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[Animation] NAF Surrender (Updated 05/28/26)


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Posted
19 hours ago, Gray User said:

 

Yes. But I think script log must be turn on first. In my StarfieldCustom.ini I haveL

 

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

 

This should make game have papyrus log in Starfield/Log/Script (the folder in your documents, not game install folder). 

 

Should work if you point GIFT to that (the log.0 one is correct). 

 

Also, did GIFT you download include folder /data/events/games/starfield folder with grayfunctions.yaml? 

 

Thank you and please let me know how it work. You are first other person I know of to try it. 

 

 

You were correct, modifying the .ini to turn on papyrus logging allowed the log files to be written.

 

Currently, I have only tested with xtoys but everything appears to work with a small amount of delay.

Posted

Updated pack to include sounds. 

 

Right now this is only for player, but works for both Male and Female player. 

 

If I can I will improve sounds (re-used old sounds from FO4) and timings, but can not promise this. 

 

Would someone download and let me know if sound works for you? There was a Wwise.dat file in sound/voice that I did not include it upload, but am not sure if was needed (I include the one in the NAFsurrender.esp/subfolders, but worry that main .dat will cause conflict for users). 

Posted (edited)

Seeing lewd Starfield mods are still being updated makes me happy. I've been waiting for what I consider as my staple Bethesda game mods to take shape, before I dive back in.

1. Sex framework and animations. ✔️
2. Combat Defeat/Rape. ✔️ 
3. Pregnancy for female player and companions (unique NPCs optional), with jiggle physics body that supports belly growth, as well as compatible Bodyslide files for all the vanilla and DLC outfits. 

Just one more big hurdle, until I come back to this game. 😸

Edited by Church the Cat
Posted
4 hours ago, alexandrox said:

Npc take another Npc is long feature to do ? because seems the most interesting and only ur mod con do it.

 

I probably will not do it because I am not interested in it and doing it correct is outside my skills probably. I could make bad version that causes script lag and makes game crash all the time, but I do not think people want that. 🙃

Posted
4 hours ago, MetZwerg said:

do i need to turn music on, for soundeffects ?

by now, i had no sound effects

 

Sound effect should work as voice. If you can hear dialogue voice you should hear sounds. 

 

Do you see caption for moans and things?

 

Can you see if there are folder in Data\sound\Voice\NAFSurrender.esp that have wem file in them?

 

Posted
15 hours ago, Gray User said:

 

I probably will not do it because I am not interested in it and doing it correct is outside my skills probably. I could make bad version that causes script lag and makes game crash all the time, but I do not think people want that. 🙃

U make an outstanding mod is a fact! but i 100% sure i are wrong in this affermation : i think i what feature need this game right now. why ? all other feature are just done and fallout skyrim etc have this one in plus.

Posted (edited)
14 hours ago, Gray User said:

 

Sound effect should work as voice. If you can hear dialogue voice you should hear sounds. 

 

Do you see caption for moans and things?

 

Can you see if there are folder in Data\sound\Voice\NAFSurrender.esp that have wem file in them?

 

 

I see the captions/subtitles, but I don't hear the actual sounds. I don't know if this is due to a standard mod issue, or because of slight incompatibility (I have music mods installed).

Also, is it possible to set the health threshold to be other numbers aside from multiples of 5? I want to set it at 7.5 or 8.

Edited by Vinccino
Posted

i see the captions, but i hear nothing.

but yes, the voicefiles are installed

 

 

other question:

any chance, to set the auctionhouse sendoff to a chance, instead of it always happening ?

Posted

Don't know what changed, but suddenly my game crashes consistently when either surrender sex initiates or the ecstasy implant activates. Disabling, saving, then enabling the mod did not fix the crashing. Will try to isolate the cause of the issue.

Posted
21 hours ago, Vinccino said:

Don't know what changed, but suddenly my game crashes consistently when either surrender sex initiates or the ecstasy implant activates. Disabling, saving, then enabling the mod did not fix the crashing. Will try to isolate the cause of the issue.

