Unfortunately, as expected the Fallout 4 Next-Gen patch broke everything related to F4SE. Address Library no longer provides version compatibility between old versions and the next-gen patch, so everything has to be re-found in the new EXE from scratch. At this time, there is no ETA for when NAF will be available for the next-gen patch.
If you use NAF and/or other F4SE mods, I suggest staying on the prior patch, or if you have already updated to the next-gen patch, I suggest using the downgrader available on Nexus.
I am currently working on a revamp of this mod (v2.0), which is based on the Starfield version of it (so it'll be able to load GLTF/GLB animations and use blend trees). The revamp will no longer be compatible with XMLs written for AAF, and will instead use a different, modular configuration system. It will essentially be a completely different mod than v1.x.
The current version (v1.x) will still be available for download so that any mods that depend on it can continue using that, but will no longer be receiving active support.
I'm so glad others are taking up the torch to make an animation framework which has an easy to find download and forum. I just noticed there is code in the "alternative animation framework" to check for any other animators and if so then display a pop-up message and lock up your game, which then must be force-closed. The message tells you go and manually delete all the folders and files which are left over by Vortex if you do choose to obey the message; good grief. Note, I do realize we shouldn't have two of these installed at the same time anyway, but the other was deprioritized.
They are so far. In the NAF Bridge forum I learned to just copy all Data/AAF/*.xml to Data/NAT and there is no need to convert anything; it just works.
There should be an AAF directory with the animations you have loaded. Finding that directory depends on how you install mods with Fallout 4. I don't know how Vortex handles this. With Mod Organizer 2 there are a couple of ways to get that directory. With manual installation, it's just there, but good luck with that.
sorry... I don't understand this. the question is: do I need a NAT or NAF directory? (I'm certainly able to make such a folder, at most I'll just write one on it with a pencil and put it on the computer case)
I would just like to note... this stuff indicates: it doesn't work
AAF not installed yet...You need NAFicator for that...Use your Mod Manager to install it, after that just wait until NAFicator tell you to turn it off... Before you install NAFicator, go with NAF Bridge too...
If you use Vortex just go to Mods, and then right-click on NAFicator, Open in File Manager, look for its INI file, change it to 0 (the enable NAFicator)
NAF understands AAF XML but you can use NAFicator to 1-time convert the AAF to NAF. Use a throw away Fast Start to do this then remove NAFicator once done since it is only used once. Or you can leave in your F4SE Plugins in a disabled state (the INI setting) if you are planning to convert more AAF animation packs later.
NAF Bridge is for letting NAF controls things from the LL site that are made for AAF. I tried this and had mixed results. This is NOT required to be in your plugins for NAF to functional. Optional.
From what I could see is that all of these LL mods use wildly different methods to use AAF and there is not likely a universal way of adapting them without a lot of work. More things were broken and not working (Violate, Sexual Harassment...some others for a nice realistically rough game =P ). What I ended up doing is drawing the line at NAF doing ONLY the animation packs (includes furniture options) and giving up on the comprehensive LL mod systems. I lost some 'flavor' in Fallout 4 but gained a lot of stability. I would suggest thinking along the same lines whether you actually need these LL mod systems in your play. If you decide you do then stay with AAF and the buggy behavior of it.
Example: See the difference? Super easy once you know. C:\Games\Fallout 4\Data\NAF <= Place your AAF XMLs here. C:\Games\Fallout 4\Data\AAF <= AAF animation packs folder. NAFicator converts from here to above.
Végre valami tudományos megközelítés. Azonban ahhoz, hogy ez tényszerű lehessen néhány képes illusztráció is szükséges. Az ÉN esetemben nem igazán értem a "AAF animation packs folder." kifejezés érdemiségét. - Tartalom? - Milyenség? - Állapot? A valóságban pont az történik, ahogyan értelmezem a leírást (hozzászólást). Vagyis a produkció: nem dolgozik... Egyszerű program nem tudja követni ezt a zavaros telepítési folyamatot és rendszert. A kevésbé felkészült "használó" pedig lényegében sehogyan sem.
