Evi1Panda Posted January 1 Author Posted January 1 (edited) I remembered that in order to imitate some of the actions of the AAF API functionality, I really had to add a workaround to launch scenes even with characters that were already active. I forgot about that. As a result, it have to be more careful when choosing actors to launch a scene. I fixed it on papyrus level, thanks for pointing that out. I haven't seen this on my end because I only use AutonomySex for random scenes, and in it, I am careful in my choice of actors and check that they are not already in scenes. Edited January 1 by Evi1Panda
Evi1Panda Posted January 2 Author Posted January 2 Forgot about ClearCachedScenes. It needs to update MCM's config json in \MCM\Config\AAF, I will add it in next update, but if someone need it right now, then here it is. config.json 1
Kain82 Posted January 2 Posted January 2 This is my first time using this mod, but how do I set up same sex relations with NAF Bridge? I know how to do it with AAF but not with this mod. Can anyone help or should I go back to AAF?
dosfox Posted January 2 Posted January 2 (edited) Hey @Evi1Panda! Thank you for posting update v1.43, it has fixed most of the errors i reported with v1.42. -No more actors in more than 1 scene -no more merged bodies at the end of animations. -Settlement Visitor idles no longer break NAFbridge scenes. These are the problems observed with v1.43 so far: 1. NAFbridge is not allowing 1P animations called by Autonomy2.8. At least i haven't seen any yet, and they are usually quite frequent. 2. Performance has decreased again, only 1-2, rarely 3, concurrent animations. Often long pauses between scenes despite many apparently available actors. 3. Settlement Visitors are not doing any of their usual solo or group animations. (Regarding the "no available actors" type events and Autonomy2.8, is it possible that Autonomy2.8's gender-alias bug is confusing the filtering process? If so, is it possible for NAFbridge to remove the gender alias from actors being considered? While using NAFbridge v1.30+ and AutonomySex i observed that instances of the gender-alias voice bug decreased noticably, so maybe you are already doing that?) Here are some test results using Bridge v1.43 + Autonomy2.8 for a couple of hours. v1.43_aaSUPF4SEDebugPrint.txt 1.43_NAF.log NAFicator_FILES.zip 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=95 fFurnitureScanRadius=1500.000000 bIgnoreCombat=1 bSkipWalk=1 bForceNPCControll=0 [SceneOverrides] fSceneDuration=60.000000 iFurniturePreference=95 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 ********** Regarding my last error report, there are 2 issues that need to be clarified: 1. I reported that i was using no other scene-generating mods, but should have mentioned using Settlement Visitors. Since mentioning problems with that mod to you earlier, i reported the issue to z80dev on Nexus. He is developing Visitors for AAF and NAF equally, and was going to include some fixes in his next update. As noted above, you may have already fixed the problem. However with NAFbridge v1.43, i am not seeing Visitors doing any of their usual animations. 2. I reported that i was not doing any experiments, but that is not completely true. I have created 2 new XML files that when included in NAFication, edit animation attributes for selected Indarello animation positions. These edits reflect my preferences for using Autonomy2.8 in settlements and other public places. This has been a WIP for months now and has proved reliable and error-free. I test each update of NAFbridge with and without the edits, and always there is no change to performance or reported bugs. So i no longer regard these edits as an "experiment". dosfoxEdits v1.4c Spoiler DosfoxEdits_equipmentSetData.xml This file adds a new equipmentSet called "Fhats_off". This equipmentSet unEquips hats and most other headwear from females, and unEquips bodyslot 33 for males. In DosfoxEdits_positionData.xml this equipmentSet has been applied to many of the F-M blowjob scenes. Very immersive! DosfoxEdits_positionData.xml This file overwrites various attributes in selected animations: EQUIPMENT EDITS - The "Fhats_off" equipmentSet is applied to many F-M blowjob animations. - Many of the 1P "dance" type animations are set to not strip the actor. isHidden EDITS - "hides" my unfavorite animations (e.g. clumsy, badly-animated, inappropriate) - hides some non-furniture 1P animations (e.g. most public ground-based masturbation scenes) OFFSET EDITS Fixes many incorrect furniture offset values. LOCATION EDITS - added alternative furniture locations for many animations, (e.g. bottom bunk beds, etc) - removed unsuitable locations for some animations, (e.g. upper bunk beds, etc) MULTIPLE EDITS - changes more than one attribute in selected animations. DOWNLOAD: dosfoxEdits_v1.4c.zip Required: Indarello's Patch for Animations. (There is a possibility this may also work with UAP, as long as the original animation names have not been changed. I would be grateful if a volunteer could test that ... ) Install: 1. Install mod with mod manager. 2. Delete all files from Overwrite\NAF. 3. ReNAFicate. Uninstall: 1. Uninstall with mod manager. 2. Delete all files from Overwrite\NAF. 3. ReNAFicate. Edited January 2 by dosfox
Evi1Panda Posted January 2 Author Posted January 2 (edited) 4 hours ago, Kain82 said: This is my first time using this mod, but how do I set up same sex relations with NAF Bridge? The question does not contain a technical problem, and it is unclear what answer is expected. Read PreSubmission Checklist and Report Template. upd. The logic for scene participants (including gender rules) is not controlled by NAF Bridge. NAF is an animation engine. That logic is handled by the individual mods that start the scenes (like Violate, RSE, Autonomy Sex, etc.). You need to check the MCM settings of those specific mods. If you have a try and had a troubles with this, then use Report Template. Edited January 2 by Evi1Panda
