Evi1Panda Posted September 5, 2024 Author Posted September 5, 2024 @JohnConquest12Â I recommend you to visit Snapdragon's discord and search in there for keyword 'xml' 'warning' etc. Fixes for most popular cases already was discussed in there. Â
JohnConquest12 Posted September 5, 2024 Posted September 5, 2024 21 minutes ago, Evi1Panda said: @JohnConquest12Â I recommend you to visit Snapdragon's discord and search in there for keyword 'xml' 'warning' etc. Fixes for most popular cases already was discussed in there. Â alright i'll check it out later then
Here4SlootyMods Posted September 5, 2024 Posted September 5, 2024 (edited) 12 hours ago, Evi1Panda said: In sat or sun I'll try to understand how it can be uploaded to Github. Took a quick glance at the source code that you uploaded and it's definitely looking good! I know you said you got a professional to help you and it shows. Before you push to GitHub: You have an "XMLObjects..cpp" file where I think you just meant "XMLObjects.cpp" (one period). The source code archive you uploaded is huge because you've included a bunch of stuff in the archive file including some executables and some of the object files too. Probably best to remove those and just put some instructions that say "to compile, you'll need <insert necessary software here>" and instructions for compiling. Â As for the code, there's quite a bit of code duplication which could be simplified: // maybe best in a separate header file template<class T> class AddToMapHelper; template<> class AddToMapHelper<Data::Race> { static constexpr LPCSTR func_name = "NAFAPI_AddToMapRace"; } template<> class AddToMapHelper<Data::Animation> { static constexpr LPCSTR func_name = "NAFAPI_AddToMapAnimation"; } /* assuming the rest of them have been completed */ // back in NAFAPI.hpp: template<class T> bool AddToMap(T* obj) { const auto hndl = GetModuleHandleA("NAF.dll"); if (hndl == nullptr) return false; const auto addr = GetProcAddress(hndl, AddToMapHelper<std::remove_cv<std::remove_reference<T>::type>::type>::func_name); if (addr != nullptr) { typedef bool(__cdecl * f)(void*); return ((f)addr)(obj); } return false; } This way if we ever need to add/remove something to the AddToMap function, instead of adding it to that as an addition to the "if (std::is_same" check, we just add it to AddToMapHelper instead and (in my opinion) it simplifies the code. Â You could do something similar with the GetAction, GetEquipmentSet, GetAnimationGroup, etc. functions. Â P.S.: I didn't want to add to my code's "WTFs per minute" but in my AddToMap, you could also change everything after "const auto addr = GetProcAddress ..." to something like: Â return addr == nullptr ? false : ((bool(__cdec * f)(void*))addr)(obj); Â to save a few lines. I didn't put that in code tags because I don't want to parse function pointers at this time of night so that code is probably uncompileable but hopefully it illustrates the idea. Edited September 5, 2024 by Here4SlootyMods First edit: Typo and grammar fixes. Second edit: Missing a curly bracket in code. 2
Evi1Panda Posted September 5, 2024 Author Posted September 5, 2024 (edited) It is reopened! That's cool!  @Here4SlootyMods thank you for advices, I will pay attention to this! Edited September 5, 2024 by Evi1Panda 3
dozaler Posted September 9, 2024 Posted September 9, 2024 Thanks for this. I was about to delete AAF along with all the mods for it cos of crashing randomly or whenever I tried to use SEU(on a 700+ modded game), googled "AAF alternative" and this literally changed the game; fast af, no crash even in most crowded areas even with combat going on.  Using MO2 I removed AAF, installed LL4Play and changed the xml folder names from AAF to NAF in all the individual mod folders, only with BodyTalk I had to keep a copy of the AAF folder, otherwise game crashed at start up.(donno if that was required but it was an AAF folder with xmls in it). also Atomic Lust's optional files either crashed or caused infinite load at startup, removed them and added C.H.A.K. Animation Pack instead for SEU. 3
Residentlover1 Posted September 15, 2024 Posted September 15, 2024 (edited) hello thanks you and snap for this amazing framework, I was wondering if there was a way to move actors during scenes since when I tried to move them during a scene using screen archery menu (which has an option to position actors) they stay on the same position as they were locked. you see I love lesbian scenes and some animations with the proper reposition can work as lesbian animations (best example would be leito missionary 2), but I been forced to use an old framework for this to work, so I was wondering if there was a way to disable this "lock" and to be able to reposition the characters manually during the scenes. thanks in advance Edited September 15, 2024 by Residentlover1
Evi1Panda Posted September 15, 2024 Author Posted September 15, 2024 Why not just make xml for such animations? It's not as difficult as it might seem. Also, by doing this in xml, you could share this scenes with others. I think it can be removed, but need to be tested to be sure.
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) Friends, I would like a little feedback: What troubles are you getting now? Mainly interested in troubles with the main function - playing animations ordered by third-party modifications. Edited September 16, 2024 by Evi1Panda
Residentlover1 Posted September 16, 2024 Posted September 16, 2024 7 hours ago, Evi1Panda said: Why not just make xml for such animations? It's not as difficult as it might seem. Also, by doing this in xml, you could share this scenes with others. I think it can be removed, but need to be tested to be sure. I would absolutely love to do that haha just point me in the right direction cuz my knowledge about it is almost 0 hahaha 😞 Still, sometimes I play the scenes via Screen archery menu (is a hassle cuz I need to synch the two actors in place) but this allows me to use the animations that are locked for specific furnitures anywhere! for example: lets say a couch scene, I reposition the actors and play it on a bed, is pretty simple once u position the actors properly, this is another reason why I would love to be able to move the actors during scenes!. Â
