Spectre5342 Posted September 12, 2019 Posted September 12, 2019 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.
alejandrozq Posted September 12, 2019 Posted September 12, 2019 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
Gray User Posted September 12, 2019 Author Posted September 12, 2019 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.
Ulfberto Posted September 13, 2019 Posted September 13, 2019 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 workhttps://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 [Creature]Supermutant Behemoth Big Cock Spoiler 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. 1
bury02128 Posted September 16, 2019 Posted September 16, 2019 Any one had a luck trigger new animations by Violate or CSA ?
EgoBallistic Posted September 16, 2019 Posted September 16, 2019 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.
Ulfberto Posted September 16, 2019 Posted September 16, 2019 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 workhttps://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 [Creature]Supermutant Behemoth Big Cock Reveal hidden contents 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 Erection Up Spoiler Erection Down Spoiler
Thndrwlkr Posted September 16, 2019 Posted September 16, 2019 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.
bury02128 Posted September 16, 2019 Posted September 16, 2019 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. 1
Ulfberto Posted September 20, 2019 Posted September 20, 2019 animation packs dont really rely on Game / F4SE version. It should work...
Fiona159 Posted September 20, 2019 Posted September 20, 2019 7 hours ago, huwanza said: Does it work on version 130? Works for me.
PlayingOneHanded Posted September 22, 2019 Posted September 22, 2019 Are there any plans for Far Harbor/Nuka World creatures?
Gray User Posted September 22, 2019 Author Posted September 22, 2019 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. 2
PlayingOneHanded Posted September 23, 2019 Posted September 23, 2019 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.
GoldenRain Posted September 23, 2019 Posted September 23, 2019 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 I am using leito's auto staged pls as my reference point ^^^ Ready for the first test
chesscory Posted September 24, 2019 Posted September 24, 2019 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.
ChibakoShiba Posted September 24, 2019 Posted September 24, 2019 I failed to couple the animation with dogmeat, any way to fix this? My game also crashed when loaded.
Gray User Posted September 24, 2019 Author Posted September 24, 2019 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 I am using leito's auto staged pls as my reference point ^^^ 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.
Gray User Posted September 24, 2019 Author Posted September 24, 2019 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.
Gray User Posted September 24, 2019 Author Posted September 24, 2019 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.
ChibakoShiba Posted September 24, 2019 Posted September 24, 2019 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
maddadicusrex Posted September 24, 2019 Posted September 24, 2019 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..
ChibakoShiba Posted September 24, 2019 Posted September 24, 2019 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?
GoldenRain Posted September 24, 2019 Posted September 24, 2019 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 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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