Evi1Panda Posted January 2 Author Posted January 2 @dosfox thanks for feedback. As always, you have interesting but necessary tasks! Quote NAFbridge is not allowing 1P animations called by Autonomy2.8. I would like to understand how you came to this conclusion. Have you seen specific reports of failures of this type of animation? Could it be that solo animations, which originally functioned as fallbacks (as far as I know, this is how it works in AE 3.1.5), have been reduced because there is less need for fallbacks? Quote Performance has decreased again, only 1-2, rarely 3, concurrent animations. Often long pauses between scenes despite many apparently available actors. Yes, I see that searching for furniture is taking too much time right now. In fact, the time limit isn't working as intended. I see it's trying to search up to 41 second instead of 5 seconds. I'll add furniture search max time setting to MCM, and fix for function in 1.44. Quote 1. I reported that i was using no other scene-generating mods, but should have mentioned using Settlement Visitors. Since mentioning problems with that mod to you earlier, i reported the issue to z80dev on Nexus. He is developing Visitors for AAF and NAF equally, and was going to include some fixes in his next update. As noted above, you may have already fixed the problem. However with NAFbridge v1.43, i am not seeing Visitors doing any of their usual animations. I would like more details on what exactly you mean by “not doing any of their usual animations”. Are any specific animations not being called? Quote Regarding the "no available actors" type events and Autonomy2.8, is it possible that Autonomy2.8's gender-alias bug is confusing the filtering process? I made some changes based on my research into this issue, but they are more about improving code reliability for highly unlikely cases than anything else. In practice, the log shows that failures occur because the calling code (probably autonomy) attempts to call scenes with actors that are already in the scene. This is a problem with the calling code; ideally, it should check the actors (for the keywords ActorBusy, ActorLocked, IsInDialogue, etc.) before calling a scene on them, and provide a fallback in case the actor is unavailable. Currently, the framework simply refuses to animate. Perhaps the calling code handles this as well, but it is not as efficient or clear. I will update to 1.44 in 5-10 minutes.
Evi1Panda Posted January 3 Author Posted January 3 Quote "hides" my unfavorite animations (e.g. clumsy, badly-animated, inappropriate) Did you know that “hide” only hides the animation in UI selection menu, but they are still available for activation by scripts, and are also included in random selection?
dosfox Posted January 3 Posted January 3 (edited) 1 hour ago, Evi1Panda said: I would like to understand how you came to this conclusion. Have you seen specific reports of failures of this type of animation? Could it be that solo animations, which originally functioned as fallbacks (as far as I know, this is how it works in AE 3.1.5), have been reduced because there is less need for fallbacks? That is very interesting, i did not know that is how AE generates 1P scenes. Since playing today i have seen one instance listed in the NAFgui, but did not see it personally. There is no problem starting 1P scenes with AE2.8 hotkey or NAFgui. You are probably right. Importantly, since booting up and playing today, performance has been remarkable. In Dugout Inn, Ticonderoga and 3rdRail Autonomy2.8 was generating up to 8 concurrent scenes! It seemed to happen in waves, beginning with one scene till it reached a max of 6-8 scenes, then a quiet period of 1-2 scenes, then building up again to a max, etc. Not sure why it's working like that today and was so sluggish last night. Here is a screenshot in Dugout Inn today: It is interesting to note that the "Highrise x Railroad Agent" was a scene from the previous location (Ticonderoga) nearly 20 minutes earlier! I had left the location without turning Autonomy2.8 off. I was able to stop the scene with the GUI. The 1P "Railroad Agent" scene was probably from that location also. aaSUPF4SEDebugPrint.txt 1 hour ago, Evi1Panda said: I would like more details on what exactly you mean by “not doing any of their usual animations”. Are any specific animations not being called? There were none of their usual jiggy dances, woozy wobbling, or group dancing animations. However, their usual random dialogue was unaffected. Never mind, for the time being i have blacklisted Visitors in all the settlements until i see NAFbridge working reliably. Z80dev has just posted an update, so i will test again after installing that (later). Edited January 3 by dosfox
dosfox Posted January 3 Posted January 3 12 minutes ago, Evi1Panda said: Did you know that “hide” only hides the animation in UI selection menu, but they are still available for activation by scripts, and are also included in random selection? That's what i originally thought, but for some reason it does actually seem to prevent those scenes occuring. I haven't seen one of those scenes since hiding them (over hundreds of hours of gameplay)
Evi1Panda Posted January 3 Author Posted January 3 34 minutes ago, dosfox said: Not sure why it's working like that today and was so sluggish last night. Probably a lot of furniture that scanned quickly. 26 minutes ago, dosfox said: That's what i originally thought, but for some reason it does actually seem to prevent those scenes occuring. I haven't seen one of those scenes since hiding them (over hundreds of hours of gameplay) Yes, you got me. I also think that's how it works, but maybe they are only available for direct calls, not for random. I have to check the code somewhen.