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) @Residentlover1Â There is nothing complicated in understanding the logic of xml: go further in xml travel starting with PositionData and to the end. You can move the sofa to the bed in any case, just showing the bed as a location in positionData, including bed tags and removing sofa tags. Most likely, it will be enough to make a new xml positionData, and set the correct offsets in it by x, y, z. It will take some time to set correctly offsets because for now you will need to restart the game to it was applied from positionData xml in game. Edited September 16, 2024 by Evi1Panda
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) Â Here is an example how it done in UAP. This is removing from existing ground position to bed. So he set offsets, added unique position ID (in fact just added word Bed) and corrected tags. That is all. p.s. forgot to mark - he also set location. Â And here is your new positions, made from existing with a few seconds. Edited September 16, 2024 by Evi1Panda 1
dosfox Posted September 16, 2024 Posted September 16, 2024 2 hours ago, Evi1Panda said: Friends, I would like a little feedback:  Firstly, thank you so much for your support and the many updates since the nexus launch. You are doing excellent work!  You say on nexus OP: Quote I propose to make some database of corrected XML, if you have corrected any of them - send it to me, I will pin it here. If the author of this XML asks to delete it, of course I will do it. Of course that is an excellent proposal, but i for one feel very uncomfortable about asking for modified LoversLab files on another web site. Many LoversLab authors specifically state they have no objections to their mods being patched and reposted on LoversLab only. Will you consider publishing this database of corrected XMLs on LoversLab? Spent quite a while looking through SnapDragon's discord, but could find no collections of corrected files there either. I am looking for fixed versions of Indarello's Patch and all its requirements. --- A few problems. Using game 1.10.163, LL4Pv46, NAFBridge 7.60. Using Indarello's Patch v.11 and AutonomyEnhanced v2.8 to generate scenes. I ran Dlinny_lag's excellent xml scanner and corrected the problems it indicated. NAF log and NAFBridge log still indicate lots of errors. Not sure if all the warnings are actual errors though.  NAF.log   NAFBridge.log  aaSUPF4SEDebugPrint.txt  The game is playing well. NAF/Bridge appears to be working, but with the following problems:  1. Absolutely no furniture scenes have started, despite settings in Autonomy and NAFBridge set to 100%.  2. Scenes on sloping ground have lots of character misalignments.  3. There are still quite a few "floating in air" scenes. Thanks to examples you give us like in the post above, in time maybe able to find and fix these myself.  4. Using Autonomy, i am not always aware of current or pending active scenes. If i travel away from a settlement (on foot or fast travel) when i return there are often actors still left undressed.  5. An unattached script error is often turning up in my savefiles. Is it OK to delete it?  RESAVER_unattached script instance.txt  Thanks again! Â
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) Okay. Good case. Don't be offended, but your xml files are a complete mess. I understand this is AAF style, but don't get used to crap style. Because of this, it doesn't work for you. NAF is going crazy trying to parse this. The logs tell you all this, showing errors, you should just read them and start cleaning the crap out of your XML. At the same time, feel free to write to the authors of these XML requests to correct their mess.  There's nothing wrong with the scripts.  So, lets see.  Spoiler  That is mean these xmls never be read by Bridge's parser and you couldn't use this. XMLs not contains headers. Fix it and it will be parsed. There is much else, that is just I see first. It shows you what value it can't read (headerTag in this case) and Line where is caused trouble.  Spoiler  all these warnings from NAF.log shoud be fixed. It shows you xml name and Char where is possible trouble. My NAF.log have no warning at all.   Spoiler All theese warnings should be fixed. It is wrong form addresses in xml.  Spoiler  All theese 180 in positionData means your animation will get offset +180 on Z. So it will be in skyes. Z-Offset for bed from ground for example ~40-42. I don't know how it works in AAF (If it is of course) but it is bad offset in your xml. Search it and fix it. In mostly cases you should use just Z offset, for bed is 42, for mats is 9, for ground is 0. Idk where from and why this 180.   I think you don’t have to delete empty XML, it’s unlikely that they will spoil anything. But I deleted it so that the log would look clean. Snapdragon has solutions for old files, such as incorrect forms, etc., on the discord. Edited September 16, 2024 by Evi1Panda 1
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) Spoiler <furnitureData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <defaults source="Fallout4.esm"/> <group id="Single_Bed"> <furniture form="1340D3" id="NpcBedMetalLay01"/> <furniture form="1340D4" id="NpcBedMetalLay02"/> <furniture form="AB567" id="NpcBedVaultLay01"/> <furniture form="4329F" id="NpcBedVaultLay02"/> <furniture form="488E6" id="InstituteBedWallMounted01"/> <furniture form="E6952" id="NPCBedInstituteSleep01"/> <furniture form="DB85E" id="NPCBedInstituteSleep02"/> <furniture form="118F4B" id="WorkshopNpcBedVaultLay01"/> <furniture form="18C56F" id="WorkshopNpcBedMetalLay01"/> <furniture form="52390" id="WorkshopNpcBedMetalLay02NoEdit"/> <furniture form="23C9C4" id="WorkshopNpcBedMilitaryCottLay01"/> <furniture form="14EA9F" id="NpcBedMetalLay02Dbl"/> <furniture form="249040" id="WorkshopNpcBedVaultLay01DblNoEdit"/> <furniture form="18C570" id="WorkshopNpcBedWoodLay01"/> </group> <group id="Bunk_Bed"> <furniture form="AB568" id="NpcBedVaultBunkLay01"/> <furniture form="432A8" id="NpcBedVaultBunkLay02"/> <furniture form="18E7AA" id="WorkshopNpcBedVaultBunkLay01NoEditNEW"/> <furniture form="2462E4" id="WorkshopNpcBedVaultBunkLay02NoEdit"/> </group> <group id="Double_Bed"> <furniture form="54835" id="NpcBedPlayerHouseLay01"/> <furniture