Achronight Posted October 7, 2019 Posted October 7, 2019 On 10/6/2019 at 4:43 PM, Gray User said: I can put that on my todo list. Maybe a seperate deadly version of the furnitures. That go all the way to that final animation and dont loop the animation sequence. Might Be a cool addition to our settlment workshop. But im no modder i have no idea how you can do that optimally
anghelos92 Posted October 9, 2019 Posted October 9, 2019 @Gray User, have you tested your last version, 1.0.4? Gallows and hanging tree don't work anymore, at least for me. Actors stay stuck and animation doesn't play. It seems related to your recent changes to the F_Noose_activity.
SAC Posted October 9, 2019 Posted October 9, 2019 I had a look at the files trying to understand what is added in 1.0.4, and I can't figure it out. Can you please be more specific, what poses have you added? I don't want to just install it straight away because I've messed with a lot of stuff over the time and I can't remember all the modifications I made...
Martin56 Posted October 9, 2019 Posted October 9, 2019 2 hours ago, SAC said: I had a look at the files trying to understand what is added in 1.0.4, and I can't figure it out. Can you please be more specific, what poses have you added? I don't want to just install it straight away because I've messed with a lot of stuff over the time and I can't remember all the modifications I made... In the animation data Xml he added the "still"idles you find them easily because their Ids end with "still" but he also changed the "noose_activity" which before was defined as loop="true" and time="150" now it is also from "0" to "1" and time ="10" and it seems that exactly these last additions make the noose and gallows animations not correctly play, in fact i deleted those extra parameters for all noose activity in the animation data xml and reverted time to 150 and they work in 1.0.4. In addition for my personal taste I edited also the position group data and added at the end of each sequence the new still idles and incremented their relative frames to 30000 in the animation data so when the sequential animation plays at the end it doesn't loop but ends as the actor would be dead hanging there still xD...nice! About this i would suggest, if it is even possible, to make the still idles so that the actors in those idles have closed eyes, because if open they still have eye movements. Is it possible @Gray User ? 4
Tr_veller Posted October 10, 2019 Posted October 10, 2019 On 10/9/2019 at 2:24 AM, anghelos92 said: @Gray User, have you tested your last version, 1.0.4? Gallows and hanging tree don't work anymore, at least for me. Actors stay stuck and animation doesn't play. It seems related to your recent changes to the F_Noose_activity. Same here - if the noose is involved the animations do not happen. Is there any chance you could upload your .xml file? I'll disable badend for now until the fix is in place. Speaking of which, is it possible to choose the endings? Some I kind of like but others: I really don't 1
Gray User Posted October 10, 2019 Author Posted October 10, 2019 I'll fix and re-upload the xmls, no sure how the change happened - must have been a file management screw up on me. For the other things: @Martin56 I don't know of a way to set the eyes to be closed. Might be there is a tag that can be added to the note track on the animations, and if someone knows what it is, I can add it. Or, if there is a vanilla anim with closed eyes, I could try and dig through the raw xml data. That will be a while though. @Tr_veller Yup - you can set the animation sequences to use whatever pieces you want by customizing your _animationGroupData.xml file. Make the sequences longer, shorter, different animations, etc. etc. DagobaKing set AAF up in a way that is very easy to edit those and gives a lot of control. 1
Martin56 Posted October 10, 2019 Posted October 10, 2019 24 minutes ago, Gray User said: I don't know of a way to set the eyes to be closed. Might be there is a tag that can be added to the note track on the animations, and if someone knows what it is, I can add it. Or, if there is a vanilla anim with closed eyes, I could try and dig through the raw xml data. That will be a while though. Thanks man, your animations are top! If i find anything I'll let you know. 1
Gray User Posted October 10, 2019 Author Posted October 10, 2019 8 minutes ago, Martin56 said: Thanks man, your animations are top! If i find anything I'll let you know. No worries. Just doing my part for all the other perverts. 3
Gray User Posted October 10, 2019 Author Posted October 10, 2019 @Martin56, @Tr_veller, @anghelos92, @SAC New version should be fixed, also put 1.03 back up in case people need a stable release. 4
SAC Posted October 10, 2019 Posted October 10, 2019 43 minutes ago, Gray User said: @Martin56 I don't know of a way to set the eyes to be closed. Might be there is a tag that can be added to the note track on the animations, and if someone knows what it is, I can add it. Or, if there is a vanilla anim with closed eyes, I could try and dig through the raw xml data. That will be a while though. setunconscious 1 (in console) should do the trick 2
Gray User Posted October 10, 2019 Author Posted October 10, 2019 2 minutes ago, SAC said: setunconscious 1 (in console) should do the trick Cool. That is something that modders (like @Tentacus) might be able to use if there is a papyrus version. 1
Tentacus Posted October 10, 2019 Posted October 10, 2019 52 minutes ago, Gray User said: Cool. That is something that modders (like @Tentacus) might be able to use if there is a papyrus version. Yeah I remembered that one from Skyrim though I think there were reasons not to use it. I'll find out when I get there I don't personally mind the eyes open though. Kinda more horrific.
