "my vision" or "my xml standart". This is nonsense. In the world, it is customary to adhere to standards if they exist, and not to reinvent the wheel. The way Snapdragon does it is much more correct. Unfortunately, we have the fact that NAF cannot read some XML correctly. And much mistakes copied from xmls authors from it xmls sources. You can open topic where users can share fixed xmls for NAF, I'll give a link to it from Bridge download page, but I won't do that myself. I don't want to be part of stupid copyright scandals. I can help you figure out why this or that xml does not work, but only if it is some kind of systemic work, not personal. Edited July 27, 2024 by Evi1Panda 1
Evi1Panda Posted July 27, 2024 Author Posted July 27, 2024 (edited) And once more about AAF wasn't loaded, if it is never stops - you should fix the trouble, not play with it. If it doesn't stop - it is meaning that some part of bridge will not be working. So there is no needs to just turn off notification. For version <171 I insert alternate way to understand is it loaded or not. Try this and callback is it work or not. If the AAF version is 171 and higher and you still receive these notifications endlessly, most likely your Data/AAF folder contains XML that prevents AAF from loading. You need fix this. Oftenly AAF tells your it and you can see something like permanent AAF 15% or AAF 68% in your UpRight corner of the screen. Edited July 27, 2024 by Evi1Panda
dosfox Posted July 27, 2024 Posted July 27, 2024 59 minutes ago, Evi1Panda said: I'm using last ver. of Autonomy. but I don't know what exactly patch do you mean. Give link to it. Thank you for your reply. Indarello's Patch does these things: Many fixes in postions (body, strapon, penis...) Added stages Added transitions (first/start, last/orgasm stages will be played once when you enter, finish animation) Added Squirt and cum effects Added cum overlays support Added tags for animations Added Vagina, Anus penetrate Added Jaw open when required Added animations flexibility (F-M animations duplicates in F-F, some furniture animations duplicates in ground) For Leito and Atomic Lust added Custom Moans Atomic Lust and bp70 reworked tree animations (changed to staged) and kissing, hugging is optional now Vadermania removed FM, dog, cat animations XML files updated to new syntax Hopefully Indarello has cleaned up a lot of the messy xml stuff already. I have used Indarello's patches for years and find them very reliable. ***** On another point, i made a mod called QUAAF that reformats and balances animation sound files. Does NAF/Bridge have any special handling or requirements for animation sounds that i should be aware of?
Evi1Panda Posted July 27, 2024 Author Posted July 27, 2024 (edited) 16 minutes ago, dosfox said: Thank you for your reply. Indarello's Patch does these things: This (what is there in the topic itself, I didn’t download the original files from the title) was done in the best traditions of “slapdash production”. There are at least copy-pastes of all the errors in the originals, and some of own errors has been added. But since the "slapdash production" works in the AAF with the help of God's prayers, no one cares. Edited July 27, 2024 by Evi1Panda
dosfox Posted July 27, 2024 Posted July 27, 2024 5 minutes ago, Evi1Panda said: This (what is there in the topic itself, I didn’t download the original files from the title) was done in the best traditions of “slapdash production”. There are at least copy-pastes of all the errors in the originals, and some of our own errors have been added. But since the "slapdash production" works in the AAF with the help of God's prayers, no one cares. Does that mean it won't work with NAF/Bridge?
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