form="18E7AC" id="WorkshopNpcBedPlayerHouseLay01NoEdit"/> <furniture form="1027A7" id="NpcBedPlayerHouseLay01_NoActivate"/> <furniture form="1340D5" id="NpcBedWoodLay01"/> <furniture form="18C570" id="WorkshopNpcBedWoodLay01"/> </group> <group id="Double_Bed_Institute"> <furniture form="550D3" id="NPCBedInstituteMountedSleepDbl01"/> </group> <group id="Double_Bed_Wood_PreWar"> <furniture form="18E7AC" id="WorkshopNpcBedPlayerHouseLay01NoEdit"/> <furniture form="54835" id="NpcBedPlayerHouseLay01"/> <furniture form="1027A7" id="NpcBedPlayerHouseLay01_NoActivate"/> </group> <group id="Double_Bed_Broken"> <furniture form="2FDA7" id="BedBroken01"/> </group> <group id="ArmorBench"> <furniture form="12EA9B" id="WorkbenchArmorA"/> </group> <group id="Bench"> <furniture form="DF45A" id="NPCBenchParkSit01"/> <furniture form="17D83" id="NPCBenchStadiumSit01"/> <furniture form="1F483" id="NPCBenchShortFederalistSit01"/> <furniture form="1F484" id="NPCBenchFederalistSit01"/> <furniture form="51C9B" id="NPCBenchHighTechMetalBenchSit01"/> <furniture form="51C9D" id="NPCBenchHighTechMetalBenchDirtySit01"/> <furniture form="7D61B" id="NPCBenchDinerIntBoothSingleSit01"/> <furniture form="7D623" id="NPCBenchDinerIntBoothSingleSit02"/> <furniture form="7BDD6" id="NPCBenchDinerIntBoothSingleSit01Static"/> <furniture form="7BED9" id="NPCBenchDinerIntBoothSingleSit02Static"/> <furniture form="89505" id="NPCBenchChurchSit01"/> <furniture form="B30BA" id="NPCBenchShortVaultSit01"/> <furniture form="B30BC" id="NPCBenchVaultSit01"/> <furniture form="DB85C" id="NPCBenchStoneSit01"/> <furniture form="F16A0" id="NPCBenchShortVaultSit01NoWait"/> <furniture form="F16A1" id="NPCBenchVaultSit01NoWait"/> <furniture form="11807C" id="NPCBenchFederalistSit01OneSlot"/> <furniture form="1203DE" id="NPCBenchInstituteSit01"/> </group> <group id="Bench_High_Tech"> <furniture form="51C9B" id="NPCBenchHighTechMetalBenchSit01"/> <furniture form="51C9D" id="NPCBenchHighTechMetalBenchDirtySit01"/> <furniture form="51EA4" id="NPCBenchHighTechMetalBenchDirtySit01Static"/> </group> <group id="BowlingBallReturn"> <furniture form="15BDAF" id="BowlingBallReturn01"/> </group> <group id="ArmChair"> <furniture form="4D1CC" id="PlayerHouse_Chair01"/> <furniture form="74BB0" id="PlayerHouse_Ruin_Chair01"/> </group> <group id="ChairHigh"> <furniture form="DB861" id="InstituteOfficeChair01"/> <furniture form="DF45C" id="MemoryLoungeChair01"/> <furniture form="EA1BB" id="ModernDomesticLoungeChair03"/> <furniture form="1F74E" id="FederalistChair01"/> </group> <group id="ChairLow"> <furniture form="E37D3" id="IndustrialMetalDiningChair01"/> <furniture form="EA1BA" id="ModernDomesticLoungeChair02"/> </group> <group id="ChairMedium"> <furniture form="DB860" id="InstituteChair01"/> <furniture form="121CA2" id="InstituteChair02"/> </group> <group id="ChairVeryLow"> <furniture form="EA1B9" id="ModernDomesticLoungeChair01"/> </group> <group id="Church_Pew"> <furniture form="89505" id="NPCBenchChurchSit01"/> </group> <group id="Clock_Tower"> <furniture form="2669E" id="StreetClock01"/> <furniture form="54A71" id="StreetClock01Concord"/> </group> <group id="Couches"> <furniture form="EA1BC" id="NPCCouchModernDomesticSit01"/> <furniture form="1F6A3" id="NPCCouchFederalistSit01"/> <furniture form="3F432" id="NPCCouchOfficeSit01"/> <furniture form="4D1D8" id="NPCCouchPlayerHouseSit01"/> <furniture form="DF459" id="NPCCouchMemoryLoungeSit01"/> <furniture form="74BB1" id="NPCCouchPlayerHouseRuinSit01"/> <furniture form="1E437A" id="MQ101_NpcCouchPlayerHouseRuinSit01"/> <furniture form="DB85F" id="NPCCouchInstituteSit01"/> <furniture form="FDC8B" id="NPCCouchModernDomesticCleanSit01"/> <furniture form="120451" id="NPCCouchInstituteSit02"/> <furniture form="149E61" id="NPCCouchAirplaneSit01"/> <furniture form="149E91" id="NPCCouchAirplaneSit02"/> </group> <group id="CouchChaise"> <furniture form="DF45B" id="NPCChaiseMemoryLoungeSit01"/> </group> <group id="CouchFederalist"> <furniture form="1F6A3" id="NPCCouchFederalistSit01"/> </group> <group id="CouchMemoryLounge"> <furniture form="DF459" id="NPCCouchMemoryLoungeSit01"/> </group> <group id="Crane"> <furniture form="12F0EB" id="Crane03"/> </group> <group id="Crib"> <furniture form="518D3" id="MQ101_PlayerHouseCrib01"/> <furniture form="5E252" id="PlayerHouse_Ruin_Crib01_WithMobile"/> <furniture form="48A9F" id="PlayerHouse_Ruin_Crib02_WithMobile"/> <furniture form="58C48" id="PlayerHouse_Ruin_Crib03_Static"/> <furniture form="13CB21" id="PlayerHouse_Ruin_Crib04_Static"/> </group> <group id="Desk"> <furniture form="F15C0" id="PrewarFederalistTableSquare01"/> <furniture form="BA4AC" id="FederalistTableSquare01"/> <furniture form="BA4AD" id="FederalistTableLong01"/> <furniture form="1D9FEB" id="FederalistDesk01_Prewar_Empty"/> <furniture form="1F453" id="FederalistDesk01_Prewar"/> <furniture form="43B49" id="DN001_BADTFLCheifDesk"/> <furniture form="A0703" id="DN027_CroupDesk"/> <furniture form="DDB32" id="DN046_FederalistDesk01_Prewar"/> <furniture form="118B1B" id="DN154_MarcWilsonsDesk"/> <furniture form="245FB7" id="DN124_FederalistDesk01_Prewar"/> <furniture form="EA1B8" id="ModernDomesticTableSmall01"/> <furniture form="1820E" id="MetalTable02"/> <furniture form="FDBA8" id="MetalTable02Prewar"/> <furniture form="E6964" id="InstituteTable02"/> <furniture form="EA1AD" id="IndustrialMetalTableSmall01A"/> <furniture form="1793E8" id="IndustrialMetalTableSmall01B"/> <furniture form="1793E9" id="IndustrialMetalTableSmall01C"/> <furniture form="1793EA" id="IndustrialMetalTableSmall01D"/> <furniture form="978CA" id="FancyTableRectangle01"/> </group> <group id="Diner_Booth"> <furniture form="2FCE5" id="NPCBenchDinerIntBoothSit01Static"/> <furniture form="7D625" id="NPCBenchDinerIntBoothSit01WithTable"/> <furniture form="2321AC" id="NPCBenchDinerIntBoothSit01WithTable02"/> <furniture form="2321B3" id="NPCBenchDinerIntBoothSit01WithTable03"/> </group> <group id="Jail_Cell_Small"> <furniture form="E74E6" id="JailSmCage01"/> </group> <group id="Jail_Cell_Tiny"> <furniture form="E74E5" id="JailSmCage02"/> </group> <group id="Jail_Door"> <furniture form="20E163" id="JailDoor01NONAME"/> <furniture form="E74F4" id="JailDoorSwing01"/> <furniture form="E74B8" id="JailDoor01"/> <furniture