Pillanatnyilag amennyire egyszerűnek tűnik éppen annyira bonyolult. Nincs egységessége. Nincs a működésre valós tényállapot. Féltucat helyről kell összeszedni a működési alkatrészeket. Nagyon elaprózott és széttagolt. Egymásra épülő beépülő részek egyetlen láncszeme borítja a teljes folyamatot. Kész produkciók nem ismerik fel és képtelenek alkalmazni. ...és még egy csomó dolog amit le sem írok.
Az ötlet jónak látszik de a megvalósulás... láb nélküli, megvert sánta kutya. Minek ez a cucc... hogyha ahogyan leírta: a legalapvetőbb alkalmazásokat sem tudja kiszolgálni?
Finally a scientific approach. However, in order for this to be factual, some pictorial illustrations are also required. In my case, I don't really understand "AAF animation packs folder."meaning of expression. - Content? - What kind? - Status? In reality, this is exactly how I interpret the description (comment). That is, the production: it does not work... Simple program cannot follow this confusing installation process and system. The less-prepared" user " is essentially not. At the moment, as simple as it seems, it's just as complicated. It has no uniformity. There is no real state of operation. Half a dozen places to collect operational components. Very fragmented and fragmented. A single link of interlocking snap-ins covers the entire process. Finished productions are not recognized and unable to apply. ...and a lot of things I don't even write down. The idea seems good, but the realization... legless, beaten lame dog. Why this stuff... if, as you described it, you can't even serve the most basic applications?
I think you are making this more complicated than it really is. - Could the 'User Explicit For Dummies' instructions be better? 100% - NAF has almost Zero information on LL when using AAF designed Mods. I have used a few and they can be goofy. As below the EgoBallistic series of mods have no issues. Likely because it is because of how skilled the modder is and the fact that most of these series does not require 10 other LL mods to get it to work (the LL Frankenstein Monster held together with duct tape hahahaha).
So let's step through this very simply A..B..C.. *Sorry no links provided for any LL stuff. The naming is there for easier finding though.
NAF: Pre Note - You cannot use a Mod Manger to install AAF designed mods and have them work without manually editing. - Best practice is to Manually install AAF mods for NAF. - You CAN Unzip then Zip after you change the AAF to NAF. Sometimes the FOMOD will break though. So do Manual Installs! C:\Games\Fallout 4\Data\AAF <= AAF animation packs folder. to C:\Games\Fallout 4\Data\NAF <= Place your AAF XMLs here.
Tip!! To make Manual Installs or prep to Zip things up for a Mod Manager (like NMM CE, any really). - Make a folder in your Downloads (or somewhere) :: Fallout 4 Update - Add a Data folder in that. => .....\Fallout 4 Update\Data - Once done with your Manual Installs of files and such then simply rename the Fallout 4 Update to maybe Fallout 4 NAF Mods - Zip all of that and you are done with no need for a FOMOD. =) I have been doing it this way in all BGS games since 2015-ish. I still use NMM CE for the automated 'Manual' installs.
NAF: A (This is the unknown complicated part but is quite easy once known and you have these for your backups) Example I will use are Leito Animations and AAF Violate since both are for AAF and work perfectly with NAF Bridge without using NAFicator.
- AAF Violate (All of EgoBallistic mods work with NAF no issues with F4 v163 (mine is GoG version). Requires the NAF Bridge to work (NAF Bridge replaces AAF so it uses the NAF Hotkey Interface. It includes an empty AAF.esm) AAF requires the LL Four Play F4SE dll to work. This is not the same thing as the Mod Framework of similar name. This is not obviously anwhere in reference to NAF or NAF Bridge (NAF Bridge should provide this or link it. It is found on LL). For v163 => LLFP-v46-20230716.7z
In the AAF Violate download (AAF_Violate_V1.61 FOMOD.7z). Unzip it then simply change the AAF folders to NAF. Manual drag what you need to the Data folder (remember the tip above!!)
Done! Add others to this as needed for one easy install!
