File information
Last updated
Original upload
Created by
PandaUploaded by
Evi1PandaVirus scan
Tags for this mod
Activity logs
This page was last updated on 03 May 2025, 7:15AM
- Changelogs
-
-
Version 1.11
- # minor update for VisitAllScenesWithRef (fixed one more case when crash with this was possible)
-
Version 1.10
- Added MCM option check for 3d loaded in mcm. Disable this allows to use precombined objects in scene, but it also allows to use disabled objects for example in settlements. This can looks strange to use invisible furniture in stange places.
- Fixed crash with VisitAllScenesWithRef word in Buffout crashlog.
- Not NPC controlled tree scenes now allowed in scenes started by mods (if mod that started scene allows it).
- Slowdrying option have been fixed.
-
Version 1.00
- Removed force face animation looping (caused face freezing)
- Fix for wrong ActorIsAlive function (possible caused wrong actor reject in scene validation). Thanks Dav42 for this.
-
Version 0.906
- Removed Is3dLoaded check, because in some cases it returns false negative result. Object is part of precombined mesh and it is disabled, but in fact it is not culled. I couldn't find a way to guarantee it correctly work for now, so remove this check.
-
Version 0.904
- Include RemoveOverlay fix for Looks Menu 1.620. Thanks to Nopse. You really should download it (!!!BUT NOT INSTALL!!!) https://www.nexusmods.com/fallout4/mods/91235
- I guess this time I really fixed player disappearing!
-
Version 0.902
- Fixed a problem with a possible crash at the beginning and end of a scene.
- Fixed a trouble when furniture groups with same id overrides each other. Now it merges.
- Fixed the problem that in case of wmkHUD absence there was a blocking after the scene (scene end function did not work correctly).
- Some changes in parsing and working with game forms necessary for correct work with NAFicator 0.9.
- 0.902 : Fixed string GetBuild() papyrus function.
-
Version 0.800
- NAF.esp can now be either ESP or ESPFE (user choice). Added optional ESLFied esp file (only for 0.800 and higher). Not recommended for changing during playthrough without starting new game. NAF will work fine, but you can get randomly troubles because of indexes offset. Or provide your mods plugins indexes stayed unchanged.
- The homemade parser has been removed, now everything works using PugiXML (native NAF parser).
- Patches for MfgSet, Overlays, Offset, ProtectedEquipment are placed in separate classes, based on the principle of how the NAF functionality is implemented.
- The offset parser now reads 4 values as expected (instead of three). The fourth value is for the angle along the Z axis, I didn’t think this was used, but I came across it. I think this is exactly what occurs in the form of the third offset value equal to 180. I’m not sure if this is an error in the xml file when offsets of the form 0, 0, 180 are indicated - I think this means that the actor should be rotated 180 degrees along the z axis, but for some reason this is indicated in the position of the z axis offset. Perhaps the AAF parser is reading from the end. Don't know. This is weird. Nevertheless, our parser will do everything in a humanly understandable way: if 3 digits are specified, then these will be XYZ offsets, if 4, then XYZ and ANGLE.
- Furniture is no longer parsed twice, but it is taken from what NAF was able to parse, so there will no longer be any discrepancies.
- Filenames no longer matter to the parser: PugiXML selects an XML file by root node. It is important that all XML contains the correct root node. However, like all XML, it must be written in accordance with the standard.
- The log for all classes is now in NAF format (warnings), in addition, I added the ability to log everything that NAF was able to parse. To enable it you need to set 1 or true in Data/MCM/Settings/AAF.ini : bdebugAnimations=1, bdebugPositions=1, bdebugFaceAnims=1, bdebugMorphSets=1, bdebugMessages=1, bdebugEquipmentSets=1, etc. I think this will be useful for those who do or will do something in XML. To be honest, I was lazy and made a fairly detailed report for some classes, but minimal for others. If you need any additional information in the reports, write to me about it.
- The ini file parser and its logic have been redesigned - now if it fails to read the file, or you suddenly have an old ini file from AAF, there will be no error messages, the mod itself will try to recreate the ini file or add the necessary values to the one you have.
-
Version 0.780
- Everything has been collected into one dll, put things in order, bridge changes are now applied as a patches after NAF is initialized. No dif for users and moders, just code improvements, source code on disk updated.
- Hot reload (NAF UI option) now works for bridge patches - no need to restart the game.
- The log is now single: NAF.log, so that there is no confusion with the original dll, [info] NAF v1.0.14 Bridge build 0.7 is displayed in the log. 8 (version number of naf build and bridge build), the log for papyrus is still in aaSUPF4SEDebugPrint.txt. To determine for yourself where the NAF initialization log ends, look for the line [info] NAF initialization successful, waiting for game data load. This line means that NAF initialization is complete and the application of bridge patches begins. In fact, this is not entirely true, but everything related to XML parsing (what basically everyone should be interested in in the log is here, after this NAF Bridge starts and starts its logging).
- Fixed errors in the bridge parser that led to a loop in a situation where two conditions matched: comments more than one line before the defaults was parsed.
- Fixed parsing of duplicate forms by the bridge furniture parser.
