burgirinhaler Posted January 6 Posted January 6 6 hours ago, JB. said: If you tell me what scene it is, I can check if I'm doing anything different than usual. Basically any NR-specific AAF/NAF scene after dialogues. Tested on the latest NR with the latest Bridge and NAFicated XML's. Reverting the Bridge to 1.30 fixes it and the NR-specific scenes always take priority, no random picks. Any newer version of the Bridge (1.37 and onwards) plays a random scene instead. At least I've managed to pinpoint the exact version that plays these scenes in a correct order. I don't think it's a problem on your side, JB, but I'm nowhere near to an expert on animation frameworks, lol.
Evi1Panda Posted January 7 Author Posted January 7 (edited) 4 hours ago, burgirinhaler said: Basically any NR-specific AAF/NAF scene after dialogues. Tested on the latest NR with the latest Bridge and NAFicated XML's. Reverting the Bridge to 1.30 fixes it and the NR-specific scenes always take priority, no random picks. Any newer version of the Bridge (1.37 and onwards) plays a random scene instead. At least I've managed to pinpoint the exact version that plays these scenes in a correct order. I don't think it's a problem on your side, JB, but I'm nowhere near to an expert on animation frameworks, lol. @burgirinhaler Thank you for narrowing down the issue to versions after 1.37. This is useful information. My own tests with a different JB mod (Commonwealth Slavers, albeit an older version) do not show this problem, which makes your detailed report even more valuable for investigation. To diagnose this, I need specific data. The change in behavior could stem from several factors in the updated scene selection logic. Without logs, it's impossible to determine if this is an intentional change, a mod conflict, or a bug. Please provide the following: The aaSUPF4SEDebugPrint.txt log from the exact moment a problematic scene starts. (Ensure Debug Level in the NAF Bridge MCM is set to CONSOLE). The specific animation name (as shown in the NAF UI) that plays instead of the expected NR_-prefixed scene. This information is mandatory for any technical investigation. You can refer to the "Log File Collection" section of the PreSubmission Checklist for detailed instructions. I understand that collecting logs may seem like an extra step, but it is the only objective way to see what is happening in your game. Providing this data is what moves a report from a general statement to a solvable technical issue. I am ready to analyze it and implement a fix if a bug is confirmed. Edited January 7 by Evi1Panda
burgirinhaler Posted January 9 Posted January 9 (edited) On 1/7/2026 at 1:32 AM, Evi1Panda said: @burgirinhaler Thank you for narrowing down the issue to versions after 1.37. This is useful information. My own tests with a different JB mod (Commonwealth Slavers, albeit an older version) do not show this problem, which makes your detailed report even more valuable for investigation. To diagnose this, I need specific data. The change in behavior could stem from several factors in the updated scene selection logic. Without logs, it's impossible to determine if this is an intentional change, a mod conflict, or a bug. Please provide the following: The aaSUPF4SEDebugPrint.txt log from the exact moment a problematic scene starts. (Ensure Debug Level in the NAF Bridge MCM is set to CONSOLE). The specific animation name (as shown in the NAF UI) that plays instead of the expected NR_-prefixed scene. This information is mandatory for any technical investigation. You can refer to the "Log File Collection" section of the PreSubmission Checklist for detailed instructions. I understand that collecting logs may seem like an extra step, but it is the only objective way to see what is happening in your game. Providing this data is what moves a report from a general statement to a solvable technical issue. I am ready to analyze it and implement a fix if a bug is confirmed. Sorry for the delay, work caught up to me this week. I can see you were investigating on your own. So... I've just grabbed 1.48 and ran a few tests to make sure the proper scenes play every time. The issues are fixed! Huge thank you for the support and pushing this project forward. It's very cold outside and this is such a heartwarming news to come across. ^^ Edited January 9 by burgirinhaler
Evi1Panda Posted January 9 Author Posted January 9 3 hours ago, burgirinhaler said: I can see you were investigating on your own. Not quite, actually there was a report with a log on Nexus. But thank you for confirming that this problem no longer exists!
