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.
For those who want to try it and use MO2 do this: 1: Just install the mod normally, then right click the mod in the left pane (open with file explorer)
Within the game there will be MCM and choose the hotkey.Once the NAF menu is open, choose the options: (new scene / choose the actors / location / Position / Enter.
It could be ported to Skyrim yes, the Creation Engine in Skyrim is very similar to FO4. Idk if Skyrim really needs this or not though, there's already a plethora of animation frameworks for that game.
You could hook NAF into the OStim ecosystem. Realtime animation creation would fit nicely. Even modify existing animations, basically customize what is already there, or blend various sets together. Having a second Ostim framework would be cool. Me wonders if they'd be interested. Collaboration always better.
I'm not aware of any animation frameworks for TES5 that allow for nearly this level of pose adjustment. You still have to do a lot of grunt work in 3DS Max or Blender and it can be a pain trying to get stuff to match 1:1 after going through converting, loading the game back up and eyeballing the new changes to the poses. Stuff like NIOPA is kind of just a hacky workaround and only does so much as I recall when I last used it, if something like this can be implemented it would make the process so much less aggravating.
only thing even close to ingame support in skyrim is OAR which currently shuts down my PC instantly when trying to view an animation. Definitely room for this to be useful
Not to mention it'd get more people into making poses since they don't need to futz around setting up Max or Blender, they can just do it right inside the game. We need this for TES5.
Adding a +1 for a VR version of this mod. I'd be even willing to pay for that. If you announce it, I'm pretty sure all the VR folks here will donate all the money you need for a headset within a day. A Quest 3 isn't that expensive, and a Quest 2 is even more affordable. Please, if you can do this, you will have the eternal gratitude of quite a few people.
Is there an option to keep the overlay on? I get corner messages from time to time about things that are happening in a scene, like tracked stats hitting certain levels and the like. And I don't like that this seems to make me miss those.
If you mean HUD messages in the top left, the game auto-hides those whenever player movement input is disabled. If you'd like to get rid of this, in the console you can enter diel to show input-enable layers, find the layer for NAF, then enter riel [number] to reset it.
This will show the HUD, but will also allow all movement input, so if you try to shoot or jump it may interrupt the animation.
can NAF be used play the poses from thrax action poses and story action poses like AAF? Also can NAF use the anims from the mixamo collection in the bethesda mod school community resources?
Is there any guide for dummies on how to build xml for naf? I can do animations in 3ds, export and import hkx, but I haven't messed with aaf. I use vanilla furniture animation to trigger my animations. I did not find any manual, except advice to look at the files of other authors.
NAF primarily only loads XMLs for backwards-compatibility. The NAF-specific way to build paired animations is via the in-game animation creator. With the "package" option in the creator, it will create a .nanim file that can be shared and simply dropped into the NAF folder to be used by anyone. All the animation data & configuration data is stored in that file.
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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.
1: Just install the mod normally, then right click the mod in the left pane (open with file explorer)
2: Create the
"NAF" folder ( Captura-de-pantalla-64 hosted at ImgBB — ImgBB (ibb.co) )
3: Paste all the Animations xml files. (Captura-de-pantalla-65 hosted at ImgBB — ImgBB (ibb.co) )
(You can use the explorer to copy the .xml)
4: Check that MO2 (data) has been updated. ( Captura-de-pantalla-66 hosted at ImgBB — ImgBB (ibb.co) )
Within the game there will be MCM and choose the hotkey.Once the NAF menu is open, choose the options: (new scene / choose the actors / location / Position / Enter.
This mod is incredible... thanks for gift to the community!
the NAF: _AnimCache.bin and _XMLCache.bin. What to do?
diel
to show input-enable layers, find the layer for NAF, then enterriel [number]
to reset it.This will show the HUD, but will also allow all movement input, so if you try to shoot or jump it may interrupt the animation.
Will this ever have anything comparable where you can move the actors around to better line up with what you're animating?