Gamaramdi Posted September 19, 2024 Posted September 19, 2024 (edited) On 9/16/2024 at 9:36 PM, Evi1Panda said: Here is some interesting case too from Snapdragon's discord 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. 🫤 Hi, I don't know if that's a language barrier but i didn't get all of it, I have a Naf.log, not to bad, but it contains data of one day only, I'm guessing that is not good, but i'll paste it. About the UI you are correct, In my case i cant find the bed but there is no warning about that particular animation on the Naf.log and... i don't have or cant find a Nafbridge.log at least not at My Games\Fallout4\F4SE What are the files i should remove? I mean NAF rebuilding NAF parsing cache i don't use that MO2 manager And finally... about complications... well, they are fun, im sure ill learn something that i will be able to share with others who will have the same problem and for you planting that seed will save you some time in the future... so complication is good! Cheers! NAF.log Edited September 19, 2024 by Gamaramdi
Evi1Panda Posted September 19, 2024 Author Posted September 19, 2024 (edited) [01/29/2024 - 11:40:43] [info] NAF v0.6.8 @Gamaramdi You have no installed Bridge. Correctly installed Bridge shows NAF 1.0.14 upd. Also your log date is 01/29/2024. I guess you need to update MS VC Redist. Your dlls doesn't loads, but your modmanager don't warn you about it, or you're ignore this. Edited September 19, 2024 by Evi1Panda
Gamaramdi Posted September 19, 2024 Posted September 19, 2024 13 hours ago, Evi1Panda said: [01/29/2024 - 11:40:43] [info] NAF v0.6.8 @Gamaramdi You have no installed Bridge. Correctly installed Bridge shows NAF 1.0.14 upd. Also your log date is 01/29/2024. I guess you need to update MS VC Redist. Your dlls doesn't loads, but your modmanager don't warn you about it, or you're ignore this. Thanks, they are both updated: Spoiler I know my log date is old, idk why it stopped logging, But the installed is the one you mention... oh man... sometimes i dont know how mi pc don't just explode... 😄 The weird part is that everything works, i just can't find that particular animation... but im not going back to the realm of servitude with the other "King" Spoiler Spoiler
dosfox Posted September 20, 2024 Posted September 20, 2024 (edited) Hey @Evi1Panda, just finished fresh install of game. Did not install AAF at all, just NAF > Bridge > Themes > Animations > Indarello's patch > Installed NAFxmls_PatchforAnimations_v.2.zip with mod manager >>> and it works! Haven't tested for long, but did not see any furniture scenes yet. However, the NAF.log reports this error: [09/20/2024 - 17:54:19] [warning] 'Vadermania[AAF_anims].esp'->'01002E09' does not point to a valid class RE::TESIdleForm. [09/20/2024 - 17:54:19] [warning] 'Vadermania[AAF_anims].esp'->'01002E0A' does not point to a valid class RE::TESIdleForm. This is obviously a problem from the .esp, but is there any way to fix this without hacking the ESP? Is this why i am not seeing any furniture animations yet? aaSUPF4SEDebugPrint.txt Edit: Nevermind about the lack of furniture animations problem, i am in RegsDecoratedBasement because i've only just left the vault, and just discovered that none of the furniture in there is vanilla furniture! Still need to find out about the vadermania esp though. Edited September 20, 2024 by dosfox 1
Evi1Panda Posted September 20, 2024 Author Posted September 20, 2024 (edited) @dosfox I haven't found solution for this too. It seems there is no such forms, maybe it is something undone. I just commented it in xmls for myself, to remove warning from log. If I remember it correctly theese refers are to cat animations. Edited September 20, 2024 by Evi1Panda 2