burgirinhaler Posted January 3 Posted January 3 (edited) Hi there. I come straight from Nuka Ride and with the recent Bridge updates (that fixed the erection states out of the blue, which I'm shocked with, awesome stuff ;v), I have a weird issue of some particular scenes that NR calls for. The scenes need to be very specific .xml's and now (on Bridge version 1.42) I'm getting seemingly random animations that fit a "category", depending on the placement or tags(?) like ground, furniture, but it's not bulletproof and not always the scene that's supposed to play. I'm not entirely sure if the load order is involved. Yet, I'm not getting any crashes, errors, nor unexpected actor behaviors. So I assume something in the Bridge has changed. Should I update to 1.45 and expect any changes regarding this possible fucky-wucky? Edited January 3 by burgirinhaler
Evi1Panda Posted January 3 Author Posted January 3 @burgirinhaler More specifics are needed. Without specifics, nothing is clear. Specifics are what is provided in the report template.
burgirinhaler Posted January 3 Posted January 3 (edited) 25 minutes ago, Evi1Panda said: @burgirinhaler More specifics are needed. Without specifics, nothing is clear. Specifics are what is provided in the report template. Crap, I wish I had any. The only thing I can say is that NR comes with its own XML's for most of the animations, though the original packs are still needed. Obviously I've used the NAFicator on them. The mod's scripts are supposed to call for scenes with "NR_" prefixes in their names in some cases. With the Bridge versions 1.3+ it all worked well but now with 1.42 these scenes are swapped with anything else that fits the placement and actor count/type, on random (both NR scenes and those coming from other packs). No idea how can I make this more specific, since it looks more like a feature than a bug and no actual errors are produced. Edited January 3 by burgirinhaler
SexyShani Posted January 3 Posted January 3 wow so many updates each week? no wonder this mod is messing up my AAF mods badly, will never use it again, not recommend it to anybody
Evi1Panda Posted January 3 Author Posted January 3 1 hour ago, The Cutie said: wow so many updates each week? no wonder this mod is messing up my AAF mods badly, will never use it again, not recommend it to anybody This is a provocation, not an attempt to solve a problem. Your private message contained zero technical details — you were asked to move to a public thread with specifics, and your public post follows the same pattern. Not an attempt to figure things out or get help — but an attempt to make a loud statement. In the best traditions of the AAF community.
