Andy14 Posted December 27, 2025 Posted December 27, 2025 (edited) 48 minutes ago, dosfox said: Hey @Evi1Panda MCM will not keep changes made to settings. Below are images of my changes made to settings along with the results next time MCM is opened. Hide contents PAGE 1 PAGE 2 PAGE 3 Don't know what's going on here at all. I have reinstalled bridge 3 times, cleared the MCM Boostr cache, moved the NAFbridge MCM folder from overwite to mod folder, etc. A similar problem is occurring with AutonomySex MCM settings. Specifically the "Chance 2-actor pose" "Chance 3-actor pose" and "Chance ->3 pose". Whatever combinations of settings i put in (all adding to 100), when coming back to MCM next time those values are all random (never adding to 100). MCM works perfectly for every other mod. Yes. It's the same for me after loading my save. And once again, no scenes are triggered.🤔 I'm going to revert to version 1.30 or better to 1.16 and start a new game. Edited December 27, 2025 by Andy14
seaclip Posted December 27, 2025 Posted December 27, 2025 (edited) Hi, Evi1Panda, thank you for your energetic fixes and updates. I love you. This may not be necessary, but I'd like to report a bug related to Ver.1.35. Sorry to bother you when you seem busy! In save data that has loaded NAF Bridge v1.35, the hotkeys of AAF-based mods (tested with SexEmUp) stop responding. NAF animations can still be played normally. - The issue occurs only in save data that has loaded v1.35 - Reverting to v1.30 or v1.37 does not resolve the issue - If I load a backup save that has never used v1.35 (without restarting the game), everything works normally - v1.38 is untested (the affected save was already deleted) Since this issue seems to be save‑data dependent, I'm a bit worried. I hope it's already fixed in 1.38. Edited December 27, 2025 by seaclip
Evi1Panda Posted December 27, 2025 Author Posted December 27, 2025 5 hours ago, Andy14 said: MCM will not keep changes made to settings. Below are images of my changes made to settings along with the results next time MCM is opened. Do you have Baka Framework installed?
dosfox Posted December 27, 2025 Posted December 27, 2025 4 minutes ago, Evi1Panda said: Do you have Baka Framework installed? Yes, the recommended version of Baka Frramework is installed ...
Andy14 Posted December 27, 2025 Posted December 27, 2025 1 hour ago, Evi1Panda said: Do you have Baka Framework installed? Yes. The old Baka Framework.
Evi1Panda Posted December 27, 2025 Author Posted December 27, 2025 It seems that the LL website is being DDOSed by a bunch of people craving a little love for the New Year! You could say that my website is practically down. 11 minutes ago, Andy14 said: Yes. The old Baka Framework. I can't say any without logs. It's better to continue on Nexus for now, because this is an act of masochism. The site is almost down.
dosfox Posted December 27, 2025 Posted December 27, 2025 (edited) Well, that seems to have fixed it. MCM settings are now stable on MCM reopen, also after fast travel, and Save-Quit-Restart. It is good to see that the NAFbridge\MCM folder is not ending up in Overwrite. I suspected that might be a cause of the problem. I have only been testing with Autonomy2.8 so far - seems to be working OK but a little slower than it was with pre-v1.30 versions. Will install AutonomySex a bit later when i am sure everything is stable. Just a couple of bugs i have been putting off reporting until NAFbridge problems were resolved: 1. NAF rescaling doesn't seem to work with some of the creatures i frequently use: Junkyard Dogs - ID 0176337 Gorillas - ID 0176336 FEV Hounds - ID 0304BA65 2. Not sure whether to report this to you or the author of "Settlement Visitors". Sometimes Visitors engaged in NAF scenes will break from the scene to do one of their own random idle animations. This is the only event i've ever seen that breaks a NAF animation. Edited December 27, 2025 by dosfox
Evi1Panda Posted December 27, 2025 Author Posted December 27, 2025 (edited) 1. Will test. 2. I guess it is mostly to the author of "Settlement Visitors", if he forces animation then probably he should has this code or smth like Keyword IsInAfScene = none AAF:AAF_API api = AAF:AAF_API.GetAPI() if api != none IsInAfScene = api.AAF_AAFActorBusy endif if IsInAfScene != None if myActor.HasKeyword(IsInAfScene) return endif endif myActor.PlayIdle(myIdle) Edited December 27, 2025 by Evi1Panda 1
Evi1Panda Posted December 27, 2025 Author Posted December 27, 2025 @dosfox I guess it works fine... I answered on Nexus with pictures.