NAF: B (some animation pack/mod) - Leito v2.1b is for AAF (there is another version you can find that has the Sex Guns which Friffy Males work with). In this animation pack is an ESP (the mod for the animated objects and other things) then also the AAF xmls that tell AAF how to handle the stuff. Unzip it then simply change the AAF folder to NAF. Manual drag what you need to the Data folder (remember the tip above!!)
Done!
NAF Bridge: C - So far not buggy at all (I just updated to the latest yesterday and testing is very smooth.) - Optional: Good enough to leave in the plugins list if planning on using any AAF designed mods. Does not do anything unless some mod is doing some AAF thing. - Install. Manual drag and drop. Easy.
Done!
------------------------------------------------------- NAFicator: D (Optional but depends upon the animation/xml pack in how it was built. The popular ones are built correctly.) - I will not detail this because it is very easy. The basics are... - Make an AAF folder and move all the NAF xml files to that AAF folder.
**Hold On Krixost you dumb bi**h. Hahahaha. You just SAID to change AAF to NAF then Manual Install! Yeppers! =) Now you make AAF and drag the animation packs back? Yeppers! So..........what you are saying is......IF WE WANT to NAFicator the xmls we should do this step? Yeppers! Remember than NAF already understands most of the AAF xmls....but not all. You MAY need to do this but ONLY testing will tell you.
Side note: On the LL site it appears someone has gone and converted ALL the animation pack xmls from AAF to NAF. You manually pick what packs you want and no NAFicator-ing them. =) Not difficult to find but there are all sorts of posts with links so figuring out the latest sucks. I did all this on my own, as should anyone reading this. It is super easy!
Done! Keep your newly converted NAF xmls in your Zip files so next time you install they will already be in NAF.
Are there any known incompatibilities? I have all the requirements but the game crashes about 10 seconds after loading an old save or starting a new one.
Hi I heard about this mod and decided to give it a try. the only problem is the Naf menu won't open. I tried setting the keybinds but nothing. Please help.
Hello, I am interested in making a short for YouTube about my character, where I will do specific animations like high-fiving another character. My question is: Is there a tutorial somewhere on how to create an animation from scratch with this mod? Because honestly, I have no idea where to start, I have never done this before.
Hello! I've been using an older working AAF build and thought I would give NAF/NAF Bridge a try. I made sure to get all dependencies, including those off site. Ran Naficator once so it creates all relevant files. Once in game, everything seems to be working except for 2 things.
First, the morph data both for both male and female doesn't seem to be registering. Men remain flaccid, and female morphs don't respond either. I tried rebuilding male bodies with the erect slider at 100% and female morphs still don't respond. For some reason Naf doesn't seem to be reading these morphs.
Second, animations with staging can sometimes get stuck and not advance.
So the question I have is are these current limitations or is something not working properly? I believe I followed the install instructions properly. Just to be sure I uninstalled everything Naf related and swapped back to AAF 147 and it doesn't have the issues I listed above. Any insight would be greatly appreciated. I wasn't sure which mod I am supposed to be posting this so I also asked this on Naf Bridge.
As to the Males remaining Flaccid this is due to you not having the right rig. You will need the following for nude stuff to work properly with nude males (Friffy has excellent male replacers but used the old Mesh Flipper style that the old Leito/Crazy Gun used to switch models).
I have not seen any penis control like in Skyrim's OStim or SL. Most animations by Leito (FO4_AnimationsByLeito_v2.1b) & Gray (50 Shades) align perfectly with no need for penis control. Only the animations like Powerbomb and the like don't look right because of the need of bending the penis down. All the rest work and look great.
I recommend Manually installing below. - ZeX - ZaZ Extended Skeleton then - Enhanced Vanilla Bodies - Next Gen Update and AAF Addon Note: The EVB Male looks nice. Works with the most male texture replacers (not many but there are a few). - EVB Next Gen - Nude Male Cut (neckgap fFxed) - EVB Next Gen Nude Male Uncut (Neckgap fixed) - Optional Files: You need these for the male to get erect in NAF Male AAF Addon Cut Male AAF Addon Uncut
You can set up your own 'configure' folders to switch uncut/cut whenever you want in your play/save. Just drag and drop then back into game.
