boldfugur Posted August 22, 2025 Posted August 22, 2025 after more checking the latest 1.1.2 aaf LL_fourPlay_1_10_163, LL_fourPlay_1_10_984 DLL files Might be trying to get kernel level access, a few other things still checking that one out though most concerning? none of the files are signed. granted its mods but.. kinda sketch in the fact we dont know whats in those DLLs...,signing them is for security, peace of mind. 1
asdfer1234 Posted September 19, 2025 Posted September 19, 2025 With just the bare essentials (no other mods) to run the mod (Script Extender, Address AiO, etc) 1.0.14 is crashing to desktop a few moments into main menu. No such issue with 0.9.12. [am running 163/old-gen, never updated]
Evi1Panda Posted September 19, 2025 Author Posted September 19, 2025 @asdfer1234 I guess you should update msvc redist
asdfer1234 Posted September 19, 2025 Posted September 19, 2025 6 hours ago, Evi1Panda said: @asdfer1234 I guess you should update msvc redist lol, wasn't it. seems to have been drivers, graphics or otherwise DX was so annoying and random.
asdfer1234 Posted September 20, 2025 Posted September 20, 2025 Also is there any wisdom about getting this to work with Violate nowadays? Everything is working on AAF/other end, but the moment I switch to NAF I get "version too old". I got NAF, bridge, and naficiator all good - I can successfully launch any kind of scene I need from NAF menu. Just Violate is not working with NAF for me I tried various versions of LL FourPlay Community F4SE plugin if that is relevant. please advise.
alliga Posted September 23, 2025 Posted September 23, 2025 On 8/6/2025 at 4:13 PM, dosfox said: @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. What mod "black armor"?
dosfox Posted September 23, 2025 Posted September 23, 2025 10 hours ago, alliga said: What mod "black armor"? From Thuggysmurf's Outcasts & Remnants. Console help OAR 4 armo for all the unique armors in that mod. Lots of cool stuff.
WaterRabbit Posted September 23, 2025 Posted September 23, 2025 I have noticed that NAF has trouble with multistage animations. It will often just stall at one stage without going to the next. Also, sometimes it shows the stages in the bottom left corner and sometime it doesn't -- seems mostly random. When going into the NAF console to see what animation is playing, it rarely shows all of the possible animations. For example the animation that is playing is rarely in the list when the Change Position option is chosen even though it has multiple stages as well. It also doesn't seem to communicate with Sexual Attributes reliably either. Compared to Skyrim, it seems that the animation frameworks are still missing key features. Features like being able to move a scene when it is in an awkward place (like through a wall or inside some terrain), the ability to skip through stages, the ability to set the stage durations instead of the duration for the whole scene. For me the main advantage of using NAF compared to AAF is that the scene doesn't jump somewhere out of sight and then having to spend the entire duration of the animation looking for it. This is especially annoying in a place like the institute where there is a huge volume in which the scene can jump into.
Evi1Panda Posted September 25, 2025 Author Posted September 25, 2025 Quote I have noticed that NAF has trouble with multistage animations. It will often just stall at one stage without going to the next. Also, sometimes it shows the stages in the bottom left corner and sometime it doesn't -- seems mostly random. When going into the NAF console to see what animation is playing, it rarely shows all of the possible animations. For example the animation that is playing is rarely in the list when the Change Position option is chosen even though it has multiple stages as well. I guess you should checkup your xmls. Quote It also doesn't seem to communicate with Sexual Attributes reliably either. I am playing with this mod, it is okay, but it is probably outdated in my case. Quote Compared to Skyrim, it seems that the animation frameworks are still missing key features. You are absolutely right, but there is absolutely no motivation for this, so all the work is done on a residual basis. When there is free time and desire. You should direct your desires to Snapdragon, after all, he is the author of NAF, maybe he will have enough motivation to bring it all to fruition. Because I don't have enough. I know he was working on the NAF 2.0 project, so maybe it will be something revolutionary.