Andy14 Posted January 3 Posted January 3 11 hours ago, The Cutie said: wow so many updates each week? no wonder this mod is messing up my AAF mods badly, will never use it again, not recommend it to anybody Well, judging by your activity/number of posts and type of posts, your recommendation is certainly a painful loss.😅 1
dosfox Posted January 4 Posted January 4 (edited) On 1/3/2026 at 11:08 AM, Evi1Panda said: Did you know that “hide” only hides the animation in UI selection menu, but they are still available for activation by scripts, and are also included in random selection? Sorry it took so long for my memory to kick in, but this is where i originally got the idea of hiding positions. Animation authors use it to hide experimental stuff or animation stages they don't want to be seen in random-type scene selection methods or gui. This is a search for isHidden="True" in XML files in my AAF folder: Spoiler H:\temp_dosfox_59\AAF\CreaturePack01_positionData.xml (72 hits) Line 27: <position id="Alien Stage 01" animation="Alienstage01" isHidden="True"/> Line 28: <position id="Alien Stage 02" animation="Alienstage02" isHidden="True"/> Line 29: <position id="Alien Stage 03" animation="Alienstage03" isHidden="True"/> Line 30: <position id="Alien Stage 04" animation="Alienstage04" isHidden="True"/> Line 32: <position id="Molerat Stage 01" animation="Moleratstage01" isHidden="True"/> Line 33: <position id="Molerat Stage 02" animation="Moleratstage02" isHidden="True"/> Line 34: <position id="Molerat Stage 03" animation="Moleratstage03" isHidden="True"/> Line 35: <position id="Molerat Stage 04" animation="Moleratstage04" isHidden="True"/> Line 37: <position id="Behemoth Stage 01" animation="Behemothstage01" isHidden="True"/> Line 38: <position id="Behemoth Stage 02" animation="Behemothstage02" isHidden="True"/> Line 39: <position id="Behemoth Stage 03" animation="Behemothstage03" isHidden="True"/> Line 40: <position id="Behemoth Stage 04" animation="Behemothstage04" isHidden="True"/> Line 42: <position id="Mirelurk Stage 01" animation="Mirelurkstage01" isHidden="True"/> Line 43: <position id="Mirelurk Stage 02" animation="Mirelurkstage02" isHidden="True"/> Line 44: <position id="Mirelurk Stage 03" animation="Mirelurkstage03" isHidden="True"/> Line 45: <position id="Mirelurk Stage 04" animation="Mirelurkstage04" isHidden="True"/> Line 47: <position id="Scorpion stage 01" animation="Scorpionstage01" isHidden="True"/> Line 48: <position id="Scorpion stage 02" animation="Scorpionstage02" isHidden="True"/> Line 49: <position id="Scorpion stage 03" animation="Scorpionstage03" isHidden="True"/> Line 50: <position id="Scorpion stage 04" animation="Scorpionstage04" isHidden="True"/> Line 52: <position id="Mirelurk Queen Stage 01" animation="MirelurkQstage01" isHidden="True"/> Line 53: <position id="Mirelurk Queen Stage 02" animation="MirelurkQstage02" isHidden="True"/> Line 54: <position id="Mirelurk Queen Stage 03" animation="MirelurkQstage03" isHidden="True"/> Line 55: <position id="Mirelurk Queen Stage 04" animation="MirelurkQstage04" isHidden="True"/> Line 57: <position id="Yao Guai Stage 01" animation="Yaostage01" isHidden="True"/> Line 58: <position id="Yao Guai Stage 02" animation="Yaostage02" isHidden="True"/> Line 59: <position id="Yao Guai Stage 03" animation="Yaostage03" isHidden="True"/> Line 60: <position id="Yao Guai Stage 04" animation="Yaostage04" isHidden="True"/> Line 62: <position id="Bloodbug stage 01" animation="Bloodbugstage01" isHidden="True"/> Line 63: <position id="Bloodbug stage 02" animation="Bloodbugstage02" isHidden="True"/> Line 64: <position id="Bloodbug stage 03" animation="Bloodbugstage03" isHidden="True"/> Line 65: <position id="Bloodbug stage 04" animation="Bloodbugstage04" isHidden="True"/> Line 67: <position id="Bloatfly stage 01" animation="Bloatflystage01" isHidden="True"/> Line 68: <position id="Bloatfly stage 02" animation="Bloatflystage02" isHidden="True"/> Line 