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NAFicator

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 If you really want to, but don't understand anything...

Spoiler

Questions about the mod? Ask AI!

I write detailed instructions on purpose. I understand that reading them is time-consuming (no offense—I don't like it either), and sometimes it might feel like you lack the knowledge—that's normal too. You might be hesitant to ask questions or tired of waiting for answers.

But if you've read the description and really want to install this mod, there's a great solution—language models (neural networks). They're always at hand!

It's simple:

  1. Copy the mod description and all instructions.

  2. Go to one of these sites: Grok, DeepSeek, Qwen, OpenAI, Gemini.

  3. Paste the text and ask your question clearly.

Example request:

"Hi! Briefly explain how to install this mod. Here is the context: [mod description] [manual 1] [manual 2]."

This will save you time and frustration. Give it a try

 

 

NAFicator Full usage | NAFicator Fast Usage | Archive Feature

 

NOW YOU CAN START PLAY WITH NAF EASYWAY.
The overall idea of this thing is that you install your files the way you are used to doing it with AAF, run the game with it once and it itself adapts all your existing xml files to work with NAF and NAFBridge. After this thing has done its job, you need to either disable it on the left side of MO2 (if you didn’t save the XML there) or delete the dll file, or simply disable it in the settings file. Launch the game again and enjoy life with NAF.


Troubleshooting: I am collecting callbacks - what troubles do you have with it. So I need your NAF.log and NAFicator.log and, probably your NAFicated xmls packed to understand what I should do better. Thank you for your Endorses!

 

As NAF and NAF Bridge it doesn't work with Next Gen. Just 1.10.163.0.1.

 

How to use it?
1. Install all your AAF mods and its xmls.
2. Install NAF.
3. Install NAF Bridge.
4. Install NAFicator (this). Install it as you usually install your dll mods. In my opinion, it is most convenient to do this using Mod Organizer 2, but it will work in any case. Then setup .ini file (if you don't like defaults).

 

Don't worry NAFicator will not change original files in Data/AAF (or any sFolderFrom folder).

 

I recommend to change just sFolderFrom and sFolderWhere settings.

From set to /Data/AAF or C:/tralala/Steam/Fallout 4/Data/AAF

Where set to NOT relative way to folder to separate mod in your MO2... C:/tralala/Steam/Fallout 4/MO2/Mods/NAFicator_Files/NAF

Since 0.9.0.2

Read carefully and understand what is written here : With all these changes there is a new rule : You will have to delete all XMLs from the Data/NAF folder whose data you are going to get from your XMLs in the AAF folder. Otherwise there may be problems. The problems are due to the fact that NAFicator has determined that some of your data in the Data/AAF folder is incorrect and will not work correctly with NAF, it has removed this data from the final XML files, but you have not removed it from the Data/NAF folder - and it will still there and generate errors.
IMPORTANT : You can use data for NAF made by Squirrel for example, but then do not use its prototypes in the Data/AAF folder - otherwise NAFicator will analyze this and include this in the output files as well, which may (or may not) lead to conflicts in the end.


 

[General]
bNaficatorEnable=0;..............................................if 0 or false then will not start.
sFolderFrom=/Data/AAF;...........................................Path to folder where your AAF xmls. Can be relative path from Fallout 4 root. Also can be absolute for ex. C:/Fallout4/Data/AAF.
sFolderWhere=/Data/NAF;..........................................Path to folder where your want to save your xmls. Can be relative for ex. /Data/NAF. Also can be absolute for ex. C:/Fallout4/Data/NAF.
iRemoveFixWrongZOffsets=1;.......................................Fix wrong z-offset. 0 - off, 1 - move >izOffsetMax offset from z to angle pos, 2 - set >izOffsetMax offset to zero.
fzOffsetMax=60.0;................................................Arg for iRemoveFixWrongZOffsets, float
iNaficatorFilesPriority=500;.....................................Set load priority for xmls created by NAFicator
sSkipEmptyAttributesInLog=skeleton,gender;.......................This is just for skip some records in log
bPrintDebugXMLs=false;...........................................This is an intermediate version of normalized XML. Only needed for debugging, so probably just leave it alone. 

5. Play with NAF.

 

 

WHAT IS ARCHIVE FEATURE AND HOW IT WORKS ?