Dlinny_Lag Posted September 20, 2024 Posted September 20, 2024 (edited) 2 hours ago, dosfox said: [09/20/2024 - 17:54:19] [warning] 'Vadermania[AAF_anims].esp'->'01002E09' does not point to a valid class RE::TESIdleForm. [09/20/2024 - 17:54:19] [warning] 'Vadermania[AAF_anims].esp'->'01002E0A' does not point to a valid class RE::TESIdleForm. It is correct message. Actually, most recent version of Vadermania doesn't contain Idle object with id=2E09 XML has the animation with id='vad_Cat01' that has a reference to this missing Idle object. Perhaps, somewhere Vadermania[AAF_anims].esp with this Idle object is exist. But I don't know where %) Edited September 20, 2024 by Dlinny_Lag 2
GaliAli Posted September 21, 2024 Posted September 21, 2024 (edited) Hi, Great work. So far I have had almost everything working properly. There is an issue I would really appreciate some help The Tentacus mods. Crackle, TSEX, TSEX Hardship, regular hardship. They have animations idles that should play after using a hotkey to bring up a menu and hitting an option to lay down, sit, dance, etc. When I use this option I get "aaf scene init status 1". I think the problem lies on how the animations are called. The animations idles work fine from the NAF btw. I have scanned the XMLs and found no errors other than some furniture data on crackle. If someone could take a look, that would be fantastic. Edited September 21, 2024 by GaliAli 1
Evi1Panda Posted September 21, 2024 Author Posted September 21, 2024 @GaliAli hello! I will look at it. It would be better if you could post a log from root(fallout 4/aaSUPblabla.txt) right after scene will fail.
GaliAli Posted September 21, 2024 Posted September 21, 2024 1 hour ago, Evi1Panda said: @GaliAli hello! I will look at it. It would be better if you could post a log from root(fallout 4/aaSUPblabla.txt) right after scene will fail. Thank you! here is the log: Spoiler 20240921150812 : BRIDGE : 0.760000 : GetSceneSettings requested 20240921150812 : BRIDGE : 0.760000 : StartScene requested : Actors : [[Actor < (00000014)>]] Settings : [Actors = "", successful = False, failReason = "", id1 = 0, id2 = 0, duration = -1.000000, preventFurniture = False, usePackages = True, position = "_T_Provocateur", includeTags = "None", excludeTags = "pose,utility", combinedTags = "None", formation = "None", locationObject = None, furniturePreference = 100, meta = "TSEX,Hooking,HHS_KeepHeight", megaScene = "None", scanRadius = 3000.000000, scanLocation = None, isNPCControlled = True, playOnce = False, skipWalk = False, startEquipmentSet = "None", stopEquipmentSet = "None", isRootLocked = False, ignoreCombat = False, nafPosition = "", nafDuration = 0.000000, positionRef = None, nafIncludeTags = "", nafExcludeTags = "pose,utility", requireTags = "", forceNPCControlled = True, nafIgnoreCombat = False, sceneKey = 1006, staged = 0, sceneTags = "", joinActors = "", leavingActors = "", positionType = "", animationID = "", positionID = "", bridge_meta = "", time_init_scene = "20240921150812"] 20240921150812 : BRIDGE : 0.760000 : bridge override duration : -1.000000 duration : 60.000000 20240921150812 : BRIDGE : 0.760000 : sceneKey : 1006, locationObject : None, location object is Actor : True 20240921150813 : BRIDGE : 0.760000 : GetFurnitureList requested 20240921150813 : BRIDGE : 0.760000 : ScanForFurniture : couldn't find valid furniture, return None, list size : 775 20240921150813 : BRIDGE : 0.760000 : sceneKey : 1006, is positionRef actor : True, cachedSettings[Id].requireTags : noFurn 20240921150813 : BRIDGE : 0.760000 : nafSettings.position = _T_Provocateur 20240921150813 : BRIDGE : 0.760000 : ERROR : SCENE VALIDATE FAIL, reason : Provided position ID is not installed or not available for the provided combination of actors. Try to remove "NoFurn" tag 20240921150813 : BRIDGE : 0.760000 : Position : _T_Provocateur duration : 60.000000 PositionRef : [Actor < (00000014)>] IncludeTags : ExcludeTags : pose,utility RequireTags : noFurn ForceNPCControlled : True IgnoreCombat : False 20240921150813 : BRIDGE : 0.760000 : Remove SceneControlBlockLayer : [InputEnableLayer <Input enable layer [Bridge_MainQuest (15000F99)].AAF:AAF_MainQuestScript.AddSceneInputBlock() - Line 168 (00000005)>] 20240921150813 : BRIDGE : 0.760000 : Removed control block layer (SceneStartedEvent) 20240921150813 : BRIDGE : 0.760000 : NAF EVENT : OnSceneFailEvent