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


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Posted

@MetZwerg @Vinccino

 

That is good to know. I do not use vehicle, so did not encounter that when testing. 

 

I have some checks built in to prevent from triggering during dialogue, or when sitting in pilot chair, or animating (send debug of 'whirrs and resets'). The 'camera breaks' thing is I think a problem when NAF trigger scene under bad circumstance.  

 

I will look into a conditional for vehicle. For other mods....I do not know what conditional statement to use. Right now I have haptic warning that trigger 5 second before ecstacy device. For people with not haptics, I could probably make a debug warning as well. 

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

@MetZwerg @Vinccino

 

That is good to know. I do not use vehicle, so did not encounter that when testing. 

 

I have some checks built in to prevent from triggering during dialogue, or when sitting in pilot chair, or animating (send debug of 'whirrs and resets'). The 'camera breaks' thing is I think a problem when NAF trigger scene under bad circumstance.  

 

I will look into a conditional for vehicle. For other mods....I do not know what conditional statement to use. Right now I have haptic warning that trigger 5 second before ecstacy device. For people with not haptics, I could probably make a debug warning as well. 

I totally forgot to ask about implementing a 10 sec warning before it activates back when I first used the mod. The warning gives time for the player to adjust (i.e. exit vehicle), especially in case something is known to break in certain conditions. It's also helpful for repositioning purposes, so you don't end up masturbating midair after boostpack use.

Edited by Vinccino
Posted

hello, I have the mod working once, but couple hours later, the game will crash as soon as the animation are starting, do we have a solution for that problem?

 

Posted

thats cool. Its working fine as an esp. so far i havent had any new issues. i get sound and the animations run. I still not sure if the enemy go passive, but i know you explained that before. I am happy to keep it as esp. it just panicked me when MO2 started warning me that having an esp will break the saves lol

Posted
On 4/25/2025 at 11:24 PM, mrbat666 said:

hello, I have the mod working once, but couple hours later, the game will crash as soon as the animation are starting, do we have a solution for that problem?

 

 

What version do you use? There was maybe problem with the esm version and I took it down. 

Posted
On 4/13/2025 at 6:06 PM, 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:

  Hide 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
 

 

 

Hi, thanks for the crash log. Just for future reference, it would be best to post crashes on the NAF NexusMods page, so that way I know they need fixing :) 

 

Technical Stuff:

From reading the log, I can tell that this crash would happen under the rare circumstance that NAF is loading an animation for an actor, and before that animation finishes loading, a different animation is requested for that same actor. It's supposed to handle this without any issues, but I can see after looking over the code that I made a mistake in the order of operations.

 

TL;DR:

A mistake in NAF's code. It will be fixed in the next version.

Posted (edited)
10 hours ago, Snapdragon_ said:

 

Hi, thanks for the crash log. Just for future reference, it would be best to post crashes on the NAF NexusMods page, so that way I know they need fixing :) 

 

Technical Stuff:

From reading the log, I can tell that this crash would happen under the rare circumstance that NAF is loading an animation for an actor, and before that animation finishes loading, a different animation is requested for that same actor. It's supposed to handle this without any issues, but I can see after looking over the code that I made a mistake in the order of operations.

 

TL;DR:

A mistake in NAF's code. It will be fixed in the next version.

 

That is interesting. Good to know, many thanks!

 

Do not know why Surrender would call many animations that fast. Should be only 1 every 20 second, except for dummy stage at beginning to fix aligning problem (2 seconds between the animation call that is needed for aligning and the first real animation call). Also there is function at beginning to delay scene if other NAF animation running already...(it debug print: "Your enemies wait for you to finish, smiling with anticipation.")

 

3 things I can think of are script lag that makes 2 seconds not enough, if some other mod is also call animation at same time (?) or if >1 copy of surrendertrigger script run at same time. 

 

Do anyone know if there a tool for starfield that says how many copies of a script run at one time? Might be if surrender mod is install, then uninstall, then install, then uninstall, then install...might have many copies of surrendertrigger script running? But I do not know how to check for other user or fix...

Edited by Gray User
Posted
12 hours ago, Gray User said:

 

What version do you use? There was maybe problem with the esm version and I took it down. 

I use first use 0.3 esp version, then I changed into the 0.3 AH version, after the crush, I change back to 0.3 esp version, but the game still crushs.

Posted
1 hour ago, mrbat666 said:

I use first use 0.3 esp version, then I changed into the 0.3 AH version, after the crush, I change back to 0.3 esp version, but the game still crushs.

 

Can you remove all version, save. Play game for 3 day in game (can just sleep). Then enable esp version 3 as last mod in load order and see if that work? 

 

Also, can you use NAF to make animation happen with console? 