It will help you to eslficate your files and use NAFicator with ESLficated files.

What was the trouble before?

After you've been eslficate your files - indexes of allmost all forms was changed, and NAFicator (and NAF and AAF too) couldn't found animations forms and hkx's it was pathed.

What is the solution?

First time when you start NAFicator with NON-eslficated animation-esp's NAFicator parse it and create its own archive with all parsed files. And then you can ESLficate it, because NAFicator allready knows what hkx to set in xml (use formid and esp name to identeficate it). I put in archive ~3700 animations and its default forms and esp-links, but it will update archive if will found your own.

Where is archive, can I edit it manually?

Yes, I didn’t put it in binary form, so you can open the archive with any text editor and add it manually, strictly observing the filling principle. It placed in Data/NAFicator/archive.arc.

WHERE IS LOG FILE?

It is in Data/NAFicator folder. It can be in MO2/Overwrite/NAFicator folder.

 

 

 

 


  • Submitter
  • Submitted
    10/16/2024
  • Category
  • Requirements
    F4SE, NAF, NAF Bridge

 

Posted
25 minutes ago, Viekang said:

So we should ignore the message to remove this with bootleg version warning?

What message? AAF? Why you need this if you want to play with AAF? This mod do nothing for AAF and with AAF. It just reading your xml files in AAF folder(or any folder you set), copying it "fixed versions" to the folder you set.

Posted
18 hours ago, Evi1Panda said:

What message? AAF? Why you need this if you want to play with AAF? This mod do nothing for AAF and with AAF. It just reading your xml files in AAF folder(or any folder you set), copying it "fixed versions" to the folder you set.

Honstly the first time I read the installation instructions I also read "install AAF". Had to do another take.

 

I'll try to install this later today. I've been having an issue where running NAF and NAF bridge would work fine with a mod like torture devices, but crash to desktop for mods like SavageCabbage and some other anim. mods. This looks like it might fix all the weirdness of porting the old mods

Posted

Is "AAF Themes - VanillaSexAnimations, Kinky/Aggressive and CreatureSexAnimations" a necessary or useful part of an AAF install to NAFicate?

 

Posted
4 hours ago, Evi1Panda said:

... themes - no need for naf.

 

Thanks for your reply. It would be useful to mention this in NAF/Bridge install instructions.

 

Posted (edited)

@dosfox I guess to prevent any damage best settings is FROM Data/AAF and NOT relative way to WHERE C:/MO2/Mods/Naficator/NAF

It is if you're using mo2 or probably vortex. With other non-VFS modmanagers you should backup your NAF folder before use it. 

 

You should know, in this 0.4 ver archive works bad. I fixed it and release tomorrow. And also, it is probably bad to use races updates from aaf themes. I guess it breaks some races like dog, or mr handy. I will update races patches tomorrow too.

Edited by Evi1Panda
Posted

Would it be worth running my existing NAF folder through the NAFicator? What are the best .ini settings to do that?

 

It is good question. In theoretical, I guess files, that NAficator creates will shadow your files, if you set up it above all your mods in mo2, but...

Idk. In theory there is can be bad situations.

Would be better if you will do clear test.

 

Also keepbin mind you will have some warnings to animations that have no idle hkx. It is "stop" animations. Parser will tell you about it, but, I guess this not bad. But not 100% sure. Will look for this in code tomorrow.

Posted

About ini settings. I recommend to change just from and where settings.

From set to /Data/AAF or C:/tralala/Steam/Fallout 4/Data/AAF

Where set to NOT relative way to folder to separate mod in your MO2... C:/tralala/Steam/Fallout 4/MO2/Mods/NAFicator_Files/NAF

Start game with NAFicator one time with config you want to play. After it will do it things, turn it off in ini file (set iNaficatorEnable=0). Enable your separate mod. Play.

Posted (edited)

Crash to desktop on boot game with Naficator enabled. No files processed.

 

crash-2024-10-24-23-55-34.log

 

Edit 1: Never mind, my stupid fault, accidentally copied NAF_graphInfo.xml to AAF. Didn't think Naficator had time to write log, but it did.

 

NAFicator.log

 

Edit 2: OK, i think process has finished, but Naficator.log is empty. Tested briefly in game, everything seems to be working fine.

