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Posted
8 minutes ago, Evi1Panda said:

Partly true, but I tried to design it so that the base would be reinitialized during updates. But you know yourself that it's difficult to give guarantees...

 

About RESaver:

Actually, I also don't recommend continuing saves after the knife, but when you've played for 400 hours, you simply have no choice. But always better to load game at the moment where there wasn't that trouble what you've been trying to fix with RESaver.

As long as the scripts are actually "active," this won't work correctly. Perhaps it would be a good idea to provide an uninstall function in the MCM that actually stops/terminates all scripts, any spells, magic effects, and quests, and resets all global settings. If it then saves and exits, a runtime update should work more smoothly. Just a thought.

Posted
39 minutes ago, Evi1Panda said:

I'm almost certain this can be fixed. Something has definitely changed, you just need to figure out what.

 

Yeah, i've started reinstalling now. I'd finished all the base game, DLC and Thuggyverse quests and Clipboarded all the settlements i needed. There are several big mods i want to dump from my install and a couple of new ones that need to be installed on a new game, so i'll take the opportunity to do that now. I'll be back in a coupla days when i've got the locations to play with NAFbridge & AutonomySex. Thanks again!

 

Posted
On 12/26/2025 at 7:21 AM, 8uwqqp said:

I'm having an issue with Violate ... Violate only plays "Solo" animations

 

Seconded, though mine seems to only occur this way when there's a creature involved.  Humans work just fine.  As for supermutants... I haven't checked on them yet.

 

@Evi1Panda, I found that "aaSUPF4SEDebugPrint.txt" file you mentioned when you initially responded to 8uwqqp, but I can't tell what you want me to do with it.

Posted
26 minutes ago, VenomousOuroboros said:

 

Seconded, though mine seems to only occur this way when there's a creature involved.  Humans work just fine.  As for supermutants... I haven't checked on them yet.

 

@Evi1Panda, I found that "aaSUPF4SEDebugPrint.txt" file you mentioned when you initially responded to 8uwqqp, but I can't tell what you want me to do with it.

I guess there is trouble in your animations. Inspect can you really start these animations using NAF UI. If not - that means it installed incorrect. Checkup NAFicator's output files and search your animation there, if it commented, then there is should be reason why.

 

CREATURES VIDEO

 

Posted

Well, now I've gone and done it.

1) I realized I had AAF still enabled (migrated over from a previous load order).

2) I disabled AAF, removed all the XML files from the NAF folder, and re-ran NAFicator

3) NAFicator generated _AnimCache.bin and _XMLCache.bin, but did not generate any XML files.

4) Well... shit.

 

ASIDE FROM THAT...

I had (previous to this) been able to use the NAF interface to call any animation between any actors that I wanted.  It only seemed that AAFViolate and Pervert (the only two mods that I really use to call sex anims) couldn't communicate with NAF via NAFBridge.

I'm sure I can't be the only one who has encountered this problem.

Posted

In the links above, I posted instructions on how to use NAFicator. As for .bin files, these are NAF files, not NAFicator files. They are compiled from existing xml files in Data/NAF. If there is nothing there or something is incorrect, then there will be no animations or they will be incorrect.
As for NAFicator not creating files, see the NAFicator instructions for what data can be studied.
I recommend enabling the bPrintDebugXMLs=false option and examining the output in Overwrite/Debug. There should be a list of XML files there, but it will not be complete. You can see the complete list on the Data MO2 tab (on the right side of the screen, next to the Plugins folder) in your AAF folder.
What should be done about this?
Most likely, processing of one of the files in the Debug folder will be interrupted, which probably means that the next file in alphabetical order has some syntax issues. NAFicator cannot process them, so you will have to find and fix the problem. Use LLVM to find and fix the problem.

Posted
7 hours ago, VenomousOuroboros said:

I'm sure I can't be the only one who has encountered this problem.

 

@VenomousOuroboros Regarding your assumption: you're most likely right — you're probably not the only one who has encountered this. However, you are likely among the few who have gotten to the heart of the matter: a full migration from AAF to NAF is a complex process that requires manual configuration.

NAF Bridge is exactly that — a "bridge" (as the name implies). It allows other mods to call NAF. But for NAF to have something to show, you must first correctly assemble the animation library via NAFicator. If NAFicator is fed broken or incompatible XMLs from AAF packs, it cannot create a working database for NAF. This is a problem at the data level, not the Bridge's logic.