form="10BE4C" id="JailDoorSwingStatic"/> <furniture form="E7487" id="JailDoorStatic01"/> </group> <group id="Kitchen_PostWar"> <furniture form="35AE0" id="PlayerHouse_Ruin_KitchenCounter01_BareMetal"/> <furniture form="5DC8D" id="PlayerHouse_Ruin_KitchenCounter01_Blue"/> <furniture form="35ADE" id="PlayerHouse_Ruin_KitchenCounter01_White"/> <furniture form="35ADF" id="PlayerHouse_Ruin_KitchenCounter01_Yellow"/> <furniture form="1A4AA5" id="PlayerHouse_Ruin_KitchenCounterNoSink01_BareMetal"/> <furniture form="1A4AA6" id="PlayerHouse_Ruin_KitchenCounterNoSink01_Blue"/> <furniture form="1A4AA7" id="PlayerHouse_Ruin_KitchenCounterNoSink01_White"/> <furniture form="1A4AA8" id="PlayerHouse_Ruin_KitchenCounterNoSink01_Yellow"/> </group> <group id="Lockers"> <furniture form="1C19BE" id="Institute_Locker01"/> <furniture form="11EB5C" id="Prewar_Locker_Wall01"/> <furniture form="11EB5B" id="Prewar_Locker_Wall02"/> <furniture form="D1176" id="BoSAliasLocker"/> <furniture form="A170F" id="Vault111_LootLocker_02"/> <furniture form="90E68" id="Vault111_LootLocker_01"/> <furniture form="8C17D" id="Vault_Locker_01"/> <furniture form="6F3AD" id="DN149_WattzRepairLocker"/> <furniture form="18F7B" id="Prewar_Locker_01"/> <furniture form="11EB55" id="Prewar_Locker_WallEmpty02"/> <furniture form="11EB54" id="Prewar_Locker_WallEmpty01"/> <furniture form="11EB53" id="Prewar_Locker_Empty01"/> <furniture form="118A50" id="Vault_Locker_Static03"/> </group> <group id="Mattress"> <furniture form="20742" id="NpcBedGroundSleep01Static"/> <furniture form="2FBF9" id="NpcBedGroundSleep01"/> <furniture form="24980E" id="WorkshopNpcBedGroundSleep02NoEdit"/> <furniture form="246985" id="WorkshopNpcBedGroundSleep01NoEdit"/> </group> <group id="MediumTable"> <furniture form="9F431" id="FancyTableDinner01"/> </group> <group id="Metal_Barrel"> <furniture form="118EF0" id="MetalBarrelGS02"/> <furniture form="A2E1F" id="MetalBarrelRadioactive01"/> <furniture form="A2E20" id="MetalBarrelRadioactive02"/> <furniture form="1860D1" id="MetalBarrelRadioactive02_OBSTACLE"/> <furniture form="18CD4" id="MetalBarrelStatic01"/> <furniture form="18CD9" id="MetalBarrelStatic02"/> </group> <group id="Motorbike"> <furniture form="188D4C" id="Motorcycle01"/> <furniture form="188D2A" id="Motorcycle01_Prewar"/> <furniture form="17AD86" id="Motorcycle01_Prewar_Static"/> <furniture form="17935A" id="Motorcycle01_Static"/> </group> <group id="News_Stand"> <furniture form="23869" id="Prewar_NewsStand"/> </group> <group id="Nuka_Cola_Vendor"> <furniture form="55CD9" id="Empty_NukaColaMachineBroken01"/> <furniture form="2491BE" id="Empty_NukaColaMachineBroken01NO"/> <furniture form="34661" id="NukaColaMachine_Broke01"/> <furniture form="2491BF" id="NukaColaMachine_Broken01NO"/> <furniture form="302DC" id="Empty_NukaColaMachine"/> <furniture form="4763D" id="Empty_NukaColaMachineBroken"/> <furniture form="1ACF83" id="NukaColaMachine_Dest"/> </group> <group id="Ottoman"> <furniture form="1A7219" id="NpcChairLounge01AClean01OttomanSit01"/> <furniture form="1A93EB" id="NpcChairLounge01AClean01OttomanStatic"/> <furniture form="1A7214" id="NpcChairLounge01AWeathered01OttomanSit01"/> <furniture form="1A93F6" id="NpcChairLounge01AWeathered01OttomanStatic"/> <furniture form="1A7217" id="NpcChairLounge01BClean01OttomanSit01"/> <furniture form="1A93FE" id="NpcChairLounge01BClean01OttomanStatic"/> <furniture form="1A721C" id="NpcChairLounge01BWeathered01OttomanSit01"/> <furniture form="1A9402" id="NpcChairLounge01BWeathered01OttomanStatic"/> <furniture form="75F4C" id="PlayerHouse_Ottoman01"/> <furniture form="75F4B" id="PlayerHouse_Ruin_Ottoman01"/> </group> <group id="PoolTable"> <furniture form="10907A" id="PoolTable01"/> </group> <group id="PickUpTruckFlapDown"> <furniture form="1B8A9B" id="PickUpTruck01"/> <furniture form="1B8A9E" id="PickUpTruck04"/> <furniture form="1B8AA1" id="PickUpTruck07"/> <furniture form="1B8AA4" id="PickUpTruck10"/> </group> <group id="PickUpTrucksAll"> <furniture form="1B8A9B" id="PickUpTruck01"/> <furniture form="1B8A9C" id="PickUpTruck02"/> <furniture form="1B8A9D" id="PickUpTruck03"/> <furniture form="1B8A9E" id="PickUpTruck04"/> <furniture form="1B8A9F" id="PickUpTruck05"/> <furniture form="1B8AA0" id="PickUpTruck06"/> <furniture form="1B8AA1" id="PickUpTruck07"/> <furniture form="1B8AA2" id="PickUpTruck08"/> <furniture form="1B8AA3" id="PickUpTruck09"/> <furniture form="1B8AA4" id="PickUpTruck10"/> <furniture form="1B8AA5" id="PickUpTruck11"/> </group> <group id="Railing"> <furniture form="10FCE0" id="PierRailingLong01"/> <furniture form="10FCE2" id="PierRailingLong02"/> <furniture form="10FCD3" id="PierRailing01"/> <furniture form="10FCDF" id="PierRailing02"/> </group> <group id="Refrigerator_PlayerHouse"> <furniture form="10C808" id="DN056_BloodRefrigeratorStainlessSteel"/> <furniture form="10C800" id="DN056_BloodRefrigeratorWhite"/> <furniture form="35AD9" id="PlayerHouse_Ruin_Refrigerator01_BareMetal"/> <furniture form="35AD8" id="PlayerHouse_Ruin_Refrigerator01_White"/> <furniture form="35AD7" id="PlayerHouse_Ruin_Refrigerator01_Yellow"/> <furniture form="35AD6" id="PlayerHouse_Ruin_Refrigerator01_StainlessSteel"/> <furniture form="913F8" id="PlayerHouse_KitchenRefrigerator01"/> <furniture form="913F5" id="PlayerHouse_Ruin_Refrigerator01_Blue"/> </group> <group id="RoundTable"> <furniture form="1820D" id="MetalTableRound01"/> <furniture form="5B2E9" id="MemDenClothTable01"/> <furniture form="1F440" id="FederalistTableCircle01"/> <furniture form="978C6" id="FancyTableCircle01"/> <furniture form="4CD63" id="HighTechRoundTable01"/> <furniture form="4CD67" id="HighTechRoundTable01_Dirty"/> </group> <group id="Seat"> <furniture form="4D1E4" id="NpcChairPlayerHouseKitchenSit01"/> <furniture form="6F9DC" id="NpcChairPlayerHouseRuinKitchenSit01"/> <furniture form="6F9DD" id="NpcChairPlayerHouseRuinKitchenSit02"/> <furniture form="6F9DE" id="NpcChairPlayerHouseRuinKitchenSit03"/> </group> <group id="Sedan_PreWar01"> <furniture form="A9774" id="Sedan01_Prewar"/> <furniture form="24972F" id="LS_Sedan01_Prewar"/> </group> <group id="Sedan_PostWar01"> <furniture form="194634" id="CarSedan01"/> <furniture form="194635" id="CarSedan04"/> <furniture form="194636" id="CarSedan07"/> <furniture