Evi1Panda Posted December 27, 2025 Author Posted December 27, 2025 5 hours ago, seaclip said: Hi, Evi1Panda, thank you for your energetic fixes and updates. I love you. This may not be necessary, but I'd like to report a bug related to Ver.1.35. Sorry to bother you when you seem busy! In save data that has loaded NAF Bridge v1.35, the hotkeys of AAF-based mods (tested with SexEmUp) stop responding. NAF animations can still be played normally. - The issue occurs only in save data that has loaded v1.35 - Reverting to v1.30 or v1.37 does not resolve the issue - If I load a backup save that has never used v1.35 (without restarting the game), everything works normally - v1.38 is untested (the affected save was already deleted) Since this issue seems to be save‑data dependent, I'm a bit worried. I hope it's already fixed in 1.38. Test in 1.39, be sure you have installed Baka Framewor. If trouble is there still then send me log: 1. Be sure in MCM you have debug level Console. 2. Send Fallout 4/aaSUPF4SEDebugPrint.txt right after issue. 1
dosfox Posted December 27, 2025 Posted December 27, 2025 (edited) 42 minutes ago, Evi1Panda said: I guess it works fine... I answered on Nexus with pictures. Thank you. You should probably delete those pictures from the post ... 😉 Edited December 27, 2025 by dosfox
seaclip Posted December 27, 2025 Posted December 27, 2025 36 minutes ago, Evi1Panda said: Test in 1.39, be sure you have installed Baka Framewor. If trouble is there still then send me log: 1. Be sure in MCM you have debug level Console. 2. Send Fallout 4/aaSUPF4SEDebugPrint.txt right after issue. Got it, thanks. Baka Framework is already installed, and I’ll test again on 1.39. If it happens again, I’ll make sure to grab the log properly. Sorry for the incomplete report.
dosfox Posted December 27, 2025 Posted December 27, 2025 @Evi1Panda Is there a console command that performs the same function as "Interrupt all active scenes"?
Evi1Panda Posted December 27, 2025 Author Posted December 27, 2025 (edited) 1 hour ago, dosfox said: @Evi1Panda Is there a console command that performs the same function as "Interrupt all active scenes"? No, but I can made GlobalFunction to call it from console. But maybe later... It needs to understand how console sends it data. Edited December 27, 2025 by Evi1Panda
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 Just reuploaded 1.39, nothing changed except AnimateFanniesData.json updated. Added dogs, ferrals, gorilla. To be honest, I just guessed the values, so if someone could fix them up a bit and add other races, that would be great.
dosfox Posted December 28, 2025 Posted December 28, 2025 (edited) @Evi1Panda Since installing v1.39 there have been zero animations on furniture, despite Furniture preference =95. Also tried setting Override = 95, but still no furniture animations. Here is log: NOFURNITURE_aaSUPF4SEDebugPrint.txt Edited December 28, 2025 by dosfox
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 @dosfox I see. Little trouble in ScanForFurniture function. Reupload it now.