key : 1006 actors : [[Actor < (00000014)>]] cached index : 0, ARG1 : [1, "Provided position ID is not installed or not available for the provided combination of actors.", [[Actor < (00000014)>]], "TSEX,Hooking,HHS_KeepHeight"] 20240921150813 : BRIDGE : 0.760000 : WARNING : SCENE VALIDATE FAIL, reason : Provided position ID is not installed or not available for the provided combination of actors., actors : [[Actor < (00000014)>]] 20240921150813 : BRIDGE : 0.760000 : Position : _T_Provocateur duration : 60.000000 PositionRef : [Actor < (00000014)>] IncludeTags : ExcludeTags : pose,utility RequireTags : noFurn ForceNPCControlled : True IgnoreCombat : False 20240921150823 : BRIDGE : 0.760000 : GetSceneSettings requested 20240921150823 : BRIDGE : 0.760000 : StartScene requested : Actors : [[Actor < (00000014)>]] Settings : [Actors = "", successful = False, failReason = "", id1 = 0, id2 = 0, duration = -1.000000, preventFurniture = False, usePackages = True, position = "_T_Shy 2", includeTags = "None", excludeTags = "pose,utility", combinedTags = "None", formation = "None", locationObject = None, furniturePreference = 100, meta = "TSEX,Posing", megaScene = "None", scanRadius = 3000.000000, scanLocation = None, isNPCControlled = True, playOnce = False, skipWalk = False, startEquipmentSet = "None", stopEquipmentSet = "None", isRootLocked = False, ignoreCombat = False, nafPosition = "", nafDuration = 0.000000, positionRef = None, nafIncludeTags = "", nafExcludeTags = "pose,utility", requireTags = "", forceNPCControlled = True, nafIgnoreCombat = False, sceneKey = 1007, staged = 0, sceneTags = "", joinActors = "", leavingActors = "", positionType = "", animationID = "", positionID = "", bridge_meta = "", time_init_scene = "20240921150823"] 20240921150823 : BRIDGE : 0.760000 : bridge override duration : -1.000000 duration : 60.000000 20240921150823 : BRIDGE : 0.760000 : sceneKey : 1007, locationObject : None, location object is Actor : True 20240921150823 : BRIDGE : 0.760000 : GetFurnitureList requested 20240921150823 : BRIDGE : 0.760000 : ScanForFurniture : couldn't find valid furniture, return None, list size : 775 20240921150823 : BRIDGE : 0.760000 : sceneKey : 1007, is positionRef actor : True, cachedSettings[Id].requireTags : noFurn 20240921150823 : BRIDGE : 0.760000 : nafSettings.position = _T_Shy 2 20240921150823 : BRIDGE : 0.760000 : ERROR : SCENE VALIDATE FAIL, reason : Provided position ID is not installed or not available for the provided combination of actors. Try to remove "NoFurn" tag 20240921150824 : BRIDGE : 0.760000 : Position : _T_Shy 2 duration : 60.000000 PositionRef : [Actor < (00000014)>] IncludeTags : ExcludeTags : pose,utility RequireTags : noFurn ForceNPCControlled : True IgnoreCombat : False 20240921150824 : BRIDGE : 0.760000 : Remove SceneControlBlockLayer : [InputEnableLayer <Input enable layer [Bridge_MainQuest (15000F99)].AAF:AAF_MainQuestScript.AddSceneInputBlock() - Line 168 (00000005)>] 20240921150824 : BRIDGE : 0.760000 : Removed control block layer (SceneStartedEvent) 20240921150824 : BRIDGE : 0.760000 : NAF EVENT : OnSceneFailEvent key : 1007 actors : [[Actor < (00000014)>]] cached index : 0, ARG1 : [1, "Provided position ID is not installed or not available for the provided combination of actors.", [[Actor < (00000014)>]], "TSEX,Posing"] 20240921150824 : BRIDGE : 0.760000 : WARNING : SCENE VALIDATE FAIL, reason : Provided position ID is not installed or not available for the provided combination of actors., actors : [[Actor < (00000014)>]] 20240921150824 : BRIDGE : 0.760000 : Position : _T_Shy 2 duration : 60.000000 PositionRef : [Actor < (00000014)>] IncludeTags : ExcludeTags : pose,utility RequireTags : noFurn ForceNPCControlled : True IgnoreCombat : False Here is how it looks onscreen I pick the prompt to pose prvoocative/submissive and that is when it fails. This is with TSex/ TsexHardship. I get the same result with the poses from crackle when I want to lay on the couch or sit by the fire. If you can shed any light on how to fix it, that would be awesome!!