form="194637" id="CarSedan10"/> </group> <group id="SportsCar_PreWar01"> <furniture form="137828" id="SportsCar01_Prewar"/> </group> <group id="Shower_PlayerHouse"> <furniture form="50AC1" id="PlayerHouse_Shower01"/> <furniture form="91933" id="PlayerHouse_Ruin_Shower01"/> </group> <group id="Sleeping_Bag"> <furniture form="D75BC" id="NpcBedSleepingBagSleep01"/> <furniture form="EE9EF" id="NpcBedSleepingBagSleep01Static"/> <furniture form="118F57" id="WorkshopNpcBedSleepingBagSleep01"/> </group> <group id="Stool"> <furniture form="17A7F" id="NpcStoolStadiumSit01"/> <furniture form="1F93B" id="NpcStoolFederalistSit01"/> <furniture form="4D1DF" id="NpcStoolPlayerHouseSit01"/> <furniture form="6FA2E" id="NpcStoolPlayerHouseRuinSit01"/> <furniture form="711B3" id="NpcStoolPlayerHouseRuinSit02"/> <furniture form="711B4" id="NpcStoolPlayerHouseRuinSit03"/> <furniture form="7D5D8" id="NpcStoolDinerIntSit01"/> <furniture form="7D5E6" id="NpcStoolDinerIntSit02"/> <furniture form="D83C4" id="NpcStoolIndustrialMetalSit01"/> <furniture form="EA1BD" id="NpcStoolModernDomesticSit01"/> <furniture form="E6971" id="NpcOfficeStoolInstituteSit01"/> <furniture form="1437F9" id="NpcStoolStadiumSit01WithBar"/> <furniture form="1437FC" id="NpcStoolStadiumIntSit01EatNoodles"/> </group> <group id="Strip_Pole"> <furniture form="471F9" id="Flagpolenoflag"/> </group> <group id="Subway_Platform_Column_Small"> <furniture form="74C4D" id="SubPlatformColBBottom01"/> </group> <group id="Trash_Can_PreWar"> <furniture form="1A633F" id="Prewar_TrashCan_Empty"/> <furniture form="21E7A" id="Prewar_TrashCan"/> </group> <group id="Toilet"> <furniture form="91932" id="PlayerHouse_Ruin_Toilet01"/> <furniture form="50AAE" id="PlayerHouse_Toilet01"/> <furniture form="2CD27" id="ToiletBroken01"/> <furniture form="2CD29" id="ToiletBroken02"/> <furniture form="2CD2A" id="ToiletBroken03"/> <furniture form="34A3F" id="BathroomToiletBroken01"/> <furniture form="34A40" id="BathroomToiletBroken02"/> <furniture form="34A41" id="BathroomToiletBroken03"/> <furniture form="B6E0C" id="Vault_Toilet_01"/> </group> <group id="Urinal_Broken_01"> <furniture form="34A3B" id="BathroomUrinalBroken01"/> <furniture form="305A8" id="UrinalBroken01"/> </group> <group id="VehicleVanPostWarType1"> <furniture form="81107" id="VaultTecVan01"/> <furniture form="204812" id="VaultTecVan01Blue"/> <furniture form="204814" id="VaultTecVan01BlueHulkStatic"/> <furniture form="63878" id="VaultTecVan01HulkStatic"/> </group> <group id="VehicleVanWrecked"> <furniture form="63878" id="VaultTecVan01HulkStatic"/> <furniture form="204814" id="VaultTecVan01BlueHulkStatic"/> </group> <group id="Weapon_Workbench_Large"> <furniture form="17E787" id="workbenchWeaponsB"/> </group> </furnitureData>  For example here is SavageCabbage_furnitureData.xml with fixed forms. As you can see, the author initially incorrectly specified many FormIDs, and the rest of the people who make patches for this - for some reason prefer not to fix this, copying old errors into their new mods.  Edited September 16, 2024 by Evi1Panda 2
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 [09/16/2024 - 14:29:07] [warning] Animation 'Gulperstage01' contains actor with invalid skeleton 'Gulper', discarding. [09/16/2024 - 14:29:07] [warning] Animation 'Gulperstage02' contains actor with invalid skeleton 'Gulper', discarding. [09/16/2024 - 14:29:07] [warning] Animation 'Gulperstage03' contains actor with invalid skeleton 'Gulper', discarding. [09/16/2024 - 14:29:07] [warning] Position 'Gulper Stage 04' does not point to a valid animation, discarding. [09/16/2024 - 14:29:07] [warning] Position 'Gulper Staged' does not point to a valid animation, discarding. [09/16/2024 - 14:29:07] [warning] Position 'Gulper Stage 02' does not point to a valid animation, discarding. [09/16/2024 - 14:29:07] [warning] Position 'Gulper Stage 03' does not point to a valid animation, discarding. [09/16/2024 - 14:29:07] [warning] Position 'Gulper Stage 01' does not point to a valid animation, discarding. That is bad. You should fix it or remove it. I guess it is fixes from Mishovur. There is a lot of mistakes, for this moment I don't recomend you to use. Hard enough to fix it. I guess you should ask him to fix it, but if I understand he doesn't want. @evp tried to fix this for herself, maybe she will help you with this. 1
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) [09/16/2024 - 16:02:41] [warning] Handle 0 no longer points to a valid form, saving empty ID to co-save. [09/16/2024 - 16:02:41] [info] Finished serialization in 9.886ms [09/16/2024 - 16:02:41] [trace] Timer thread started. [09/16/2024 - 16:04:10] [trace] Timer thread stopped. [09/16/2024 - 16:04:10] [warning] Handle 0 no longer points to a valid form, saving empty ID to co-save. [09/16/2024 - 16:04:10] [info] Finished serialization in 0.625ms [09/16/2024 - 16:04:10] [trace] Timer thread started. [09/16/2024 - 16:05:39] [trace] Timer thread stopped. [09/16/2024 - 16:05:39] [warning] Handle 0 no longer points to a valid form, saving empty ID to co-save. [09/16/2024 - 16:05:39] [info] Finished serialization in 0.672ms [09/16/2024 - 16:05:39] [trace] Timer thread started. [09/16/2024 - 16:06:21] [trace] Timer thread stopped. [09/16/2024 - 16:06:21] [warning] Handle 0 no longer points to a valid form, saving empty ID to co-save. [09/16/2024 - 16:06:21] [info] Finished serialization in 0.668ms [09/16/2024 - 16:06:21] [trace] Timer thread started. [09/16/2024 - 16:10:19] [trace] Timer thread stopped. [09/16/2024 - 16:10:19] [warning] Handle 0 no longer points to a valid form, saving empty ID to co-save. [09/16/2024 - 16:10:19] [info] Finished serialization in 0.684ms [09/16/2024 - 16:10:19] [trace] Timer thread started. [09/16/2024 - 16:11:05] [trace] Timer thread stopped. [09/16/2024 - 16:11:05] [warning] Handle 0 no longer points to a valid form, saving empty ID to co-save. [09/16/2024 - 16:11:05] [info] Finished serialization in 0.646ms You should ask Snapdragon about this, idk what is it. But maybe it will be removed if you fix other. Edited September 16, 2024 by Evi1Panda 1
