Gray User Posted July 31, 2019 Author Posted July 31, 2019 On 7/9/2019 at 9:22 AM, KLongad Sirtup said: @Gray User Thanks for doing the animations. However is it possible to suggest having a video and/or screenshots on the upload please? To give an idea what the animations look like. It is possible, but I'd like to not. I don't love that other people are posting images (or that videos of this are showing up on youtube, CG porn sites, and other things). I may be larger paranoid than most, but LL has become big enough that sooner or later it will attract the wrong kind of attention, and I would like not to call that kind of attention to this mod. 2
akroma3310 Posted July 31, 2019 Posted July 31, 2019 On 7/30/2019 at 6:35 PM, EgoBallistic said: No, that is normal. Those items are technically furniture but they cannot be activated the normal way. You need to use the AAF wizard to play these animations with the items in the test cell. Select your character, then pick one of the items as the location, then select an animation. Thank you, I'm having a blast testing AAF for the first time! 1
steelpanther24 Posted August 6, 2019 Posted August 6, 2019 On 7/31/2019 at 4:05 PM, Gray User said: It is possible, but I'd like to not. I don't love that other people are posting images (or that videos of this are showing up on youtube, CG porn sites, and other things). I may be larger paranoid than most, but LL has become big enough that sooner or later it will attract the wrong kind of attention, and I would like not to call that kind of attention to this mod. Understandable given the current media environment we find ourselves. One bad thing i noted (I will send you a PM of the image) is lighting is bad and once my avatar is in the animation, I can't turn on the pip boy light. In any event, I too, have been in a loop, but the home key does not work when i am in the animation. I can bring up MCM with the esc key or go into the terminal mode with the tilda (~) key, but..........my avatar has been up on that pole for a while choking.
Gray User Posted August 7, 2019 Author Posted August 7, 2019 23 hours ago, steelpanther24 said: Understandable given the current media environment we find ourselves. One bad thing i noted (I will send you a PM of the image) is lighting is bad and once my avatar is in the animation, I can't turn on the pip boy light. In any event, I too, have been in a loop, but the home key does not work when i am in the animation. I can bring up MCM with the esc key or go into the terminal mode with the tilda (~) key, but..........my avatar has been up on that pole for a while choking. If this happens only once, or every sometimes, I'm not sure (The AAF ecosystem can get....complex). If it happens all the time, can you go into the AAF files (BadEndAnimationGroupData.xml, open with Notepad++ or like program), and just reduce the number of times each scene loops? (Don't know why the animation group couldn't be cancelled manually - I'll try that and see if I also see the problem)
derpdude111 Posted August 7, 2019 Posted August 7, 2019 Did I download the wrong aaf file? I can't enable the animations in testcell. And if I use aaf wizard, I can't select character.
steelpanther24 Posted August 8, 2019 Posted August 8, 2019 12 hours ago, Gray User said: If this happens only once, or every sometimes, I'm not sure (The AAF ecosystem can get....complex). If it happens all the time, can you go into the AAF files (BadEndAnimationGroupData.xml, open with Notepad++ or like program), and just reduce the number of times each scene loops? (Don't know why the animation group couldn't be cancelled manually - I'll try that and see if I also see the problem) This was my very first capture scene as I tend to play snipers because I don't want them to grab my avatar.
Gray User Posted August 8, 2019 Author Posted August 8, 2019 13 hours ago, derpdude111 said: Did I download the wrong aaf file? I can't enable the animations in testcell. And if I use aaf wizard, I can't select character. Do other AAF animations work? That sounds like either AAF is broke or the AAF files didn't install (maybe re-copy the xml files into data/AAF, and check AAF error log)?
PCFreeman Posted August 9, 2019 Posted August 9, 2019 Thanks for the mod, however I do have some issues while playing animations, in the test room, whenever i chose the sequential option(for any furniture), it will stuck in the loading screen forever, i can chose other options like GpoleFree02(it still takes a lot time but at least it loaded) but when i chose to switch the animation(page up/down button) it doesn't change and still run the first animation i chose. Can you help?