Try deactivating a plugin in your load order and forcing the game to ask you if you want to activate it (say no) and then use your current load order. THis fixes certain CTD issues. Verify your load order IN GAME as well to make sure it's actually using the one you want it to. Sometimes it makes up its own

Posted
2 hours ago, friendbacchus said:

Maybe the answer is obviously not compatible, but are you aware if there should or would be inherent incompatibilities with Snusnu field and it's dependencies? 
Perhaps it's two mutually exclusive systems so they don't touch but Ill err on the side of incompatible unless stated otherwise

https://www.nexusmods.com/starfield/mods/13329

According to MetZwerg on a different mod page (I think it was NAF Seduce), Snusnu is compatible particularly because it operates in a different way.

Posted (edited)
On 4/13/2025 at 5:02 AM, Vinccino said:

Don't know what changed, but suddenly my game crashes consistently when either surrender sex initiates or the ecstasy implant activates. Disabling, saving, then enabling the mod did not fix the crashing. Will try to isolate the cause of the issue.

Diasbling the mod makes the game work normally; even after passing several in-game days, enabling Surrender still makes the game crash on the first instance of NAF script calling by this mod. When running a new game, everything works just fine with the exact same mod setup; so something in my current save file has caused a bound script issue. 

 

Current Edit: If I get the Surrender events to activate in a fresh save, it works. When I load an existing save right after, my game is able to do said events once without issue; but if I try again, it freezes and then crashes like it normally does on surrender start. I'm probably just going to start a new game & hope I can learn a cause in the future.

Crashlog Details:

Spoiler

PROBABLE CALL STACK:
    [0 ] 0x7FFAE5CA933A                 KERNELBASE.dll+00C933A RaiseException
        nop [rax+rax]
    [1 ] 0x7FFAD10C5267               VCRUNTIME140.dll+0005267 _CxxThrowException
        mov rbx,[rsp+70h]
    [2 ] 0x7FFADA843156                   MSVCP140.dll+0013156 ?_Throw_Cpp_error@std@@YAXH@Z
        int3
    [3 ] 0x7FFA2F86EB5D NativeAnimationFrameworkSF.dll+007EB5D Animation::FileManager::CancelAnimationRequest
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\FileManager.cpp:51]
        nop
    [4 ] 0x7FFA2F8686E4 NativeAnimationFrameworkSF.dll+00786E4 Animation::Graph::OnAnimationRequested
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\Graph.cpp:78]
        jmp short 000000000000000Ah
    [5 ] 0x7FFA2F8709A5 NativeAnimationFrameworkSF.dll+00809A5 Animation::DoNotifyAnimationRequested
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\FileManager.cpp:264]
        nop
    [6 ] 0x7FFA2F86E872 NativeAnimationFrameworkSF.dll+007E872
        nop
    [7 ] 0x7FFA2F86AA72 NativeAnimationFrameworkSF.dll+007AA72 Animation::Graph::MountAnimationFile
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\Graph.cpp:804]
        jmp short 0000000000000047h
    [8 ] 0x7FFA2F8672A9 NativeAnimationFrameworkSF.dll+00772A9 std::_Func_impl_no_alloc<`Animation::GraphManager::LoadAndStartAnimation'::`2'::<lambda_1>,bool,Animation::Graph *>::_Do_call
        [C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433\include\functional:876]
        nop
    [9 ] 0x7FFA2F864551 NativeAnimationFrameworkSF.dll+0074551
        movzx ebp,al
    [10] 0x7FFA2F825DD0 NativeAnimationFrameworkSF.dll+0035DD0 Papyrus::NAFScript::PlayAnimation
        [C:\source\NativeAnimationFrameworkSF\Plugin\src\Papyrus\NAFScript.cpp:62]
        nop
    [11] 0x7FFA2F82C9D8 NativeAnimationFrameworkSF.dll+003C9D8 std::_Func_impl_no_alloc<void (__cdecl*)(RE::BSScript::IVirtualMachine &,unsigned int,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float),void,RE::BSScript::IVirtualMachine &,unsigned int,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float>::_Do_call
        [C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433\include\functional:874]
        mov rbx,[rsp+48h]
    [12] 0x7FFA2F82B0AE NativeAnimationFrameworkSF.dll+003B0AE
        nop
    [13] 0x7FFA2F82AF20 NativeAnimationFrameworkSF.dll+003AF20 RE::BSScript::NativeFunction<void __cdecl(RE::BSScript::IVirtualMachine &,unsigned int,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float),1,void,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float>::MarshallAndDispatch
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\extern\CommonLibSF\include\RE\B\BSScriptUtil.h:1029]
        mov al,1
 

