Evi1Panda Posted November 1, 2024 Author Posted November 1, 2024 (edited) Quote But in the Moment i dont change to NAF - never change a running System 🙂 If AAF would work well I never would to change it. NAF works fine enough for me. I have more then 1400 plugins, and AAF is bugged-lagged for me. NAF works much better. I understand that dosfox writes that something is not working for it. Maybe I didn't do something right. But for some reason this doesn’t happen again in my tests now. Some things really happened. And there are probably still nuances. Well, at least that nuance with the dead/disabled actor. p.s. To be fair, I will say that I have not tried AAF version 1.0 and higher. Edited November 1, 2024 by Evi1Panda
Evi1Panda Posted November 1, 2024 Author Posted November 1, 2024 (edited) @dosfoxhere it is AAF_AutonomyEnhanced.7z Edited November 1, 2024 by Evi1Panda 1
Evi1Panda Posted November 1, 2024 Author Posted November 1, 2024 (edited) Quote I was able to start single-person scenes with the hotkey Autonomy hotkey starts only two-actors scenes with no furniture. Quote 1. Exactly what version of Autonomy are you using? MO2 writes that 3.30 Quote 2. Did you make any other changes to the game to get it working? Spoiler )))) I have 590 own patches I did for different plugins for a some years. So yes, I changed something in game. But this does not directly apply to NAF and NAFicator and NAF Bridge. Quote 3. What settings are you using for these Autonomy MCM options? sent it in message above. Edited November 1, 2024 by Evi1Panda
dosfox Posted November 1, 2024 Posted November 1, 2024 (edited) @Evi1Panda Would you mind sharing the full AE 3.30 mod? V3.30 is not available for download on the Autonomy page. The closest version i have is 3.301beta, and that doesn't work in AAF or NAF for me, 1 hour ago, Evi1Panda said: Autonomy hotkey starts only two-actors scenes with no furniture. There are actually 2 hotkeys, the first makes the NPC under the cursor do a single person masturbation or "lapdance" animation, the other hotkey starts an animation between Player Character and NPC under cursor (same as AAF F11 hotkey). Edited November 1, 2024 by dosfox
Evi1Panda Posted November 1, 2024 Author Posted November 1, 2024 (edited) sure, but mcm is in russian Autonomy Enhanced Redux.7z oh, I see in meta AAF_AutonomyEnhanced_v3.305beta.7z installation file. Edited November 1, 2024 by Evi1Panda
Evi1Panda Posted November 1, 2024 Author Posted November 1, 2024 (edited) In general, I would like some callback on the results of NAF Bridge 0.800 and NAFicator 0.65. To understand what and who does not work. Because so far I only focus on what I see at myself - and this is a very biased picture that all +- well, but I do not have the opportunity to play at all, I'm busy all the time. And dosfox, who obviously has it bad. What two opposite poles. Doesn't anyone use autonomy anymore? There were a couple of other people who reported in the NAF Bridge thread on two known problems: - Character disappears in some scenes (I rarely have it but there was someone who had it often for some reason). - Some scenes do not start with a strange error actor dead/disabled Is that all troubles you got? Edited November 1, 2024 by Evi1Panda
dosfox Posted November 2, 2024 Posted November 2, 2024 (edited) On 11/2/2024 at 4:06 AM, Evi1Panda said: And dosfox, who obviously has it bad ... I cannot say that things are "bad". NAF's efficiency and reliability is still keeping me from going back to AAF. Autonomy has had bugs for years, these are just different ones in a new environment. Things would be bad if progress wasn't being made. After the failure with Naficator 6.5 and Autonomy 3.305 i went back to my pre-NAFicator NAF folder xmls and Autonomy v2.8. aaSUPF4SEDebugPrint_AEv2.8.txt But there were still lots of furniture errors in the SUPF4SE log and action was slow. So i emptied the AAF folder and filled it with my pre-NAFicator NAF folder xmls, then ran NAFicator 6.5. You did warn this was the "hard way", but what the hell, i've tried everything else. AAFfolder_v6.5d.zip NAFfolder_v6.5d.zip NAFicator.log_v6.5d.txt NAF.log_v6.5d.txt These are the results in my "NAFtek Training Facility". This is an internal cell with