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My Animation Pack. Updated 15/04/23


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Posted
1 hour ago, Vel W said:

 

What is EVB tho??

 

EVB is Enhanced Vanilla Bodies... but its like vaultbandit said, you probably batchbuilt for femalebody and left the Bodytalk selected during the process and that lead to having it in bad proportions (because CBBE presets dont work on Bodytalk and vice versa). Or the pre built mesh that comes in the mod is not the best looking. You can always customize bodytalk in bodyslide choosing it in body/outfit dropdown menu -> named as TBOS-Bodytalk-V2

Posted
On 10/6/2019 at 3:29 AM, SavageCabbage said:

There's a small empty one with no flag on it. If you can't build one in the workshop you can spawn one, it's id is "471F9"

 

 

Hey sorry for constantly asking for tech support. I spawned in the pole but didn't get any option to use it for an animation. I've been having the same problem with anything from the Homemaker mod (mainly the Shower). I haven't noticed anyone else having this issue so I don't know if it's a load order thing or maybe one of the patches screwed it up.

Posted
5 hours ago, dragmazta said:

 

Hey sorry for constantly asking for tech support. I spawned in the pole but didn't get any option to use it for an animation. I've been having the same problem with anything from the Homemaker mod (mainly the Chaise and the Shower). I haven't noticed anyone else having this issue so I don't know if it's a load order thing or maybe one of the patches screwed it up.

Agree. When I spawn pole, cars, motorcycles, there are no options for animations. Every other pose on other places like ground, beds works fine. 

Posted

Hello again, @SavageCabbage

 

So I solved a problem. I'm leaving my thoughts here, so when you have time, hope you can read this and see what can be taken away.

 

After updating to 1.1.0, my error was something like this:

image.png.b57090538d806f28ca7db2669ae85390.png

 

This prevented me from using AAF. So I looked into the XML file named "SavageCabbage_animationData" in Fallout 4\Data\AAF and saw this:

 

image.png.b16c6ba99591d128484ec7bd3d557691.png

 

So it was an ID mismatch. AAF was trying to find FM-Shackles01-01Start when in fact the NMM installation put a  FM-Shackles01-02Start in there.

After changing the XML texts to match the AAF's, I was able to run the animations.

 

Although the game is fixed for myself, my question is~~~why did this happen?? Is there something wrong with the NMM installer? Why did this id mismatch not happen for other people??

 

 

But questions aside, the new animations are quite on the next level. So hats off to you, sir/ma'am. Again.

Posted
On 10/6/2019 at 6:48 PM, dragmazta said:

 

Hey sorry for constantly asking for tech support. I spawned in the pole but didn't get any option to use it for an animation. I've been having the same problem with anything from the Homemaker mod (mainly the Shower). I haven't noticed anyone else having this issue so I don't know if it's a load order thing or maybe one of the patches screwed it up.

 

On 10/7/2019 at 12:12 AM, RoadG said:

Agree. When I spawn pole, cars, motorcycles, there are no options for animations. Every other pose on other places like ground, beds works fine. 

i had the same issue but realised i was missing workshop rearranged, installed works fine

https://www.nexusmods.com/fallout4/mods/16181?tab=files

Posted
13 hours ago, RoadG said:

I have it already installed, still no results. How did you install that?

when installing this mod did you have all patches selected?

 

Posted
3 hours ago, adadafa3 said:

when installing this mod did you have all patches selected?

 

I'd certainly like to know whether this is necessary as well. One of the mods supported, "Workshop Rearranged", actually has the potential to break "Homemaker"~~which is also on the list of mods supported. So we have two potentially incompatible mods on the same page. Awkwaaaard. ?

Posted

Minor Update

 

Okay, I uploaded a new version of the 1.1 update. Should have fixed issues with "SCReady" etc errors in AAF, also there were some bugs with the FOMOD, such as not displaying pictures properly and not showing the Nuka World options, that should be fine now. I dunno how these problems got through considering I'm 100% sure I sorted them out before releasing but it is what it is. If anyone still has these kinda issues, please say so.