69: <position id="Bloatfly stage 03" animation="Bloatflystage03" isHidden="True"/> Line 70: <position id="Bloatfly stage 04" animation="Bloatflystage04" isHidden="True"/> Line 72: <position id="Stingwing stage 01" animation="Stingwingstage01" isHidden="True"/> Line 73: <position id="Stingwing stage 02" animation="Stingwingstage02" isHidden="True"/> Line 74: <position id="Stingwing stage 03" animation="Stingwingstage03" isHidden="True"/> Line 75: <position id="Stingwing stage 04" animation="Stingwingstage04" isHidden="True"/> Line 77: <position id="Mirelurk Hunter Stage 01" animation="MirelurkHstage01" isHidden="True"/> Line 78: <position id="Mirelurk Hunter Stage 02" animation="MirelurkHstage02" isHidden="True"/> Line 79: <position id="Mirelurk Hunter Stage 03" animation="MirelurkHstage03" isHidden="True"/> Line 80: <position id="Mirelurk Hunter Stage 04" animation="MirelurkHstage04" isHidden="True"/> Line 82: <position id="Mirelurk King Stage 01" animation="MirelurkKstage01" isHidden="True"/> Line 83: <position id="Mirelurk King Stage 02" animation="MirelurkKstage02" isHidden="True"/> Line 84: <position id="Mirelurk King Stage 03" animation="MirelurkKstage03" isHidden="True"/> Line 85: <position id="Mirelurk King Stage 04" animation="MirelurkKstage04" isHidden="True"/> Line 87: <position id="Feral Ghoul Stage 01" animation="Ghoulstage01" isHidden="True"/> Line 88: <position id="Feral Ghoul Stage 02" animation="Ghoulstage02" isHidden="True"/> Line 89: <position id="Feral Ghoul Stage 03" animation="Ghoulstage03" isHidden="True"/> Line 90: <position id="Feral Ghoul Stage 04" animation="Ghoulstage04" isHidden="True"/> Line 92: <position id="Feral Ghoul 2 Stage 01" animation="02Ghoulstage01" isHidden="True"/> Line 93: <position id="Feral Ghoul 2 Stage 02" animation="02Ghoulstage02" isHidden="True"/> Line 94: <position id="Feral Ghoul 2 Stage 03" animation="02Ghoulstage03" isHidden="True"/> Line 95: <position id="Feral Ghoul 2 Stage 04" animation="02Ghoulstage04" isHidden="True"/> Line 97: <position id="Deathclaw Stage 01" animation="Deathclawstage01" isHidden="True"/> Line 98: <position id="Deathclaw Stage 02" animation="Deathclawstage02" isHidden="True"/> Line 99: <position id="Deathclaw Stage 03" animation="Deathclawstage03" isHidden="True"/> Line 100: <position id="Deathclaw Stage 04" animation="Deathclawstage04" isHidden="True"/> Line 102: <position id="FEVHound Stage 01" animation="FEVHoundstage01" isHidden="True"/> Line 103: <position id="FEVHound Stage 02" animation="FEVHoundstage02" isHidden="True"/> Line 104: <position id="FEVHound Stage 03" animation="FEVHoundstage03" isHidden="True"/> Line 105: <position id="FEVHound Stage 04" animation="FEVHoundstage04" isHidden="True"/> Line 107: <position id="Mutant Stage 01" animation="Mutantstage01" isHidden="True"/> Line 108: <position id="Mutant Stage 02" animation="Mutantstage02" isHidden="True"/> Line 109: <position id="Mutant Stage 03" animation="Mutantstage03" isHidden="True"/> Line 110: <position id="Mutant Stage 04" animation="Mutantstage04" isHidden="True"/> Line 112: <position id="Mutant 2 Stage 01" animation="02Mutantstage01" isHidden="True"/> Line 113: <position id="Mutant 2 Stage 02" animation="02Mutantstage02" isHidden="True"/> Line 114: <position id="Mutant 2 Stage 03" animation="02Mutantstage03" isHidden="True"/> Line 115: <position id="Mutant 2 Stage 04" animation="02Mutantstage04" isHidden="True"/> H:\temp_dosfox_59\AAF\CreaturePack02_positionData.xml (20 hits) Line 4: <position id="Angler Stage 01" animation="Anglerstage01"/ isHidden="True"/> Line 5: <position id="Angler Stage 02" animation="Anglerstage02"/ isHidden="True"/> Line 6: <position id="Angler Stage 03" animation="Anglerstage03"/ isHidden="True"/> Line 7: <position id="Angler Stage 04" animation="Anglerstage04"/ isHidden="True"/> Line 9: <position id="Fog Crawler Stage 01" animation="Fogstage01"/ isHidden="True"/> Line 