 

   AAF.zip    NAF.log

 

Edit 3: Some of mkh97's xmls are failing. Is the apostrophe in the .esp filenames causing problems there? CreaturePack is still causing problems too.

 

Edit 4:

  • Crimsomrider and Vs Stylish Decor furnitureData.xmls have apostrophes in Source .esp filename. I replaced NAFicator xmls for those mods with AAF version, then edited Source="CrimsomRider's Unique Furniture.esp" to Source="CrimsomRider's Unique Furniture.esp" and likewise with V's Decor. NAFlog shows no errors for those xmls now, but i guess they are not "Naficated"?
  • Cannot work out what is wrong with CreativeClutter furnitureData.xml, everything seems right but NAFlog shows two line errors.
  • CreaturePack is the usual bucketload of bugshit. In my game i had commented out all the faulty CP animations so they showed no error in NAFlog, but instead of naficating those files, i left the original AAF CP files in the AAF folder to see if Naficator would fix them properly.

 

NAF2.zip    NAF2.log

 

Edited by dosfox
Posted
Quote

Edit 1: Never mind, my stupid fault, accidentally copied NAF_graphInfo.xml to AAF. Didn't think Naficator had time to write log, but it did.

Need to be fixed. Thanks.

 

Quote

Edit 2: OK, i think process has finished, but Naficator.log is empty. Tested briefly in game, everything seems to be working fine.

 

log is cleans after game was launch even NAFicator disabled in ini.

Posted (edited)

You should look at removed nodes to understand what exactly was removed. You should check 'skipped' keyword to understand what xmls was skipped.

And send xmls you guess correctly, but it was skipped or nodes was removed.

A gross syntax error can be found using the keyword 'critical'.

 

REMOVED ARRAY is list of all removed nodes in logic

no link to valid animation -> nodes with this animation will be removed -> all links to removed animation from animation groups and position will be removed  -> all missed links to position data and animation group will be removed from positionTrees.

Removes all node, no point in deleting just one animation from node - it will still be broken. If you have knowledge how broken node should be - you can fix it in source and reNAFicate.

Edited by Evi1Panda
Posted (edited)

Hey  @Evi1Panda,

 

For this run of Naficator v.6.3 i did full uninstall/resaver clean/reinstall of NAF, Bridge and Naficator. 

AAF_v6.3.zip    NAFicator_v6.3.log

 

Spoiler

BTW, you left your own defaults for From/To in Naficator.ini

 

Skipped:

CreativeClutter_furnitureData & EFBS_protectedEquipmentData.xml have errors i can't identify.

CustomMoans has most of it's files skipped. Will it still work?

BTW, you left your reference to AnimatedTentacles in NAF_raceData.xml

skipped_v6.3.zip

 

Warnings:

     [warning] 'extract' couldn't extract from archive : 0204E055 Atomic Lust.esp, iostatebit 2 ?

 

CHAK wrong offset count in 2 positionData files?

warnings v6.3.zip

 

NAF.log:

CreaturePack02_positionData.xml has error i can't identify.

NAF_v6.3.log    CreaturePack02_positionData.zip   

 

  • TransitionData files are all skipped. I guess this means that there will be no staged animations at all. Will staged animations eventually be incorporated into NAFbridge?
  • Are there any advantages to merging new archive with downloadable archive?

archive_v6.3.arc.txt

Edited by dosfox
Posted (edited)

CustomMoans has most of it's files skipped. Will it still work?

 

What files is "most"? I posted xml map what NAF is reading. There is can be any count another files, there is no point to copy it. I guess under custom moans files you mean topicData. NAF doesnt need it, because NAF will not read it. Idk how exactly CM works, but it is highly likely that at least part of it is useless with NAF.

 

  • TransitionData files are all skipped. I guess this means that there will be no staged animations at all. Will staged animations eventually be incorporated into NAFbridge?

 

You guess... Why dont you look it in game? I dont see naf parsed transition xmls somewhere in NAF code. 

 

 

  • Are there any advantages to merging new archive with downloadable archive?

As I said - use notepad. Add new lines exactly as it is in file, or this can provide bad archive work and crashes. In theory dupplicates is not critical. But it will always read first form + plugin pair.

 

Edited by Evi1Panda

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