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) For the bridge parser is not seems so bad. Just same for Gulpers, and some furniture can't be read. Â The bottom line is: The problem with no furnitures scenes is caused by errors in the xml. This, by the way, can also trigger a scene in which the characters will simply stand one inside the other. And missaligns in your ground scenes is possible caused by this too. The offset problem is also caused by bad xml. All the necessary pointers are in your logs. Â Fix it, or reject from mods with mistake until the authors correct them. Edited September 16, 2024 by Evi1Panda 1
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 (edited) Some my files, idk is it such as yours or not. CreaturePack02_animationData.xml Spoiler  <animationData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <defaults idleSource="AAF_CreaturePack02DLC.esp"/> <animation id="Anglerstage01" frames="400" offset="0,3,-36,0:0,0,-36,0"> <actor idleForm="010081e7" id="_CP_AnglerFem01"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="Angler" idleForm="010081ff" id="_CP_AnglerC01"> </actor> </animation> <animation id="Anglerstage02" frames="400" offset="0,3,-36,0:0,0,-36,0"> <actor idleForm="010081e8" id="_CP_AnglerFem02"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="Angler" idleForm="01008200" id="_CP_AnglerC02"> </actor> </animation> <animation id="Anglerstage03" frames="400" offset="0,3,-36,0:0,0,-36,0"> <actor idleForm="010081e9" id="_CP_AnglerFem03"> <action id="Cum_activity"/> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="Angler" idleForm="01008201" id="_CP_AnglerC03"> </actor> </animation> <animation id="Anglerstage04" frames="400" offset="0,3,-36,0:0,0,-36,0"> <actor idleForm="010081ea" id="_CP_AnglerFem04"> <action id="Cum_activity"/> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="Angler" idleForm="01008202" id="_CP_AnglerC04"> </actor> </animation> <animation id="Fogstage01" frames="400"> <actor idleForm="010081ef" id="_CP_FogFem01"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="FogCrawler" idleForm="01008207" id="_CP_FogC01"> </actor> </animation> <animation id="Fogstage02" frames="400"> <actor idleForm="010081f0" id="_CP_FogFem02"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="FogCrawler" idleForm="01008208" id="_CP_FogC02"> </actor> </animation> <animation id="Fogstage03" frames="400"> <actor idleForm="010081f1" id="_CP_FogFem03"> <action id="Cum_activity"/> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="FogCrawler" idleForm="01008209" id="_CP_FogC03"> </actor> </animation> <animation id="Fogstage04" frames="400"> <actor idleForm="010081f2" id="_CP_FogFem04"> <action id="Cum_activity"/> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="FogCrawler" idleForm="0100820a" id="_CP_FogC04"> </actor> </animation> <animation id="Gulperstage01" frames="400" offset="0,-32,8,0:0,0,0,0"> <actor idleForm="010081f3" id="_CP_GulperFem01"> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="Gulper" idleForm="0100820b" id="_CP_GulperC01"> </actor> </animation> <animation id="Gulperstage02" frames="400" offset="0,-32,8,0:0,0,0,0"> <actor idleForm="010081f4" id="_CP_GulperFem02"> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="Gulper" idleForm="0100820c" id="_CP_GulperC02"> </actor> </animation> <animation id="Gulperstage03" frames="400" offset="0,-32,8,0:0,0,0,0"> <actor idleForm="010081f5" id="_CP_GulperFem03"> <action id="Cum_activity"/> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="Gulper" idleForm="0100820d" id="_CP_GulperC03"> </actor> </animation> <animation id="Gulperstage04" frames="400" offset="0,-32,8,0:0,0,0,0"> <actor idleForm="010081f6" id="_CP_GulperFem04"> <action id="Cum_activity"/> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="Gulper" idleForm="0100820e" id="_CP_GulperC04"> </actor> </animation> <animation id="GulperLargestage01" frames="400" offset="0,-50,4,0:0,0,0,0"> <actor idleForm="01026047" id="_CP_GulperLFem01"> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="GulperLarge" idleForm="0100820b" id="_CP_GulperC01"> </actor> </animation> <animation id="GulperLargestage02" frames="400" offset="0,-50,4,0:0,0,0,0"> <actor idleForm="01026048" id="_CP_GulperLFem02"> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="GulperLarge" idleForm="0100820c" id="_CP_GulperC02"> </actor> </animation> <animation id="GulperLargestage03" frames="400" offset="0,-50,4,0:0,0,0,0"> <actor idleForm="01026049" id="_CP_GulperLFem03"> <action id="Cum_activity"/> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="GulperLarge" idleForm="0100820d" id="_CP_GulperC03"> </actor> </animation> <animation id="GulperLargestage04" frames="400" offset="0,-50,4,0:0,0,0,0"> <actor idleForm="0102604a" id="_CP_GulperLFem04"> <action id="Cum_activity"/> <morph id="VaginaPenetrate" to="0.3"/> <morph id="VaginaPenetrate2" to="0.3"/> </actor> <actor skeleton="GulperLarge" idleForm="0100820e" id="_CP_GulperC04"> </actor> </animation> <animation id="Hermitstage01" frames="400" offset="0,5.5,1,0:0,0,0,0"> <!-- In Animation offset is 156.365--> <actor idleForm="010081f7" id="_CP_HermitFem01"> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="Hermit" idleForm="0100820f" id="_CP_HermitC01"> </actor> </animation> <animation id="Hermitstage02" frames="400" offset="0,5.5,1,0:0,0,0,0"> <actor idleForm="010081f8" id="_CP_HermitFem02"> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> </actor> <actor skeleton="Hermit" idleForm="01008210" id="_CP_HermitC02"> </actor> </animation> <animation id="Hermitstage03" frames="400" offset="0,5.5,1,0:0,0,0,0"> <actor idleForm="010081f9" id="_CP_HermitFem03"> <action id="Cum_activity"/> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> <morph id="Belly Pregnant" to="0.33"/> <morph id="PregnancyBelly" to="0.33"/> <morph id="VaginaPenetrate" to="2"/> </actor> <actor skeleton="Hermit" idleForm="01008211" id="_CP_HermitC03"> </actor> </animation> <animation id="Hermitstage04" frames="400" offset="0,5.5,1,0:0,0,0,0"> <actor idleForm="010081fa" id="_CP_HermitFem04"> <action id="Cum_activity"/> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <morph id="ButtcheeksSpread" to="1.5"/> <morph id="VaginaPenetrate" to="1.2"/> <morph id="VaginaPenetrate2" to="1.2"/> <morph id="Belly Pregnant" to="0.5"/> <morph id="PregnancyBelly" to="0.5"/> <morph id="VaginaPenetrate" to="2"/> </actor> <actor skeleton="Hermit" idleForm="01008212" id="_CP_HermitC04"> </actor> </animation> <!