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Posted (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.

Photo1232.thumb.png.bcc04a98641a0b7602cc013dcdb828a1.png

 

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 by Gamaramdi
Posted (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 by Evi1Panda
Posted
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

image.thumb.png.0a6323e9954d604a509ad215081103c7.png

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

image.thumb.png.fbcee29064fffdd44f1db5d93d2353ff.png

 

Posted (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 by dosfox
Posted (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 by Evi1Panda
Posted (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 by Dlinny_Lag
Posted (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 by GaliAli
Posted
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!!

 

Fallout4 2024-09-21 14-59-54.png

Fallout4 2024-09-21 15-00-54.png

Posted
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.

 

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.  🤪

Posted (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 by dosfox
Posted
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. 

Posted (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 by Evi1Panda
Posted (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 by dosfox
Posted (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 by Evi1Panda
Posted
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 ...

Posted (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 by Evi1Panda
Posted (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

 

1155104253_.png.a905c798efce9896265705bbeeb3458f.png

 

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 by Evi1Panda
Posted (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


furniture.jpg.9d1bfd4bb47df38b76ffe654e197865d.jpg

 

Edited by dosfox
Posted (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 by Evi1Panda
Posted
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.

 

Posted (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 by Evi1Panda
Posted (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 by Evi1Panda

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