tch65721 Posted September 21, 2024 Posted September 21, 2024 On 9/18/2024 at 6:23 AM, dosfox said: UPDATED: 20 September This is an updated archive of all the .xml files in my NAF directory. There are no critical errors in the NAF.log or NAFBridge.log. The AAF mods loaded are INDARELLO'S PATCH FOR ANIMATIONS v.11 and all it's requirements: Reveal hidden contents The game version is 1.10.163, LL4Pv46, NAFBridge 7.60. Please use only mod version stated. Not all are latest versions. All DLC Strap-on,viodoe,dick 3.0+ AAF Creature Resources SavageCabbage's Animation Pack 1.3.0 BP70s Sex anims 2.8 Mutated Lust 1.4 FO4 Animations by Leito 2.1b Animations by Leito - Voice Fix for FF animations Atomic Lust 2.7b creature pack 3.00 DLC Creature Animation Pack (Beta v0.1) Vadermania 1.1 Brave's Animations 1.3 TortureDevices 2.2 Rain Maker animations 1.0 ZaZOut4 V0.0.3.3 Custom moans Other installed AAF mods are: AutonomyEnhanced v2.8 (generates multiple scenes) CommonwealthMoisturizer (lubricates them) WOTC (washes it off) QUAAF (balances animation sounds) These mods add no XML files. INSTALL ORDER Reveal hidden contents Native Animation Framework-73889-1-0-14-1718650781 NAF Bridge 0-760 AAF Vanilla-Kinky-Creatures Sex Animation Themes Servitron (NOTE: Servitron is a hard requirement for Strap-on, viodoe) Servitron - Fusion Girl-73095-1-02-1690434355 Strap-on,viodoe,dick for female/servitron 4.2 AAF Creature Resources SavageCabbages Animation Pack bp70FO4sexanimations_2.3 Mutated Lust v1.4 FO4_AnimationsByLeito_v2.1b FO4 Leito Voicefix 1.1 Release_CreaturePack_v03_01 Release_CreaturePackDLC_v01 Vadermania[AAF] Brave's Animations Rainmaker animations 1.0 ZaZOut4 RZF4S_2_10 Release_NSFWsoundpack_03_01 Custom Moans Atomic Lust Patch for animations v.11.0 Wash Out That Cum CWSS Redux V4 WOTC Patch Commonwealth Moisturizer QUAAF Balanced v1.7f00 AAF - Autonomy Enhanced Redux NAFxmls_PatchforAnimations_v.3 LOAD ORDER Reveal hidden contents NAF.esp VIO_Strap-On.esp ServitronStrap.esp Deathclaw_nude.esp ErectionFix_SilverPerv.esp Behemoth No Cart.esp SavageCabbage_Animations.esp rxl_bp70_animations.esp Mutated Lust.esp FO4_AnimationsByLeito.esp FO4_Leito_Voicefix.esp AAF_CreaturePack01.esp AAF_CreaturePack02DLC.esp Vadermania[AAF_anims].esp BraveAnims.esp Rainmaker_animations.esp ZaZOut4.esp RZSex.esp Custom Moans.esp Atomic Lust.esp Zaz Particles.esp CumNWealth.esp CumNWealth_mutant.esp CWSS Redux V4 WOTC Patch.esp ComMoisturizer.esp AtomicLust_SOPM.esp BP70_SOPM.esp BraveAnims_SOPM.esp