Evi1Panda Posted January 25 Author Posted January 25 1 hour ago, Hehe678 said: 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. I tested this myself, and in clean tests, it works exactly as I described. I can't know what's happening specifically in your case, and I can't analyze your specific setup personally. I provide a set of tools that are generally quite easy to use, but this will never replace the need to adjust some of your XML setups. As for actions, its apply specifically to animation in animationData (not to animationGroup, that is set of animations), and how you use them is up to you (or whoever created these XML files). But I will keep an eye on how this works for me; there is always a chance that I have overlooked some option.
7osisg4d Posted January 26 Posted January 26 Which NAF.dll should we be using with Bridge, the one from Bridge or NAF?
Evi1Panda Posted January 26 Author Posted January 26 (edited) If the original NAF.dll was suitable, why would it be necessary to place another NAF.dll in Bridge? Considering that NAF is a mandatory requirement... NAF.dll from Bridge should win in the conflict. Edited January 26 by Evi1Panda
Hehe678 Posted January 26 Posted January 26 (edited) On 1/25/2026 at 11:03 PM, Evi1Panda said: I tested this myself, and in clean tests, it works exactly as I described. I can't know what's happening specifically in your case, and I can't analyze your specific setup personally. I provide a set of tools that are generally quite easy to use, but this will never replace the need to adjust some of your XML setups. As for actions, its apply specifically to animation in animationData (not to animationGroup, that is set of animations), and how you use them is up to you (or whoever created these XML files). But I will keep an eye on how this works for me; there is always a chance that I have overlooked some option. after a bit of testing, i found out that the mfg will not apply on the first animation but only from the second animation onwards. But for npcs, there is no problem with the mfg only the player have this problem. Edited January 27 by Hehe678
Evi1Panda Posted January 27 Author Posted January 27 @Hehe678 Thanks for sticking with it. I'll test it specifically with the player character tomorrow. Your persistence might help squash a bug.
7osisg4d Posted January 27 Posted January 27 (edited) On 1/25/2026 at 4:17 PM, Evi1Panda said: If the original NAF.dll was suitable, why would it be necessary to place another NAF.dll in Bridge? Considering that NAF is a mandatory requirement... NAF.dll from Bridge should win in the conflict. Thanks! I thought so, but I spent the last three days troubleshooting NAF unsuccessfully. I kept on getting errors. Both of these problems went away upon switching to AAF. I went through CLASSIC troubleshooting, used AI as much as I could, and I'm at a dead end. It's probably my fault. Any help would be appreciated. 1. Couldn't start an anim with radroach in 111. It would go to start, then nothing would happen. Tried starting a NAF scene directly as well as Animal Magnetism. Seems like there's some sort of compatibility issue with darthroman's anims? 2. I would also get CTD on loading a save: UPDATE: This crash goes away after disabling CombatStripLite. The crash doesn't happen when using AAF instead of NAF... I haven't confirmed if CSL is working correctly. Radroach anim still doesn't play correctly. Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF77C780FF3 Fallout4.exe+26F0FF3 Checking for Named Records Name: "AAF:aaf_api" | 1 Name: "CSL:CSLMainScript" | 2 Name: "GlobalVariable" | 1 Name: "aaf:equipmentutils" | 1 Name: "utility" | 1 Edited January 27 by 7osisg4d
Franco Cozzo Posted January 27 Posted January 27 5 hours ago, 7osisg4d said: 2. I would also get CTD on loading a save: UPDATE: This crash goes away after disabling CombatStripLite. The crash doesn't happen when using AAF instead of NAF... I haven't confirmed if CSL is working correctly. Radroach anim still doesn't play correctly. CSL shouldnt be crashing when you use NAF, I have it in my messy load order and it's fine so it may be a conflict somewhere/with something else. Glad your game isnt crashing with it disabled though. ---- I have my own NAF issue but I'm not sure if its for the bridge or NAF itself, but some scenes seem to just keep being active in the list (Home key) even if I left the area a while ago. I can still cancel/stop them via the menu but I hope its not dragging my system down or whatever. I am assuming its just "junk" in the memory at that point since the NPCs arent even loaded into the game memory anymore (hopefully) but it's still not "clean" it could do with a "if it cant find the NPC doing the action after a 90sec tick, just stop the animation" . I guess this is more a NAF than NAF-Bridge issue but I thought i'd mention it here just in case. (might just be something in my own set up/load order as well)
Evi1Panda Posted January 27 Author Posted January 27 (edited) 9 hours ago, 7osisg4d said: Seems like there's some sort of compatibility issue with darthroman's anims? I don't think I have issues with darthoman's anims. And also I don't think there is trouble with player's face anim. VIDEO Also, many mods don't work properly until exit from 111. Edited January 27 by Evi1Panda
Evi1Panda Posted January 27 Author Posted January 27 3 hours ago, Franco Cozzo said: but some scenes seem to just keep being active in the list Probably I can confirm something like that. Tell please do you see this scenes freezed in Synchronize state (not Synced) ?
