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7 hours ago, Andromeda631 said:

ok il tasto "home" funziona regolarmente e AAF sceglie i personaggi e la location  per l'animazione, ma per quest'ultima non compare mai il letto dei super mutanti. quindi, cosa devo fare? lo stesso accade per il bowling e con l'orologio nell'animazione con i ghol. ti ringrazio per il tempo che dedichi a spiegarmi queste cose. 

 

It's a complex topic, unfortunately. If you're comfortable looking in the XML files which come with this animation pack, the furniture data files are what map furniture names to specific form IDs from plugins (most commonly from Fallout4.esm unless it's specifically adding support for DLC furniture items or furniture from mods). The Fallout 4 Creation Kit can be used to find the corresponding form and then query for a list of places that form is referenced, so that you can locate representatives to try the animations on. Alternatively, when you know the form ID you can use console commands to place copies of that furniture (use the placethere command, placeatme is unreliable since it tends to put things at unusable angles).

 

If you want to determine whether a piece of furniture you're looking at is the one you expect from the furniture data XML, you can use Better Console's extended info to find its form ID (it will be listed as the "base ID" by Better Console).

 

I don't have the time to explain in detail how to use those tools, they're not simple if you're unfamiliar with them, so unless someone else does have the time you may need to read a bit of documentation.

Edited by vaultbait
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SavageCabbage_furnitureData_SOE.xml
SOE Patch for SavageCabbage animations

Done with some test footage,
Most of furniture objects fit cause its vanilla, sometimes not perfect offsets. Example, institute couch, used as federalist.
Chair lounge bed will require u to tweak the COM bone adjust, position x -10.0 , using SAM. Otherwise, ill get extra time for making 'animation' data for offset edits.

Enjoy!

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14 hours ago, vaultbait said:

 

È un argomento complesso, purtroppo. Se hai dimestichezza con la ricerca nei file XML forniti con questo pacchetto di animazione, i file di dati dei mobili sono ciò che mappa i nomi dei mobili a specifici ID di moduli dai plug-in (più comunemente da Fallout4.esm a meno che non aggiunga specificamente il supporto per elementi di arredamento DLC o mobili dai mod). Il kit di creazione di Fallout 4 può essere utilizzato per trovare il modulo corrispondente e quindi richiedere un elenco di luoghi a cui fa riferimento il modulo, in modo da poter individuare i rappresentanti su cui provare le animazioni. In alternativa, quando conosci l'ID del modulo puoi usare i comandi della console per posizionare copie di quel mobile (usa il comando placethere, placeatme è inaffidabile poiché tende a mettere le cose ad angoli inutilizzabili).

 

Se vuoi determinare se un mobile che stai guardando è quello che ti aspetti dall'XML dei dati del mobile, puoi utilizzare le informazioni estese di Better Console per trovare il suo ID modulo (verrà elencato come "ID base " di Better Console).

 

Non ho il tempo di spiegare in dettaglio come utilizzare questi strumenti, non sono semplici se non li conosci, quindi a meno che qualcun altro non abbia il tempo, potresti aver bisogno di leggere un po' di documentazione.

ok. ho già CK, anche se non lo so usare molto bene, ed ho anche better console, anche se mi pare che non mi funzioni visto che non fa nulla. adesso proverò qualcosa per risolvere i problemi. ti ringrazio per i preziosi consigli. 

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7 hours ago, Andromeda631 said:

ok. ho già CK, anche se non lo so usare molto bene, ed ho anche better console, anche se mi pare che non mi funzioni visto che non fa nulla. adesso proverò qualcosa per risolvere i problemi. ti ringrazio per i preziosi consigli. 

 

With Better Console installed, if you click on something in the game with your mouse while you have the console up or use the prid command to choose a reference, then the left Ctrl key (on a US English keyboard, maybe different for other layouts) will bring up a box of information on the left side of the screen. That's where it displays, among other data, the "base ID" (form ID) that reference is an instance of.

 

In the Creation Kit's object window, you can enter a form ID in the filter box while you have the corresponding subcategory (or the "all" top-level category) selected and it should bring up the corresponding form. If you right-click a form and choose "use info" it should, after a few moments, show you a list of all the references to that form including all the cells where instances of it are present.

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6 minutes ago, vaultbait said:

 

Con Better Console installato, se fai clic su qualcosa nel gioco con il mouse mentre hai la console attiva o usi il comando prid per scegliere un riferimento, quindi il tasto Ctrl sinistro (su una tastiera inglese americana, forse diverso per altri layout) farà apparire una casella di informazioni sul lato sinistro dello schermo. È lì che visualizza, tra gli altri dati, l'"ID base" (ID modulo) di cui il riferimento è un'istanza.

