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Posted
6 hours ago, Evi1Panda said:

There is nothing to do for me. Naf can't cheating with actor's sex. So if you want scene you'll need to have corrected xml. Male to female xmls easy enough to correct for ff anims.

I'll give it a shot, a bit concerned that the Strap-On might not show but I'll try modifying some XMLs later this week.

 

5 hours ago, Evi1Panda said:

I'm working about new c++ furniture parser, and AAF will not be required at all soon. It parses 749 furniture items from xml less than for the one sec.

Would you be okay with uploading the patch? I'm not seeing a pull request on the GitHub page.

Posted
1 minute ago, Here4SlootyMods said:

Would you be okay with uploading the patch? I'm not seeing a pull request on the GitHub page.

Not ready yet. Just parser implemented. Now it is need to figure out how to transfer all this to papyrus.

Posted
5 minutes ago, Evi1Panda said:

Does anyone know how to invite moderator and ask for clear all this shit and remove this person?

The proper method is to click on the three horizontal buttons found at the top of a post. From the dropdown menu choose Report and follow the prompts.

  • 2 weeks later...
Posted
On 8/5/2024 at 1:57 AM, Evi1Panda said:

Not ready yet. Just parser implemented. Now it is need to figure out how to transfer all this to papyrus.

Do you mind uploading just the C++ .diff anyways? I'm curious to see and more eyes on the code isn't necessarily a bad thing.

Posted

It will be a papyrus part + those functions that now implemented in action script (using AAF) will be implemented in C++. Some functions will not be implemented. For the most part, this is something that does not directly affect the animation framework. All sorts of nonsense like actor stats, etc. AAF won't be needed any more. Pretty much work including because this is my first project in C++, and because there is need to write much of papyrus part almost from zero point. Be patient, everything will be fine. And it's not a very long wait.

Posted
On 8/15/2024 at 1:16 AM, Evi1Panda said:

It will be a papyrus part + those functions that now implemented in action script (using AAF) will be implemented in C++. Some functions will not be implemented. For the most part, this is something that does not directly affect the animation framework. All sorts of nonsense like actor stats, etc. AAF won't be needed any more. Pretty much work including because this is my first project in C++, and because there is need to write much of papyrus part almost from zero point. Be patient, everything will be fine. And it's not a very long wait.

No problem, take your time. The only real reason I was asking to see the C++ bits is because that's one of 3 programming languages I'm very familiar with and this bit:

On 8/15/2024 at 1:16 AM, Evi1Panda said:

this is my first project in C++

so I thought I might be able to help.

 

Excited to see the release!

Posted (edited)

Thank you for your offer of help, I will keep it in mind, but now an experienced person is already helping me and there are many other projects available to see and get other people experience. The most annoying thing is the difficulty of building other projects.

Edited by Evi1Panda
  • 3 weeks later...
Posted

I’m not sure why, but starting from version 4.0, scenes sometimes take 30 seconds to a minute to begin. Everyone just stands around waiting. I’m still using the older version 2.1, where everything starts instantly.

Posted

Most possible It is because some function implementation uses AAF's swf to work. It is slow. I guess tomorrow will be update and AAF don't be needed at all. All needed functions implemented in C++.

The second reason if some mods can use complex processing before start scene. But in that case a trouble is on its side.

Posted
38 minutes ago, Evi1Panda said:

Most possible It is because some function implementation uses AAF's swf to work. It is slow. I guess tomorrow will be update and AAF don't be needed at all. All needed functions implemented in C++.

The second reason if some mods can use complex processing before start scene. But in that case a trouble is on its side.

With this work with mods that have AAF as esm? Like JB nuka ride and crime and punishment etc

Posted
1 hour ago, Evi1Panda said:

Most possible It is because some function implementation uses AAF's swf to work. It is slow. I guess tomorrow will be update and AAF don't be needed at all. All needed functions implemented in C++.

The second reason if some mods can use complex processing before start scene. But in that case a trouble is on its side.

Thank you, I’m looking forward to it. The second reason doesn't apply to my situation because, with version 2.1, none of the animations have that delay.