NoJoker Posted August 9, 2019 Posted August 9, 2019 Would like more bad end animation please, for example, beheading, strangling and gun execution.
Gray User Posted August 11, 2019 Author Posted August 11, 2019 On 8/8/2019 at 8:28 PM, PCFreeman said: Thanks for the mod, however I do have some issues while playing animations, in the test room, whenever i chose the sequential option(for any furniture), it will stuck in the loading screen forever, i can chose other options like GpoleFree02(it still takes a lot time but at least it loaded) but when i chose to switch the animation(page up/down button) it doesn't change and still run the first animation i chose. Can you help? Not sure about that. There seems to be problems based on what other AAF patches people are using, but that isn't something I can troubleshoot without breaking things on my system. The two things I can think of that might affect what is going on are: checking your AAF xml files to make sure there are weird duplicates or some other strange things that are getting called by AAF, going into the CK and changing the animation type of the animations. Usually dyn_animation stages more reliably, but it stutters between stages, dyn_animationloop doesn't stutter but often won't stage, and there is a notransition type that I used for some of these that (at least on my system) both staged and usually didn't stutter. 2
Vel W Posted August 26, 2019 Posted August 26, 2019 Hello, Tested this mod in the test cell and it's working. However, I'd like to know if anyone can suggest any mod that allows us to build furniture which work with this mod. So far, I have not been able to find any. Thanks in advance 1
Gray User Posted September 1, 2019 Author Posted September 1, 2019 On 8/25/2019 at 10:25 PM, Vel W said: Hello, Tested this mod in the test cell and it's working. However, I'd like to know if anyone can suggest any mod that allows us to build furniture which work with this mod. So far, I have not been able to find any. Thanks in advance I don't know of one, but I don't mind if someone else makes and release it. I think it wouldn't be hard to make, if a person was willing to poke around the furniture recipes in the CK.
EgoBallistic Posted September 3, 2019 Posted September 3, 2019 On 8/25/2019 at 10:25 PM, Vel W said: Hello, Tested this mod in the test cell and it's working. However, I'd like to know if anyone can suggest any mod that allows us to build furniture which work with this mod. So far, I have not been able to find any. Thanks in advance Ask and you shall receive: 6
jvc1986 Posted September 4, 2019 Posted September 4, 2019 This is very nice. Would it be possible to make the animation stages seperate ? The sequential ones are great, but there would be a lot more options now with the furniture if the actor could remain in "dead" stage The ultimate goal would be to make the gallows actually kill a settler, but i guess that's a whole other level of modding ^^
Achronight Posted September 4, 2019 Posted September 4, 2019 On 9/3/2019 at 11:27 AM, EgoBallistic said: Ask and you shall receive: Can i dare ask For more bad end animations ? There are so many possible bad ends for our protagonist You are awesome 1
Gray User Posted September 5, 2019 Author Posted September 5, 2019 On 9/3/2019 at 9:31 PM, jvc1986 said: This is very nice. Would it be possible to make the animation stages seperate ? The sequential ones are great, but there would be a lot more options now with the furniture if the actor could remain in "dead" stage The ultimate goal would be to make the gallows actually kill a settler, but i guess that's a whole other level of modding ^^ Yea/kinda. The stages are all there in the AAF xml files - It only takes a few minutes to learn/edit the files and then you can make whatever sequences you want. the _position file will have wether or not the individual stages are hidden (mine aren't, but I think there might be other versions of the xml going around), and the _animationgroup file will let you set the order in which the individual animations play during the 'staged' animation.
Xaeis Posted September 5, 2019 Posted September 5, 2019 anyone got xmls that make the anims seperate and not sequential?