 

Nella finestra dell'oggetto del Creation Kit, puoi inserire un ID modulo nella casella del filtro mentre hai selezionato la sottocategoria corrispondente (o la categoria di primo livello "tutti") e dovrebbe far apparire il modulo corrispondente. Se fai clic con il pulsante destro del mouse su un modulo e scegli "usa informazioni", dovrebbe, dopo alcuni istanti, mostrarti un elenco di tutti i riferimenti a quel modulo, comprese tutte le celle in cui sono presenti istanze di esso.

ti ringrazio ancora e vedo che sei competente in materia. se  non disturbo vorrei farti l'ultima domanda. delle animazioni di savage, a me ne funzionano la metà: perché? dipende dalla mod, dipende dal mio pc o dipendete d conflitti con altre mod che ho istillato ?

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25 minutes ago, Andromeda631 said:

ti ringrazio ancora e vedo che sei competente in materia. se  non disturbo vorrei farti l'ultima domanda. delle animazioni di savage, a me ne funzionano la metà: perché? dipende dalla mod, dipende dal mio pc o dipendete d conflitti con altre mod che ho istillato ?

 

You'd need to provide more information on which half of the animations aren't working. Basically: What are you doing? What outcome did you expect? What behavior do you observe instead?

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6 hours ago, krlll said:

Here is a mod that contains all the furniture listed in SavageCabbage's animation pack. It contains a workbench and all furniture is scrapable. It's located along the stream behind Sanctuary.  Just follow the stream to the left at the bridge after exiting the vault.

AAFTestingFacility.7z 36.84 kB · 3 downloads


Exactly as we needed! Thanks for sharing! ?A simple Interior cell, and a map marker and its behind the sanctuary! Perfect for me!

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10 hours ago, vaultbait said:

 

Dovresti fornire maggiori informazioni su quale metà delle animazioni non funziona. In sostanza: cosa stai facendo? Che risultato ti aspettavi? Quale comportamento osservi invece?

non funzionano gli SMbed ne gli orologi a colonna, non funziona il bowling ne i bidoni metallici. in sostanza attivi Home, nei pressi di uno di questi oggetti, selezioni gli attori ma questi oggetti non vengono mi indicati come possibili scenari di animazione, semplicemente non esistono, AAF non li indica mai. adesso con  la nuovissima AAF FestingFacility, questi oggetti compaiono fra le opzioni di animazione, come è normale che sia, ma solo dentro quelle due stanze.

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5 hours ago, Andromeda631 said:

non funzionano gli SMbed ne gli orologi a colonna, non funziona il bowling ne i bidoni metallici. in sostanza attivi Home, nei pressi di uno di questi oggetti, selezioni gli attori ma questi oggetti non vengono mi indicati come possibili scenari di animazione, semplicemente non esistono, AAF non li indica mai. adesso con  la nuovissima AAF FestingFacility, questi oggetti compaiono fra le opzioni di animazione, come è normale che sia, ma solo dentro quelle due stanze.

 

Within the game plugins there are multiple copies of some objects, usually with very slight variations. Each variant has a separate form ID and they haven't all necessarily been included in the AAF furniture data. This is why I suggested using the CK to search for locations containing representatives of the actual forms listed in the furniture data.

 

Another factor is that animations can't be angled to match objects which have been tilted significantly off-axis. For them to show up as available in the AAF interface, they need to be fairly level, not rotated at a substantial angle relative to the ground plane.

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On 3/30/2023 at 12:05 AM, SavageCabbage said:

Hey all, here's a little Max preview of some upcoming content. This one has a very strong "master/slave" theme. Imagine the female is a slave to Mason from the Pack or something like that. There are a couple little details to fine tune but this one is almost complete!

 

 

 

I'm getting ready to publish another release a little earlier than usual but there's still a good chunk of animations I've done. Anyway, g'day all!

Never got to thank you for your effort dude, especially waiting for every single update coming from you.
If I may, only recently I realized that female poses from canine animations could be Greatly suited for human FM animations too. Not sure of if it's easier than making an animation from ground up, but if it is so - I think it should be a great addition for your pack. Please consider this for the upcoming or later update. Again, much appreciated! ❤️ 

Edited by iPhoenix8
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On 4/4/2023 at 1:10 AM, iPhoenix8 said:

Never got to thank you for your effort dude, especially waiting for every single update coming from you.
If I may, only recently I realized that female poses from canine animations could be Greatly suited for human FM animations too. Not sure of if it's easier than making an animation from ground up, but if it is so - I think it should be a great addition for your pack. Please consider this for the upcoming or later update. Again, much appreciated! ❤️ 

 

Thanks, I guess you mean the woman's position? Do you have a specific animation in mind, because there's a lot.

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3 hours ago, SavageCabbage said:

 

Thanks, I guess you mean the woman's position? Do you have a specific animation in mind, because there's a lot.

:DDD
I sure do.