about 30 NPCs including humans, dogs, FEVhounds, Supermutants, Gorillas, and a few Thuggysmurf slaves. All of the furniture is mod-added. Spoiler All mod-added furniture is recognised by NAF. More action than previous tests, sometimes 2-3 concurrent scenes. No "ground animation in middle of furniture" errors. Less furniture errors in SUPF4SE log. All creatures had a go at least once. aaSUPF4SEDebugPrint_v6.5dDungeon.txt Inspired by this success i went over to the Third Rail to see what would happen there. Roughly same size and population as NAFtek Training Facility, but just humans and all vanilla furniture. Surprisingly activity was noticably less, and there were more furniture errors and "furniture removed from list" notices in SUPF4SE log. aaSUPF4SEDebugPrint_v6.5dGoodneighbor.txt Edited November 4, 2024 by dosfox
Evi1Panda Posted November 2, 2024 Author Posted November 2, 2024 (edited) Furniture rejected (code 2) means (!furn.Is3DLoaded()) || (furn.IsFurnitureInUse()) || (furn.IsFurnitureMarkerInUse(0)) || (furn.IsFurnitureMarkerInUse(1))) && (sceneActors.Find(closestActor) < 0) In other words this furniture is not loaded or is in use. This prevents to start scene on furniture what is used by someone. Not ultimate (still happens), but rejects much bad cases. Edited November 2, 2024 by Evi1Panda 1
separated node Posted November 2, 2024 Posted November 2, 2024 I am sorry for being dumb, but i dont understand how ot use it correctly. I would appreciate if you could help me. 1. Do i understand it correctly, that naficator takes original xmls from other mods and converts them, so that NAF can recognize them? 2. Can I then move theese converted files to NAF folder so that i could see them in NAF menu? Because i tried it many times and NAF just dont see 99% of the animations. 3. In my case naficator seem to not work at all, cause log file is empty and any folder that try to specify in INI file does not contain anything. I am sure that i am doing something wrong, but i dont understand what. Here is what i did: 1. Removed AAF 2. Updated to NAF 1.0.14 3. Updated to recent NAFBridge 4. Installed LLFP 5. Installed NAFicator 6. Didn't touch ini at first 7. Launched the game 8. Tried to fiddle with different sFolderFrom and sFolderWhere 9. Tried to examine the logs The result is still the same: Fallout launches fine, logs are empty, specified folders does not contain any xml. I use MO2 and have some custom path to my game and MO2 folders. Please help. Thanks in advance
dosfox Posted November 2, 2024 Posted November 2, 2024 (edited) 1 hour ago, separated node said: ... Here is what i did: ... All correct up to step 6. Change line 1 in NAFicator.ini to read like this: iNaficatorEnable=1;..............................................if 0 then will not start. Leave the rest of the lines as they are. Don't forget to change this setting to 0 again after NAFicator has run. Edited November 2, 2024 by dosfox
separated node Posted November 2, 2024 Posted November 2, 2024 48 minutes ago, dosfox said: All correct up to step 6. Change line 1 in NAFicator.ini to read like this: iNaficatorEnable=1;..............................................if 0 then will not start. Leave the rest of the lines as they are. Don't forget to change this setting to 0 again after NAFicator has run. Thank you very much! It worked like a charm. Looks like I thought that iNaficatorEnable is 1 by default and didnt even looked at it 😃 And thanks to the author, all animations are listed correctly for the first time since NAF was released! 1
dagobaking Posted November 3, 2024 Posted November 3, 2024 (edited) On 11/1/2024 at 6:14 AM, dosfox said: The closest version i have is 3.301beta, and that doesn't work in AAF or NAF for me. It works in AAF. Perhaps if you share more details about your setup I can troubleshoot the issue. Edited November 3, 2024 by dagobaking 3
dosfox Posted November 3, 2024 Posted November 3, 2024 (edited) 3 hours ago, dagobaking said: It works in AAF. On 11/2/2024 at 2:34 PM, dosfox said: ... NAF's efficiency and reliability is still keeping me from going back to AAF. Autonomy has had bugs for years, these are just different ones in a new environment. ... Thanks anyway ☺️ Edited November 3, 2024 by dosfox 3