Evi1Panda Posted January 11 Author Posted January 11 24 minutes ago, dosfox said: LOL Reveal hidden contents Miracles do happen, of course, but 99.99% of the time it's not NAF/Brdidge, it doesn't create NPC duplicates.
dosfox Posted January 11 Posted January 11 31 minutes ago, Evi1Panda said: Miracles do happen, of course, but 99.99% of the time it's not NAF/Brdidge, it doesn't create NPC duplicates. So sorry, meant to post that it AutonomySex ...
Evi1Panda Posted January 11 Author Posted January 11 (edited) 2 hours ago, dosfox said: So sorry, meant to post that it AutonomySex ... It's also hard to believe. The game needs a specific command to create a character. It doesn't appear out of nowhere. I have never encountered a situation where implicit instructions led to the appearance of a new ref in the game. Nowhere in AS is explicit character creation used. But I'll keep in mind that you mentioned this, and if it suddenly occurs to me that something like this is possible somewhere, I'll definitely think about it. It's more likely that some other mod created a duplicate, and AS has already launched a scene on it. upd: This is not skepticism, but a statement of technical fact: the code of Autonomy Sex does not contain commands for creating NPC duplicates (PlaceAtMe). Therefore, when you see a duplicate in a scene, the probability that it was created by some third-party mod approaches 100%. Autonomy Sex, while scanning the surrounding NPCs, simply "picked it up" for the scene. The logs in this case will not help at all — they will only show that the scene was correctly launched for the two actors found, but will not track the moment the duplicate itself was created, which happened elsewhere. Edited January 11 by Evi1Panda
vjnmrf Posted January 18 Posted January 18 После изнасилования враги-жертвы стоят вот так При сталине такой х... в общем, еще несколько версий назад ничего подобного не происходило. И еще проблемы с "вайлитом" - если насильников много (только люди), то они могут "заскучать" после пары раундов, или даже вовсе подойти и ничего не делать. ГГ получает свободу, а вот спутники остаются в позе сдачи.
Evi1Panda Posted January 18 Author Posted January 18 (edited) 9 minutes ago, vjnmrf said: При сталине такой х... в общем, еще несколько версий назад ничего подобного не происходило. И еще проблемы с "вайлитом" - если насильников много (только люди), то они могут "заскучать" после пары раундов, или даже вовсе подойти и ничего не делать. ГГ получает свободу, а вот спутники остаются в позе сдачи. Лог нужен и что бы в нём можно было как-то идентифицировать где именно смотреть. Я таких проблем в в своих тестах не наблюдал. The log is necessary so that it is possible to identify where exactly to look. I have not observed such problems in my tests. Checklist and Report Template Edited January 18 by Evi1Panda
Hehe678 Posted January 21 Posted January 21 The mfg do not apply to the faces even after using naficator. I have checked the requirements and none of the xml files show any errors.