Evi1Panda Posted September 25, 2025 Author Posted September 25, 2025 (edited) On 9/21/2025 at 2:56 AM, asdfer1234 said: please advise. You see, I can't chase after every modification and support it personally. It just won't work that way. You need to send your requests to the authors of the modifications so that they continue to support NAF in them. If there are enough of you, they will have to take your opinion into account. This is the only way it can work. I haven't followed what's been happening with AAF for a long time, but for some reason I'm sure that nothing radically new in terms of what should be in an animation framework has appeared there. A long time ago, AAF's development took some strange turns that have nothing to do with the functionality of the framework, which is supposed to play character animations. I am sure that there are no reasons other than “political” ones for third-party modifications to ignore NAF. Only the users themselves can influence the solution of these problems. Edited September 25, 2025 by Evi1Panda 3
asdfer1234 Posted September 25, 2025 Posted September 25, 2025 1 hour ago, Evi1Panda said: You see, I can't chase after every modification and support it personally. It just won't work that way. You need to send your requests to the authors of the modifications so that they continue to support NAF in them. If there are enough of you, they will have to take your opinion into account. This is the only way it can work. I haven't followed what's been happening with AAF for a long time, but for some reason I'm sure that nothing radically new in terms of what should be in an animation framework has appeared there. A long time ago, AAF's development took some strange turns that have nothing to do with the functionality of the framework, which is supposed to play character animations. I am sure that there are no reasons other than “political” ones for third-party modifications to ignore NAF. Only the users themselves can influence the solution of these problems. Yep- understandable and understood, was just checking to see if this is known or if there is any sage wisdom about this such and such, thank you for your time anyway, and thank you for your works.
alliga Posted September 26, 2025 Posted September 26, 2025 Questions about NaF. Is there any way to control animations using keys (next stage, end stage, etc.)? What is the state of NAF for fo4 (development, updates, abandoned)? Is there any point in installing it if the functionality is missing?
Holylokki Posted September 27, 2025 Posted September 27, 2025 On 9/25/2025 at 3:06 PM, Evi1Panda said: You see, I can't chase after every modification and support it personally. It just won't work that way. What version of AAF_API does NAFBridge return to AAF mods if Violate fails this check: ?
Andy14 Posted September 27, 2025 Posted September 27, 2025 10 hours ago, Holylokki said: What version of AAF_API does NAFBridge return to AAF mods if Violate fails this check: ? It doesn't really matter. You should simply change the version check for the corresponding mod so that the query doesn't fail. You could, of course, also add a slider or input field to the NAF/NAF Bridge MCM for setting the version number. Then you'll never have to adjust it again.😉
Holylokki Posted September 27, 2025 Posted September 27, 2025 14 minutes ago, Andy14 said: It doesn't really matter. You should simply change the version check for the corresponding mod so that the query doesn't fail. An AAF version check is usually necessary for proper operation. And it's used very frequently. In most AAF mods. And even the code in the screenshot isn't the main AAF version check in Violate, but a secondary one, to display the correct error message. You'll get tired of fixing them all...
Andy14 Posted September 27, 2025 Posted September 27, 2025 (edited) 5 hours ago, Holylokki said: An AAF version check is usually necessary for proper operation. And it's used very frequently. In most AAF mods. And even the code in the screenshot isn't the main AAF version check in Violate, but a secondary one, to display the correct error message. You'll get tired of fixing them all... It's not about the message, but about the return (which should probably be a bool). Version checking is indeed important, but often the mod author only enforces version xxx because they don't know of any older versions and therefore often don't know that their mod also works with older versions. Based on the AAF changelog and the mod's feature set, one could relatively quickly determine whether this is a real (technically necessary) version increase or just another AAF policy. Therefore, my suggestion is to first adjust the mod's version query and then see if it actually causes errors or limitations. Don't get me wrong - but so far, you're the only one with a version issue. On the other hand, there are thousands of users who don't have this problem but would have to reinstall NAF Bridge and configure it accordingly. So, it would be fair to take matters into your own hands first. PS: In my setup, AAF Violate.esp and AAF Violate DLC Patch.esp are active and working without issues. So there's no problem with the mod, just with the version you've installed. Well, then you also have to install the mods that are expected as prerequisites. You can't expect (or even demand) that an alternative mod adhere to the versioning of other mods. Install the NAF-compatible version, and there won't be any more problems. Edited September 27, 2025 by Andy14