Posted
On 10/7/2019 at 6:08 AM, Vel W said:

It was an ID mismatch. AAF was trying to find FM-Shackles01-01Start when in fact the NMM installation put a  FM-Shackles01-02Start in there.

After changing the XML texts to match the AAF's, I was able to run the animations.

 

Although the game is fixed for myself, my question is~~~why did this happen?? Is there something wrong with the NMM installer? Why did this id mismatch not happen for other people??

 

 

But questions aside, the new animations are quite on the next level. So hats off to you, sir/ma'am. Again.

Hi, that's probably due to another AAF mod you're using that's looking for old animations, that needs to be updated. I gave the mod to other authors a couple weeks before releasing for this reason, so it shouldn't be a long wait.

 

On 10/7/2019 at 5:12 AM, RoadG said:

Agree. When I spawn pole, cars, motorcycles, there are no options for animations. Every other pose on other places like ground, beds works fine. 

Many people seem to have this problem since super mutant beds and it's gone unsolved. I really can't say but the only thing I know is that if the rotation of the object is off by a certain amount of degrees then AAF won't use them for animations.

 

20 hours ago, Vel W said:

I'd certainly like to know whether this is necessary as well. One of the mods supported, "Workshop Rearranged", actually has the potential to break "Homemaker"~~which is also on the list of mods supported. So we have two potentially incompatible mods on the same page. Awkwaaaard. ?

Hmm, I have both and they work fine together!

Posted
1 hour ago, SavageCabbage said:
On 10/7/2019 at 7:08 AM, Vel W said:

It was an ID mismatch. AAF was trying to find FM-Shackles01-01Start when in fact the NMM installation put a  FM-Shackles01-02Start in there.

After changing the XML texts to match the AAF's, I was able to run the animations.

 

Although the game is fixed for myself, my question is~~~why did this happen?? Is there something wrong with the NMM installer? Why did this id mismatch not happen for other people??

 

 

But questions aside, the new animations are quite on the next level. So hats off to you, sir/ma'am. Again.

Hi, that's probably due to another AAF mod you're using that's looking for old animations, that needs to be updated. I gave the mod to other authors a couple weeks before releasing for this reason, so it shouldn't be a long wait.

No bro, this is still not fixed. Check your own files that you released.  Base/AAF/SavageCabbage_animationData.xml has listed inside an animation id= FM-shackles01-02Start while in your Nuka World/AAF/SavageCabbage_positionData_DLC6.xml that is listed as different id... FM-shackles01-01Start.

Same situation for the FM held animation.

Position and animation data mismatch are a fatal error for AAF once a position id is declared in the positionData it MUST have a match inside somewhere in an animationData. It could not seem so immediatly but AAF will stop responding when starting animations from mods with your animations.

Posted
9 hours ago, Martin56 said:

No bro, this is still not fixed. Check your own files that you released.  Base/AAF/SavageCabbage_animationData.xml has listed inside an animation id= FM-shackles01-02Start while in your Nuka World/AAF/SavageCabbage_positionData_DLC6.xml that is listed as different id... FM-shackles01-01Start.

Same situation for the FM held animation.

Position and animation data mismatch are a fatal error for AAF once a position id is declared in the positionData it MUST have a match inside somewhere in an animationData. It could not seem so immediatly but AAF will stop responding when starting animations from mods with your animations.

Right, should be fine now. Despite changing the files, somewhere along the line the old files from 1.04 got mixed in with the 1.1 files. Whatever, re-uploaded yet again so should be good now.

Posted
1 hour ago, SavageCabbage said:

Right, should be fine now. Despite changing the files, somewhere along the line the old files from 1.04 got mixed in with the 1.1 files. Whatever, re-uploaded yet again so should be good now.

