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Posted

Crash Report

Version 0.9.6 instant crashes the game as soon as the main menu shows up. No delay, as soon as the main menu pops up, it immediately triggers Buffout 4 crash notification.

Version 0.9.5 works flawlessly. I updated VC redist, no help.

Attaching the Buffout 4 crash log, CLASSIC report on the crash log, and the papyrus log for your reference.

crash-2025-05-01-19-11-06.zip

Posted (edited)
10 hours ago, Evi1Panda said:

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.

Checking the log shows texts from 11-25-2024. I assume that is from the test you ran before uploading it, but I'm not seeing anything appear in the logs from my run. I'm also not seeing/finding a debug folder. I'm pretty sure I've installed something wrong, because I don't even get a NAF menu when sitting in the main menu. But I have no clue what I've done wrong.

I downloaded F4SE and AddressLibrary, then NAF and NAFBridge, double checked my VC Redistributable, but I don't have anything appear on the main menu. I'll triple check and update if anything comes up, but I'm stumped as of right now. It clearly works for other people here, and I might have missed something obvious that I'll facepalm to later on.

I am supposed to sit on the main menu of the game, right? I don't have to load in a new save or anything like that?

Edited by VenusTrifecta
Posted

Been using NAF/NAFicator/Bridge setup for a few months now, it's working great, kudos for the work!!!

 

I do have a question on the archive.arc functionality.  I've got it working and it works perfect, no issues with playing anything, even after compacting & ESLifing the animation esp files. What I need to know if if an animation pack updates(Rohzima has been updating regularly lately) and I need to re-run naficator to parse the new animations.  Do I have to run it with ALL the other packs ESlified plugins back as non-ESL plugins, or can I run it with them already compacted and flagged, then just ESL the new updated plugin.  Basically do I need to keep all the old ESP files, in their normal non-compacted , non-ESLd state, just to run naficator if there is an update or I add a new pack, or if I can just run it on them when they are already ESLed?

Posted

@rilieAP 

You can open archive.arc with a plain text editor and see exactly what it stores.
It actually looks at the address and plugin name in the xml, and then looks for the same id with the same plugin name in archive.arc. What is this done for? Normally NAF and AAF takes the path to the animation from the esp-form, but if you changed esp to esl(espfe) then there is a high probability that the id has changed and NAF(or AAF, or any) will not be able to “pick it up” from xml. But NAF can also read the raw path to hkx directly from XML, so I just change the id with path. And the database is needed to “remember” the id's and plugins to indetify and change it with raw pathes.
As for updating ids in the database. Every time when forming NAFicator files, when the id was not found in the database, an attempt is made to search by FormID and plugin name in esp/espfe. If found - the address will be added to your arc file. You can make sure of it by opening it in the editor. You can also manually add anything there, the main thing is to follow a simple syntax.

Posted (edited)

i put i in MO2 and it overrides aaf and in game aaf has error text and talks about bootleg. 

 

never mind i opened it in MO2 itself also apparently i never downloaded NAF even though it said i did, you say to delete xml from what bridge or NAF`s, character, weapon data? 

 

basically, do i just install it in MO2 then what? Also does AAF not need to be installed causei have mods that require it, oh i guess im on step 5 which how do i start that cause there's no data folder in NAficator

 

 

Edited by RAAMPEAK
Posted
On 5/12/2025 at 8:43 AM, RAAMPEAK said:

i put i in MO2 and it overrides aaf and in game aaf has error text and talks about bootleg. 

 

never mind i opened it in MO2 itself also apparently i never downloaded NAF even though it said i did, you say to delete xml from what bridge or NAF`s, character, weapon data? 

 

basically, do i just install it in MO2 then what? Also does AAF not need to be installed causei have mods that require it, oh i guess im on step 5 which how do i start that cause there's no data folder in NAficator

 

 

AAF has code to detect NAF files, including directories and will lock up FO4 with the message you saw.  Do not run NAF with AAF installed.

 

XML's in the data/NAF folder need to deleted before running the latest version of naficator.  Something to do with some animation files need to not be used with NAF, but if they are already in the data/NAF folder, they will still exist and cause problems.  Naficator will build all the necessary animations in a way for NAF to use them.

 

Install naficator in MO2, then follow the instruction to set  bNaficatorEnable to 1, run fallout, quit, set bNaficatorEnable back to 0 and run fallout to play the game.

 

NAF should be able to replace AAF functions for almost all mods which were made for AAF.  At least my testing a while back showed it worked with the mods I use like "Sex Em Up", "AAF Violate", etc.