Posted
On 4/29/2025 at 1:21 AM, Snapdragon_ said:

 

Hi, thanks for the crash log. Just for future reference, it would be best to post crashes on the NAF NexusMods page, so that way I know they need fixing :) 

 

Technical Stuff:

From reading the log, I can tell that this crash would happen under the rare circumstance that NAF is loading an animation for an actor, and before that animation finishes loading, a different animation is requested for that same actor. It's supposed to handle this without any issues, but I can see after looking over the code that I made a mistake in the order of operations.

 

TL;DR:

A mistake in NAF's code. It will be fixed in the next version.

I was thinking of that previously, but I assumed it wasn't an NAF issue because the other mods that use NAF work perfectly fine.

Posted

This mod keeps crashing on me now :( it was working and now it isn't. i have tried reloading saves to keep testing it and every time my health gets low to the surrender threshold that triggers the mod, it stutters, freezes then crashes. This is so frustrating as Seduce works a dream and the animations as well. But this surrender is becoming a real pain. I may just have to bite the bullet and just remove it from my game until something very tested and stable appears. I am sorry. Its just frustrating when i am enjoying the game only for this mod to just CTD me :( i will keep using seduce .

Posted
3 hours ago, sophiextime said:

This mod keeps crashing on me now :( it was working and now it isn't. i have tried reloading saves to keep testing it and every time my health gets low to the surrender threshold that triggers the mod, it stutters, freezes then crashes. This is so frustrating as Seduce works a dream and the animations as well. But this surrender is becoming a real pain. I may just have to bite the bullet and just remove it from my game until something very tested and stable appears. I am sorry. Its just frustrating when i am enjoying the game only for this mod to just CTD me :( i will keep using seduce .

 

Sorry to hear this. Probably something in your long list of mods is not compatible with Surrender, but I do not have those mods and do not know what or why (I would guess something else that is running during combat, maybe in response to taking damage or something prevent it from filling aliases and it try to call NAF on null actor?). I have much shorter mod list and 0 crashes. ¯\_(ツ)_/¯

 

Reloading old saves probably not going to help if problem is script engine becoming overloaded or conflicted. If you ever start new game (new game, not NG+) you could try fresh install (at top of mod list). Other option is to remove mod totally, let many days go by in game, reinstall at very top of mod list and see if that fixes. In old BGS game that would sometimes clear out old version of script that was not dying. 

Posted
6 hours ago, Gray User said:

 

Sorry to hear this. Probably something in your long list of mods is not compatible with Surrender, but I do not have those mods and do not know what or why (I would guess something else that is running during combat, maybe in response to taking damage or something prevent it from filling aliases and it try to call NAF on null actor?). I have much shorter mod list and 0 crashes. ¯\_(ツ)_/¯

 

Reloading old saves probably not going to help if problem is script engine becoming overloaded or conflicted. If you ever start new game (new game, not NG+) you could try fresh install (at top of mod list). Other option is to remove mod totally, let many days go by in game, reinstall at very top of mod list and see if that fixes. In old BGS game that would sometimes clear out old version of script that was not dying. 

That makes sense. But i am really enjoying seduce so i am happy. Surrender would have been fun but its not essential to enjoy the game and i still get my sexy needs with seduce so i am happy :)

Posted (edited)

@Gray User It does work! it was my fault. i had oddly installed an old file and it kept messing me about. so to solve my confusion i removed all zips from my folders and redownloaded your latest surrender esp. I installed it and just tested it with multiple enemies and its working fine, so it was my mistake. I do want to shorter then animation if possible and i saw i need to go to that cheat room. Do i just open console and type that line and it teleports me to it? even if i just half the length. I did notice that at current length the animation goes into as kind of climax. if i shorter length of animation will i still get the climax ending?

 

Also will there me more animation variations , ideally still that fit my female submitting. Maybe more doggy variations or missionary. Cowgirl always feels like my female is in charge when she wouldnt be.  Are you still looking at doing alien/ creature animations and encounters? 

Edited by sophiextime
Posted
On 5/2/2025 at 11:36 AM, sophiextime said:

@Gray User It does work! it was my fault. i had oddly installed an old file and it kept messing me about. so to solve my confusion i removed all zips from my folders and redownloaded your latest surrender esp. I installed it and just tested it with multiple enemies and its working fine, so it was my mistake. I do want to shorter then animation if possible and i saw i need to go to that cheat room. Do i just open console and type that line and it teleports me to it? even if i just half the length. I did notice that at current length the animation goes into as kind of climax. if i shorter length of animation will i still get the climax ending?

 

Also will there me more animation variations , ideally still that fit my female submitting. Maybe more doggy variations or missionary. Cowgirl always feels like my female is in charge when she wouldnt be.  Are you still looking at doing alien/ creature animations and encounters? 

 

Glad it work for you. Can you say what old file problem was? I get messages from people that maybe have same trouble. 

 

To go to cheat room you need to use console (many explanations on google). That command is the console command that teleport you to testing room. 

 

All my animation are 3 stage and you set how many repeat you want for each stage. Each repeat is 20 s. 