Vel W Posted September 5, 2019 Posted September 5, 2019 On 9/3/2019 at 4:27 AM, EgoBallistic said: Ask and you shall receive: Supreme! I thank you for your quick response, EgoBallistic! ?
Vel W Posted September 6, 2019 Posted September 6, 2019 On 9/5/2019 at 1:42 AM, Xaeis said: anyone got xmls that make the anims seperate and not sequential? Curious about this as well. In the other mod called Creature Pack (also made by Gray User) I tried to modify the position data XML by changing all isHidden flags to "False" but animations of each stage were still hidden. Granted, some animations from that pack only work sequentially~like the Stingwing ones~~ What I'm saying is, I also want to know the answer to your question 1
Gray User Posted September 6, 2019 Author Posted September 6, 2019 3 hours ago, Vel W said: Curious about this as well. In the other mod called Creature Pack (also made by Gray User) I tried to modify the position data XML by changing all isHidden flags to "False" but animations of each stage were still hidden. Granted, some animations from that pack only work sequentially~like the Stingwing ones~~ What I'm saying is, I also want to know the answer to your question That's weird. Setting ishidden to false should make them show up. Maybe just remove the 'ishidden' element altogether? (I didn't always have it in - works fine removed). If that doesn't work, I would maybe check if there is duplicate xml somewhere that still has the hidden flag? I think there are a bunch of different sets of AAF files for tags and such, so the duplicate entry might be in a file made by someone else? (I use notepad++ for this - can do a 'find in files' for the stage id?) Also, you are very right about some of the critter animations - they do not loop correctly and have to be called as part of a staged sequence (but the sequence can just be the same animation for 30+ times...) 1
Tentacus Posted September 29, 2019 Posted September 29, 2019 On 9/3/2019 at 3:27 AM, EgoBallistic said: Ask and you shall receive: THANK YOU! Been waiting for somebody to do this, was afraid I was gonna have to add it to my next mod but I really don't want to have to learn to mess with workshop crap @Gray User Thanks again for this great mod. I would like to make a request though. Would it be possible to add a seperate animation to this for the noose and garrote that is just the victim hanging there dead? This would be useful for modders. I have an idea for immersively killing npcs. where they'd only really be "killed" when you take them down. from the noose but would stay hanging up there looking dead until you do.
Virtualbom Posted October 2, 2019 Posted October 2, 2019 I cant interact animation or use furniture plz help im new fallout 4 just tranfrom skyrim
NoJoker Posted October 3, 2019 Posted October 3, 2019 @Gray User Please please make more animations like this one, like decapitation, necrophilia.
anghelos92 Posted October 4, 2019 Posted October 4, 2019 @Gray User, first and foremost I want to congratulate with you for one of the most detailed animation pack i ever saw... The first time I used them i had my jaw hitting the floor! Well done mate, well done! I immediately added use of your splendid animations in my mod (HERE), where I use them to let the player execute submitted or enslaved Npcs, I also use them to torture slaves and for when the player is defeated. All works perfectly I just noticed that you have some "test" positions defined in your XMLs that basically are the animations without the attached furnitures declared, I suggest you add tags also for them because this way modders can add the tag "GrayUser" to the excludedTags when calling for simple masturbations. Actually this is not really necessary because a modder can just include the tag "masturbation" that your test animations don't have and that should be enough, but I thought you wanted to know.
Gray User Posted October 6, 2019 Author Posted October 6, 2019 On 9/28/2019 at 8:49 PM, Tentacus said: THANK YOU! Been waiting for somebody to do this, was afraid I was gonna have to add it to my next mod but I really don't want to have to learn to mess with workshop crap @Gray User Thanks again for this great mod. I would like to make a request though. Would it be possible to add a seperate animation to this for the noose and garrote that is just the victim hanging there dead? This would be useful for modders. I have an idea for immersively killing npcs. where they'd only really be "killed" when you take them down. from the noose but would stay hanging up there looking dead until you do. I can put that on my todo list. 1
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