Andy14 Posted November 3, 2024 Posted November 3, 2024 (edited) On 11/1/2024 at 6:06 PM, Evi1Panda said: In general, I would like some callback on the results of NAF Bridge 0.800 and NAFicator 0.65. To understand what and who does not work. Because so far I only focus on what I see at myself - and this is a very biased picture that all +- well, but I do not have the opportunity to play at all, I'm busy all the time. And dosfox, who obviously has it bad. What two opposite poles. Doesn't anyone use autonomy anymore? There were a couple of other people who reported in the NAF Bridge thread on two known problems: - Character disappears in some scenes (I rarely have it but there was someone who had it often for some reason). - Some scenes do not start with a strange error actor dead/disabled Is that all troubles you got? I don't use autonomy. My mods that are used directly or indirectly with AAF/NAF and work perfectly: AAF Sex Em Up + AAF Sex Em Up Voice Voiced Expansion AAF Prostitution AAF Violate Boston Devious Helper Bound in Public Sex Attributes + Sex Attributes HUD Family Planing Enhanced Sexual Harassment Torture Devices Dangerous Nights NAF NAF Bridge MagnoCumGaudio (also works perfectly, but I've deactivated it for now) I have attached my NAF folder. All XML dated November 2nd were generated by NAFicator by reading the AAF folder. NAF.7z My personal statement: This is the first time that AAF mods have worked properly. Everything worked with AAF (after a thousand hours of the right patches), but the FPS went from 60 (limited to 60 in ENB) to 4 - 20 FPS. And that was before an animation was running. So typical script latency. With NAF, NAF Bridge and NAFicator everything works as it should - a full 60 FPS. Not even a small stutter is noticeable.👍 PS: One more note. I activated the "Skip Walk" in the NAF Bridge MCM, because Walk kept causing problems. But Walk to the scene was already a killer in AAF too. Edited November 3, 2024 by Andy14 3
Andy14 Posted November 3, 2024 Posted November 3, 2024 14 hours ago, separated node said: I am sorry for being dumb, but i dont understand how ot use it correctly. I would appreciate if you could help me. 1. Do i understand it correctly, that naficator takes original xmls from other mods and converts them, so that NAF can recognize them? 2. Can I then move theese converted files to NAF folder so that i could see them in NAF menu? Because i tried it many times and NAF just dont see 99% of the animations. 3. In my case naficator seem to not work at all, cause log file is empty and any folder that try to specify in INI file does not contain anything. I am sure that i am doing something wrong, but i dont understand what. Here is what i did: 1. Removed AAF 2. Updated to NAF 1.0.14 3. Updated to recent NAFBridge 4. Installed LLFP 5. Installed NAFicator 6. Didn't touch ini at first 7. Launched the game 8. Tried to fiddle with different sFolderFrom and sFolderWhere 9. Tried to examine the logs The result is still the same: Fallout launches fine, logs are empty, specified folders does not contain any xml. I use MO2 and have some custom path to my game and MO2 folders. Please help. Thanks in advance Edit the Naficator.ini first. First you have to enter the file path to the AAF folder. And second you have to enter the file path to the NAF folder. The XML's in NAF is created when the game starts if iNaficatorEnable is set to 1. This is a one-time thing and can be set back to 0 after the XML has been created. Unless you install more AAF XMLs later - then set it back to 1. Here my ini with Naficator Disabled: [General] iNaficatorEnable=0;..............................................if 0 then will not start. sFolderFrom=E:\SteamLibrary\steamapps\common\Fallout 4\Data\AAF;...........................................Path to folder where your AAF xmls. Can be relative path from Fallout 4 root. sFolderWhere=E:\SteamLibrary\steamapps\common\Fallout 4\Data\NAF;.........................................Path to folder where your want to save your xmls. Can be relative for ex. /Data/NAF bRaceData=1;.....................................................fixes for raceData nodes bOverrideRaceData=1;.............................................overrides