FO4_AnimationsByLeito_SOPM.esp SavageCabbage_SOPM.esp AAF_AutonomyEnhanced.esp CHANGE LOG Reveal hidden contents (v.1) The 180 vertical offset has been removed from all animations. The gulper skeleton issue was fixed by using gulperlarge skeleton - don't know if that will work, but i don't care. All the empty .xmls have been removed. (v.2) XML errors reported by @Dlinny_Lag and @Evi1Panda have been fixed. Broken CustomMoans file fixed. SC furniture errors fixed (Thanks Panda). (v.3) Fileset from fresh game install, more errors fixed. Some bad fixes fixed. DOWNLOAD NAFxmls_PatchforAnimations_v.3.zip (Install/uninstall with mod manager) This is WIP. Please report errors or suggest improvements. Where exactly is this "patch for animations" supposed to end up? FYI, MO2 will NOT install it. I placed most of the corrected XMLs in the respective mods and the balance in the Indarello patch. I still have some weirdness happening ( like blowjobs 15 feet in the air) so I guess that was wrong. 🤪
dosfox Posted September 21, 2024 Posted September 21, 2024 (edited) 3 hours ago, tch65721 said: Where exactly is this "patch for animations" supposed to end up? All of the files go into the Fallout 4/Data/NAF folder ... Have you disabled AAF? Have you installed NAF and NAFBridge properly? Have you copied all the xml files from the AAF folder into the NAF folder? Have you overwritten the NAF folder with contents of NAFxmls_PatchforAnimation_v3? That is how to do it. Good luck. Edited September 21, 2024 by dosfox 1
tch65721 Posted September 22, 2024 Posted September 22, 2024 1 hour ago, dosfox said: All of the files go into the Fallout 4/Data/NAF folder ... have you installed NAF and NAFBridge properly? Have you disabled AAF? Have you copied all the xml files from the AAF folder into the NAF folder? Have you overwritten the NAF folder with contents of NAFxmls_PatchforAnimation_v3? That is how to do it. Good luck. MO2 never puts anything in the Fallout 4 /Data folder so the folder you reference does not exist. Yes, I have installed NAF and NAF Bridge. There is nothing AAF on my computer unless NAF Bridge put it there. I renamed all AAF folders to NAF. I used the contents of PatchforAnimation_V3 to overwrite XMLs in the various mods except for a few I could not readily identify which I threw in the Indarello patch. If any MO2 users could provide guidance I would appreciate it.
Evi1Panda Posted September 22, 2024 Author Posted September 22, 2024 @GaliAli send your naf.log too pls.