Thank you for all your amazing work :)

Posted
14 hours ago, SavageCabbage said:

Many people seem to have this problem since super mutant beds and it's gone unsolved. I really can't say but the only thing I know is that if the rotation of the object is off by a certain amount of degrees then AAF won't use them for animations.

 

 

with all due respect i believe motorcycle/car/pole and such animations are on youre end Cabbage.ive been unsuccessful for starting those animations myself,yet i browsed this thread and somewhere back deeply buried there is a file  furniture_HM u posted  in response for a guy who also could not make motorcycle animations work,and guess what :)  i tried both...placed motorcycle from homemaker at red rocket and this new file u posted 2h ago same as the older one wont play motorcycle animation....yet the single file u posted somewhere in this thread a while ago  plays motorcycle animation as normal...so ure missing something in newer files that block playing these animations,i havent had luck with car ones so far but i will open both files and inspect them,im ultra noob  in xml files but ill just compare the 2 and see if there is any difference

 

Update

after checking both furniture_HM files,there are no motorcycle/car animations lines at all in this new one....they are not added to xml at all,probably an oversight,so as far as homemaker motorcycle/car animations they cant be played in the new version

Posted
5 hours ago, SavageCabbage said:

Right, should be fine now. Despite changing the files, somewhere along the line the old files from 1.04 got mixed in with the 1.1 files. Whatever, re-uploaded yet again so should be good now.

Thank you for keeping up the communication and fixing the bug, SavageCabbage.

 

Out of curiosity, are you planning to add new animations for these 3 mods in the foreseeable future: Torture Devices / CWSS / Prisoner Shackles? Each of these mods has tons of unique furnitures which present~~intriguing settings for out-of-this-world positions of all kinds, if you know what I mean. Come to think of it, those could even involve non-human races~but I digress.

 

This next question goes to anyone who has the knowledge. For extra races, where do we go for the sexual organs belonging to feral ghouls/bloated ghouls/canines/supermutants? As of now, they are either completely missing those or having flaccid ones in my game.

Posted
7 hours ago, Martin56 said:

Thank you for all your amazing work :)

Cheers.

 

3 hours ago, Vel W said:

Thank you for keeping up the communication and fixing the bug, SavageCabbage.

 

Out of curiosity, are you planning to add new animations for these 3 mods in the foreseeable future: Torture Devices / CWSS / Prisoner Shackles? Each of these mods has tons of unique furnitures which present~~intriguing settings for out-of-this-world positions of all kinds, if you know what I mean. Come to think of it, those could even involve non-human races~but I digress.

 

This next question goes to anyone who has the knowledge. For extra races, where do we go for the sexual organs belonging to feral ghouls/bloated ghouls/canines/supermutants? As of now, they are either completely missing those or having flaccid ones in my game.

 

Torture Devices, sure but a lot of the items don't import correctly so I'll have to get advice on that. Prisoner Shackles, I'll definitely finish that, I've got it planned out already and posed. CWSS, not sure because the modder might not like me doing this kinda thing with his creation. I only added support for an item that was by default in Fallout already so...

 

5 hours ago, lordbayron said:

with all due respect i believe motorcycle/car/pole and such animations are on youre end Cabbage.ive been unsuccessful for starting those animations myself,yet i browsed this thread and somewhere back deeply buried there is a file  furniture_HM u posted  in response for a guy who also could not make motorcycle animations work,and guess what :)  i tried both...placed motorcycle from homemaker at red rocket and this new file u posted 2h ago same as the older one wont play motorcycle animation....yet the single file u posted somewhere in this thread a while ago  plays motorcycle animation as normal...so ure missing something in newer files that block playing these animations,i havent had luck with car ones so far but i will open both files and inspect them,im ultra noob  in xml files but ill just compare the 2 and see if there is any difference

 

Update

after checking both furniture_HM files,there are no motorcycle/car animations lines at all in this new one....they are not added to xml at all,probably an oversight,so as far as homemaker motorcycle/car animations they cant be played in the new version

 

I checked my data files and the file you said and there was no difference, the file in the FOMOD was different though. Another case it seems of files getting mixed up from the older version. No idea how that happened. Either way, you can use that file I linked earlier no problem.