Screenshot38 When I use the Savage cabbages animation pack, sometimes I have a problem with the character's penis. It doesn't go into the vagina properly
You can enable/disable actor rescaling in NAF's settings in the menu. Other than that, there isn't a way to make adjustments with NAF when using the menu in-game unfortunately. Maybe this will be added in the new version 2.0 of NAF.
You could use the Screen Archer Menu (SAM) to do this instead. Open the NAF menu and start an animation, then close the menu and open the SAM menu to make adjustments.
For HHS, you can set a hotkey in HHS' MCM settings to start and stop the HHS effect.
You could also try niston's mods SAMFormer or HHSOutfit 3, but those only support AAF at the moment, so you also need the NAF Bridge and then they may work with NAF (I haven't tested them with NAF yet myself, though.)
571 comments
If you use NAF and/or other F4SE mods, I suggest staying on the prior patch, or if you have already updated to the next-gen patch, I suggest using the downgrader available on Nexus.
I am currently working on a revamp of this mod (v2.0), which is based on the Starfield version of it (so it'll be able to load GLTF/GLB animations and use blend trees). The revamp will no longer be compatible with XMLs written for AAF, and will instead use a different, modular configuration system. It will essentially be a completely different mod than v1.x.
The current version (v1.x) will still be available for download so that any mods that depend on it can continue using that, but will no longer be receiving active support.
I did not receive such a library, only the one labeled NAF.
sorry... I don't understand this.
the question is: do I need a NAT or NAF directory?
(I'm certainly able to make such a folder, at most I'll just write one on it with a pencil and put it on the computer case)
I would just like to note... this stuff indicates: it doesn't work
Before you install NAFicator, go with NAF Bridge too...
If you use Vortex just go to Mods, and then right-click on NAFicator, Open in File Manager, look for its INI file, change it to 0 (the enable NAFicator)
NAF understands AAF XML but you can use NAFicator to 1-time convert the AAF to NAF. Use a throw away Fast Start to do this then remove NAFicator once done since it is only used once. Or you can leave in your F4SE Plugins in a disabled state (the INI setting) if you are planning to convert more AAF animation packs later.
NAF Bridge is for letting NAF controls things from the LL site that are made for AAF. I tried this and had mixed results. This is NOT required to be in your plugins for NAF to functional. Optional.
From what I could see is that all of these LL mods use wildly different methods to use AAF and there is not likely a universal way of adapting them without a lot of work. More things were broken and not working (Violate, Sexual Harassment...some others for a nice realistically rough game =P ). What I ended up doing is drawing the line at NAF doing ONLY the animation packs (includes furniture options) and giving up on the comprehensive LL mod systems. I lost some 'flavor' in Fallout 4 but gained a lot of stability. I would suggest thinking along the same lines whether you actually need these LL mod systems in your play. If you decide you do then stay with AAF and the buggy behavior of it.
Example: See the difference? Super easy once you know.
C:\Games\Fallout 4\Data\NAF <= Place your AAF XMLs here.
C:\Games\Fallout 4\Data\AAF <= AAF animation packs folder. NAFicator converts from here to above.
I hope that helps.
Azonban ahhoz, hogy ez tényszerű lehessen néhány képes illusztráció is szükséges.
Az ÉN esetemben nem igazán értem a "AAF animation packs folder." kifejezés érdemiségét.
- Tartalom?
- Milyenség?
- Állapot?
A valóságban pont az történik, ahogyan értelmezem a leírást (hozzászólást). Vagyis a produkció: nem dolgozik...
Egyszerű program nem tudja követni ezt a zavaros telepítési folyamatot és rendszert.
A kevésbé felkészült "használó" pedig lényegében sehogyan sem.
Pillanatnyilag amennyire egyszerűnek tűnik éppen annyira bonyolult.
Nincs egységessége.