Evi1Panda Posted September 22, 2024 Author Posted September 22, 2024 (edited) @tch65721 so what stops you to install it in its own folder in mo2/mods? If you have scenes with wrong z-position - just means you have wrong data in scenes offset. It is in your positionData xmls or in animationData xmls. You should fix it by yourself, or reject these xmls (uninstall it). Usually z-offset for bed animation is 42, for mat animation is 9, for ground is 0. So if ground animation was taken from initially bed animation then you should set offset 0 - 42 = -42, mats 9 - 42 = -33 etc. Installing Dosfoxes fixed pack doesn't solve all your possible troubles, because of you has your own modifications installed with its own xmls, so you should provide your xmls was correct. As I told above, the fact that some xmls used with AAF natievely has things like offset 180 and if it is natievely works fine with AAF - it is just bad xml-style. I don't think I should provide natievely workabilyty with bad-styled xmls. I set out to provide only 2 things in this sense The offset from positionData will be read and applied to the offset specified in animationData. The offset from animationData is read natively by NAF. Ensuring the correctness of these offsets remains the responsibility of the user and the XML author. upd. Also, Bridge parser read positionData offsets only in case file named with _positiondata in its name. You should also provide this (I never saw somebody named this-type files without _positiondata mask, but everything is possible). p.s. It just so happened that I often talk about bad-styled xmls, I want to make it clear that this is not a complaint against anyone, I perfectly understand how the community of modification authors works, most of whom, like me, are not any professional coders, but simply enthusiasts - tinkerers who like to do something. Therefore, I have no complaints against the authors of any modifications, except words of gratitude for any activity to improve the game. Just a request to correct your files. Mistakes are absolutely normal in any activity. Only someone who has never done anything himself in his life can scold someone else simply for the very fact of making any mistakes. And an even more common occurrence is when a minus (mistake) multiplied by a minus (another mistake or another person’s mistake) gives a plus in the end (everything works). However, at this point, even though everything seems to be working - a bad practice arises when someone later does something correctly in this chain of two errors - the effect of a minus multiplied by a minus will disappear. Edited September 22, 2024 by Evi1Panda 2
dosfox Posted September 22, 2024 Posted September 22, 2024 (edited) Hey @Evi1Panda, A bit more work done cleaning up files - there are now no actual errors indicated in naf.log or nafbridge.log and the XMLscanner shows no errors. So been testing for a few hours in Diamond City, Goodneighbour, and a couple of settlements. Autonomy is generating scenes OK, but i have still not seen one furniture-based animation despite plenty of valid furniture being around. No 3P+ animations either. I've seen no bad errors in alignment, or "sky scenes". Autonomy+NAF is definitely not generating the number or variety of animations than it did with AAF. These are the logs from 20 minutes spent in the Third Rail. Any ideas? NAF.log NAFBridge.log aaSUPF4SEDebugPrint.txt Edited September 22, 2024 by dosfox
Evi1Panda Posted September 22, 2024 Author Posted September 22, 2024 (edited) @dosfox do you see this furniture when open NAF UI? Try to set 100 in furniture override settings in bridge's mcm. Does it change something? Edited September 22, 2024 by Evi1Panda
dosfox Posted September 22, 2024 Posted September 22, 2024 29 minutes ago, Evi1Panda said: do you see this furniture when open NAF UI? Try to set 100 in furniture override settings in bridge's mcm. Does it change something? Yes, i can see furniture in NAF UI and can manually start scenes on that furniture. Have tried 100%, 50% and 0% furniture preferences and override in Bridge MCM with no effect ...
GaliAli Posted September 22, 2024 Posted September 22, 2024 13 hours ago, Evi1Panda said: @GaliAli send your naf.log too pls. I had to recreate it, so I attached the new debug txt as well aaSUPF4SEDebugPrint.txt NAF.log NAFBridge.log
Evi1Panda Posted September 22, 2024 Author Posted September 22, 2024 (edited) @dosfox confirm. There is trouble, I don't understand now, but vanilla papyrus function FindClosestReferenceOfAnyTypeInListFromRef always returns none. Probably it can't search in added forms, probably I will have to do own implementation of this function. Will fix soon. upd. I found how to fix it, just need little time more to think about the best way of implementation. Edited September 23, 2024 by Evi1Panda 1