- Removed couple of tested functions from NAFBridge.pex
- Added ReadyUnready_morphSetData.xml (default xml for using dick morph)
-
Version 0.771
- 0.770 Fixed furniture search. 0.771 : fixed critical issue produced by 0.770.
-
Version 0.770
- Fixed furniture search.
-
Version 0.760
- Fixed headless feral ghouls in scenes. All ghouls are patched according to the principle of having the keywords 'feral' and 'head' in its editor id, case is not important. This patches all vanilla and most custom ghouls. If your ghoul mod does not have such words in the editor id of the ghoul head, you will have to either rename your forms or add NAF as a dependency esp and add the NAF_DoNotUse keyword manually. Or provide this in any other way available to you.
- Removed case sensitivity for parsing xml files.
-
Version 0.753
- Overlays with a temporary expiration date (mostly cum) will be removed from characters (not the player) when unloading (OnUnload).
- Added _protectedEquipmentData xml parsing, please make sure that this is exactly what you have in the filename. This is the second (and final) part of adding the "Protected Keyword" functionality for equipment - equipment with keywords from this list is not removes during scenes. IMPORTANT for modders, formlists have two memory areas: for those forms that you add using the editor and for those forms that you add using scripts. Keywords from XML will be added to the same memory area that you adds IN THE EDITOR. Those. you won't be able to clear it with script commands. If you need to clean formlist with script commands, use scripts to add your keywords.
- 0.751 - fastfix: forgot to unscribe OnUnload.
- 0.752 - fastfix: fixed crashes added in 0.750.
- 0.753 - fastfix: little but important fix, it seems I mixed up keywords functionality Locked and Blocked.
-
Version 0.752
- Overlays with a temporary expiration date (mostly cum) will be removed from characters (not the player) when unloading (OnUnload).
- Added _protectedEquipmentData xml parsing, please make sure that this is exactly what you have in the filename. This is the second (and final) part of adding the "Protected Keyword" functionality for equipment - equipment with keywords from this list is not removes during scenes. IMPORTANT for modders, formlists have two memory areas: for those forms that you add using the editor and for those forms that you add using scripts. Keywords from XML will be added to the same memory area that you adds IN THE EDITOR. Those. you won't be able to clear it with script commands. If you need to clean formlist with script commands, use scripts to add your keywords.
- 0.751 - fastfix: forgot to unscribe OnUnload.
- 0.752 - fastfix: fixed crashes added in 0.750.
-
Version 0.751
- Overlays with a temporary expiration date (mostly cum) will be removed from characters (not the player) when unloading (OnUnload).
- Added _protectedEquipmentData xml parsing, please make sure that this is exactly what you have in the filename. This is the second (and final) part of adding the "Protected Keyword" functionality for equipment - equipment with keywords from this list is not removes during scenes. IMPORTANT for modders, formlists have two memory areas: for those forms that you add using the editor and for those forms that you add using scripts. Keywords from XML will be added to the same memory area that you adds IN THE EDITOR. Those. you won't be able to clear it with script commands. If you need to clean formlist with script commands, use scripts to add your keywords.
- 0.751 - fastfix: forgot to unscribe OnUnload.
-
Version 0.750
- Overlays with a temporary expiration date (mostly cum) will be removed from characters (not the player) when unloading (OnUnload).
- Added _protectedEquipmentData xml parsing, please make sure that this is exactly what you have in the filename. This is the second (and final) part of adding the "Protected Keyword" functionality for equipment - equipment with keywords from this list is not removes during scenes. IMPORTANT for modders, formlists have two memory areas: for those forms that you add using the editor and for those forms that you add using scripts. Keywords from XML will be added to the same memory area that you adds IN THE EDITOR. Those. you won't be able to clear it with script commands. If you need to clean formlist with script commands, use scripts to add your keywords.
-
Version 0.740
- ActorBusy Keyword will now be added to scenes running outside of this API, otherwise actor theft may occur.
- Launching a scene via the GUI now adds ActorBusy and ActorLocked keywords.
- It turned out that offsets from _positionData xmls are not applied to tree-scenes (scenes which can be switched manually). Its processing is different, I had to redo some. In theory, there should be no more problems in this area.
-
Version 0.730
- Added small fixes to improve stability (most situations that are unlikely to ever happen to anyone)
- Fixed several unimplemented papyrus functions that should have returned a value, but did not. It always return 0 and false.
- Fixed a crash if it was not possible to parse the settings, now a message will be displayed forcing you to exit the game and install Bridge correctly.
-
Version 0.721
- Fixed crashes on game loading produced by 0.720
- Fixed game freezes on scenes start
- Implemented GetProtectedEquipmentKeywords().
- The algorithm for applying offsets has been corrected.
- Fixed a bug with the Boolean array (HideHUD function)
- Fixed a bug with the Boolean array (HideHUD function)
-
Version 0.720
- Implemented GetProtectedEquipmentKeywords().
- The algorithm for applying offsets has been corrected.
- Fixed a bug with the Boolean array (HideHUD function)
- Fixed a bug with saving control lock in some situations of a failed scene.