 

  • 3 months later...
Posted

Can someone help? I installed Naficator and all the dependencies. My animations are working great, however, my character and the NPC are still wearing underwear and I don't know how to get Vioxis strapons to work. I am using a Fusion Girl body and installed Vioxis strapon to work with FG. Thank you in advance.

  • 3 weeks later...
Posted

With just the bare essentials (no other mods) to run the mod (Script Extender, Address AiO, etc) 

1.0.14 is crashing to desktop a few moments into main menu. No such issue with 0.9.12.

[am running 163/old-gen, never updated]

  • 1 month later...
Posted

Hoping someone with more experience can maybe help out, what does it mean when it is referring to an xml not having a root node?  Hoping I can fix there errors myself as the xml in question is pretty simple, just not sure what it is referring to with a root node 

Posted
2 hours ago, MattTheRagdoll said:

... what does it mean when it is referring to an xml not having a root node? ...

 

Check out Panda's NAF XML PARSING STRUCTURE. Everything you need to know about NAF XML is in there. Root nodes are the first topic described.

  • 2 weeks later...
Posted
11 hours ago, Z0mBieP00Nani said:

What is the purpose of this? To get animations playing correctly?

so the animations tags will "just work" with NAF without you needing to manually adjust all the xml files

if you arent going to use NAF then you dont need this, if you are going to use NAF then you probably want to use this

Posted
22 hours ago, Franco Cozzo said:

so the animations tags will "just work" with NAF without you needing to manually adjust all the xml files

if you arent going to use NAF then you dont need this, if you are going to use NAF then you probably want to use this

What is NAF?

 

Yeah, I'm as new to this as a vault dweller is to the wasteland. I haven't really played Fallout 4 in at least 2 years.

Posted (edited)
11 minutes ago, Z0mBieP00Nani said:

 

I see, so this basically allows you to run both frameworks simultaneously, only from now on, with bridge installed, everything will run through NAF instead of AAF. Is that correct?

No. NAF replaces AAF. But every mod written for AAF works perfectly with NAF.

I haven't had any problems so far.

Compared to AAF, NAF simply works – and it's really fast. No more FPS drops or script loops.

Edited by Andy14
  • 1 month later...
Posted (edited)
14 minutes ago, total newby said:

I just wish I could learn to set this Naf/Naf Bridge and Naf up...

Its hard work when you do not understand computers. Even more when you have learning difficulties due to head injury

But maybe one day someone will do a simple step by step guide in simple terms on how to set it all up properly..........

Setting up any new modding environment requires effort. I have created step-by-step guides to minimize it.

If a specific step is unclear, ask a specific question: state where you are stuck, what you tried, and what result you got (error messages, log entries). Vague statements like "it's hard" provide no data to work with.

This is an open-source project. There is no "magic button". Help is available for those who can formulate a technical problem.

Edited by Evi1Panda
Posted
7 hours ago, hiroki2 said:

This mod is great. Please remove AAF from Loverslab and replace with NAF.

Thank you for your feedback; it is always important to receive support from the community. 

Posted
2 hours ago, total newby said:

I just wish I could learn to set this Naf/Naf Bridge and Naf up...

Its hard work when you do not understand computers. Even more when you have learning difficulties due to head injury

But maybe one day someone will do a simple step by step guide in simple terms on how to set it all up properly..........

It is far easier to install and set up than AAF.😉

Posted (edited)
1 hour ago, total newby said:

Thanks for the reply's I do appreciate it...

Sorry for the late reply been a bit under the weather..

 

So can I just run this past you all

I currently have game 163 it's the GOG GOTY version and i run MO2 with The effing manual second form the bottom...

I take it I remove and replace AAF with NAF

Place NAF bridge under NAF

Put LLFP under NAF bridge

 

What do I do with Naficator that is the bit i am slightly confused with??

 

Many Thanks

 

Your first step should be to carefully follow the NAF Bridge Beginner's Guide. This will give you the correct installation order for the core mods.

Then, you will need to convert your existing AAF animation mods (step 3 NAF Bridge Beginner's Guide) . This is what NAFicator is for. After setting up NAF and NAF Bridge, please follow the NAFicator Fast Usage guide. It will automatically adapt your AAF XML files for use with NAF.

If any part of a guide is unclear, please ask a specific question. Tell us exactly which step you are on, what you did, and what result or error you got. This helps us give you a precise answer.

Edited by Evi1Panda

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