Debug papyrus
For the first, turn ON your bridge log in MCM. You can find it in Fallout 4 folder, file named aaSUPF4SEDebugPrint.txt It is important - this log erases every time you've been launch the game.
Then start scene and produce your trouble.
Open Log and find string seems like "BRIDGE : GetNafSettings() : ". If it looks like code below - it is okay.BRIDGE : GetNafSettings() : [excludeTags = "SavageCabbage,BP70,Rufgt,Indarello,GrayUser,Cuffed,Blowjob,FromBehind,TenAnal,TenAggroAnal,TenBJ", requireTags = "", position = "", includeTags = "Aggressive,Powerbomb,TenAggro,TenPowerbomb", duration = 600.000000, positionRef = [Actor < (00000014)>], forceNPCControlled = True, ignoreCombat = True]settings.actors : 20,451704
So we can see, correctly settings was send from bridge to NAF. There is excludeTags, requireTags, position, includeTags, duration, positionRef, ignoreCombat
require tags, include tags, exclude Tags can be empty if position is not empty.
require tags - oftenly is empty, it is okay.
include tags - can be empty, it can be okay.
exclude tags - can be empty in rare cases, often empy excluded tags means incorrect scene settings (if position is empty too).
settings.actors should be same as Reference ID of actors in scene. It is in dec. So 20 in dec means 0x14 in hex (player).
If its scene's parameters sent by bridge is okay - that means bridge did well, but in some kind of reason NAF couldn't start scene. The mostly reason it is XML errors.
XML debugging
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First of all, how does it works now : NAF scans xmls using it own scanner, and fills its base. Then Bridge's own scanner scans just some xmls to help NAF in some cases (update NAF's internal records) and provide some functions.
At current moment Bridge scans xmls with following tags in filename:
CAUTION : at the moment YOU must ensure that these files contain exactly these tags(in name), with exactly this case, otherway it will be ignored. Use MO2 data tab and it filter to search and fix if it needs.
_furnitureData - to provide AAF-style furniture search papyrus functions.
_mfgSetData - NAF has progressive framed face animation system and ignores (doesn't parse) AAF face animations, so it need to be converted for NAF.
_overlayData - NAF doesn't provide overlay functions, it implemented in Bridge.
_ positionData - NAF doesn't parse offsets from positionData, so Bridge parses and adds it to animation objects.
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For trying to fix xml errors you should check NAF.log in My Documents\My Games\Fallout 4\F4SE\NAF.log.
It updates everytime you've been launch the game.
Look for mistakes in it. It seems like strings below.
[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/rxl_bp70_anims_positionData.xml, message: Error parsing start element tag at character 4266[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/SavageCabbage_furnitureData_CharlestownCondo.xml, message: Error parsing start element tag at character 335
[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/NukaRide_Overlaysdata.xml, message: Error parsing element attribute at character 1696
[03/16/2024 - 17:18:46] [warning] Failed to parse Data/NAF/CreaturePack02_positionData.xml, message: Error parsing start element tag at character 251
So you need manually open this xml. Use for it Note Pad ++, or it would be better Sublime Text (more comfortable - it highlights trouble places). You can see every error have pointer to the XML-file and to the character. So finds this file, open it in editor, find this character by pressing Ctrl+G in np++ or Ctrl+R in ST. Mostly there will be somekind of syntax error like ' " ' symbol in wrong place, or extra character that needs to be removed. Look how it done in the neighbor strings and do same. If you didn't found error in the pointed character - try to look for it near. Sublime Text highlights most of mistakes.
If you've been tried everything and your bug is still there - contact me and ask about it. If it is in XML - it is more effectively to ask in Snapdragon's channel, because he knows more about these XML's and its processing.
Debugging wrong offsets in XMLs
(wrong positions in scenes, for example in the air or under ground or inside furniture)
Bridge log is in My Documents\My Games\Fallout 4\F4SE\NAFBridge.log. Before you can see it full you should set it on in Data\MCM\Settings\AAF.ini :: Debug :: bdebugMessages=1 or using ingame MCM, but you will need to restart game.
Case 1 : Wrong offset in positionData xml. For example I've seen a lot of this in xmls beta Corvega fixes. It is not Bridge or NAF fault - it is mistakes in xml. You should use NAF Bridge log to investigate what file is wrong offset from. Open NAF UI, get animation name from scene control and search it in log. If it was patched from positionData xml - it will be found, and you will know what exactly file contains this wrong data. Open it and fix (delete wrong data from this xml or set correctly data in there).
Case 2 : Wrong offset in animationData xml. If you didn't found it in positionData that means you should find it using another tools, for example it is NotePad++ and it search by file contents. Use search in your Fallout 4\Data folder (or MO2\mods if you're using MO2) by animation name, and fix offset in found file.
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