- Fixed cases when sending none using NAFBridge papyrus scripts produces crashes.
-
Version 0.710
- SetActorLocked now adds NAF_DoNotUse keyword. (undone in 0.753)
- Fixed body disappearing when starting player's scene in first person.
- Fixed English MCM menu : removed line in Russian.
-
- Author's activity
-
May 2025
-
03 May 2025, 7:15AM | Action by: Evi1Panda
File added
'NAF Bridge [version 1.11]'
-
03 May 2025, 7:08AM | Action by: Evi1Panda
Attribute change
'Mod version changed to 1.11.'
-
03 May 2025, 7:07AM | Action by: Evi1Panda
Changelog added
'Change log added for version 1.11'
-
01 May 2025, 2:37PM | Action by: Evi1Panda
Changelog added
'Change log added for version 1.10'
April 2025
-
30 Apr 2025, 4:44PM | Action by: Evi1Panda
Changelog added
'Change log added for version 1.10'
-
30 Apr 2025, 4:38PM | Action by: Evi1Panda
File added
'NAF Bridge [version 1.10]'
February 2025
-
22 Feb 2025, 11:01PM | Action by: Evi1Panda
Attribute change
'File \'Is3dLoadedReturnedScript\' category changed to Optional files.'
-
22 Feb 2025, 11:01PM | Action by: Evi1Panda
File added
'Is3dLoadedReturnedScript [version 1-0]'
-
17 Feb 2025, 5:14PM | Action by: Evi1Panda
File added
'NAF Bridge [version 1.00]'
-
17 Feb 2025, 1:10AM | Action by: Evi1Panda
Changelog added
'Change log added for version 1.00'
-
17 Feb 2025, 1:07AM | Action by: Evi1Panda
File added
'NAF Bridge [version 1.00]'
-
15 Feb 2025, 10:22AM | Action by: Evi1Panda
File added
'NAF Bridge [version 0.906]'
-
10 Feb 2025, 6:56PM | Action by: Evi1Panda
File added
'NAF Bridge [version 0.906]'
-
10 Feb 2025, 6:54PM | Action by: Evi1Panda
Changelog added
'Change log added for version 0.906'
-
10 Feb 2025, 6:51PM | Action by: Evi1Panda
File added
'NAF Bridge [version 0.906]'
-
05 Feb 2025, 8:37PM | Action by: Evi1Panda
Attribute change
'Description changed.'
-
04 Feb 2025, 4:28AM | Action by: Evi1Panda
Attribute change
'Description changed.'
-
02 Feb 2025, 10:07PM | Action by: Evi1Panda
Changelog added
'Change log added for version 0.904'
-
02 Feb 2025, 10:04PM | Action by: Evi1Panda
File added
'NAF Bridge [version 0.904]'
December 2024
-
16 Dec 2024, 7:42AM | Action by: Evi1Panda
Changelog added
'Change log added for version 0.902'
-
- Mod page activity
-
May 2025
-
07 May 2025, 1:50PM | Action by: dungeondeep1033
Tracked
'NAF Bridge'
-
06 May 2025, 5:18PM | Action by: monnomestpersonne
Tracked
'NAF Bridge'
-
06 May 2025, 1:40PM | Action by: Bl8ckwidow
Untracked
'NAF Bridge'
-
06 May 2025, 1:51AM | Action by: yarrmateys
Tracked
'NAF Bridge'
-
06 May 2025, 1:48AM | Action by: brunothemad
Tracked
'NAF Bridge'
-
05 May 2025, 9:01PM | Action by: Luckeyduckey
Tracked
'NAF Bridge'
-
05 May 2025, 8:32AM | Action by: MaestroSKIL439
Tracked
'NAF Bridge'
-
04 May 2025, 7:44PM | Action by: zadovf
Endorsed
'NAF Bridge'
-
04 May 2025, 4:16PM | Action by: Wraxxion
Tracked
'NAF Bridge'
-
03 May 2025, 5:44PM | Action by: ReeceyBar
Tracked
'NAF Bridge'
-
03 May 2025, 12:43PM | Action by: Headlock1237
Tracked
'NAF Bridge'
-
03 May 2025, 12:30PM | Action by: voice223
Endorsed
'NAF Bridge'
-
03 May 2025, 11:11AM | Action by: MarksGGEZ
Tracked
NAF Bridge
-
01 May 2025, 11:31PM | Action by: Cobra7769
Tracked
NAF Bridge
-
01 May 2025, 8:51PM | Action by: Heyegghead
Tracked
'NAF Bridge'
-
01 May 2025, 1:36PM | Action by: IntensivePin
Untracked
'NAF Bridge'
-
01 May 2025, 12:56AM | Action by: kolowski
Tracked
'NAF Bridge'
April 2025
-
30 Apr 2025, 9:28PM | Action by: geophyzz
Untracked
'NAF Bridge'
-
30 Apr 2025, 7:42PM | Action by: LyricSeal
Tracked
'NAF Bridge'
-
30 Apr 2025, 7:36PM | Action by: Epicburn
Endorsed
'NAF Bridge'
-