Evi1Panda Posted January 21 Author Posted January 21 @Hehe678 fixed in 1.52 1.52 AAF-styled 'bool Function ApplyMfgSet(Actor akActor, String sMfgSetID)' now works applying with loop (force freeze mfg). Added new function to API 'bool Function ApplyMfg(Actor akActor, String sMfgSetID, bool bLoop = false, bool bHavokSync = false)' Technically, this was applied, but it did not “freeze” as AAF does. NAF has more advanced MFG effects that are animated, rather than a single slide as in AAF. 1
Hehe678 Posted January 22 Posted January 22 19 hours ago, Evi1Panda said: @Hehe678 fixed in 1.52 1.52 AAF-styled 'bool Function ApplyMfgSet(Actor akActor, String sMfgSetID)' now works applying with loop (force freeze mfg). Added new function to API 'bool Function ApplyMfg(Actor akActor, String sMfgSetID, bool bLoop = false, bool bHavokSync = false)' Technically, this was applied, but it did not “freeze” as AAF does. NAF has more advanced MFG effects that are animated, rather than a single slide as in AAF. sorry but it seems it is still not working. For example Uap atomic lust blowjob does not apply the mfgset
Evi1Panda Posted January 22 Author Posted January 22 2 hours ago, Hehe678 said: sorry but it seems it is still not working. For example Uap atomic lust blowjob does not apply the mfgset You should check your setup. Here is clean test. Test script: Scriptname TestSceneGlobalScript extends Quest Function ApplyMfgPlayer(string id) Global Actor player = Game.GetPlayer() if !player Debug.Notification("Actor not found") return endif AAF:AAF_API api = AAF:AAF_API.GetAPI() if !api Debug.Notification("Error: AAF API is not available") return endif int aafStatus = api.GetAAFStatus() if aafStatus != 2 Debug.Notification("Error: AAF not ready (state: " + aafStatus + ")") return endif Debug.Notification("Applying mfg set: " + id + " to player") api.ApplyMfgSet(player, id) Debug.Notification("Mfg applied") EndFunction
Hehe678 Posted January 24 Posted January 24 On 1/23/2026 at 5:06 AM, Evi1Panda said: You should check your setup. Here is clean test. Test script: Scriptname TestSceneGlobalScript extends Quest Function ApplyMfgPlayer(string id) Global Actor player = Game.GetPlayer() if !player Debug.Notification("Actor not found") return endif AAF:AAF_API api = AAF:AAF_API.GetAPI() if !api Debug.Notification("Error: AAF API is not available") return endif int aafStatus = api.GetAAFStatus() if aafStatus != 2 Debug.Notification("Error: AAF not ready (state: " + aafStatus + ")") return endif Debug.Notification("Applying mfg set: " + id + " to player") api.ApplyMfgSet(player, id) Debug.Notification("Mfg applied") EndFunction I use minimal setup and it is still not working. I checked the requirements also.
Evi1Panda Posted January 24 Author Posted January 24 (edited) 3 hours ago, Hehe678 said: I use minimal setup and it is still not working. I checked the requirements also. I have a fairly old version of UAP that doesn't have animation what you're writing about, but I can say that what I do see in it is that UAP often uses topicGroups as actions, which are not supported in NAF. There are no immediate plans to support this. UAP is an AAF support product, so it would be strange for me to adapt it. Try different collections, or maybe someday someone will create their own adaptation of the packages. I'm too small on my own to do everything. And there are no particular reasons for that — I rarely encounter any problems with my current setup. Edited January 24 by Evi1Panda
Evi1Panda Posted January 24 Author Posted January 24 (edited) Added NAF XML Authoring Guide, so that you can make corrections for situations like the one described above (the mouth won't open) and share them with others. If necessary, write to me and I will add a link to your correction. You don't have to create a separate mod—you can just post your correction and ping me with a brief explanation of what it is and what it fixes. If you don't understand something, first load this guide into the AI model and try asking the AI your question. It will almost always answer correctly, and it will do so in your native language! Edited January 24 by Evi1Panda 1
dosfox Posted January 24 Posted January 24 57 minutes ago, Evi1Panda said: Added NAF XML Authoring Guide, Thank you! I was referring to the old NAF XML Parsing Structure on p.13 just yesterday, but this new one is much clearer and has more useful information. Very nice!
Hehe678 Posted January 25 Posted January 25 19 hours ago, Evi1Panda said: I have a fairly old version of UAP that doesn't have animation what you're writing about, but I can say that what I do see in it is that UAP often uses topicGroups as actions, which are not supported in NAF. There are no immediate plans to support this. UAP is an AAF support product, so it would be strange for me to adapt it. Try different collections, or maybe someday someone will create their own adaptation of the packages. I'm too small on my own to do everything. And there are no particular reasons for that — I rarely encounter any problems with my current setup. sorry but when I input the guide into a AI model and ask about the problem, it said that the mfg cannot be applied to the animation as it is not a naf-driven animation but rather a aaf driven animation. is that true?