I devoted a couple of hours to check every single dog animation of yours. Once again I'm convinced that each animation is a masterpiece and in a perfectly simple world I would love for Every dog animation to be adapted to male partner.


Before and if you ask, I believe that it is very normal to add more doggystyle and missionary animations for FM even if they're relatively the same. Firstly because it could provide better immersion due to option abundance. Secondly I think it should more lore friendly; many FM doggystyle and missionary animations seem very gentle, which is not bad or wrong in any way, it's just that their proportion to harder scenes just doesn't seem to fit into harsh Fallout reality, imho. Talking about harder scenes, your dog scenes are Much more intense than Human ones, and that is why I think I came up with the proposed idea.


So here's my list divided into top 3, from top to lower of course. I tried to separate them in terms of my opinionated relevance. I tried to consider things like realism and approximate simplicity of alignment as much as I could.

1
SC-FM-Dog-DoubleBed01 (Could either be turned into male on top or almost normal sideways)
SC-FM-Dog-DoubleBed03
SC-FM-Dog-Standing01
SC-FM-Dog-Armchair02
SC-FM-Dog-Floor01
SC-FM-Dog-SleepingBag01
SC-FM-Dog-RoundTableSmall01
SC-FM-Dog-Ottoman01
SC-FM-Dog-Bench01
SC-FM-Dog-Toilet01
SC-FM-Dog-Bed01 (Without start and tease)
SC-FM-Dog-Bed02
SC-FM-Dog-Bed03
SC-FMM-Dog-DoubleBed01
SC-FMH-Dog-Floor01 (Could be turned into a great FFM animation!)

2

SC-FM-Dog-Armchair01 (Tease animation in this case may be avoided)
SC-FM-Dog-DoubleBed02
SC-FM-Dog-DoubleBed04
SC-FM-Dog-Outhouse01


3

SC-FM-Dog-Floor02
SC-FM-Dog-Floor03
SC-FM-Dog-Couch01

 

I know that there are many anims in top 1, again, it's just impossible to tell whether one animation of yours is better than the other. For every animation where males' manhood has to be located relatively lower than normal, I think this could be solved by either squatting stance, diagonal(from side pov) penetration and feet on different surfaces(like one foot on bed, another on the floor), for different cases different solutions ofc.

Perhaps it turned out Too comprehensive, but I think now you should get my point :D
 

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On 3/29/2023 at 8:05 PM, SavageCabbage said:

Hey all, here's a little Max preview of some upcoming content. This one has a very strong "master/slave" theme. Imagine the female is a slave to Mason from the Pack or something like that. There are a couple little details to fine tune but this one is almost complete!

 

 

 

I'm getting ready to publish another release a little earlier than usual but there's still a good chunk of animations I've done. Anyway, g'day all!

This one reminds me of the supermutant animations when using couch or bench, wich is a good thing. I personally think the supermutant animations are the "hot" ones.

Now i'm not saying the rest isn't good -they are great!- but the supermutant type of animations has some "uniqueness" if thats make any sense...

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53 minutes ago, bdmt said:

This one reminds me of the supermutant animations when using couch or bench, wich is a good thing. I personally think the supermutant animations are the "hot" ones.

Now i'm not saying the rest isn't good -they are great!- but the supermutant type of animations has some "uniqueness" if thats make any sense...

 

Sure, we all have our preferences. I always try to make things look right and have them behave appropriately according to established lore, within reason of course, I take a few liberties.

 

11 hours ago, iPhoenix8 said:

lots

 

That's a large list, I was maybe expecting one or two but yeah I can never really say I'm definitely for sure doing this or that.

 

With the canine stuff, it's simply taking cues from real life stuff, so dogs aren't naturally gonna do this unless they've been trained or encouraged to do so. Wild creatures won't because they see humans as food and so forth which is why you won't see things like Radscorpions, Deathclaws etc from me because it doesn't make sense to me, and it's why pretty much all the dog stuff is in a "home" setting.

 

So in order for it to work in a realistic manner, even in this post apocalyptic scenario, it only really makes sense if the woman is depraved enough that she's actively been training it to behave that way. I hope I've explained it properly, that may be why you think it comes across as more "gentle" it's because she's trying to encourage or coax it to do what it does, whereas with something like a human or super mutant or ghoul, they can be raiders with no morals or qualms about treating a woman rough for their own enjoyment.

 

As for the animations, I'm gathering that you mainly enjoy the speed factor when you say intensity, so I'll keep that in mind for certain stages. Humans all do it differently, so some variety in that regard is not uncalled for!

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2 hours ago, SavageCabbage said:

Wild creatures won't because they see humans as food and so forth which is why you won't see things like Radscorpions, Deathclaws etc from me because it doesn't make sense to me

 

One possible exception is when they see a warm body as a useful incubator and food source to implant their future offspring in, but that's not really sex so much as stabbing. They don't need to necessarily use existing holes unless they simply lack the capability to create suitable new holes. So yes, it's a much, much different sort of activity to animate.