10: <position id="Fog Crawler Stage 02" animation="Fogstage02"/ isHidden="True"/> Line 11: <position id="Fog Crawler Stage 03" animation="Fogstage03"/ isHidden="True"/> Line 12: <position id="Fog Crawler Stage 04" animation="Fogstage04"/ isHidden="True"/> Line 14: <position id="Gulper Stage 01" animation="Gulperstage01"/ isHidden="True"/> Line 15: <position id="Gulper Stage 02" animation="Gulperstage02"/ isHidden="True"/> Line 16: <position id="Gulper Stage 03" animation="Gulperstage03"/ isHidden="True"/> Line 17: <position id="Gulper Stage 04" animation="Gulperstage04"/ isHidden="True"/> Line 19: <position id="Gulper Large Stage 01" animation="GulperLargestage01"/ isHidden="True"/> Line 20: <position id="Gulper Large Stage 02" animation="GulperLargestage02"/ isHidden="True"/> Line 21: <position id="Gulper Large Stage 03" animation="GulperLargestage03"/ isHidden="True"/> Line 22: <position id="Gulper Large Stage 04" animation="GulperLargestage04"/ isHidden="True"/> Line 24: <position id="Hermit Stage 01" animation="Hermitstage01"/ isHidden="True"/> Line 25: <position id="Hermit Stage 02" animation="Hermitstage02"/ isHidden="True"/> Line 26: <position id="Hermit Stage 03" animation="Hermitstage03"/ isHidden="True"/> Line 27: <position id="Hermit Stage 04" animation="Hermitstage04"/ isHidden="True"/> H:\temp_dosfox_59\AAF\DosfoxEdits_positionData.xml (10 hits) Line 55: <position id="Atomic Fingering Staged" animationGroup="Atomic Fingering_Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="Dom0,F,HandToVagina,Held-1,Love0,Masturbation,Neutral,NoFurn,Rufgt,Stim7,nofurn" offset="0,50,0,0"/> Line 57: <position id="Atomic Jerking Staged" animation="Atomic Jerking" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="Dom0,HandToPenis,Held0,Love-1,M,Masturbation,Neutral,NoFurn,Rufgt,Stim7,nofurn" offset="0,50,0,0"/> Line 59: <position id="BP70 Ground Female Masturbation Staged" animation="rxl_bp70_female_bedmast_1" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Dom0,F,HandToVagina,Held-1,Love0,Masturbation,Neutral,NoFurn,Stim7,nofurn" offset="0,0,-42,180"/> Line 61: <position id="BP70 Male Couch Masturbation Staged" animationGroup="BP70 Male Couch Masturbation Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Couch,Dom0,Held-1,Love0,M,Masturbation,Neutral,PenisToHand,Stim7" location="Couch"/> Line 63: <position id="Atomic Cowgirl (Bunk Bed Top)" animation="Atomic Cowgirl (Bunk Bed Top)" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="Bed,Cowgirl,Dom5,DoubleBed,F_M,FromFront,Held1,Love5,Neutral,PenisToVagina,Rufgt,Stim9" location="Bunk Bed" offset="0,0,0,0"/> Line 67: <position id="BP70 Ground Male Masturbation Staged" animation="rxl_bp70_male_bedmast_1" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Dom0,Held-1,Love0,M,Masturbation,Neutral,NoFurn,PenisToHand,Stim7,nofurn" offset="0,0,-42,0"/> Line 69: <position id="Rainmaker Mattress FemDom PenisStep Staged" animationGroup="Rainmaker FemDom PenisStep Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="FJ,F_M,FemDom,Footjob,FromFront,Mattress,Neutral,NullToSelf,PenisToFoot,Rainmaker,mattress" location="Mattress" offset="0,0,9,0"/> Line 71: <position id="BP70 Footjob Staged" animation="rxl_bp70_footjob" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="BP70,Dom-3,FJ,F_M,Footjob,FromFront,Held1,Love3,Neutral,NoFurn,NullToSelf,PenisToFoot,Stim5,nofurn"/> Line 73: <position id="Rainmaker FemDom PenisStep Staged" animationGroup="Rainmaker FemDom PenisStep Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="FJ,F_M,FemDom,Footjob,FromFront,Neutral,NoFurn,NullToSelf,PenisToFoot,Rainmaker,nofurn"/> Line 75: <position id="Rainmaker FootJob Staged" animationGroup="Rainmaker FootJob Staged" startMorphSet="ready" stopMorphSet="unReady" startEquipmentSet="unEquip" stopEquipmentSet="reEquip" isHidden="true" tags="FJ,F_M,Footjob,Neutral,NoFurn,PenisToFoot,Rainmaker,nofurn"/> H:\temp_dosfox_59\AAF\DR_pack_Creatures_positionData.xml (2 hits) Line 180: <position id="DR YaoGuai BlowJob S1" animationGroup="DR_YaoGuaiBlowJobS1_Group" isHidden="True" tags="Darthroman,NoFurn,Blowjob,FromFront,Neutral,Rough,NullToSelf,PenisToMouth"/> Line 181: <position id="DR YaoGuai BlowJob S2" animationGroup="DR_YaoGuaiBlowJobS2_Group" isHidden="True" tags="Darthroman,NoFurn,Blowjob,FromFront,Neutral,Rough,NullToSelf,PenisToMouth"/> H:\temp_dosfox_59\AAF\Indarello_actorStatData.xml (1 hit) Line 2: <defaults isPersistent="false" isHidden="true" defaultValue="0" minValue="0" maxValue="100" decayRate="2"/> H:\temp_dosfox_59\AAF\rxl_bp70_anims_positionData.xml (15 hits) Line 135: <position id="BP70 Missionary Grind 2 (Trans)" animation="rxl_bp70_missionaryswish_trans_2" isHidden="true"/> Line 136: <position id="BP70 Missionary Grind 3 (Trans)" animation="rxl_bp70_missionaryswish_trans_3" isHidden="true"/> Line 137: <position id="BP70 Missionary Grind 4 (Trans)" animation="rxl_bp70_missionaryswish_trans_4" isHidden="true"/> Line 138: <position id="BP70 Missionary Grind 5 (Trans)" animation="rxl_bp70_missionaryswish_trans_5" isHidden="true"/> Line 141: <position id="BP70 Gay Prone Bone Trans 02" animation="rxl_bp70_gaypronebone_trans_02" isHidden="true"/> Line 142: <position id="BP70 Gay Prone Bone 02" animation="rxl_bp70_gaypronebone_02" isHidden="true"/> Line 143: <position id="BP70 Gay Prone Bone Trans 03" animation="rxl_bp70_gaypronebone_trans_03" isHidden="true"/> Line 144: <position id="BP70 Gay Prone Bone 03" animation="rxl_bp70_gaypronebone_03" isHidden="true"/> Line 145: <position id="BP70 Gay Prone Bone 04" animation="rxl_bp70_gaypronebone_04" isHidden="true"/> Line 158: <position id="BP70 Pre-War Bed Risky Cowgirl Sex 1 Trans" location="Double_Bed_Wood_PreWar" animation="rxl_bp70_prewarbed_cowgirlimpregnationrisk_trans_01" isHidden="true"/> Line 159: <position id="BP70 Pre-War Bed Risky Cowgirl Sex 2 Trans" location="Double_Bed_Wood_PreWar" animation="rxl_bp70_prewarbed_cowgirlimpregnationrisk_trans_02" isHidden="true"/> Line 160: <position id="BP70 Pre-War Bed Risky Cowgirl Sex 3 Trans" location="Double_Bed_Wood_PreWar" animation="rxl_bp70_prewarbed_cowgirlimpregnationrisk_trans_03" isHidden="true"/> Line 165: <position id="BP70 Pre-War Bed Risky Missionary Sex 1 Trans" location="Double_Bed_Wood_PreWar" animation="rxl_bp70_prewarbed_missionaryimpregnationrisk_trans_01" isHidden="true"/> Line 166: <position id="BP70 Pre-War Bed Risky Missionary Sex 2 Trans" location="Double_Bed_Wood_PreWar" animation="rxl_bp70_prewarbed_missionaryimpregnationrisk_trans_02" isHidden="true"/> Line 167: <position id="BP70 Pre-War Bed Risky Missionary Sex 3 Trans" location="Double_Bed_Wood_PreWar" animation="rxl_bp70_prewarbed_missionaryimpregnationrisk_trans_03" isHidden="true"/> H:\temp_dosfox_59\AAF\RZF4S_positionData.xml (1 hit) Line 8: <position id="RZ_MissionaryGroundTender-Staged" animationGroup="RZ_MissionaryGroundTender-Staged" isHidden="true" tags="RohZima,F_M,Missionary,Neutral,Tender"/> Edited January 4 by dosfox 1
dosfox Posted January 4 Posted January 4 MCM NOT WORKING AFTER LOADING A SAVE USING EARLIER VERSION OF NAFBRIDGE: When this happened before the discussion got split between LL and Nexus, and did not offer a clear solution. It was solved at that time by installing a new NAFbridge update. This problem has happened to me again - playing with NAFbridge v1.45, then circumstances forced me to go back 4 hours in gameplay to a Save which was using NAFbridge v1.43. On loading that Save NAFbridge MCM would not keep changes made to it. This was solved by: Load the Savegame you want to use. Ignore the MCM. Save and Quit. In MO2, right-click and "Reinstall" NAFbridge v1.45, using the MO2 "Rename" method. (e.g. rename "NAFBridge v1.45" to "NAFBridge v1.45A") Disable the existing NAFbridge v1.45 install and enable the new renamed v1.45A install. Boot up the game and MCM now works.