My role is to ensure the bridge works and provide assembly instructions (the fishing rod). Your role in this process is to check the quality of the "fish" (your AAF packs and their XMLs) and assemble it correctly by following the instructions. It's not as difficult as it may seem, but it will still require some involvement on your part.

I've provided the instructions above. If any step is unclear, please ask. By working through this together, we can not only solve your issue but also potentially improve the process or documentation for everyone else.

Posted
9 hours ago, VenomousOuroboros said:

Well, now I've gone and done it.

1) I realized I had AAF still enabled (migrated over from a previous load order).

2) I disabled AAF, removed all the XML files from the NAF folder, and re-ran NAFicator

3) NAFicator generated _AnimCache.bin and _XMLCache.bin, but did not generate any XML files.

4) Well... shit.

 

ASIDE FROM THAT...

I had (previous to this) been able to use the NAF interface to call any animation between any actors that I wanted.  It only seemed that AAFViolate and Pervert (the only two mods that I really use to call sex anims) couldn't communicate with NAF via NAFBridge.

I'm sure I can't be the only one who has encountered this problem.

 

Remember that AAF.esm is from NAF Bridge.

 

To enable Naficator to create clean XML files from AAF's XML in the NAF folder, change the line bNaficatorEnable=0 to 1 in Naficator.ini (in Data).

Also, check that the path specifications for sFolderFrom and sFolderWhere are correct.

AAF Folder with xml's.

NAF Folder for xml's.

 

Then start Fallout 4 and wait until a message from Naficator appears, prompting you to close Fallout 4 (using ALT+F4 or Task Manager).

And really wait—this can take several minutes.

Afterward, set the value in the Naficator.ini file back to 0.

Posted

@Andy14 That's the strange part.  The first time that I ran NAFicator, I mistakenly had AAF enabled (in the Mod list, not just the Plugin list), but it still generated the NAF XMLs in the Fallout 4 main menu.  The subsequent time that I ran NAFicator, I had disabled the AAF mod, but ensured that NAF's "aaf.esm" was still enabled in the plugin list.  I had cleared out the NAF folder of all XMLs, and yet NAFicator didn't create new files (except for those two binaries).  It showed the same confirmation message after about 3 minutes, and I closed the game the same way as before, but... nothing was generated.

Posted (edited)
15 minutes ago, VenomousOuroboros said:

That's the strange part.  The first time that I ran NAFicator, I mistakenly had AAF enabled (in the Mod list, not just the Plugin list), but it still generated the NAF XMLs in the Fallout 4 main menu.  The subsequent time that I ran NAFicator, I had disabled the AAF mod, but ensured that NAF's "aaf.esm" was still enabled in the plugin list.  I had cleared out the NAF folder of all XMLs, and yet NAFicator didn't create new files (except for those two binaries).  It showed the same confirmation message after about 3 minutes, and I closed the game the same way as before, but... nothing was generated.

There is nothing strange about it.
1. AAF.esm does not affect the operation of NAFicator in any way, regardless of its type.
2. If it was not created after processing, it is a 90% syntax error that NAFicator stumbled upon while preparing xml files for conversion to the NAF version. Above, I described the procedure for checking the NAFicator log and the actual processed xml files in the debug folder. Compare them with the input folder (Data/AAF), find the file that caused the blockage in alphabetical order, and send this file for diagnosis in LLVM, for example, in DeepSeek or GPT.

 

upd. I mean NEXT file from input that should be after exists in Debug in alphabetical order.

Edited by Evi1Panda
Posted (edited)

@Evi1Panda
Hi Panda,

I've been testing version 1.42 for two days now, and apart from the right arrow (for cancel the szene), everything seems to be working smoothly so far. 👍

I've noticed, however, that some strange poses are always used in single scenes (from the Bondage Device Helper mod).

 

I've now located the mod and deleted everything related to it. The mod was made AAF compatible for easier handling (instead of console and playidle), and it's now interfering.

Perhaps you could declare an exception in Naf Bridge so that it can no longer be called by sex mods.
In other words, blacklist these animations for Naf Bridge.

Then it could be used normally with NAF UI.

Thank you for your great work and have a happy new year 2026.

 

 

This is the Mod:
https://www.nexusmods.com/fallout4/mods/38340

Edited by Andy14
Posted

Friends!

