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My Animation Pack. Updated 15/04/23


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Posted

Ok after I updated some mods I realised that animation in my porn version of FO4 doesn't run at all.
I checked the AAF wizard and after his attempt to load nothing is happened.

this is my mods loading order
 

Poses
Leito's 2.0a
Vadermania 1.1
Farelle 0.1.2
Leito's Voice Fix 1.1
One Patch

BP70's
Savage Cabbage
Creature Pack
Creature Pack DLC 0.1
Atomic Lust 2.6.1b
Mutated Lust
mutated freez fix
AnimationAddonsAndFixes By Indarello

I just deleted all the mods (wizard start to work again) and reinstall them one by one with check AAF wizard in game.
the wizard stops to load after the installation of last version of SavageCabbage animation pack. I did redownload it and it still doesn't work.

Posted
17 hours ago, vaultbait said:

Are you also running with any other mods which patch that file?

Yes, with the "AAF - The One Patch to Bang Them All", but without it the same error occurs fro savagecabbage_animationdata.xml. I had a version 1.1 and everything was OK, the error appears after I updated to v1.2.4.

Posted
On 9/11/2020 at 4:33 AM, spf747 said:

Hello, i have an issue with the supermutant penis in these animations. All other animations are fine. It seems that for a second the sm penis is where it should be and then it instantly coils in on itself. ScreenShot1.png.351ab2182ab1048c2a243a44c41c268e.pngScreenShot0.png.e2a2f5895436d466a20cd8ec1403e54f.pngSee pic. Is this has to do with physics presets or morphset.xml?

Its caused by the  "AAF - The One Patch to Bang Them All" and the fact that it addresses the older version of Savage Cabbage animations. U can see on ur images that the name of the animation starts with "FSM..." - this is the old naming Savage Cabbage used for his animations. All new (up to date) animations starts with "SC..". If u don't want to uninstall "AAF - The One Patch to Bang Them All", go to Data/AFF folder and delete all xml files that this mod created for Savage Cabbage animations (they will be named with "_Pack_" - if im not mistaken). 

Posted

I am completely unable to load 1.2.3 or 1.2.4 without indarello, I get AAF 30% without it

 

Wouldn't mind, but indarello seems to eliminate individual animations and only exposes some groups of animations, which makes me feel I am missing out some of the animations included here

 

Also, what I don't like about indarello's is that I need to play full sequences, I cannot skip animations or return to individual animations.

 

However, if I try to use the original SavageCabbage_positionData.xml I get AAF 30%

 

Any idea what's wrong? Latest AAF, no patch other than indarello's, clean AAF folder

 

Posted
1 hour ago, SAC said:

I am completely unable to load 1.2.3 or 1.2.4 without indarello, I get AAF 30% without it

 

Wouldn't mind, but indarello seems to eliminate individual animations and only exposes some groups of animations, which makes me feel I am missing out some of the animations included here

 

Also, what I don't like about indarello's is that I need to play full sequences, I cannot skip animations or return to individual animations.

 

However, if I try to use the original SavageCabbage_positionData.xml I get AAF 30%

 

Any idea what's wrong? Latest AAF, no patch other than indarello's, clean AAF folder

 

An obvious question, but have you tried loading SC after Indarello's mod? I run the latest Packs, AAF 147 and Indarellos with no problems. Did you try not toggling the SC overide when you download Indarello? Also, I have actually been able to re-establish animations XML's that Indarello does not like. He lists them in the position files for the various animators.. I am guessing you have Indarello's last update which addresses SC.........Love your mods.

Posted
11 minutes ago, UlquiorraCifer1964 said:

Hmmmm, I seem to have a recurring issue regarding this pack where AAF initialization will always get stuck at 30% whenever I boot the game with the .esp file enabled, no matter how long I wait for it. 

Do you have Indarello's latest updated mod?

Posted
7 minutes ago, maddadicusrex said:

Do you have Indarello's latest updated mod?

 

I can use SC + Indarello fine, problem is I cannot load SC without indarello (get AAF 30%)

 

Problem is Indarello packages all the animations into groups, whilst I would like to have have them "expanded", i.e. available individually, not just as pre-set sequences

 

Posted
8 minutes ago, maddadicusrex said:

Do you have Indarello's latest updated mod?

I'm gonna try it rn, but I can say that I managed to fix the problem beforehand by manually removing everything related to Savage Cabbage that's on my Data folder, since it seems to conflict with the files of the mod that I downloaded through Mod Organizer 2.

Posted

There is no written here that the 130 game is not running. Or seize something?


--------------

Nincs ide írva, hogy a 130-as játékon nem fut és csak a 163-as játékon használható.?

439663554_Fallout42020-09-1310-06-19-79.jpg.33e8c462691a78dec02eb7027b167c85.jpg

Posted
On 9/14/2020 at 4:19 AM, Eperke said:

There is no written here that the 130 game is not running. Or seize something?


--------------

Nincs ide írva, hogy a 130-as játékon nem fut és csak a 163-as játékon használható.?

439663554_Fallout42020-09-1310-06-19-79.jpg.33e8c462691a78dec02eb7027b167c85.jpg

 

Not sure I understand what you're trying to say, but judging by your screenshot, I think that's error 010 preventing the mod from working on your end.

 

Error 010 usually means missing animation references. In other words, you may have another mod which refers to SavageCabbage animation names the old way, and have not been updated to catch up with the new names that AAF uses. I'd either remove those older mods or wait for their updates (if such is possible)

 

side note: is that the Rebelette hairstyle from KS Hairdos?? I like it a lot

Posted

Hey all, I'm aware of all the issues that need sorting. I've had some computer issues lately and I've just managed to get everything working again. I'll try to get the problems solved but I also need to get Fallout 4 working again and some other stuff. Thanks for your patience!

