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Posted

Well I'm trying to make the mirelurk staged to be only stage 1 since its beyond me to get them to transition right. I discovered that Atomic Lust in my load order causes the Mirelurk animations to misalign where the characters head is well below the Mirelurk's claws rather than being held by the neck. Its unclear why or how Atomic Lust could conflict but I've narrowed it down to that mod. 

Posted
1 hour ago, Spectre5342 said:

Well I'm trying to make the mirelurk staged to be only stage 1 since its beyond me to get them to transition right. I discovered that Atomic Lust in my load order causes the Mirelurk animations to misalign where the characters head is well below the Mirelurk's claws rather than being held by the neck. Its unclear why or how Atomic Lust could conflict could just be I have too many damn mods. The facial expressions are also gone so the character in the animations is just like :/ the whole time gonna keep testing this to see what conflicts.

i saw the same problem in another topic of a guy talking about how atomic lust and mutated lust were conflicting with the crazy animations

Posted
2 hours ago, alejandrozq said:

i saw the same problem in another topic of a guy talking about how atomic lust and mutated lust were conflicting with the crazy animations

That is not predicted behavior. I don't know of a reason why another mod would break animations, unless they had conflicting AAF xml files with offsets that were being picked up by the other mod somehow. Not even really sure how that would happen...

 

If you figure this one out, please post or PM me. I would be highly curious what the answer ends up being.

Posted
On 9/7/2019 at 7:36 AM, Gray User said:

Yes. Yes I would. My next project is the critters in far harbor and maybe nuka world, but there are some bits I'm still finishing up on this and I could maybe add another behemoth animation set.

Here it is, as i said, i used the Supermutant Penis as base for behemoth. Thanks to @Ayserx for the texture work
https://drive.google.com/file/d/1DG1Gg8HJFmzwO2k_s9yjGFLZyO3iDDJA/view?usp=sharing


you need to build in bodyslide one version only: [Creature]Supermutant Behemoth Smaller Cock or [Creature]Supermutant Behemoth Big Cock in your outfit/body dropdown menu

[Creature]Supermutant Behemoth Smaller Cock
 

Spoiler

unknown.png

 

 

[Creature]Supermutant Behemoth Big Cock
 

Spoiler

unknown.png

 

 

Let me know if you feel like i should adjust the proportion or something.

 

If someone feel like tweaking the texture or the mesh as an improvement, feel free to share.

Posted
7 hours ago, bury02128 said:

Any one had  a luck trigger new animations by Violate or CSA ? 

Violate added support for the new creatures in this mod in its latest release.  Make sure you have Aggressor Races set to Everything in Violate's MCM. 

Posted
On 9/13/2019 at 5:02 AM, Ulfbearth said:

Here it is, as i said, i used the Supermutant Penis as base for behemoth. Thanks to @Ayserx for the texture work
https://drive.google.com/file/d/1DG1Gg8HJFmzwO2k_s9yjGFLZyO3iDDJA/view?usp=sharing


you need to build in bodyslide one version only: [Creature]Supermutant Behemoth Smaller Cock or [Creature]Supermutant Behemoth Big Cock in your outfit/body dropdown menu

[Creature]Supermutant Behemoth Smaller Cock
 

  Reveal hidden contents

unknown.png

 

 

[Creature]Supermutant Behemoth Big Cock
 

  Reveal hidden contents

unknown.png

 

 

Let me know if you feel like i should adjust the proportion or something.

 

If someone feel like tweaking the texture or the mesh as an improvement, feel free to share.


Tweaked the Erection Sliders for Big Cock Version
[Creature]Supermutant Behemoth.7z

 

 

Erected

Spoiler

image.png.f33e5d1368075e91de811ec7bd8f250a.png

 

 

 

Erection Up
 

Spoiler

image.png.fcff364093f4d047e13b3663048cf55d.png

 

 

Erection Down

Spoiler

image.png.c0d4b374da5857329621144b0cf53117.png

 

Posted
10 hours ago, bury02128 said:

Any one had  a luck trigger new animations by Violate or CSA ? 

Yes, got finger banged by a behemouth near Walden Pond using Violate, which was nice, since it usually just smashes my fem toon (lvl 48), but disturbing at the same time.

Posted
14 hours ago, EgoBallistic said:

Violate added support for the new creatures in this mod in its latest release.  Make sure you have Aggressor Races set to Everything in Violate's MCM. 

 

11 hours ago, Thndrwlkr said:

Yes, got finger banged by a behemouth near Walden Pond using Violate, which was nice, since it usually just smashes my fem toon (lvl 48), but disturbing at the same time.

Yes, got it working. Thank you.

Posted
1 hour ago, PlayingOneHanded said:

Are there any plans for Far Harbor/Nuka World creatures?

Yes. Think I figured out a work around for stupid problems with Angler animation settings, so there should be a far harbor pack soon-ish (Anglers, Hermits, Gulpers, Fog Crawlers, maybe Wolves if they don't use the dog skelly, need to check that). Nuka world (worms, crickets) to follow.