Evi1Panda Posted January 25 Author Posted January 25 (edited) 9 hours ago, Hehe678 said: sorry but when I input the guide into a AI model and ask about the problem, it said that the mfg cannot be applied to the animation as it is not a naf-driven animation but rather a aaf driven animation. is that true? Answers always depend on the context and the question you ask. Try rephrasing your question from “what” to “how.” In addition, there is indeed a problem with playing facial animations—this does not mean that I answered incorrectly yesterday, it's just that there is something else besides that. I have localized the problem and will fix it today. But you still need correct XML files that refer to existing data that NAF can read and use. upd: Fixed in 1.52.1-2.0.7, but it still needs to Action node leads to existing MFG node, not to Topic node (UAP style). Edited January 25 by Evi1Panda
Evi1Panda Posted January 25 Author Posted January 25 (edited) Quote upd: Fixed in 1.52.1-2.0.7, but it still needs to Action node leads to existing MFG node, not to Topic node (UAP style). What exactly I mean. Here is NAFicated random UAP entry in animation: <!-- FILE : UAP_Leito_MSupermutant-animationData.xml --> <animation id="Leito_Doggy_MM_2Mutant_01"> <actor file="Actors\Character\Animations\AnimationsByLeito\Creatures\Leito_SuperMutant_Doggy_F.hkx" gender="M" startEquipmentSet="CockErect"> <morph id="Anus Spread" to="1.000000"/> <morph id="Erection" to="1.000000"/> <action id="UAPMoans"/> </actor> <actor file="Actors\Supermutant\Animations\AnimationsByLeito\Leito_SuperMutant_Doggy_M.hkx" gender="M" skeleton="Supermutant" startEquipmentSet="CockErect"> <morph id="Erection" to="1.000000"/> <morph id="Erection Down" to="0.320000"/> <morph id="Penis Adjust" to="-0.300000"/> </actor> </animation> Lets see what action node is id ="UAPMoans"... It implemented as TopicData. NAF/Bridge don't know what is TopicData. <action id="UAPMoans"> <self topicGroupID="UAPMoans"> </self> </action> So we need to it lead to smth that NAF is understand - to mfgData, for example: <action id="UAPMoans"> <self mfgSet="_T_openjaw"/> </action> Then it will work fine. Edited January 25 by Evi1Panda
Evi1Panda Posted January 25 Author Posted January 25 (edited) What would such a fix for UAP look like when we need to replace the TopicData logic with simplified open mouth logic? You need to create a file named UAPBlowjob_Fix_actionData.xml and place it in the AAF folder (if you want NAFicator to place it in the common xml files) or directly in the NAF folder. Contents: <actionData info="Panda UAP BlowJob Fix for NAF Bridge" dataSet="action"> <!-- Priority set will help to override original UAPBlowJob with our version --> <defaults loadPriority="100"/> <action id="UAPBlowJob"> <!-- Take MFG From _T_actionData.xml and let when we call UAPBlowJob action we apply _T_openjaw --> <self mfgSet="_T_openjaw"/> </action> </actionData> Edited January 25 by Evi1Panda
Hehe678 Posted January 25 Posted January 25 (edited) 16 minutes ago, Evi1Panda said: What would such a fix for UAP look like when we need to replace the TopicData logic with simplified open mouth logic? You need to create a file named UAPBlowjob_Fix_actionData.xml and place it in the AAF folder (if you want NAFicator to place it in the common xml files) or directly in the NAF folder. Contents: <actionData info="Panda UAP BlowJob Fix for NAF Bridge" dataSet="action"> <!-- Priority set will help to override original UAPBlowJob with our version --> <defaults loadPriority="100"/> <action id="UAPBlowJob"> <!-- Take MFG From _T_actionData.xml and let when we call UAPBlowJob action we apply _T_openjaw --> <self mfgSet="_T_openjaw"/> </action> </actionData> The actiondata.xml looks exactly like this but the jaw would only open if the animation with the actionid is put in a animationgroup.xml although after a few seconds later, if from animationdata.xml it would not open. This is with the new update. Edited January 25 by Hehe678
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now