raceData with NAF default value (otherway could be a problems with some creatures animations) bAnimationData=1;................................................replacing form and source to NAF-style hkx pathes bFurnitureData=1;................................................removes missing furniture. bRemoveWrongNodes=1;.............................................Removing animation nodes with missing forms 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 bFixPositionDataNofurTag=1;......................................Correct nofurn tag is hard require for correct NAF Bridge work. bExtendedLog=1;..................................................Print extended log bReplaceIfFileExist=1;...........................................If true it will replace existing files if it exist, otherway will skip existing file. sSkipEmptyAttributesInLog=skeleton,gender;.......................This is just for skip some records in log 1
Evi1Panda Posted November 3, 2024 Author Posted November 3, 2024 (edited) 13 hours ago, separated node said: Thank you very much! It worked like a charm. Looks like I thought that iNaficatorEnable is 1 by default and didnt even looked at it 😃 And thanks to the author, all animations are listed correctly for the first time since NAF was released! I think I turned this off in the last update because I set the default path to Data/NAF, and so that you don't unknowingly mess up your files I set the default to 0. Also you should place archive.arc to Data\NAFicator (or MO2 equal folder) if you don't know why you shouldn't do that. Edited November 3, 2024 by Evi1Panda
Evi1Panda Posted November 3, 2024 Author Posted November 3, 2024 @Andy14 Thanks for the feedback, because I already really don't understand what works and what doesn't work. I have too little time for full tests, and in general tests only me and Dosfox are not enough. There really used to be an infinite walk issue. I fixed it quite a while ago, if the walk is not finished within 10 seconds (or 15, can't remember exactly) - it will be skipped forcibly and the scene will start.
Andy14 Posted November 4, 2024 Posted November 4, 2024 On 11/3/2024 at 1:09 PM, Evi1Panda said: @Andy14 Thanks for the feedback, because I already really don't understand what works and what doesn't work. I have too little time for full tests, and in general tests only me and Dosfox are not enough. There really used to be an infinite walk issue. I fixed it quite a while ago, if the walk is not finished within 10 seconds (or 15, can't remember exactly) - it will be skipped forcibly and the scene will start. Since I installed more AAF animations (Vadermania) today and ran NAFicator again, I can attach the NAFIcator.log here. (renamed to txt because log is not accepted) Everything actually looks good. NAFicator.txt Perhaps a suggestion - it would be good if the log were not overwritten when NAFicator is actually deactivated. This might make it easier to find any errors later. 1
dosfox Posted November 13, 2024 Posted November 13, 2024 (edited) Hey @Evi1Panda, This time i spent a few days carefully installing my usual mod list with MO2 and LOOT (both much more user-friendly than the last time i used them, but i still wouldn't trust LOOT to sort my dirty laundry!) As a result the game is very stable and frame rates consistently over 100fps. Did a full AAF install with Indarello and requirements plus some mkh97 furniture xmls, then played it for a couple of days. I'd forgotten how slow and error-prone AAF animations are! FPS and scripted mods ran noticably slower. Still couldn't get Autonomy v3.05 to work, v2.8 works as usual. On the other hand, it was very good to have the AAF gui where i could see all the active animations at a glance (without freezing the screen), and be able to step, randomise, or stop any one of them with just a hotkey. It was also useful to have AAF_settings.ini where i could change settings like undress/redress and ready/unready delay times and other things. It's hard to believe that AAF doesn't have MCM compatibility yet! Next removed AAF, installed NAF, NAF Bridge, and NAFicator. NAFicated the virgin AAF folder. AAFfolder_v.7.zip NAFfolder_v.7.zip NAFicator.log_v.7.txt NAF.log_v.7.txt Note that