 

Probably there will be more animation at some point (maybe in a few months?), but many other projects. Want to get a set of Terrormorph animation made, maybe other alien, but do not know when. 

Posted

Hello !

 

I have a little problem
The mod works well except for something
If I hurt myself with a grenade and reach the threshold to surrender
A masturbation animation begins, then the game freezes and returns Windows

what happens after mastubation is there anything that needs to be loaded?

 

thank you

Posted
On 5/6/2025 at 6:58 AM, looping said:

Hello !

 

I have a little problem
The mod works well except for something
If I hurt myself with a grenade and reach the threshold to surrender
A masturbation animation begins, then the game freezes and returns Windows

what happens after mastubation is there anything that needs to be loaded?

 

thank you

 

Lol. I did not make a check to check if player was attacker who did hit. Script probably causes crash because player is both persons in sex animation. 

 

Thank you for saying. I will add a check for that in next update. For now, maybe do not grenade yourself? 🙃

Posted

I got a weapon I didn't know about after a fight and I wanted to test it by shooting at a rock and boom, grenade launcher and I was too close to the rock.😁

Posted
On 5/5/2025 at 5:24 PM, Gray User said:

 

Glad it work for you. Can you say what old file problem was? I get messages from people that maybe have same trouble. 

 

To go to cheat room you need to use console (many explanations on google). That command is the console command that teleport you to testing room. 

 

All my animation are 3 stage and you set how many repeat you want for each stage. Each repeat is 20 s. 

 

Probably there will be more animation at some point (maybe in a few months?), but many other projects. Want to get a set of Terrormorph animation made, maybe other alien, but do not know when. 

Yeah what i had done is installed by mistake the esm version when i should have installed the esp. So to save me doing that again i basically uninstalled all version from MO2 and my mod folders and redownloaded your latest esp version . However yesterday i was fighting some spacers and that got my health down low and i got the surrender pop up. when i clocked ok the game froze and then CTD. I seem to have random luck with the mod. its confusing me a lot. Sometimes it works, sometimes it wont at all.

Posted

just thinking, instead of the tcai function, have you tried using something like Creators Peace, it says Fill Your Foes with The Silent calm of the Universe, compelling them to temporarily abandon their weapons. I’ve used it quite a lot and it works on animals and human’s but only for about 30 seconds, I wondered if a copy of the spell could be used with an extended timer.

Just a thought.

Posted
On 5/10/2025 at 11:28 AM, Agnot2014 said:

just thinking, instead of the tcai function, have you tried using something like Creators Peace, it says Fill Your Foes with The Silent calm of the Universe, compelling them to temporarily abandon their weapons. I’ve used it quite a lot and it works on animals and human’s but only for about 30 seconds, I wondered if a copy of the spell could be used with an extended timer.

Just a thought.

 

This is a good idea. I tried it in first version of mod and did not work for me most times and I do not know why. Used tcai in I think version 3 and up because it work every time. :)

  • 2 weeks later...
Posted
On 12/24/2024 at 2:15 AM, Gray User said:

 

you go to debug cell and use console to change - there is description in file description page, but if it does not work let me know. It should let you change threshold by 5% at a time. 

 

Or, you could open in CK and adjust global directly maybe. 


Yeah, I'm currently trying to tweak a few setting,
especially the threshold and can I edit the duration, too?

 But sorry mate, I don't get it...

"description in file description page"?

Darn.
One time again for the slow learnin' old farts, please?

Posted
3 hours ago, SirDuke said:


Yeah, I'm currently trying to tweak a few setting,
especially the threshold and can I edit the duration, too?

 But sorry mate, I don't get it...

"description in file description page"?

Darn.
One time again for the slow learnin' old farts, please?

 

Yes. You can do these things. 🙂

 

In file description page on LL where you download mod there are instruction for this. 

 

You use console to go to debug testing level (~ to open console, type coc aasurrendercell). There is terminal there you can use to change mod settings like duration and threshold. Duration is number of animation repeats in each stage (3 stages). Each repeat is 20 seconds. 

Posted
16 minutes ago, Gray User said:

 

Yes. You can do these things. 🙂

 

In file description page on LL where you download mod there are instruction for this. 

 

You use console to go to debug testing level (~ to open console, type coc aasurrendercell). There is terminal there you can use to change mod settings like duration and threshold. Duration is number of animation repeats in each stage (3 stages). Each repeat is 20 seconds. 



Yikes;

alright, one of these "for those, who are able to read" moments.
And I've been falling right into it XD

image.png.2b133fa2d614f4a16db55c29626795a3.png

Posted
9 minutes ago, SirDuke said:



Yikes;

alright, one of these "for those, who are able to read" moments.
And I've been falling right into it XD

image.png.2b133fa2d614f4a16db55c29626795a3.png

 

It is ok. I have many people ask that question and will still have many people ask that question. 🙃

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