Evi1Panda Posted January 4 Author Posted January 4 15 minutes ago, dosfox said: MCM NOT WORKING AFTER LOADING A SAVE USING EARLIER VERSION OF NAFBRIDGE: When this happened before the discussion got split between LL and Nexus, and did not offer a clear solution. It was solved at that time by installing a new NAFbridge update. This problem has happened to me again - playing with NAFbridge v1.45, then circumstances forced me to go back 4 hours in gameplay to a Save which was using NAFbridge v1.43. On loading that Save NAFbridge MCM would not keep changes made to it. This was solved by: Load the Savegame you want to use. Ignore the MCM. Save and Quit. In MO2, right-click and "Reinstall" NAFbridge v1.45, using the MO2 "Rename" method. (e.g. rename "NAFBridge v1.45" to "NAFBridge v1.45A") Disable the existing NAFbridge v1.45 install and enable the new renamed v1.45A install. Boot up the game and MCM now works. How MCM works: There is a file in MCM/Config/‘Modname’/settings.ini - it is a base file with base settings. It is used more as a set of default settings. There is a file MCM/Settings/‘Modname’.ini - this is your personal settings file. It is created within the game. Accordingly, it is created at runtime. When you change any setting, it is written to this file, not the base file. If you don't have the rights to create or modify the file, the settings will not change. Vanilla MCM methods check both files, but NAF Bridge most likely only reads MCM/Settings/‘Modname’.ini (the second option) if it exists. Yeah. Okay, I get it. Some settings will never appear there. In general, it's another pain in the ass. I need to improve the reading of ini files. For now, you can just copy the settings from one to the other. At the same time, the problem may be related to insufficient permissions to create and modify the file - this is a common reason why MCM mods don't work.
dosfox Posted January 4 Posted January 4 (edited) 1 hour ago, Evi1Panda said: ... you can just copy the settings from one to the other. Tried that too, but it didn't work, probably something to do with the permissions you mention. Even after making changes to either file, It seems to pull previous settings from somewhere when loading that overwrite the settings.ini file, which then overwrites the AAF.ini file. The MO2 reinstall-rename method is the only one that worked for me, and leaves no crap in the Save file. Edited January 4 by dosfox
Andy14 Posted January 4 Posted January 4 Perhaps the version number should be saved as global, etc., and when loading the game, the current version number should be compared with the saved version number, and then the MCM Config should be read accordingly.
Evi1Panda Posted January 4 Author Posted January 4 (edited) 1 hour ago, Andy14 said: Perhaps the version number should be saved as global, etc., and when loading the game, the current version number should be compared with the saved version number, and then the MCM Config should be read accordingly. No, that's unnecessary; it's just that the logic of reading settings should be different. Just read the default settings first, then the user settings, then update according to the user settings (in case some of the settings have already been changed by the user), but write down all the settings, not just the changed ones. This will solve the problem. I did it. This is performed every time the game is launched. The operation takes a few thousandths of a second to run. Edited January 4 by Evi1Panda
Evi1Panda Posted January 5 Author Posted January 5 Friends, does anyone have a description of the GetAttraction function and what it does? I have an idea of how it can be implemented well and efficiently without violating the principles of single responsibility, if of course I am right about what this function does. You can send me a private message.
Andy14 Posted January 5 Posted January 5 3 hours ago, Evi1Panda said: Friends, does anyone have a description of the GetAttraction function and what it does? I have an idea of how it can be implemented well and efficiently without violating the principles of single responsibility, if of course I am right about what this function does. You can send me a private message. I found this information Quote - The beginnings of an attraction system. This creates an attraction profile for every Actor (generated whenever the profile is first needed) that is a set of random numbers indicating how much they are attracted to certain qualities (strength, wealth, intelligence, etc). Then that actors attraction score toward any other actor can be calculated based on how well their stats align with the observing actors attraction profile. I am creating this initial iteration with 8 recognized qualities (agility, charisma, experience, intelligence, luck, perception, strength, wealth) but I plan to add more over time (faction relationships, etc). I also plan to make at least some of the system configurable via XML. - Attraction indicator in the GUI (wizard). This will show the Actors attraction to you (the PC) as you browse them in the scene creation wizard. It also will sometimes give you a hint about what you can improve about your character to increase your attraction to them. - GetAttraction to the API. This allows mod authors to use the attraction system in a way that is in sync with what is shown in the GUI. You can use this in Papyrus to get the attraction score for any actor to any other (see wiki for usage info).
JB. Posted January 6 Posted January 6 On 1/3/2026 at 2:46 AM, burgirinhaler said: Crap, I wish I had any. The only thing I can say is that NR comes with its own XML's for most of the animations, though the original packs are still needed. Obviously I've used the NAFicator on them. The mod's scripts are supposed to call for scenes with "NR_" prefixes in their names in some cases. With the Bridge versions 1.3+ it all worked well but now with 1.42 these scenes are swapped with anything else that fits the placement and actor count/type, on random (both NR scenes and those coming from other packs). No idea how can I make this more specific, since it looks more like a feature than a bug and no actual errors are produced. If you tell me what scene it is, I can check if I'm doing anything different than usual.
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