Franco Cozzo Posted January 28 Posted January 28 (edited) 17 hours ago, Evi1Panda said: Probably I can confirm something like that. Tell please do you see this scenes freezed in Synchronize state (not Synced) ? Just loaded my most recent save, I'm in West Roxby Station (Subway), the scenes are one from a goodneighbour NPC x resident and the other is resident x resident, which I am sure none of those NPCs are loaded in this cell. I have two with - Scene Status : Active Sync Status : Synced the animation packs used were different so I don't think that counts/matters but anyway for side info/just to be sure the animations (picked by Autonomy Enhanced I guess) were : FM_RZ_DoggyWorkbenchTen..... and Leito_Carry_2_S2 Anyway hope this helps, its not a massive issue and like I said it could just be NAF itself with the error, or my setup, or even autonomy enhanced redux 2.8 working with NAF/Bridge which might move it out of scope too. Edited January 28 by Franco Cozzo
Evi1Panda Posted January 28 Author Posted January 28 2 hours ago, Franco Cozzo said: Just loaded my most recent save, I'm in West Roxby Station (Subway), the scenes are one from a goodneighbour NPC x resident and the other is resident x resident, which I am sure none of those NPCs are loaded in this cell. I have two with - Scene Status : Active Sync Status : Synced the animation packs used were different so I don't think that counts/matters but anyway for side info/just to be sure the animations (picked by Autonomy Enhanced I guess) were : FM_RZ_DoggyWorkbenchTen..... and Leito_Carry_2_S2 Anyway hope this helps, its not a massive issue and like I said it could just be NAF itself with the error, or my setup, or even autonomy enhanced redux 2.8 working with NAF/Bridge which might move it out of scope too. I think I know what the problem is: NAF does not stop scenes on its own because the player leaves the location. And the game does not unload all characters from memory - yes, you always have many more characters loaded than you see in the location, and it is likely that some characters are loaded at the very beginning and are never unloaded throughout the entire game. In general, even the wiki says that you shouldn't trust the OnUnload event for actors too much. Perhaps it makes sense to control OnCellDetach for actors involved in the scene. I'll think about it. 1
Franco Cozzo Posted January 28 Posted January 28 (edited) 29 minutes ago, Evi1Panda said: I think I know what the problem is: NAF does not stop scenes on its own because the player leaves the location. And the game does not unload all characters from memory - yes, you always have many more characters loaded than you see in the location, and it is likely that some characters are loaded at the very beginning and are never unloaded throughout the entire game. In general, even the wiki says that you shouldn't trust the OnUnload event for actors too much. Perhaps it makes sense to control OnCellDetach for actors involved in the scene. Didn't even consider characters being loaded in the background but I guess it makes sense that theyre "somewhere" in the world still considering NAF is still seeing them. I'm not much of a coder/good at papyrus so I googled their use, OnCellDetach looks good, OnUnload also looked more appropriate, not that it would matter if the player sees the scene end if they're watching the NPCs via a scope as they leave the cell and it detaches. If I didn't know about it I would probably just use a timer and end the scene if its been going for the maximum time (which i assume was "forgotten" when the location unloaded) and if theres no max time then it just force-stops after an arbitrary figure (like 30 minutes or something large) but calling a function to trigger that way is probably cleaner than adding yet another timer or background check into the mix. In the meantime I'll just check it rarely and clean it manually, like I said, it's not a huge issue. Edited January 28 by Franco Cozzo
Evi1Panda Posted January 28 Author Posted January 28 It is possible to create a collector that will check whether characters are in the attached cell on a timer. In general, there can be many solutions; one simply needs to consider the best approach. 1
Hehe678 Posted January 29 Posted January 29 On 1/27/2026 at 2:19 AM, Hehe678 said: after a bit of testing, i found out that the mfg will not apply on the first animation but only from the second animation onwards. But for npcs, there is no problem with the mfg only the player have this problem. when I asked the ai model, it said that when playing the first animation, the mfg is applied but is reset by the anim graph initializing. So would adding a delay solve the issue?
Evi1Panda Posted January 29 Author Posted January 29 17 minutes ago, Hehe678 said: when I asked the ai model, it said that when playing the first animation, the mfg is applied but is reset by the anim graph initializing. So would adding a delay solve the issue? I would like to note that I do not see any problem on my end. I demonstrated this in the video—everything is functioning correctly. Please provide me with this case in some way so that I can replicate it on my end and verify the existence of the problem, and then I can attempt to resolve it.