skeleton errors in NAFicator.log are from creatures that i had selected not to use in Indarello's FOMOD, so they are not really errors. The errors from CreativeClutter furniture are because i am using an earlier version of that mod. No big deal, NAFicator recognises all the furniture in the version i use. This is the best NAFicator so far. Only been testing a few hours, but animations are all working very well, and furniture behaviour is the best yet. Question: Does NAF Bridge recognise furniture that the NAF gui does not show? I'm sure i've seen animations happening on mod-added furniture that the NAF gui doesn't recognise. Thanks again, see you when you get back! ☺️ EDIT: Forgot to mention iostate read error with Atomic Lust.esp on first run again. Ran NAFicator again and it read Atomic Lust.esp OK. Don't know what is going on there, this has happened a few times now. Edited November 13, 2024 by dosfox 1
Patatas2 Posted November 14, 2024 Posted November 14, 2024 im on the main menu rn it still says naficator is doing its things, pls wait, yea i've been waiting for quite some time now, is it supposed to take very long?? or is something wrong here
dosfox Posted November 14, 2024 Posted November 14, 2024 (edited) 1 hour ago, Patatas2 said: im on the main menu rn it still says naficator is doing its things, pls wait, yea i've been waiting for quite some time now, is it supposed to take very long?? or is something wrong here Panda mentioned in v.7 changelog: Quote ... The only thing is that now at startup you will have an endless window that NAFicator is doing its own things. It will not notify you when it's finished - you should be guided by the fact that there are files in the folder. ... NAFicator only takes a minute or so to work. You can Alt+F4 out of the game and check that your NAF folder is full of files. Edited November 14, 2024 by dosfox 1
Patatas2 Posted November 14, 2024 Posted November 14, 2024 1 hour ago, dosfox said: Panda mentioned in v.7 changelog: NAFicator only takes a minute or so to work. You can Alt+F4 out of the game and check that your NAF folder is full of files. oooooooh thx dude my bad didn't fully read the description lmao
kkiiees Posted November 18, 2024 Posted November 18, 2024 (edited) Damn, just moved from skyrim-modding to here and there are already some kind of "monopoly war" here Anyway, like I said, I'm from skyrim and just getting started modding FO4 so I have a question. I'm using MO2 to install mods, so in order to use NAF, I have to change the directory of "sFolderFrom" to the directory of every mods that have AAF folder, and launch FO4, wait for NAFicator, rinse and repeat, right? Edited November 18, 2024 by kkiiees
kziitd Posted November 19, 2024 Posted November 19, 2024 7 hours ago, lapolla said: Dude, I do not care about your personal drama. Fact is that FO4 is not your game. Fact is that FO4 modders formed the most toxic community at this site. Fact is that you are using fadetoblack trying to cover things that you do not want to uncover. Step aside. Your "framework" is shit. Your .dll is shit. Can you explain what the second sentence means? Because I am in the range you use. Of course, there are many more authors and I can ask you for them at the same time.
kkiiees Posted November 19, 2024 Posted November 19, 2024 (edited) 8 hours ago, lapolla said: Dude, Skyrim is kindergarten! Welcome to the Club! And I just wonder why: Skyrim have more and better animations. Skyrim have the best physics for Bethesda game. Then I'm officially adult now !!! About the second part, yeah I wonder it too, My take on this is that Skyrim has so much culture impact that the community is this big, and also skyrim community is filled with gooners rather then tacticool guys in here. Like in my country, there is only one big dedicated Facebook page for modding "Just Works™" games and almost everything, from the front page to the posts, guides,... ; are all half naked Nord bitches ( occasionally I saw some "Lusty Argonian Maid" type shits as well :D, this community is full of fetishes). I rarely see anything related to fallout 4 popping out, let alone Fallout 76 ... Edited November 19, 2024 by kkiiees
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