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5 hours ago, vaultbait said:

 

One possible exception is when they see a warm body as a useful incubator and food source to implant their future offspring in, but that's not really sex so much as stabbing. They don't need to necessarily use existing holes unless they simply lack the capability to create suitable new holes. So yes, it's a much, much different sort of activity to animate.

 

I've never heard of that before, but it sounds fatal.

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2 hours ago, SavageCabbage said:

I've never heard of that before, but it sounds fatal.

 

Parasitoid wasps are (miniature) real life examples. The act is not typically deadly to its offspring's host, but their larva eventually is.

 

Quote

Adult female wasps of most species oviposit into their hosts' bodies or eggs. Some also inject a mix of secretory products that paralyse the host or protect the egg from the host's immune system; these include polydnaviruses, ovarian proteins, and venom. If a polydnavirus is included, it infects the nuclei of host hemocytes and other cells, causing symptoms that benefit the parasite.

 

That's the sort of thing I head canon for stingwing animation from Creature Pack. I've been meaning to eventually make a mod around those sorts of themes, with a body horror focus, but need to finish some other things I have in progress first.

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11 hours ago, SavageCabbage said:

That's a large list, I was maybe expecting one or two but yeah I can never really say I'm definitely for sure doing this or that.

 

With the canine stuff, it's simply taking cues from real life stuff, so dogs aren't naturally gonna do this unless they've been trained or encouraged to do so. Wild creatures won't because they see humans as food and so forth which is why you won't see things like Radscorpions, Deathclaws etc from me because it doesn't make sense to me, and it's why pretty much all the dog stuff is in a "home" setting.

 

So in order for it to work in a realistic manner, even in this post apocalyptic scenario, it only really makes sense if the woman is depraved enough that she's actively been training it to behave that way. I hope I've explained it properly, that may be why you think it comes across as more "gentle" it's because she's trying to encourage or coax it to do what it does, whereas with something like a human or super mutant or ghoul, they can be raiders with no morals or qualms about treating a woman rough for their own enjoyment.

 

As for the animations, I'm gathering that you mainly enjoy the speed factor when you say intensity, so I'll keep that in mind for certain stages. Humans all do it differently, so some variety in that regard is not uncalled for!

Oh, dude, please don't get me wrong, lore and immersion standpoint should be completely in author's vision! No complaints on that. Actually these 2 suggestions of mine are implicit, the main one remains to be twice less effort on creating a new animations, at least in a subjective way I see it. But that's completely your call, no pressure :DD
Perhaps it's either traditional orientation or relative lack of dogs speaking on my behalf ?

Edited by iPhoenix8
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16 hours ago, vaultbait said:

bug stuff

 

I've heard of that kinda thing, I'm not entirely opposed to depicting "the act" so to speak but yeah giving birth to a huge mosquito might hurt a bit! There's also the issue that these monsters don't have any "adult" models with the appropriate body parts. Also, they're females that deposit a fertilized egg right, so I can't think it'll be too exciting to watch.

 

15 hours ago, iPhoenix8 said:

Oh, dude, please don't get me wrong, lore and immersion standpoint should be completely in author's vision! No complaints on that. Actually these 2 suggestions of mine are implicit, the main one remains to be twice less effort on creating a new animations, at least in a subjective way I see it. But that's completely your call, no pressure :DD
Perhaps it's either traditional orientation or relative lack of dogs speaking on my behalf ?

 

No worries, besides I have a huge backlog of animations to get through that I've got plotted out before I get to any kind of community suggestions thing. I thought it would take me 3 years tops to finish this mod for reference but there're still a huge amount of unfinished animations that I've not even started yet!

 

2 hours ago, georgechalkias said:

Aw, I wish you could try make an animation pack for creatues, a separated mod. :)

 

I don't wanna get anyone's hopes up, so I'll just say that it's highly unlikely to ever happen. Sorry! Maybe someone else will do it.

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11 minutes ago, SavageCabbage said:

No worries, besides I have a huge backlog of animations to get through that I've got plotted out before I get to any kind of community suggestions thing. I thought it would take me 3 years tops to finish this mod for reference but there're still a huge amount of unfinished animations that I've not even started yet!

 

I'm excited to see whatever you come up with, your animations are amazing. I have no suggestions or requests other than to please keep animating for Fallout 4 for as long as it inspires you, and thank you for sharing your work with us!

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1 hour ago, vaultbait said:

 

I'm excited to see whatever you come up with, your animations are amazing. I have no suggestions or requests other than to please keep animating for Fallout 4 for as long as it inspires you, and thank you for sharing your work with us!

Yeah, What he said  ☝️  ?

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