dosfox Posted December 28, 2025 Posted December 28, 2025 (edited) @Evi1Panda When you re-upload versions, would you mind incrementing the version number to avoid confusion? e.g. This last upload should be v1.39.2. EDIT: Oops sorry. You've gone straight to v1.40. Edited December 28, 2025 by dosfox .40
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 (edited) @dosfox I always increment if there is changes in code. I can just reupload if there is no code changes, like json/ini etc. Edited December 28, 2025 by Evi1Panda 1
dosfox Posted December 28, 2025 Posted December 28, 2025 (edited) @Ev1lPanda Thank you for v1.40. Furniture behaviour is now working properly. In testing so far Autonomy2.8 is generating considerably less scenes concurrently than with v1.16. E.g. in Club Snuggle there are only 1-3 scenes max. With v1.16 it was generating 1-6 or more scenes concurrently. Latest log using v1.40: V1.40_aaSUPF4SEDebugPrint.txt Edited December 28, 2025 by dosfox
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 (edited) I studied 300 lines of log, there were 15 attempts to launch the scene, of which 7 launched correctly, 4 launched via fallback AE (solo scene) - all because AE added NPCs that were already in the scenes to the list, and another 4 were completely rejected for the same reason. upd. Actually idk was AE fallback or Bridge. Actor[] actors = PrepareActorsForScene(akActors, settings) if akActors == none || actors.length == 0 SendFailOnSceneInitEvent(settings, akActors, "StartScene failed : no valid actors for scene") if actors != none int i = 0 while i < actors.length CleanupActorAfterScene(actors[i]) ; cleanup first actor to avoid stuck i += 1 endwhile endif return false endif In fact, the bridge continues to launch the scene even if some of the actors have been rejected. Perhaps this is not right and the scene should be rejected, because it turns out that the bridge is making up for the customer. It's not critical, I'll fix it in the update... Ideally, the customer should think about how to handle the rejection, bridge just need to notify about result. upd. I've written some kind of bullshit in the code. I need to sleep. This part will never execute: if actors != none int i = 0 while i < actors.length CleanupActorAfterScene(actors[i]) ; cleanup first actor to avoid stuck i += 1 endwhile endif It's not dangerous, but simply pointless. Edited December 28, 2025 by Evi1Panda 1
Andy14 Posted December 28, 2025 Posted December 28, 2025 (edited) I've been testing version 1.40 for a few hours now and will probably downgrade back to 1.16. Violett works, but it selects completely nonsensical scenes: specifically, only single-actor posing animations for the character. It doesn't matter if it's Raiders, Super Mutants, or anything else. It also doesn't matter what settings I use in Violett or Naficator Bridge. The result is always the same. The console isn't reporting any errors. It's simply selecting the wrong scenes. P.S. It was a new game and all requirements were met. Edited December 28, 2025 by Andy14
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 @Andy14 Thanks for the report. The specific issue you described (Violett selecting only single-actor scenes) has been identified and fixed in 1.41. Your feedback was crucial for pinpointing this. I understand that frequent version changes and instability can be frustrating. However, the project is currently in a necessary phase of large-scale refactoring. The old Papyrus codebase was unsustainable for future development. Rewriting it is a complex puzzle with minimal documentation, akin to reverse-engineering logic built for a different system. This approach has two paths: 1. Spend dozens of hours internally testing every mod combination before release. 2. Release functional but potentially rough versions and iterate quickly based on concrete community reports, like yours. I've chosen path #2 to move the project forward more efficiently. It saves development time and allows fixes to be based on real-world use. Therefore, while I share your frustration, the most helpful way to interact is to continue providing specific, fact-based reports like this one. They are invaluable. 1
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 The root cause lies in the original codebase. It was developed incrementally, often based on immediate user requests and workarounds for the limitations of its time (like the absence of tools such as NAFicator). This led to deeply embedded "crutches" and artifacts that made the code unpredictable and hindered its intended functionality. The current refactoring is the final, crucial step to remove this technical debt. We are on the home stretch. Once this foundation is solid, achieving a polished and awesome result will be significantly faster, especially with concrete feedback like yours. 1
Evi1Panda Posted December 28, 2025 Author Posted December 28, 2025 I'm sharing this context to highlight the key difference: the previous code was a patchwork of reactive fixes, while the current refactoring is a deliberate, methodical rebuild. This is a chosen development strategy, not haphazard patching. The situation is under full control. In fact, the issue you reported took about 15 minutes to locate and fix once identified — a direct benefit of the new, clean codebase. This efficiency is exactly why we're going through this process. 2
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