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Posted (edited)

@dosfox try to use Ultimate AAF Patch.

 

I don't see in your animations XMLs any startEquipmentSet= with cocks, so no wonder it don't appears. I don't know how it possible in AAF to deal with it without any records about equipping cocks. Maybe AAF itself figures out what to equip them by analyzing scene tags and involved actors skeletons. Don't know. But NAF certainly doesn't do that kind of scene analysis work, and neither does NAFicator. Therefore, it needs information if something needs to be equipped.

 

Here is example how my files equipmentSet and animationData looks like. My guess is that you have something installed incorrectly. Because it should work fine even without UAP. But if you claim that everything is fine in AAF, then I can’t even imagine what the problem could be... 

NAF.7z

Edited by Evi1Panda
Posted (edited)

Only FF's strapon uses start/stop Equipment.
The penis of the creature is part of the body nif.
If it is not in the animation, the creature's body is just vanilla.
Read the TFM manual to download the correct related assets.

Edited by kziitd
Posted

At least I'm sure the SM's big penis is a body part, because I just made a batch of animations without using any equipment.
And it also shows up as such in the OS.

image.png.99c14ad4a6b243ab3ef7e4b704c73af3.png

Posted (edited)

I guess we talk about canines now. Supermutant has it own models, yes. Like humans. There using morph updates to control penis position.

In fact, I don’t think there is any need for this, it’s just that people and super mutants look illogical without a penis when naked, and canines on the contrary look strange running through the wasteland and waving a stick)))

Edited by Evi1Panda
Posted (edited)

Okay, I won't argue. This is not my diocese, and I don’t want to dive into it. Anyway, thanks for your participation in the conversation.

p.s. Also I see in original xmls (vadermania for ex.) penis equipping.

Edited by Evi1Panda
Posted

Vader's animation is from 2018, I guess the 3d assets for animals are still in the early stages.
AAF had various patches in the early days, one punch/Indarello/etc.
Until it was finally unified by UAP, some assets were finally integrated/perfected during this period.
Maybe the XML patches in the past that are now listed as incompatible/obsolete by TFM treated the detached penis as a device to be worn through XML.
This is neither AAF's problem nor NAF's/bridge/etc's problem, maybe it's just the confusion that happened in the early days of AAF and history is reappearing.
I checked that UAP made Start/Stop penis devices for vader and leito animations on dog animations. SC's is not.
I noticed you said it should work fine even without UAP.
So UAP should be a requirement/highlighted suggestion for this mod, I mean, if you don't want to experience the early AAF patch confusion that caused many authors to be disturbed by irrelevant issues.

Posted

@kziitd You're probably right (and you absolutely know more about it than I do), I've thought about it too, but as I said I don't want to dive deep into it on my own - for a trivial reason, I'd have to spend a lot of time studying the issue, which I just don't have. Thank you very much for your analysis.

Posted

Hmm, I wonder what causes all the "Failed to parse animation .hkx file. Probably wrong FormId/Data or animation .hkx file doesn't exists." in the animationData.xml and if there's a way to fix them manually. For example: 
 

<!-- FILE : UAP_Vadermania_Override-animationData.xml
Failed to parse animation .hkx file. Probably wrong FormId/Data or animation .hkx file doesn't exists.


    <animation id="vad_Cat01" offset="0,0,0,0:0,0,0,0">
        <actor form="01002e09" source="Vadermania[AAF_anims].esp" gender="M"/>

        <actor form="01002e0a" source="Vadermania[AAF_anims].esp" gender="M"/>

    </animation> -->
<!-- FILE : UAP_BraveAnimations_FFEVHound-animationData.xml -->

 

 

Both the previously posted NAF.7z and my generated ones (without the BDH mod) have about 20 or so of them. 

Posted (edited)
Quote

Failed to parse animation .hkx file. Probably wrong FormId/Data or animation .hkx file doesn't exists.

Exactly this causing... Wrong FormID/Source or there is path to missed .hkx file in form.

 

Vadermania have some bad links to missed animations. Same as some missed FEVHound animations. NAFicator analyses this and remove theese records, also removes records that was linked to theese bad records. Inside commentary of removed linked records will be written smth like "bad link, or missed link" and missed animation id.

 

Not absolute thing, because Form can be set to empty (stop idle), and there is no way to understand if author wanted to stop idle was there or this is mistake. But if path is set - NAFicator will check has you this hkx file or not. It look for it in loose files and in loaded ba2 archives too.

Edited by Evi1Panda
  • 1 month later...
Posted

Latest game version, all dllc, game of the year edition and game stucks in loading screen after enabling NAF Bridge. Clean install of game, all steps done from installation.

Mods in pic.

1.PNG

Posted
23 minutes ago, Droid.z824 said:

Latest game version ...

 

On page 1 of this topic ...

 

Quote

... as NAF and NAF Bridge, it doesn't work with Next Gen. Just 1.10.163.x.

 

  • 2 weeks later...
Posted

Heyo, 
I feel really dumb right now. Where does NAFicator store default xml's after conversion? I can see them in the NAF menu and use them etc. I just wanted to find them and for the life of me I can't seem to find it for the life of me. I didn't change anything in the paths area. 

 

[General]

bNaficatorEnable=0;..............................................if 0 or false then will not start. (I did change this from 0 to 1 then loaded up game fine and turned it back to 0) 

sFolderFrom=/Data/AAF;...........................................Path to folder where your AAF xmls. Can be relative path from Fallout 4 root.

sFolderWhere=/Data/NAF;..........................................Path to folder where your want to save your xmls. Can be relative for ex. /Data/NAF

I checked my C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data for it and couldn't find anything. 

 

I know It's just me being smoothbrained so any help would be super appreciated.

Posted
6 hours ago, Lexicon9090 said:

Where does NAFicator store default xml's after conversion?

 

If you are using MO2 you will probably find the new XML files in the .../MO2/Overwrite/NAF folder.

  • 1 month later...
Posted

How about Sam enhanced animations? I mean with AAF I need original animation pack + SAM enhaced (becauses of adjustments + ZEX genital bones for FG). Now with NAF + all stuff animations is working, but FG genital bones not...I just switched to NAF today and all this thing is totally new for me.... 

  • 3 weeks later...
Posted

So how do I actually rebuild the thing? I've installed a new mod coming with some animations which of course won't play. I deleted the NAF/NAFicator folders from the Overwrite folders, added bReplaceIfFileExist=1 to the .ini and more but each time I start the game it simply tells me to set the bNaficatorEnable=1 to 0 or delete the .dll. Nothing's happening at all

  • 4 weeks later...
Posted

I'm not sure what I've done wrong, but nothing pops up in the main menu, not even a pop up saying to enable it in the ini file. I've downloaded all the requirements (NAF, NAFBridge, F4SE and AddressLibrary), and have bNaficatorEnable set to 1. Am I missing anything else?

Posted
57 minutes ago, Evi1Panda said:

Actual vc redist.

I forgot to mention that one. I even listened to one post from Nexus that said to make sure you have the most recent one installed. Other than that I have every requirement.

Posted

You can enable debug xmls, and it will put xmls that was processed in debug folder, so you can try to understand on what exactly it is fails (it wouldn't be in folder)... Also see the log.

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