 

On 2/28/2019 at 12:50 PM, SavageCabbage said:

 

Also here's another one for SSEX because that was different too, I can't be bothered to update my mod again right now.

 

SavageCabbage_furnitureData_SSEX.xml

Posted

I found a supermutant bed that works for me! Virgil's. The pole at diamond city expanded's Red Seat district works. However, I have never found a car or motorcycle that worked unless I edited the xml to use them in other mods. It might be easier for people if future updates had Build All Beds for the SM bed, and one of the vehicle spawning mods for the cars and cycle animations. Thank you for all the work you already do on these, the ones I tested looks great! Also, before anyone asks, I lost the xml I edited awhile back after an update and haven't bothered making another.

Posted
23 hours ago, SavageCabbage said:

Cheers.

 

 

Torture Devices, sure but a lot of the items don't import correctly so I'll have to get advice on that. Prisoner Shackles, I'll definitely finish that, I've got it planned out already and posed. CWSS, not sure because the modder might not like me doing this kinda thing with his creation. I only added support for an item that was by default in Fallout already so...

 

 

I checked my data files and the file you said and there was no difference, the file in the FOMOD was different though. Another case it seems of files getting mixed up from the older version. No idea how that happened. Either way, you can use that file I linked earlier no problem.

 

 

Also here's another one for SSEX because that was different too, I can't be bothered to update my mod again right now.

 

SavageCabbage_furnitureData_SSEX.xml 1.5 kB · 19 downloads

Thank you very much @SavageCabbage. Worked like charm

Posted

Just updated the file with those SSEX and HM fixes also a stealth fix to some group animation having borked privates. Anyone using the old group animations lemme know if this new version works okay or not.

 

Also, a PSA to everyone using this mod that other mods are yet to update WRT supporting the 1.1 update of this mod. 1.04 is still available for download and I intend to leave it up, being the last one before using the new skeleton, so you can revert to 1.04 at any time.

 

G'day.

Posted
3 hours ago, SavageCabbage said:

Just updated the file with those SSEX and HM fixes also a stealth fix to some group animation having borked privates. Anyone using the old group animations lemme know if this new version works okay or not.

Do you mean the 1.1 file in downloads has been replaced with one containing these changes? I just grabbed that one and the mod timestamp for SavageCabbage_furnitureData_SSEX.xml is Feb 3rd, so it could be just file timestamp weirdness (not the most reliable way to check these sorts of thing) or I missed the obvious, so I wanted to check I understood correctly?

Posted
3 minutes ago, Valshevalshe said:

Hello. I am trying to install another mod. But that one needs the older version of 1.0.4 of this mod. I dunno if loverslab has any archive system so... Can you link me to that version, please? 

When you go to the file download page for this mod and click the "download this file" button you will be presented with two options, 1.0.4 and 1.1.

Posted
2 minutes ago, vaultbait said:

When you go to the file download page for this mod and click the "download this file" button you will be presented with two options, 1.0.4 and 1.1.

I... just realized it after messing around a second time. I'm an idiot. Sorry. And thanks. 

Posted
3 hours ago, mnbv99 said:

Do you mean the 1.1 file in downloads has been replaced with one containing these changes? I just grabbed that one and the mod timestamp for SavageCabbage_furnitureData_SSEX.xml is Feb 3rd, so it could be just file timestamp weirdness (not the most reliable way to check these sorts of thing) or I missed the obvious, so I wanted to check I understood correctly?

Yep, that's correct. Feb 3rd was the last time I edited it and is the version I use.

Posted
15 minutes ago, SavageCabbage said:

Yep, that's correct. Feb 3rd was the last time I edited it and is the version I use.

Ah, thanks, from the conversations above your post I had assumed that was file that was just updated in the last few days and so something I could use to check if the 1.1 I had was the latest one.

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