 

Edited by Vinccino
Posted (edited)
 
I've tested the new version and just wanted to leave a quick feedback. Animations run smoothly and subtitles are displayed, 
but the sound files seem to be missing a link?, so they aren't playing. Good work so far.

 

ps:

tested on a fresh installation with a new save to exclude errors.
Edited by xinda
Posted (edited)
On 4/14/2025 at 6:06 AM, Vinccino said:

Diasbling the mod makes the game work normally; even after passing several in-game days, enabling Surrender still makes the game crash on the first instance of NAF script calling by this mod. When running a new game, everything works just fine with the exact same mod setup; so something in my current save file has caused a bound script issue. 

 

Current Edit: If I get the Surrender events to activate in a fresh save, it works. When I load an existing save right after, my game is able to do said events once without issue; but if I try again, it freezes and then crashes like it normally does on surrender start. I'm probably just going to start a new game & hope I can learn a cause in the future.

Crashlog Details:

  Reveal hidden contents

PROBABLE CALL STACK:
    [0 ] 0x7FFAE5CA933A                 KERNELBASE.dll+00C933A RaiseException
        nop [rax+rax]
    [1 ] 0x7FFAD10C5267               VCRUNTIME140.dll+0005267 _CxxThrowException
        mov rbx,[rsp+70h]
    [2 ] 0x7FFADA843156                   MSVCP140.dll+0013156 ?_Throw_Cpp_error@std@@YAXH@Z
        int3
    [3 ] 0x7FFA2F86EB5D NativeAnimationFrameworkSF.dll+007EB5D Animation::FileManager::CancelAnimationRequest
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\FileManager.cpp:51]
        nop
    [4 ] 0x7FFA2F8686E4 NativeAnimationFrameworkSF.dll+00786E4 Animation::Graph::OnAnimationRequested
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\Graph.cpp:78]
        jmp short 000000000000000Ah
    [5 ] 0x7FFA2F8709A5 NativeAnimationFrameworkSF.dll+00809A5 Animation::DoNotifyAnimationRequested
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\FileManager.cpp:264]
        nop
    [6 ] 0x7FFA2F86E872 NativeAnimationFrameworkSF.dll+007E872
        nop
    [7 ] 0x7FFA2F86AA72 NativeAnimationFrameworkSF.dll+007AA72 Animation::Graph::MountAnimationFile
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\project\src\Animation\Graph.cpp:804]
        jmp short 0000000000000047h
    [8 ] 0x7FFA2F8672A9 NativeAnimationFrameworkSF.dll+00772A9 std::_Func_impl_no_alloc<`Animation::GraphManager::LoadAndStartAnimation'::`2'::<lambda_1>,bool,Animation::Graph *>::_Do_call
        [C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433\include\functional:876]
        nop
    [9 ] 0x7FFA2F864551 NativeAnimationFrameworkSF.dll+0074551
        movzx ebp,al
    [10] 0x7FFA2F825DD0 NativeAnimationFrameworkSF.dll+0035DD0 Papyrus::NAFScript::PlayAnimation
        [C:\source\NativeAnimationFrameworkSF\Plugin\src\Papyrus\NAFScript.cpp:62]
        nop
    [11] 0x7FFA2F82C9D8 NativeAnimationFrameworkSF.dll+003C9D8 std::_Func_impl_no_alloc<void (__cdecl*)(RE::BSScript::IVirtualMachine &,unsigned int,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float),void,RE::BSScript::IVirtualMachine &,unsigned int,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float>::_Do_call
        [C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433\include\functional:874]
        mov rbx,[rsp+48h]
    [12] 0x7FFA2F82B0AE NativeAnimationFrameworkSF.dll+003B0AE
        nop
    [13] 0x7FFA2F82AF20 NativeAnimationFrameworkSF.dll+003AF20 RE::BSScript::NativeFunction<void __cdecl(RE::BSScript::IVirtualMachine &,unsigned int,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float),1,void,std::monostate,RE::Actor *,RE::detail::BSFixedString<char,0>,float>::MarshallAndDispatch
        [C:\source\NativeAnimationFrameworkSF\extern\NAF-Common\extern\CommonLibSF\include\RE\B\BSScriptUtil.h:1029]
        mov al,1
 