Hehe678 Posted January 30 Posted January 30 22 hours ago, Evi1Panda said: I would like to note that I do not see any problem on my end. I demonstrated this in the video—everything is functioning correctly. Please provide me with this case in some way so that I can replicate it on my end and verify the existence of the problem, and then I can attempt to resolve it. using atomic lust only, when playing the blow job animation the first time from the naf menu, the mfg will not be applied but when play the blowjob animation again, the mfg will apply. Stopping the animation and playing the blowjob animation again will repeat the problem stated. I also tried it with other animation packs that have mfg like RZF animation and still the same problem.
Evi1Panda Posted January 30 Author Posted January 30 @Hehe678 You're good! There really is a problem. I'll give an update little later!
Hehe678 Posted February 2 Posted February 2 does the sound from custom moan mod work for naf? Animations that are tagged with custom moan action id does not have sound from the mod. 1
Evi1Panda Posted February 2 Author Posted February 2 2 hours ago, Hehe678 said: does the sound from custom moan mod work for naf? Animations that are tagged with custom moan action id does not have sound from the mod. nope
dosfox Posted February 2 Posted February 2 51 minutes ago, Evi1Panda said: nope This is a pretty serious incompatibility problem. Is there any possible workaround?
Evi1Panda Posted February 2 Author Posted February 2 (edited) 13 minutes ago, dosfox said: This is a pretty serious incompatibility problem. Is there any possible workaround? This whole decision with launching these moans through the quest is one big workaround. I don't want to repeat this. Maybe I'll think about how to offer an alternative option. But I can't promise it will be quick. In general, it's best to embed the necessary sounds, selected to match the animations, into the animations. p.s. The seriousness of this problem is greatly exaggerated; on the contrary, many people dislike these sounds. Edited February 2 by Evi1Panda
Evi1Panda Posted February 2 Author Posted February 2 (edited) I thought about it a little — it could be a third-party mod that simply tracks the beginning of a scene and plays various sounds there, filtering them by participants and scene tags. And it would work natively without any complications with embedding in XML. Why complicate things? Maybe I'm missing something? Let's say it hooks into the OnScenePositionChangeEvent (or better yet, counts the number of men and women, reads the Aggressive, Oral, Anal tags, and plays one of the pre-recorded sounds under certain conditions. When the scene is over, it removes this cacophony. Isn't that better? I don't understand why it's now done in such a complicated way, recorded in xml and launched within the scene. Maybe I'm really missing something? P.S. A third-party mod way should be easy to update, easy to tune, easy to support. In theory... Edited February 2 by Evi1Panda
Andy14 Posted February 2 Posted February 2 37 minutes ago, Evi1Panda said: I thought about it a little — it could be a third-party mod that simply tracks the beginning of a scene and plays various sounds there, filtering them by participants and scene tags. And it would work natively without any complications with embedding in XML. Why complicate things? Maybe I'm missing something? Let's say it hooks into the OnScenePositionChangeEvent (or better yet, counts the number of men and women, reads the Aggressive, Oral, Anal tags, and plays one of the pre-recorded sounds under certain conditions. When the scene is over, it removes this cacophony. Isn't that better? I don't understand why it's now done in such a complicated way, recorded in xml and launched within the scene. Maybe I'm really missing something? P.S. A third-party mod way should be easy to update, easy to tune, easy to support. In theory... I think that would be too simplistic/superficial and would often introduce asynchronicity between animation and sound, which would probably be funny but not practical. This would only work for animations that run consistently throughout each scene/stage and don't allow any variation. Basically, this doesn't belong in an XML file, but in the HKX file itself. Sound triggers can be placed in the timeline there. Example: An FMM scene on a bench contains a kiss, a handjob, and a blowjob. It would be difficult or even impossible to control this outside of the animation itself (HKX).
Evi1Panda Posted February 2 Author Posted February 2 I'm actually saying the same thing—the best option is to place it in hkx. Everything else is just a crutch. Well, yes. After all, position contains tags, not animations, so all attempts to analyze tags will run into the fact that different positions can contain completely different animations. That's why I don't want to waste time on these crutches. Most animations contain sounds, orgasms are triggered by scripts with sound, personally I don't feel uncomfortable when I hear moderate sounds now, but when I played with AAF + UAP with sounds - these sounds often caused excessive discomfort.
Maledictions Posted February 3 Posted February 3 Hey, I was wondering if there's an existing fix for the cum overlays being too bright (Probably due to the cum overlay framework, that slow drying thingy) so I have the reduced glow patch however it seems the slowdrying framework applies it's own alpha values for the brightness of the cum. Is there any fix/patch for it? I prefer my cum the old fashion way
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