What a year it's been – and what a way to finish it. We've tackled a mountain of old bugs, completely overhauled the script core for rock-solid stability, and added key features like full scene control. A massive thank you to everyone who made this possible: the heroes who patiently tested dozens of updates over those intense 10 days, and everyone who sent in detailed bug reports. This breakthrough simply wouldn't have happened without you.

Happy New Year! Wishing us all fewer bugs and more polished code in the year ahead.

Posted (edited)
2 hours ago, Andy14 said:

I've noticed, however, that some strange poses are always used in single scenes (from the Bondage Device Helper mod).

There's no need to invent anything here, really. These poses in the XML descriptions just need to contain the ‘pose’ tag, and then they won't be called. If they contain the pose tag but are still being called, it's a bug in the calling mod; it doesn't add excludedTags “pose,utility” — this is standard practice among AAF-style mods.

 

upd. Yes, I downloaded and checked it out — it's a mistake by the mod author; he didn't add the ‘pose’ tag to positionData.xml. This should not work properly with AAF either. Should open bug report or private to author about it.

Edited by Evi1Panda
Posted (edited)

Happy New Year Panda!

 

Here are some test results using Bridge v1.42+Autonomy2.8 for a couple of hours. Overall the results are extemely disappointing compared to Bridge 1.1.5. The first section of the log is at 3rd Rail (About 25 NPCs), the second part is at Starlight (about 40 NPCs including some creatures). Using Bridge 1.1.5 at both locations Autonomy2.8 would consistently generate 2-6 concurrent scenes with no errors. Using Bridge 1.42 Autonomy2.8 is only generating 1-2 concurrent scenes with many animation failures and long pauses between scenes.

 

Bridge v1.42 is generating animation failures as bad as AAF on a bad day. Here are some:

 

This scene was started with Autonomy2.8 solo animation hotkey. I let it run for about 15 minutes before stopping it manually. During that time it was constantly "Synchronizing Animations".

Spoiler

ScreenShot63.jpg.22e794f90c837ff200b39955d9c0d9bd.jpg

 

Many animations end up with the NPCs merged.

Spoiler

ScreenShot64.jpg.eeec38b6e648584098f90c8d9a8208fc.jpg

 

Here one Minuteman is servicing 2 females simultaneously. Caravan Worker Visitor is on F-frame, Scavenger Visitor is on couch with Minuteman.

Spoiler

ScreenShot56.jpg.17464dac818eac67e1d4037b8f471005.jpg

 

I think this Minutewoman is supposed to be with a Gorilla, which is nowhere to be seen.

Spoiler

ScreenShot57.jpg.657378983fc3fed2c7bc800be8a8e43e.jpg

 

Here is a Minuteman simultaneously in two animations with a Worker Visitor, and another one with Cait.

Spoiler

ScreenShot60.jpg.4933b71c0e91ee07ce14b12ceea3e569.jpg

ScreenShot61.jpg.d040fbcd2935b690f3c6711da8c6ce8b.jpg

ScreenShot59.jpg.d4bd11f9c53207fb987dbff9ddc52649.jpg


Here is Cait and Minuteman in 2 simultaneous animations. This Scene had to be stopped manually.

Spoiler

ScreenShot67.jpg.58fcb83c2856663b0415620e6fa2a2ad.jpg

ScreenShot66.jpg.e8ac647343f178f7b7665ab5dc03aa99.jpg

 

This is a weird one, Cait and Minuteman in 2 simultaneous animations, but the highlighted NPC on the ground with him is Ivy.

Spoiler

ScreenShot58.jpg.7f00035e9a4ff893603fa995f9d3650f.jpg

 

  • Sometimes 2 NPCs will be locked in a series of random consecutive scenes, with Undress/ReDress usually failing after first scene.
  • MCM "Stop all active scenes" does not work. Well, i haven't seen it work yet. NPCs just continue until scenes time out, despite me going to MCM many times to try and stop scenes. The "Stop Animation" setting in NAF GUI works immediately.
  • No 1P animations are being generated.