-- NukaLand DLC not animated yet <animation id="Wormstage01" frames="400"> <actor idleForm="010081fb" id="_CP_WormFem01"> </actor> <actor skeleton="Bloodworm" idleForm="01008213" id="_CP_WormC01"> </actor> </animation> <animation id="Wormstage02" frames="400"> <actor idleForm="010081fc" id="_CP_WormFem02"> </actor> <actor skeleton="Bloodworm" idleForm="01008214" id="_CP_WormC02"> </actor> </animation> <animation id="Wormstage03" frames="400"> <actor idleForm="010081fd" id="_CP_WormFem03"> </actor> <actor skeleton="Bloodworm" idleForm="01008215" id="_CP_WormC03"> </actor> </animation> <animation id="Wormstage04" frames="400"> <actor idleForm="010081fe" id="_CP_WormFem04"> </actor> <actor skeleton="Bloodworm" idleForm="01008216" id="_CP_WormC04"> </actor> </animation> <animation id="Cricketstage01" frames="400"> <actor idleForm="010081eb" id="_CP_CricketFem01"> </actor> <actor skeleton="CaveCricket" idleForm="01008203" id="_CP_CricketC01"> </actor> </animation> <animation id="Cricketstage02" frames="400"> <actor idleForm="010081ec" id="_CP_CricketFem02"> </actor> <actor skeleton="CaveCricket" idleForm="01008204" id="_CP_CricketC02"> </actor> </animation> <animation id="Cricketstage03" frames="400"> <actor idleForm="010081ed" id="_CP_CricketFem03"> </actor> <actor skeleton="CaveCricket" idleForm="01008205" id="_CP_CricketC03"> </actor> </animation> <animation id="Cricketstage04" frames="400"> <actor idleForm="010081ee" id="_CP_CricketFem04"> </actor> <actor skeleton="CaveCricket" idleForm="01008206" id="_CP_CricketC04"> </actor> </animation> --> </animationData>   CreaturePack02_animationGroupData.xml Spoiler <animationGroupData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <defaults /> <animationGroup id="AnglerStaged" sequential="true"> <stage animation="Anglerstage01"/> <stage animation="Anglerstage02"/> <stage animation="Anglerstage03"/> <stage animation="Anglerstage03"/> <stage animation="Anglerstage04"/> <stage animation="Anglerstage04"/> </animationGroup> <animationGroup id="GulperStaged" sequential="true"> <stage animation="Gulperstage01"/> <stage animation="Gulperstage02"/> <stage animation="Gulperstage03"/> <stage animation="Gulperstage03"/> <stage animation="Gulperstage04"/> <stage animation="Gulperstage04"/> </animationGroup> <animationGroup id="GulperLargeStaged" sequential="true"> <stage animation="GulperLargestage01"/> <stage animation="GulperLargestage02"/> <stage animation="GulperLargestage03"/> <stage animation="GulperLargestage03"/> <stage animation="GulperLargestage04"/> <stage animation="GulperLargestage04"/> </animationGroup> <animationGroup id="HermitStaged" sequential="true"> <stage animation="Hermitstage01"/> <stage animation="Hermitstage02"/> <stage animation="Hermitstage03"/> <stage animation="Hermitstage03"/> <stage animation="Hermitstage04"/> <stage animation="Hermitstage04"/> </animationGroup> <animationGroup id="FogStaged" sequential="true"> <stage animation="Fogstage01"/> <stage animation="Fogstage02"/> <stage animation="Fogstage03"/> <stage animation="Fogstage03"/> <stage animation="Fogstage04"/> <stage animation="Fogstage04"/> </animationGroup> </animationGroupData>   CreaturePack02_positionData.xml Spoiler <positionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <defaults startEquipmentSet="unEquip" stopEquipmentSet="reEquip" startMorphSet="readyCR" stopMorphSet="unReadyCR"/> <position id="Angler Stage 01" animation="Anglerstage01" isHidden="True"/> <position id="Angler Stage 02" animation="Anglerstage02" isHidden="True"/> <position id="Angler Stage 03" animation="Anglerstage03" isHidden="True"/> <position id="Angler Stage 04" animation="Anglerstage04" isHidden="True"/> <position id="Fog Crawler Stage 01" animation="Fogstage01" isHidden="True"/> <position id="Fog Crawler Stage 02" animation="Fogstage02" isHidden="True"/> <position id="Fog Crawler Stage 03" animation="Fogstage03" isHidden="True"/> <position id="Fog Crawler Stage 04" animation="Fogstage04" isHidden="True"/> <position id="Gulper Stage 01" animation="Gulperstage01" isHidden="True"/> <position id="Gulper Stage 02" animation="Gulperstage02" isHidden="True"/> <position id="Gulper Stage 03" animation="Gulperstage03" isHidden="True"/> <position id="Gulper Stage 04" animation="Gulperstage04" isHidden="True"/> <position id="Gulper Large Stage 01" animation="GulperLargestage01" isHidden="True"/> <position id="Gulper Large Stage 02" animation="GulperLargestage02" isHidden="True"/> <position id="Gulper Large Stage 03" animation="GulperLargestage03" isHidden="True"/> <position id="Gulper Large Stage 04" animation="GulperLargestage04" isHidden="True"/> <position id="Hermit Stage 01" animation="Hermitstage01" isHidden="True"/> <position id="Hermit Stage 02" animation="Hermitstage02" isHidden="True"/> <position id="Hermit Stage 03" animation="Hermitstage03" isHidden="True"/> <position id="Hermit Stage 04" animation="Hermitstage04" isHidden="True"/> <position id="Angler Staged" animationGroup="AnglerStaged" tags="GrayUser,Aggressive,NoFurn"/> <position id="Gulper Staged" animationGroup="GulperStaged" tags="GrayUser,Aggressive,NoFurn"/> <position id="Gulper Large Staged" animationGroup="GulperLargeStaged" tags="GrayUser,Aggressive,NoFurn"/> <position id="Hermit Staged" animationGroup="HermitStaged" tags="GrayUser,Aggressive,NoFurn"/> <position id="Fog Crawler Staged" animationGroup="FogStaged" tags="GrayUser,Aggressive,NoFurn"/> <!-- <position id="Angler test Staged" animationGroup="AnglerStaged1"/> <position id="Gulper test Staged" animationGroup="GulperStaged1"/> <position id="Hermit test Staged" animationGroup="HermitStaged1"/> <position id="Fog Crawler test Staged" animationGroup="FogStaged1"/> <position id="Cricket Stage 01" animation="Cricketstage01"/> <position id="Cricket Stage 02" animation="Cricketstage02"/> <position id="Cricket Stage 03" animation="Cricketstage03"/> <position id="Cricket Stage 04" animation="Cricketstage04"/> <position id="Worm Stage 01" animation="Wormstage01"/> <position id="Worm Stage 02" animation="Wormstage02"/> <position id="Worm Stage 03" animation="Wormstage03"/> <position id="Worm Stage 04" animation="Wormstage04"/> --> </positionData>   I tested everything regarding position and offsets very well. It really works. This was quite a difficult moment to implement for me, and I spent many hours for this. However, now I am sure that all these problems with poor height selection can only be due to incorrect xml. Edited September 16, 2024 by Evi1Panda 2