Nincs a működésre valós tényállapot.
Féltucat helyről kell összeszedni a működési alkatrészeket.
Nagyon elaprózott és széttagolt.
Egymásra épülő beépülő részek egyetlen láncszeme borítja a teljes folyamatot.
Kész produkciók nem ismerik fel és képtelenek alkalmazni.
...és még egy csomó dolog amit le sem írok.
Az ötlet jónak látszik de a megvalósulás... láb nélküli, megvert sánta kutya.
Minek ez a cucc... hogyha ahogyan leírta: a legalapvetőbb alkalmazásokat sem tudja kiszolgálni?
However, in order for this to be factual, some pictorial illustrations are also required.
In my case, I don't really understand "AAF animation packs folder."meaning of expression.
- Content?
- What kind?
- Status?
In reality, this is exactly how I interpret the description (comment). That is, the production: it does not work...
Simple program cannot follow this confusing installation process and system.
The less-prepared" user " is essentially not.
At the moment, as simple as it seems, it's just as complicated.
It has no uniformity.
There is no real state of operation.
Half a dozen places to collect operational components.
Very fragmented and fragmented.
A single link of interlocking snap-ins covers the entire process.
Finished productions are not recognized and unable to apply.
...and a lot of things I don't even write down.
The idea seems good, but the realization... legless, beaten lame dog.
Why this stuff... if, as you described it, you can't even serve the most basic applications?
- Could the 'User Explicit For Dummies' instructions be better? 100%
- NAF has almost Zero information on LL when using AAF designed Mods. I have used a few and they can be goofy. As below the EgoBallistic series of mods have no issues. Likely because it is because of how skilled the modder is and the fact that most of these series does not require 10 other LL mods to get it to work (the LL Frankenstein Monster held together with duct tape hahahaha).
So let's step through this very simply A..B..C..
*Sorry no links provided for any LL stuff. The naming is there for easier finding though.
NAF: Pre Note
- You cannot use a Mod Manger to install AAF designed mods and have them work without manually editing.
- Best practice is to Manually install AAF mods for NAF.
- You CAN Unzip then Zip after you change the AAF to NAF. Sometimes the FOMOD will break though. So do Manual Installs!
C:\Games\Fallout 4\Data\AAF <= AAF animation packs folder.
to
C:\Games\Fallout 4\Data\NAF <= Place your AAF XMLs here.
Tip!!
To make Manual Installs or prep to Zip things up for a Mod Manager (like NMM CE, any really).
- Make a folder in your Downloads (or somewhere) :: Fallout 4 Update
- Add a Data folder in that. => .....\Fallout 4 Update\Data
- Once done with your Manual Installs of files and such then simply rename the Fallout 4 Update to maybe Fallout 4 NAF Mods
- Zip all of that and you are done with no need for a FOMOD. =) I have been doing it this way in all BGS games since 2015-ish. I still use NMM CE for the automated 'Manual' installs.
NAF: A (This is the unknown complicated part but is quite easy once known and you have these for your backups)
Example I will use are Leito Animations and AAF Violate since both are for AAF and work perfectly with NAF Bridge without using NAFicator.
- AAF Violate (All of EgoBallistic mods work with NAF no issues with F4 v163 (mine is GoG version).
Requires the NAF Bridge to work (NAF Bridge replaces AAF so it uses the NAF Hotkey Interface. It includes an empty AAF.esm)
AAF requires the LL Four Play F4SE dll to work. This is not the same thing as the Mod Framework of similar name. This is not obviously anwhere in reference to NAF or NAF Bridge (NAF Bridge should provide this or link it. It is found on LL). For v163 => LLFP-v46-20230716.7z
In the AAF Violate download (AAF_Violate_V1.61 FOMOD.7z). Unzip it then simply change the AAF folders to NAF. Manual drag what you need to the Data folder (remember the tip above!!)
Done! Add others to this as needed for one easy install!
NAF: B (some animation pack/mod)
- Leito v2.1b is for AAF (there is another version you can find that has the Sex Guns which Friffy Males work with).