Posted
21 hours ago, Gray User said:

Yes. Think I figured out a work around for stupid problems with Angler animation settings, so there should be a far harbor pack soon-ish (Anglers, Hermits, Gulpers, Fog Crawlers, maybe Wolves if they don't use the dog skelly, need to check that). Nuka world (worms, crickets) to follow.

Nice! 

Dog animations are working with wolves so I guess their skeletons are pretty similar.

Posted

Is it just me or is this not included in themes in any way and that I have to add it in myself??  Doing it selectively myself because I want to use tags for violate  <-- Edited --> I am using multiple working sequential staged animations to get it right before I test in Salem with a slightly older save :) 


image.png.a87213e718b05bf5410347ef15968aa4.png  I am using leito's auto staged pls as my reference point

image.png.269326499d2dee276ef856f9e377bada.png

 

^^^ Ready for the first test

Posted

 

1. Is it running on 1.10.130 right?

2. Install mods on mod organizer 2 in 1.10.138 (aaf 78 beta, violet 1.06v, AAF-The One Patch to Bang Them All, AAF VanillaKinkyCreatures Sex Animation Themes) Animations don't work.

3. Does the installation complete after some time after the mod is installed? Did you test it yourself?

4. Test it with Molerats.

Posted
18 hours ago, GoldenRain said:

Is it just me or is this not included in themes in any way and that I have to add it in myself??  Doing it selectively myself because I want to use tags for violate  <-- Edited --> I am using multiple working sequential staged animations to get it right before I test in Salem with a slightly older save :) 


image.png.a87213e718b05bf5410347ef15968aa4.png  I am using leito's auto staged pls as my reference point

image.png.269326499d2dee276ef856f9e377bada.png

 

^^^ Ready for the first test

You are correct. I have no clue what is happening in the tag ecosystem for AAF right now, so I've just been leaving them out. If these aren't part of one of the AAF tag patches, I can upload the tags I use, but those will probably not work nicely with other users setups....

 

Also, kudos to you for going in and fixing it yourself! I think that is what most people are going to end up needing to do to resolve conflicts and such.

Posted
1 hour ago, Basszavior said:

I failed to couple the animation with dogmeat, any way to fix this? My game also crashed when loaded.

Maybe, but that probably isn't this pack. I haven't made any dog animations - the FEV hound is a totally different skeleton. FWIW, I find that dogs can be kind of unreliable, dogmeat especially, probably because of a complicated animation behavior tree.

Posted
6 hours ago, chesscory said:

 

1. Is it running on 1.10.130 right?

2. Install mods on mod organizer 2 in 1.10.138 (aaf 78 beta, violet 1.06v, AAF-The One Patch to Bang Them All, AAF VanillaKinkyCreatures Sex Animation Themes) Animations don't work.

3. Does the installation complete after some time after the mod is installed? Did you test it yourself?

4. Test it with Molerats.

 

1. This mod shouldn't depend on game version.

2. Uhmm....dunno if that'll work right. I don't use mod organizers/installers, so this isn't really set up with them in mind. Maybe check your directory structure to make sure things got put where they should?

3. The animations should work if installed correctly (I test everything I upload), but the anim behaviors for critters are a mess, so they might not load every time. Sometimes I find that certain critters take a couple of days in game to reset their behaviors. Once they start working, they usually stay working.

4. See above, molerats are one that sometimes has problems.

 

Posted
35 minutes ago, Gray User said:

Maybe, but that probably isn't this pack. I haven't made any dog animations - the FEV hound is a totally different skeleton. FWIW, I find that dogs can be kind of unreliable, dogmeat especially, probably because of a complicated animation behavior tree.

well , another problems, its seems like my AAF creature doesnt work at all

 

Posted
13 minutes ago, Basszavior said:

well , another problems, its seems like my AAF creature doesnt work at all

 

A number of these animations are in recent updated packs, which One Patch no longer fixes (till updated). The new packs are going to have to be loaded after One Patch and overide it. There will be errors in AAF, but ignore them and play the game..

Posted
4 minutes ago, maddadicusrex said:

A number of these animations are in recent updated packs, which One Patch no longer fixes (till updated). The new packs are going to have to be loaded after One Patch and overide it. There will be errors in AAF, but ignore them and play the game..

One patch?

Posted
1 hour ago, Basszavior said:

well , another problems, its seems like my AAF creature doesnt work at all

 

looking into that and other issues.  Like my AAF wizard wont open it just stops during the scan.
Question 
image.png.f9746f9569ada470ce65edea498c743b.png

 

Am I missing the skeletons for these??  If someone's boning is working can you let me know 

Lol I updated aaf from old old old to 97 and it requires the one patch.  Just tested it and banging did commence.  I copied and saved any files adjusted by the One Patch (vio took forever to hit only yes) so I have a reference point to fall back on when looking at what was altered by the One patch

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