AAF.ini:

Spoiler

[Settings]
bSwapFemaleActorInArray=1
bHideHud=1
bSlowDrying=1
bCheckFor3dLoaded=1
bOverrideEmptyInclTags=1
bAnimateFannies=0
bDebugLevel=3
sDefaultExcludeTags=pose,utility
sSlowDryingOverlayIds=Belly,Belly_Mutant,Anal,Breasts,Breasts_Mutant,DP,M_Back,M_Back_Mutant,M_Chest,M_Chest_Mutant
iCustomAAFVersion=171
bTryRunSceneIfPrepareFailed=0

[SceneDefaults]
fSceneDuration=60.000000
iFurniturePreference=90
fFurnitureScanRadius=1500.000000
bIgnoreCombat=1
bSkipWalk=1
bForceNPCControll=0

[SceneOverrides]
fSceneDuration=60.000000
iFurniturePreference=90
fFurnitureScanRadius=1500.000000
iIgnoreCombat=2
iSkipWalk=2
iForceNPCControll=0

[Debug]
bdebugMessages=0
fdebugSlowScriptTime=0.000000
bdebugAnimations=0
bdebugPositions=0
bdebugFaceAnims=0
bdebugMorphSets=0
bdebugEquipmentSets=0
bdebugActions=0
bdebugAnimationGroups=0
bdebugPositionTrees=0
bdebugRaces=0
bdebugGraphInfos=0
bdebugOverlays=0
bdebugProtectedKeywords=0
bdebugFurnitures=0
[fdefaultDuration]
60.000000=Settings
[idefaultFurniturePrefence]
10=Settings
[fdefaultFurnitureScanRadius]
3000.0=Settings
[bdefaultIgnoreCombat]
0=Settings
[bdefaultSkipWalk]
0=Settings
[bdefaultSwapFemaleActorInArray]
1=Settings
[bdefaultHideHud]
1=Settings
[bdefaultSlowDrying]
1=Settings
[sdefaultExcludeTags]
pose,utility=Settings
[foverridesDuration]
-1.000000=Overrides
[ioverridesFurniturePrefence]
-1=Overrides
[foverridesFurnitureScanRadius]
-500.000000=Overrides
[ioverridesIgnoreCombat]
-1=Overrides
[ioverridesSkipWalk]
-1=Overrides
[boverridesEmptyInclTags]
0=Overrides

 

1-42_NAF.log       NAFbridge1.42_aaSUPF4SEDebugPrint.txt

 

 

 

 

Edited by dosfox
Posted (edited)
Quote

This scene was started with Autonomy2.8 solo animation hotkey. I let it run for about 15 minutes before stopping it manually. During that time it was constantly "Synchronizing Animations".

To be honest, I don't understand what conclusion should be drawn.

 

Quote

Many animations end up with the NPCs merged.

This simply means that you don't actually have these animations and there is nothing to run. It's hard to imagine that NAFicator did this, since it checks for the presence of animations directly, so it's probably some kind of experiment you did. I mean that there are no hkx files referenced by xml.

 

Quote

I think this Minutewoman is supposed to be with a Gorilla, which is nowhere to be seen.

This is again a reference to bad xml.

 

Quote

Here is a Minuteman simultaneously in two animations with a Worker Visitor, and another one with Cait.

It is not possible for NAF to launch two different scenes with the same character.
 

Quote

This is a weird one, Cait and Minuteman in 2 simultaneous animations, but the highlighted NPC on the ground with him is Ivy.

Something external disrupted the animation; this is not a question for NAF/NAF Bridge, but rather for the mods you are using. Most likely, the animation was launched externally (from papyrus).


 

Quote

Sometimes 2 NPCs will be locked in a series of random consecutive scenes, with Undress/ReDress usually failing after first scene.
MCM "Stop all active scenes" does not work. Well, i haven't seen it work yet. NPCs just continue until scenes time out, despite me going to MCM many times to try and stop scenes. The "Stop Animation" setting in NAF GUI works immediately.
No 1P animations are being generated.

I don't quite understand how it could not work. It stops all scenes that are running NAF Bridge. Well, I'll check it later.

Edited by Evi1Panda
Posted
15 minutes ago, Evi1Panda said:
Quote
Many animations end up with the NPCs merged.

This simply means that you don't actually have these animations and there is nothing to run. It's hard to imagine that NAFicator did this, since it checks for the presence of animations directly, so it's probably some kind of experiment you did. I mean that there are no hkx files referenced by xml.

 This happens after the animation has already run. The hkx files are definitely there, and xml files are fine because those scenes had already occurred earlier with different actors (with no errors). There is no experimenting going on here. This is exactly the same install and load order as i was using with Bridge 1.1.5. There were no errors in Naficator log.

 

16 minutes ago, Evi1Panda said:
Quote

I think this Minutewoman is supposed to be with a Gorilla, which is nowhere to be seen.

This is again a reference to bad xml.

That same animation had already run successfully a couple of times earlier with different actors.