bvcs Posted October 3, 2025 Posted October 3, 2025 On 9/27/2025 at 8:17 AM, Holylokki said: An AAF version check is usually necessary for proper operation. And it's used very frequently. In most AAF mods. And even the code in the screenshot isn't the main AAF version check in Violate, but a secondary one, to display the correct error message. You'll get tired of fixing them all... Unless I am reading the source code very wrong .... 1
Evi1Panda Posted October 4, 2025 Author Posted October 4, 2025 (edited) Sorry, I was a little tired and depressed. Look, I can give you a quick and easy solution to the version problem. You can specify the AAF script version yourself in MCM. This isn't really a solution, it's a workaround. It won't ensure that you have the correct AAF version, but it will allow you to “skip” this check. The final result cannot be guaranteed. In fact, it's UB. Use at your own risk. In the Override section of the MCM menu, add the following line: ireturnAAFVersion=YOUR_VERSION_INT Default value is 171. [Overrides] foverridesDuration=-1.000000 ioverridesFurniturePrefence=-1 foverridesFurnitureScanRadius=-500.000000 ioverridesIgnoreCombat=-1 ioverridesSkipWalk=-1 boverridesEmptyInclTags=0 ireturnAAFVersion=171 I'll add it in the next update, but in the meantime, you can use it if you need to. Scripts.zip Edited October 4, 2025 by Evi1Panda 3
Supersayaman Posted November 4, 2025 Posted November 4, 2025 (edited) Hey Panda! I have something to report, and it keeps me stick to AAF: Although the animation steps work, the final step, when the animation should end, doesn't do anything, and the only way to stop it is via the menu. However, stopping the animation with the button will prevent any overlays/After Effects from appearing. Aside from that, your work and Snapdragon's are very innovative! Oh, could you also fix the holotape insertion animation not working? I know it's Snapdragon's fault, but would you be so kind as to take a look? Edited November 18, 2025 by Supersayaman Bad formatting
Evi1Panda Posted December 6, 2025 Author Posted December 6, 2025 (edited) COMING SOON ✔️ Added native vagina and anus animations. ✔️ Fixed an issue (deadlock in graphs) that prevented nodes with animations added to the player's skeleton (weapons, pip-boy cassette playback) from playing their animations. ✔️ Fixed an issue where scenes with control options always launched in auto mode regardless of the scene settings. ✔️ If a scene with a tree is running in auto-control mode, the tree will not be displayed on the screen so as not to distract the player. ✔️ During a scene with the player, you can press the space bar and the camera will move to the player. ✔️ Scenes no longer stop before they are completely played; now there are three rules: timing only applies to single animations that are played in Loop mode. For staged animations (strictly defined sequences), the rule is to play once in full; for tree animations, the rules apply if the player themselves ends it by pressing the right arrow key at the final sequence block of the animation; if not controlled, it plays in full and ends. ✔️ Weird stuff with character scaling after scenes. Should be fixed. I guess the problem was that it used to be saved just to an array, and the array apparently didn't guarantee the order of actors during deserialization, which could mess up the scales between different characters. Now I use a hard actor->scale binding in serialization, which should eliminate all confusion. and some more... Edited December 6, 2025 by Evi1Panda 7
Evi1Panda Posted December 8, 2025 Author Posted December 8, 2025 Updated to 1.30, so... There is moment. It may not be ideal to use it in conjunction with Animated Fannies (I haven't actually tested this). This is because Animated Fannies essentially does the same thing, but less effectively. Not because it is inferior, but because it is physically challenging to implement well on papyrus. AF also had an extension feature for Plug of the Commonwealth items, so in order not to lose it, I made my own mod, Expand Holes, and patched it for PotC. It has a more modern approach, if you can call it that, it is scalable, which means that it is easy for modders to use it elsewhere, it works natively with all NPCs, not just the player. This is because now it is not a tracking quest, but independent effects attached to items. Yes, I know that you can also track everyone through a quest, but the logic of the process is more complicated and confusing, so it is inconvenient for scaling - adding functionality to new items. In addition, it was not entirely clear why this was necessary in the first place, since when the item was inside, the expansion was practically invisible, and when the item was outside, the expansion disappeared. Expand Holes not only expands when the item is inside, but also smoothly narrows after the item is removed. 4
kusanagikai20 Posted December 9, 2025 Posted December 9, 2025 If I'm understanding this correctly CBBE users no longer have to rely on Animated Fannies for opening and closing vagina animations? If so that's awesome.
Evi1Panda Posted December 9, 2025 Author Posted December 9, 2025 (edited) 7 hours ago, kusanagikai20 said: If I'm understanding this correctly CBBE users no longer have to rely on Animated Fannies for opening and closing vagina animations? If so that's awesome. Yep. I'am always used CBBE... Does it works some another way for FG? I can add FG bones and sliders to my default setup, if someone tell me how it works for FG. Just give me link to mod that do same things for FG. Edited December 9, 2025 by Evi1Panda 2
Evi1Panda Posted December 9, 2025 Author Posted December 9, 2025 By the way, that is how this animation feature looks. VIDEO 18+. 3
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