In this animation pack is an ESP (the mod for the animated objects and other things) then also the AAF xmls that tell AAF how to handle the stuff.
Unzip it then simply change the AAF folder to NAF. Manual drag what you need to the Data folder (remember the tip above!!)
Done!
NAF Bridge: C
- So far not buggy at all (I just updated to the latest yesterday and testing is very smooth.)
- Optional: Good enough to leave in the plugins list if planning on using any AAF designed mods. Does not do anything unless some mod is doing some AAF thing.
- Install. Manual drag and drop. Easy.
Done!
-------------------------------------------------------
NAFicator: D (Optional but depends upon the animation/xml pack in how it was built. The popular ones are built correctly.)
- I will not detail this because it is very easy. The basics are...
- Make an AAF folder and move all the NAF xml files to that AAF folder.
**Hold On Krixost you dumb bi**h. Hahahaha. You just SAID to change AAF to NAF then Manual Install! Yeppers! =) Now you make AAF and drag the animation packs back? Yeppers! So..........what you are saying is......IF WE WANT to NAFicator the xmls we should do this step? Yeppers! Remember than NAF already understands most of the AAF xmls....but not all. You MAY need to do this but ONLY testing will tell you.
Side note: On the LL site it appears someone has gone and converted ALL the animation pack xmls from AAF to NAF. You manually pick what packs you want and no NAFicator-ing them. =) Not difficult to find but there are all sorts of posts with links so figuring out the latest sucks. I did all this on my own, as should anyone reading this. It is super easy!
Done! Keep your newly converted NAF xmls in your Zip files so next time you install they will already be in NAF.
-------------------------------------------------------
*Hugs* K.
What is in it for you to send people off to nowhere land?
Edit - spelling
First, the morph data both for both male and female doesn't seem to be registering. Men remain flaccid, and female morphs don't respond either. I tried rebuilding male bodies with the erect slider at 100% and female morphs still don't respond. For some reason Naf doesn't seem to be reading these morphs.
Second, animations with staging can sometimes get stuck and not advance.
So the question I have is are these current limitations or is something not working properly? I believe I followed the install instructions properly. Just to be sure I uninstalled everything Naf related and swapped back to AAF 147 and it doesn't have the issues I listed above. Any insight would be greatly appreciated. I wasn't sure which mod I am supposed to be posting this so I also asked this on Naf Bridge.
I have not seen any penis control like in Skyrim's OStim or SL. Most animations by Leito (FO4_AnimationsByLeito_v2.1b) & Gray (50 Shades) align perfectly with no need for penis control. Only the animations like Powerbomb and the like don't look right because of the need of bending the penis down. All the rest work and look great.
I recommend Manually installing below.
- ZeX - ZaZ Extended Skeleton
then
- Enhanced Vanilla Bodies - Next Gen Update and AAF Addon
Note: The EVB Male looks nice. Works with the most male texture replacers (not many but there are a few).
- EVB Next Gen - Nude Male Cut (neckgap fFxed)
- EVB Next Gen Nude Male Uncut (Neckgap fixed)
- Optional Files: You need these for the male to get erect in NAF
Male AAF Addon Cut
Male AAF Addon Uncut
You can set up your own 'configure' folders to switch uncut/cut whenever you want in your play/save. Just drag and drop then back into game.
When I use the Savage cabbages animation pack, sometimes I have a problem with the character's penis. It doesn't go into the vagina properly
Do you know if we can do that sort of thing? I ask because it would seem to be very basic functionality and figured I simply missed it somewhere.
Also, any idea how to get HHS to work correctly?
You could use the Screen Archer Menu (SAM) to do this instead. Open the NAF menu and start an animation, then close the menu and open the SAM menu to make adjustments.
For HHS, you can set a hotkey in HHS' MCM settings to start and stop the HHS effect.
You could also try niston's mods SAMFormer or HHSOutfit 3, but those only support AAF at the moment, so you also need the NAF Bridge and then they may work with NAF (I haven't tested them with NAF yet myself, though.)