 

23 minutes ago, Evi1Panda said:
Quote

Here is a Minuteman simultaneously in two animations with a Worker Visitor, and another one with Cait.

It is not possible for NAF to launch two different scenes with the same character.

How to explain the highlighting on those screen shots then? And technically, there are three scenes with the same character (the Minuteman).

 

31 minutes ago, Evi1Panda said:
Quote

This is a weird one, Cait and Minuteman in 2 simultaneous animations, but the highlighted NPC on the ground with him is Ivy.

Something external disrupted the animation; this is not a question for NAF/NAF Bridge, but rather for the mods you are using. Most likely, the animation was launched externally (from papyrus).

The only scene generating mod i am using is Autonomy2.8, using exactly the same settings i was using with Bridge 1.1.5.

 

Posted (edited)

It's hard to argue with holy certainty, but I've seen this happen when NAF tried to run something that didn't exist. Since I don't see this happening in my experiments, I strongly recommend following the instructions exactly and testing with xml files made exclusively with NAFicator. It doesn't allow xml entries that don't have real hkx. 

Edited by Evi1Panda
Posted

You claim that you are comparing Bridge 1.15 and 1.42 under "the same" conditions. This is technically impossible after a complete reinstallation. Therefore, your comparison is invalid from the start. Any change in the environment — a new save, a different load order, reinstalled mods — creates a new system.

So let's stop discussing the unprovable past ("why it got worse") and focus on the testable present ("why it doesn't work now in your new setup").

Your confidence is not data. To get data, follow this procedure:

1. Isolate the Bug: When you see NPCs "merge," note the exact animation name from the UI.
2. Reproduce Manually: Open NAF UI and start the same animation for the same NPCs in the same location. (The UI calling method hasn't changed since 1.15). If the "merging" repeats, you have isolated a problem with the animation data itself, ruling out external mod logic (like Autonomy).
3. Verify the Data: For that specific animation, find its definition in the XML files generated by NAFicator. Check which .hkx files it references. Now, physically verify that these exact .hkx files exist in your Data folder.
   · Critical Point: NAFicator does not include animations with missing .hkx files in its final database. If you have an animation in your game that references missing files, it proves you are not using a clean output from NAFicator. This indicates a problem with your installation or file management, not with Bridge.

My conclusion is simple: The symptoms you describe ("merging") are a canonical sign of missing animation files. The fact that you have such animations in your game after a fresh install suggests a fundamental flaw in your setup process.

Posted

At the risk of being told I'm too stupid to install mods and that my setup is incorrect:

My setup hasn't changed for weeks or even months – not even the load order. I'm only using XML files generated by Naficator.


Now for the two issues...

 

First:
With version 1.42, I've also experienced two instances where a settler was assigned to two scenes simultaneously. These scenes were triggered by the Prostitution mod, which had previously worked flawlessly. I only noticed this because the settler was stuck in place for a while, and I checked the NAF UI. The animations weren't unusual; they function normally.

I end these scenes via the NAF UI.
 

Second:

In scenes involving the player character, the NPCs involved are sometimes invisible. Only noticed with player, but it might also be the case with NPC scenes.
I end these scenes via the NAF UI, and the NPC becomes visible at the scene's location.

 

 

Both of these are exceptions that didn't occur in earlier versions (especially up to version 1.16). I only know the invisible NPC from AAF.

I haven't mentioned it before because it didn't happen often and I could easily resolve it using the NAF UI.

But since it's obviously happening to others as well...

 

If it happens again, I'll take notes on the animation and screenshots from the NAF UI.

PS: The console was clean - no error messages.

Posted

Okay, if these animations work fine through the UI, it's likely that something is interrupting them after they start. I've seen this behaviour after a cough mod, for example, where playing the cough animation disrupted the animation in the scene. In the case of coughing, this needs to be patched so that the animation is not triggered if the player is in the scene. 

Posted (edited)

Regarding double involvement in the scene - it seems strange at the moment. I will think later about how this could happen, at least theoretically.
As for invisible NPCs, are you sure they are invisible, and not just somewhere far away from the stage? This is also very strange behaviour, as NAF does not make NPCs invisible. This brings us back to the XML stages settings, which may be incorrect. It is much more likely caused more scenes are now being played that were previously incorrectly filtered out, and you are getting different situations with them. 

 

upd. Okay, I tested it and really NAF starts scene with two actors even if one of them already involved in other scene. I will fix it.

Edited by Evi1Panda

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