Posted

Hello, I've a question about your robot animations.

It works perfectly when the positions were independent.
But if I change posiotion using PgDn or PgUp, only female's animation were changed. Handy's and Protectron's weren't changed. The same goes for AnimationGroup and PositionTree.


How can I make these robot animations to autostaged animations?

Posted
On 9/21/2020 at 1:22 AM, borninmarch said:

Hello, I've a question about your robot animations.

It works perfectly when the positions were independent.
But if I change posiotion using PgDn or PgUp, only female's animation were changed. Handy's and Protectron's weren't changed. The same goes for AnimationGroup and PositionTree.


How can I make these robot animations to autostaged animations?
 

You need to edit/create the animation xml, animation group xml, and position xml in your aaf folder. 

https://bitbucket.org/dagobaking/aaf-framework/wiki/XML/animation.md#!animation

https://bitbucket.org/dagobaking/aaf-framework/wiki/XML/animationGroup.md#!animationgroup

https://bitbucket.org/dagobaking/aaf-framework/wiki/XML/position.md#!position

Posted
14 hours ago, Rahnohs said:

Thanks to reply, but I already know this. The problem is, when the posiotion changed, only female's animation were changed. It occured not only seperate positions but also  AnimationGroup and PositionTree too. Maybe I think it's a idle animation reset problem but I don't know how to fix it.

Posted

Hi I've been getting this error on the AAF admin pane saying "morphset ID SCready not found caller (null)" or something like that everytime I load the game. Was getting this error over and over on admin mode but SC animations seem to be working anyway. I have version 1.2.2 installed. Anyone know what's causing this?

Posted

I don't know if this was already covered here, but I was exploring the sound folder of this mod and I found a lot of sound files that I had never heard before, in all my time using this mod. I'm wondering if some of these files have yet to be implemented (maybe for future updates), or maybe there's just something wrong on my end.

 

The files in question are the ones with "painful", "yelp", "gasp", etc. These sound files are much higher quality imo than the ones I'm currently hearing, which seem to be recycled sound files from the base game. 

 

Is there any way to change which sound files are used during animations, and even change the frequency of them? 

Posted
1 hour ago, Riskofruin said:

I don't know if this was already covered here, but I was exploring the sound folder of this mod and I found a lot of sound files that I had never heard before, in all my time using this mod. I'm wondering if some of these files have yet to be implemented (maybe for future updates), or maybe there's just something wrong on my end.

 

The files in question are the ones with "painful", "yelp", "gasp", etc. These sound files are much higher quality imo than the ones I'm currently hearing, which seem to be recycled sound files from the base game. 

 

Is there any way to change which sound files are used during animations, and even change the frequency of them? 

Are you installing with a manager which supports FOMODs? The last page of the install menu gives you checkboxes to selects a bunch of sound replacements.

Posted
10 minutes ago, vaultbait said:

Are you installing with a manager which supports FOMODs? The last page of the install menu gives you checkboxes to selects a bunch of sound replacements.

Yes I'm using MO2. I'm familiar with the checkbox, but I was referring to sound files that weren't used, despite which sound replacements  you used (i.e. theres 40 "gasp" files that don't seem to be used yet).

Posted
14 hours ago, Riskofruin said:

Yes I'm using MO2. I'm familiar with the checkbox, but I was referring to sound files that weren't used, despite which sound replacements  you used (i.e. theres 40 "gasp" files that don't seem to be used yet).

Hey, gasp is used very often, usually once per individual animation. The game randomly picks from a list of files which one gets played, you might just be getting the same sounds randomly. Painful is used sparingly, mainly on creature stuff like behemoths. Yelp is not used much because I find that it doesn't sound much like the player character. It was only recently added to the mod a couple patches ago too so older animations don't make use of it.

Posted
22 minutes ago, SavageCabbage said:

Hey, gasp is used very often, usually once per individual animation. The game randomly picks from a list of files which one gets played, you might just be getting the same sounds randomly. Painful is used sparingly, mainly on creature stuff like behemoths. Yelp is not used much because I find that it doesn't sound much like the player character. It was only recently added to the mod a couple patches ago too so older animations don't make use of it.

I guess its just me; seems like I'm hearing the same dozen sounds over and over again (especially one where it seems like the PC is saying "Et"), even though the "gasp" folder alone has 50+ sound files

 

So is it safe to say that if I delete the sound files I don't want to use, and put in the ones I want into that same folder, it'll replace the sound? Or do I also have to change the name of the file to match the one its replacing?

 

And if I just delete sound files I don't want to hear, will it increase the frequency of the sound files I want to hear? Also which type of sound gets used most; gasp, breath (which kind), or something else?

Posted
1 hour ago, Riskofruin said:

I guess its just me; seems like I'm hearing the same dozen sounds over and over again (especially one where it seems like the PC is saying "Et"), even though the "gasp" folder alone has 50+ sound files

 

So is it safe to say that if I delete the sound files I don't want to use, and put in the ones I want into that same folder, it'll replace the sound? Or do I also have to change the name of the file to match the one its replacing?

 

And if I just delete sound files I don't want to hear, will it increase the frequency of the sound files I want to hear? Also which type of sound gets used most; gasp, breath (which kind), or something else?

Not really sure but my best guess is that you'll want to replace them by the names. If you wanna hear a sound more often then have multiple instances of the same sound but with different names. If you just deleted sounds, then the game would still pick it from the list because it's still down as being in the list but because there's nothing there you would just hear nothing, but the game still counts it as being picked to play if you get me.

 

Breathing gets used most, usually the light and slow variety but also heavy on occasion for the more intense animations.

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