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 (edited) @GaliAli Oh, I see what is it. <!-- Utility --> <position id="_T_ Pick cuffs" animation="_T_PickCuffs" tags="Pose"/> <!-- BDSM --> <position id="_T_Facedown01" animation="_T_Facedown 1" tags="Pose"/> <position id="_T_Facedown02" animation="_T_Facedown 2" tags="Pose"/> <position id="_T_Kneel" animation="_T_Kneel" tags="Pose"/> <position id="_T_Attention 1" animation="_T_Attention 1" tags="Pose"/> <position id="_T_Attention 2" animation="_T_Attention 2" tags="Pose"/> <position id="_T_Inspection" animation="_T_Inspection" tags="Pose"/> <position id="_T_Shy 1" animation="_T_Shy 1" tags="Pose"/> <position id="_T_Shy 2" animation="_T_Shy 2" tags="Pose"/> <position id="_T_Present Ass" animation="_T_Present Ass" tags="Pose"/> <position id="_T_Kneel for Inspection" animation="_T_Kneel for Inspection" tags="Pose"/> <position id="_T_Nadu" animation="_T_Nadu" tags="Pose"/> <position id="_T_Worship" animation="_T_Worship" tags="Pose"/> <position id="_T_Board" animation="_T_BondageBoard" tags="Pose"/> <position id="_T_Board Violated" animation="_T_BondageBoardP" tags="Pose"/> <position id="_T_Block" animation="_T_BondageBlock" tags="Pose"/> <position id="_T_E Block Down" animation="_T_ElectroBlockDown" tags="Pose"/> <position id="_T_E Block Up" animation="_T_ElectroBlockUp" tags="Pose"/> <!-- Misc --> <position id="_T_Crying" animation="_T_Crying" tags="Pose"/> <position id="_T_Provocateur" animationGroup="_T_Provocateur" tags="Pose"/> <position id="_T_The train-train" animation="_T_The train-train" tags="Pose"/> For now, when you're getting scene settings using GetSceneSettings() (it is correct) you got default_excludeTags set as "Pose,Utility" (it will be replaced with tags configured in MCM/Settings/AAF.ini during scene preparing). So your poses can't be set in search. I see there two ways Bad way : you can setup default exclude tags in MCM/Settings/AAF.ini But if you remove Pose from there - you will see Pose-scenes in some mod's scenes, if mod author didn't configure exclude tags. Unfourtunately it is often case. Good way : Author will setup scene's properties and remove Pose from excludeTags; For example SceneSettings mySceneSettings = GetSceneSettings(); mySceneSettings.excludeTags = "utility"; Third way (good too) : Author specify directly position he want to see in scene. SceneSettings mySceneSettings = GetSceneSettings(); mySceneSettings .position = "_T_Kneel"; Then searching position by tags will be skipped and position will be set as author specified. Maybe there can be other ways, what I don't see. I'll be glad if someone suggest it. Edited September 23, 2024 by Evi1Panda
dosfox Posted September 23, 2024 Posted September 23, 2024 (edited) 12 hours ago, Evi1Panda said: upd. I found how to fix it, just need little time more to think about the best way of implementation. Could it also be the reason that this type of scene is happening frequently (more than AAF)? Spoiler Edited September 23, 2024 by dosfox
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 (edited) @dosfoxYes. It uses location coordinates. It should started on furniture, but furniture objects wasn't found. But coordinates still from furniture. A little patience, I have already figured out how it should be implemented to work, there is a little test left. Edited September 23, 2024 by Evi1Panda 1
dosfox Posted September 23, 2024 Posted September 23, 2024 37 minutes ago, Evi1Panda said: A little patience, I have already figured out how it should be implemented to work, there is a little test left. Maybe the same type of problem for the lack of 3P+ animations? As tested so far, NAF can stage them, Autonomy can call them, but still no 3P+ animations seen.
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 (edited) @dosfox At first glance there is no connection. To understand why this or that animation caused by the mod does not start, you need to study the papyrus log (aaSUPF4SEDebugPrint.txt - for now it’s here, it’s likely that in the future I’ll move it somewhere). It always shows reject reason for scene, if it was requested, but rejected. Search for words "WARNING : SCENE VALIDATE FAIL, reason : " Also for furniture search and validation fail codes (searche word "code") : 0 - validation passed; 1 - positionRef for scene was set, furniture search canceled; 2 - 3d not loaded or in use, or this furniture marker is in use 3-6 - furniture angle is not normal. Edited September 23, 2024 by Evi1Panda
Evi1Panda Posted September 23, 2024 Author Posted September 23, 2024 (edited) @dosfox I see there is change gender option in Authonomy, NAF have no change gender support, it is possible there is the trouble. I'm not sure, but I think that this is needed precisely in order to improve the "startability" of scenes involving a large number of NPCs. Edited September 23, 2024 by Evi1Panda
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