Hugaru Posted October 14, 2019 Posted October 14, 2019 Dear friend, I already installed everything required and optional on this mod, already confiscated already activated in the game, but when an important nps in the game says that it can give me a reward, and of course I want sex, no animation happens. I've done everything and nothing, can you help me solve?
anghelos92 Posted October 14, 2019 Posted October 14, 2019 On 10/10/2019 at 5:28 PM, SAC said: setunconscious 1 (in console) should do the trick Thanks, this will be implemented using scripts in MCG 2.10.00 that will be released shortly And thanks to @Gray User 1
mastga Posted October 19, 2019 Posted October 19, 2019 I wanted to disable the liquids so I deleted the nifs from the mod, but now my game crashes during the animations instead of continuing without the liquids. How do I properly remove liquids from the animations?
Evanness Posted November 2, 2019 Posted November 2, 2019 On 10/20/2019 at 8:45 AM, mastga said: I wanted to disable the liquids so I deleted the nifs from the mod, but now my game crashes during the animations instead of continuing without the liquids. How do I properly remove liquids from the animations? Hi, There are some mesh files for the liquid. If you open them up and quickly go through them, you can see the colour sliders R G B A. Set the value of "A" to 0 and the liquid should be invisible :)! Edit: there are usually 2 color sliders per mesh files and 3 liquid mesh files to edit.
driver nephi Posted November 13, 2019 Posted November 13, 2019 the mod is not working it goes into an infinite loading screen are there any commands i can use to start a bad end sequence?
Rocky_mouse Posted November 13, 2019 Posted November 13, 2019 12 hours ago, driver nephi said: the mod is not working it goes into an infinite loading screen are there any commands i can use to start a bad end sequence? The same thing doesn't work for me.
ray314 Posted December 23, 2019 Posted December 23, 2019 Great animations! Any chance of adding an extra stage to each bad end where its just the character limp/dangling from the set?
Achronight Posted March 11, 2020 Posted March 11, 2020 On 12/23/2019 at 8:22 AM, ray314 said: Great animations! Any chance of adding an extra stage to each bad end where its just the character limp/dangling from the set? I think there is a last stage on some animations tho it bugs out and character starts to move again after some use. Throwing ideas out there. A lot of the AAF animations could be bad ends themselfs, I dont know how you survive being raped by a rad scorpion for example. And a lot of casual rough sex animations, could end up bad if performed by raiders who are angry cause you killed their friends. Also the Bad end animations could be faction specific. Electrocution for high tech factions ( Brotherhood of steel or institute ) Gallows for Military structured factions ( Minutmen, Brotherhood of steel, railroad, Military raider factions ) Strangling pole for Factions that enjoy torture ( The rest of the raiders ) Spike for Canibal factions ( Supermutant and canibal raiders )
Fiona159 Posted April 11, 2020 Posted April 11, 2020 These animations work with the AAF Violate mod and are configured in it.
Bad-Apple Posted May 5, 2020 Posted May 5, 2020 Hi there Sorry if this is a stupid question, but what are the items for that you can find in the test cell? Like the "Field Reclamation Chair" or "Noose (Low)". They appear under clothing but don't do anything when activated ^^ And probs for the mod and the animations, they are great! 1
Dento88 Posted June 2, 2020 Posted June 2, 2020 is there a way to make it more random ? im getting the same animation over and over again...thx great mod by the way..
surfingkoala35 Posted June 5, 2020 Posted June 5, 2020 Anyone have the problem where your female character is given a male body during the Bad End animations? Its happened to me in both the test cell and in the game. Doesn't happen when I assign companions to the animations in the test cell or when I use other AAF animations???
Gray User Posted June 6, 2020 Author Posted June 6, 2020 On 5/5/2020 at 10:53 AM, Arastat said: Hi there Sorry if this is a stupid question, but what are the items for that you can find in the test cell? Like the "Field Reclamation Chair" or "Noose (Low)". They appear under clothing but don't do anything when activated ^^ And probs for the mod and the animations, they are great! Yea - those are old and I should probably take them out of the test cell. Back when before Ego did the furniture AAF work for me, I was trying to equip the devices like clothing. If you wanted to reconfigure your AAF files, you could still do that, but it isn't how the mod is meant to work.
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