Posted

Updated to 0.700 Total rebuilding

* Totally rebuilded API : almost all functions was rewrote from null or large updated, now source is public.
* Added esm plugin. It has name AAF.esm but it is not AAF.esm.
* Added NAF.dll fork (original NAF still needed hard, fork dll should rewrite original dll for bridge works fine), Added NAFBridge.dll part of mod. Implemented functions: OnFurnitureListLoaded, OnWalkInit, OnSceneInit, OnAnimationStart, OnAnimationChange, OnStageEvent, OnAnimationStop, OnSceneEnd, OnPositionData, GetAPI, GetFurnitureList, StartScene, StopScene, StopSceneWithAbruptStop, ChangePosition, ApplyEquipmentSet, GetPositionData, ApplyMorphSet, ApplyOverlaySet, RemoveOverlaySet, ApplyMfgSet, AddMFGBlock, RemoveMfgBlock, SetActorLocked, QuickScene, StartSceneByPosition.
* MCM rebuilded, settings and override settings added.
* Removed AAF requirement. You need totally remove AAF before use this. But for some of your mods can still require LL Fourplay (it is usually included in AAF), so you should install it separately.
* ChangePosition function has been updated, now without strange crutches.
* Implemented functions and events without the need for AAF installed: OnFurnitureListLoaded, OnPositionData, ApplyEquipmentSet, GetPositionData, ApplyMorphSet, ApplyOverlaySet, RemoveOverlaySet, ApplyMfgSet, AddMFGBlock, RemoveMfgBlock. (before 0.700 it was implemented by requests to aaf flash)
* Fixed scene duration override settings.
* Fixed player's body disappearing in close-spaces scenes.
* Totally removed black screens (now if you have black screens - be sure it is not Bridge).
* Fixed endless walking.
* Added the feature "Slow drying" - cum does not disappear immediately in a sec, but gradually, becoming transparent over time, emulating the effect of drying. Can be disabled in MCM.
* Extends NAF parsing for using with some XML features, that NAF doesn't provide. (offsets for scenes, old-style one-frame face animations, get furniture list).
* Full sources and docs for modders.
Posted (edited)

I experienced crash when starting, Buffout didn't generate any crash log. My load order are just what you required for testing and nothing else, so it’s not due to a mod conflict on my end.

Edited by yammas
Posted
38 minutes ago, yammas said:

I experienced crash when starting, Buffout didn't generate any crash log. My load order are just what you required for testing and nothing else, so it’s not due to a mod conflict on my end.

Update c++ vc redist

Posted (edited)

It contains everything. C++ sources in zip.

upd. Oh, it was blocked by google. I reuploaded it with password 12345.

In sat or sun I'll try to understand how it can be uploaded to Github.

Edited by Evi1Panda
Posted (edited)

Is there a thorough guide on how to make this work with other sex mods like violate, bad ends, purgatory, human resources, RSE II etc. and do i need patches like Ultimate AAF Patch or AAF - The One Patch to Rule Them All for this? Using MO2 with game version before NG update. I'm trying it out in game but I'm lost on how to use it.

Edited by JohnConquest12
Posted (edited)
2 hours ago, JohnConquest12 said:

Is there a thorough guide on how to make this work with other sex mods like violate, bad ends, purgatory, human resources, RSE II etc. and do i need patches like Ultimate AAF Patch or AAF - The One Patch to Rule Them All for this? Using MO2 with game version before NG update. I'm trying it out in game but I'm lost on how to use it.

violate, bad ends, purgatory, human resources, RSE II etc. should work fine as is.

I am not absolutely sure about latest Violate versions, because, as I understand Exoballistic is big AAF follower. Maybe he will insert something blocking NAF, like them did in AAF. But if mod author doesn't block any - it should work. We live in strange times when mod authors are doing some nonsense. Thank God not all of them. I hope reason prevails.

 

For different xml patches and reworks, in my expirience its can fix some troubles, adds some new poses, but it xmls also can contains mistakes. It is not a big trouble, but you should read about XML Debug in description if you got this kind of trouble. Try to fix it using debug recommendations and of course tell this patch author about it.

Edited by Evi1Panda
Posted (edited)
42 minutes ago, Evi1Panda said:

It should work fine as is.

For different xml patches and reworks, in my expirience its can fix some troubles, adds some new poses, but it xmls also can contains mistakes. It is not a big trouble, but you should read about XML Debug in description if you got this kind of trouble. Try to fix it using debug recommendations and of course tell this patch author about it.

ok so I made sure my xmls' were in the right folder, i tried again in game, got one animation working from AAF Violate but stopped after and didn't progress to the next stage. So I read about the debugging and checked my NAF.log, NAFBridge.log and aaSUPF4SEDebugPrint.txt and there are a lot of warning messages. I'm just confused on how to fix the xmls' because I never messed with these type of text files before. I looked at it using regular Notepad but I had no Idea what to do. So I downloaded Sublime Text to better understand it and I guess it's showing me red spaces that are highlighted in red. Is that what it is? Just typos like that on the files are causing the errors? Also some of these xml file are completely blank and have nothing on them

Edited by JohnConquest12

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