Evi1Panda Posted September 16, 2024 Author Posted September 16, 2024 I know, it seems difficult if you're need to do this first time, but request from me for xml you're can't fix, ask for help in Snapdragon discord. I promisse if you did well - the result will be magnifico. At the moment, I myself am enjoying how great everything in result. 2
dosfox Posted September 16, 2024 Posted September 16, 2024 Wow. Honestly @Evi1Panda, in nearly fifty years of hacking and modding electronic games, i have NEVER received such a comprehensive, instructive and USEFUL reply to a complex bug report. I am sure your replies will be a useful resource to other users who have just copied AAF>NAF and hoped it would "just work". Thank you so much.  2
Evi1Panda Posted September 17, 2024 Author Posted September 17, 2024 (edited) Here is some interesting case too from Snapdragon's discord  Quote naf or bridge to naf seems to be fucked for me, possibly both if a mod triggers an anim for me (in this case stripper pole in red seat district yes i have the requirements) i can't exit, the hotkey made specifically for this doesn't work, while trying to use SH to make a screenarch ive also had this issue, forcing a leave through NAF does nothing anyone knows what the hell could be the deal with that? logs don't seem to show anything is bad (im talking bridge and NAF logs) im using MO2, all the xml's that were in the AAF virtual folder were moved to the NAF human folder, im running both the launcher and the game on admin level access update no.1 it seems that running only the stuff requried (naf + bridge + something to trigger an anim + savagecabbage) still makes the glitch appear, thus containing the issue to only these mods (yes i also emptied my overwrite for this)   If I understand correctly you're trying to use my strip pole mod for DC Redseat and Bridge https://www.nexusmods.com/fallout4/mods/81941 First of all, that is how it should works, and it works so. I rec this video just now. https://drive.google.com/file/d/1Rmt7VqEEkE1dEfmyT5Ho7rJgVI6MoxbM/view?usp=sharing  So, lets see. As I understand after scene was start - nothing happens and you have blocked controls. I know this hapens in case if mod cant select pole as furniture. But why? This is interesting.  Open your NAF UI, and I'am pretty sure you can't find in SelectLocation your pole. Open your NAF.log, and I am pretty sure you will find there smth like this  [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Missionary' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Doggy 2' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Doggy' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Missionary 2' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Cowgirl 4' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Cowgirl' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Powerbomb' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Spoon' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Reverse Cowgirl 2' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Cowgirl 2' does not point to a valid animation, discarding. [09/17/2024 - 05:53:18] [warning] Position '[UAP] Leito - Bed Reverse Cowgirl' does not point to a valid animation, discarding.   There is no need to look closely at specific names - they can be anything. Naf has an interesting parsing, with some unusual relationships. Yes, this kind of thing can affect furniture parsing. So it is very important to you have no any warnings in NAF.log  There is one more important NAF reparsing binded to file creation/changing data I mean NAF rebuilding NAF parsing cache. So there is can be situations when you added files with old changing/creation data And it will not be reparsed automatically. I recomend manually remove this cache files. In MO2 it usually in MO2/Overwrite/_AnimCache.bin and _XMLCache.bin You need just to delete it before start your game after your xml changing. I hope it will help you to solve this trouble.  ________________________________________________________________ p.s. Friends, I know that some things now seem like some kind of mumba-yumba to you, and there is a feeling of complexity of installation. However, you need to force yourself to look at the situation from a different angle. The difference is not that one is complex and the other is not - the difference is that you are used to one thing, and the other is new to you. New opportunities and new difficulties. Time will pass and this will all become standard. Or it won't. In any case, we are now at a very difficult point, when some features of NAF are not yet something common and familiar, as it is already with the older framework. 🫤 Edited September 17, 2024 by Evi1Panda 4
dosfox Posted September 17, 2024 Posted September 17, 2024 Hi @Evi1Panda Have worked through the NAF.log and got rid of all the errors there, but the NAFBridge.log is proving difficult. There are 60+ files which are reporting  [warning] XXXXXXXX_positionData_XXXXXX.xml no data in <defaults   LINE : 2  I have been through all these files and found no obvious errors. Any suggestions?  NAF.log   NAFBridge.log
Evi1Panda Posted September 17, 2024 Author Posted September 17, 2024 (edited) @dosfoxHow can I say, if I dont see theese files? Â update: i see there is [warning] tag, in NAF Bridge warning in mostly cases has no critical matter. See [critical] in NAFBridge.log. Edited September 17, 2024 by Evi1Panda
dosfox Posted September 17, 2024 Posted September 17, 2024 (edited) warnings.rar   Thanks. No criticals in NAFBridge.log ...  Edited September 17, 2024 by dosfox 1
Evi1Panda Posted September 17, 2024 Author Posted September 17, 2024 so thats okay. It can warn about no priority or no source, but not every xml should have it, so it warn, not critical. You should read warns if you think that something wrong, and maybe it help you, may be not. It is just for NAFBridge log. In NAF.log warns is critical. In practice. 1
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