 

It happened again after some time. For some reason, changing the load order of mods (the game detects it when loading) makes Surrender function for the duration of that game instance. Even after I save "post-fix", shutting the game down and loading the save still crashes on script activation. It's impossible for me to tell exactly what mod makes Surrender eventually break in my save file, so I think I'll just put this mod on hold for future updates/info.

 

Edited by Vinccino
Posted

Ok i am having the same issue thers mention. My game CTD's the moment sex initiates. and the one time it did work and didnt crash, all NPC's after just went full passive, even just standing there. Even if i shot at them they just acted like i was not even there. I tried this several times, reloading saves. 90% of the time the game will CTD the moment surrender starts. So i will also hold off using this mod until its full ready and bugs fixed. Its such a shame as i always have used defeat style mods in skyrim and fallout. 

Posted

But please dont get disheartened or give up on it. For the few times it did work, it was awesome. It even triggered on me when i was in ZeroG in a space station and it was really hot seeing my character in sex with a Spacer floating hehe. When  it worked it was awesome. Ideally my perfect version would be with many animation position options, like doggy, missionary, bound, cuffed etc. aggressive anims so it looks like i may have struggled or am resisting during sex. But thats for an animator to do. Would be nice to have a little control on placement of the sex act just in case it gets placed in a clipping spot.

 

Also i was curious, if i am in a location like a planet surface where we need our suit and helmet on due to the atmosphere and oxygen, and the mod and anim strips us, do we get effected from that and die? Especially when the sex ends and we get that escape /flee chance to hide or run while the enemy is passive? I can imagine the space vacuum killing us then moment qwe stripped LMAO. Does this mod throught the scene ignore the elements?

 

I realy think this mod could and can be awesome if the bugs and issues are fixed. :)

Posted (edited)

This mod simply not working. Enemy come running and get nude, same for PC. then nothing happens. Everyone standing near PC. that is it.

Edited by Sucker343
typo
Posted

For CTD/Sound issues

 

I will try to remake download package in next couple of days and test on fresh install before uploading. New version will be base package only, will not include support for AH or other mods because that make troubleshooting a nightmare. 

 

For now, old version (v0.2) should still work (it is not changed), but have no sounds. 

Posted
4 hours ago, Sucker343 said:

This mod simply not working. Enemy come running and get nude, same for PC. then nothing happens. Everyone standing near PC. that is it.

This sound like you do not have working copy of NAF as said in install directions. Can you make NAF animation happen with console?

Posted
8 hours ago, Gray User said:

For CTD/Sound issues

 

I will try to remake download package in next couple of days and test on fresh install before uploading. New version will be base package only, will not include support for AH or other mods because that make troubleshooting a nightmare. 

 

For now, old version (v0.2) should still work (it is not changed), but have no sounds. 

 

@sophiextime @Vinccino and others

 

I can not make CTD happen on my normal install or clean install, so hard to troubleshoot. Vinccino is maybe right and there is problem with script not updating in esm version. Could also be problem with AH section of script (I cannot test that) or problem with ESM not compressing correct. CTD can happen if alias do not fill because of these problem. 

 

To make those problem go away, I removed all version for v3 except for ESP (no AH compatibility). This is to see if that version work for other users. I test it on clean save with no other mod and it work, still work after repeated sexes and saves, and sound works. 

 

If you have v3 that was other version and does not work, please remove it and all files. Make clean save. Try v3 (esp version). If that work reliably, I will remake and add other version. It might be you have to go back to save before you installed v3 that did not work, if that is true I am sorry. Tried to make ESM not fuck up compression, but maybe that did not work. 

 

 

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