Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 (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 December 6, 2024 by Evi1Panda
Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 When I said "smth installed incorrectly" I meant not NAFicator, I meant animation mods...
kziitd Posted December 6, 2024 Posted December 6, 2024 (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 December 6, 2024 by kziitd
Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 (edited) I guess this is at least not always the case... Spoiler  Edited December 6, 2024 by Evi1Panda
kziitd Posted December 6, 2024 Posted December 6, 2024 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.
Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 (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 December 6, 2024 by Evi1Panda
Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 (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 December 6, 2024 by Evi1Panda
kziitd Posted December 6, 2024 Posted December 6, 2024 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.
Evi1Panda Posted December 6, 2024 Author Posted December 6, 2024 @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.
lavatube Posted December 7, 2024 Posted December 7, 2024 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:Â Â <!-- FILE : UAP_Vadermania_Override-animationData.xml Failed to parse animation .hkx file. Probably wrong FormId/Data or animation .hkx file doesn't exists. Â Â Â <animation id="vad_Cat01" offset="0,0,0,0:0,0,0,0"> Â Â Â Â Â Â <actor form="01002e09" source="Vadermania[AAF_anims].esp" gender="M"/> Â Â Â Â Â Â <actor form="01002e0a" source="Vadermania[AAF_anims].esp" gender="M"/> Â Â Â </animation> --> <!-- FILE : UAP_BraveAnimations_FFEVHound-animationData.xml --> Â Â Both the previously posted NAF.7z and my generated ones (without the BDH mod) have about 20 or so of them.Â
Evi1Panda Posted December 7, 2024 Author Posted December 7, 2024 (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. Â 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. Â 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 December 7, 2024 by Evi1Panda
Droid.z824 Posted January 9, 2025 Posted January 9, 2025 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.
dosfox Posted January 9, 2025 Posted January 9, 2025 23 minutes ago, Droid.z824 said: Latest game version ... Â On page 1 of this topic ... Â Quote ... as NAF and NAF Bridge, it doesn't work with Next Gen. Just 1.10.163.x. Â
Droid.z824 Posted January 9, 2025 Posted January 9, 2025 (edited) 5 hours ago, dosfox said: Â On page 1 of this topic ... Â Oh I missed it... thanks Edited January 9, 2025 by Droid.z824
Lexicon9090 Posted January 20, 2025 Posted January 20, 2025 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.
dosfox Posted January 20, 2025 Posted January 20, 2025 6 hours ago, Lexicon9090 said: Where does NAFicator store default xml's after conversion? Â If you are using MO2 you will probably find the new XML files in the .../MO2/Overwrite/NAF folder. 1
Lexicon9090 Posted January 20, 2025 Posted January 20, 2025 11 hours ago, dosfox said: Â If you are using MO2 you will probably find the new XML files in the .../MO2/Overwrite/NAF folder. That was it, thank you!Â
deff. Posted March 10, 2025 Posted March 10, 2025 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....Â
Aleena002 Posted April 1, 2025 Posted April 1, 2025 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
adadbanana Posted April 4, 2025 Posted April 4, 2025 (edited) I wanted to go back to aaf, but got a game crash Edited April 19, 2025 by adadbanana
VenusTrifecta Posted May 1, 2025 Posted May 1, 2025 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?
Evi1Panda Posted May 1, 2025 Author Posted May 1, 2025 3 hours ago, VenusTrifecta said: Am I missing anything else? Actual vc redist.
VenusTrifecta Posted May 1, 2025 Posted May 1, 2025 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.
Evi1Panda Posted May 1, 2025 Author Posted May 1, 2025 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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