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Auto Staged Animations Please


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Posted

Love what you did for the different mods. Really wish the original authors had bothered to do it themselves. Hoping for a fix to Savage Cabbage. The whole done in 5 seconds sex is not good for my reputation.

Posted
On 6/19/2019 at 9:38 AM, Plaguetard said:

So mods like Violate set a time limit, do you have a suggested time limit that most animation progressions could be played in?

Prior to the last AAF version, I used the default setting for time of violation. Not so sure if the recent version affected the method before. I don't really play FO4 that much anymore.

Please note that my ASAP file for Savage Cabbage's animation pack makes it wonky. I've identified the probable cause but I don't think I should do it because it would mess with the original author's file too much.

Posted
On 6/19/2019 at 8:18 PM, maddadicusrex said:

Love what you did for the different mods. Really wish the original authors had bothered to do it themselves. Hoping for a fix to Savage Cabbage. The whole done in 5 seconds sex is not good for my reputation.

I think Savage Cabbage is busy (as per my last conversation with him, which was about the time I originally uploaded this file) so any fix he might introduce might not be forthcoming. My diagnosis is quite uhh rudimentary to say the least, because I only compared SC's files with other author's pack which does not do the 5 second wham bam thank you ma'am. I do agree that it's quite embarrassing (and hilarious).

Most new animation packs auto-stage now (they have their own tree xmls which I did plan to do for my files). Waiting for the later integration of branching trees and mod packs that support it before I do it though (so it may be in the distant future).

Posted

i have a bug where any of savage cabbage's animations with dogs and super mutants make the actors glitch out they play the animation for a second then go to just idling then play a second of the animation and so forth till it ends is this just something i did wrong in the instillation

Posted
On 6/25/2019 at 12:35 PM, lol5678 said:

i have a bug where any of savage cabbage's animations with dogs and super mutants make the actors glitch out they play the animation for a second then go to just idling then play a second of the animation and so forth till it ends is this just something i did wrong in the instillation

Hi there. It's most likely an issue that SC's files make use of time instead of frame. As mentioned before, I could probably make an XML to override it but animation xmls are really the animator's domain and I avoid tampering with them to ensure maximum compatibility. My recommendation is to turn off my SavageCabbage file (unfortunate given that SC's file has the most intense sequences). You could read the few posts just before your comment to see if you can do the fix for yourself (relatively easy tbh)

Posted

hello Member,

 

I don't have error, but stage  not work with Savage Cabbage.

Only step by step with keyworld.

Have you a idea please ?

 

Thanks

 

Posted
1 hour ago, djefy said:

hello Member,

 

I don't have error, but stage  not work with Savage Cabbage.

Only step by step with keyworld.

Have you a idea please ?

 

Thanks

 

Hi yes djefy. I don't think it's on your side or anything you did in installation. It's just that the latest AAF version did away with some variables. SC's files were the only ones using time, others used frames as a measure of how long the animation takes place. 

The most direct method of confirming this suspicion is to replace all time="" in SC's animation xml with frame="".

However I don't intrude into animation xmls because I believe it should remain unchanged other than by the Author himself or for personal use only. I can't do it myself anyway because I already uninstalled FO4 (and other bethesda games). I'm only here to give support as much as my abilities can. 

I recommend disabling my SavageCabbage files in the meantime

Posted
On 6/30/2019 at 6:17 PM, tesalutamus said:

Hi yes djefy. I don't think it's on your side or anything you did in installation. It's just that the latest AAF version did away with some variables. SC's files were the only ones using time, others used frames as a measure of how long the animation takes place. 

The most direct method of confirming this suspicion is to replace all time="" in SC's animation xml with frame="".

However I don't intrude into animation xmls because I believe it should remain unchanged other than by the Author himself or for personal use only. I can't do it myself anyway because I already uninstalled FO4 (and other bethesda games). I'm only here to give support as much as my abilities can. 

I recommend disabling my SavageCabbage files in the meantime 

Many, many thanks,

 

Because you acording your precious time for your virtual friends.

I test immediatly and explane the result (blue screen, damned !!, no real :)).

see you later

 

Djefy

 

Posted
On 7/4/2019 at 5:46 PM, djefy said:

Many, many thanks,

 

Because you acording your precious time for your virtual friends.

I test immediatly and explane the result (blue screen, damned !!, no real :)).

see you later

 

Djefy

 

Oups, I don't found "all time="" and frame="" " in AAF folder.

With all SC's files or AAF settings.

Can you please precise the name of data ?

 

Posted
On 7/4/2019 at 6:13 PM, djefy said:

Oups, I don't found "all time="" and frame="" " in AAF folder.

With all SC's files or AAF settings.

Can you please precise the name of data ?

 

Hello,

 

Sorry, I have founding the data and all is replaced to "frame".

And after, I have tested with "frames".

But it's the same result, no error and no staged animation.

 

Thankstesalutamus for you idea

 

Djefy

  • 1 month later...
Posted
On 7/10/2019 at 9:04 PM, maddadicusrex said:

Is there a command to slow down the transitions so that they are smoother..

No idea, tbh. It's limited to the way AAF works I'm afraid. Theoretically it could be done, but that's the realm of animators (way beyond my meager knowledge). It would be akin to making "fillers" between transition ie position1 > transition1to2 > position2 > transition 2to3 > position 3.

Some of SavageCabbage's animation sequences did this quite beautifully (so the entire sequence takes around 8 stages or so)

  • 1 month later...
  • 1 month later...
Posted
On 3/3/2019 at 4:37 AM, tesalutamus said:

 I'll blame it on witches too. 

HEY! We have nothing to do with it. It's gremlins you want!

 

:cool:

 

Also, this needs an UPDATE. Gray User is v3.00 & Savage Cabbage is v1.1

 

:exclamation:

 

 

 

Posted
On 9/15/2019 at 6:44 PM, Bazinga said:

Copypasta from SavageCabbage Animations thread:

 

Here are my animationgroup and positiondata xmls for this mod if anyone wants them.

 

SavageCabbage Staged.7z 9.78 kB · 17 downloads

 

They are based on the ones in Auto Staged Animations Please. Those are are broken though, the time variable doesn't work.

 

edit:

reupload because I forgot to add the fixed animationdata xmls

 

Will this work with Savage Cabbage v1.1???

 

:no_mouth:

 

 

Posted
6 hours ago, VonHelton said:

Will this work with Savage Cabbage v1.1???

 

:no_mouth:

 

 

I'm afraid not.

And I won't update it before the One Patch got updated, there are too many changes in the Savage Cabbage 1.1 xmls compared to my upload.

Maybe either the One Patch or that other patch that surfaced a while ago will make this obsolete anyway.

What I still don't get is why @SavageCabbage himself doesn't add auto-staged animations. It's not that difficult if you keep it simple and just use animation group xmls. All the other anim mods that still get updated regularly have this feature, and it's absolutely necessary if you want to use these animations together with gameplay sex mods that randomly pick from a pool of installed animations (read: most of them).

Posted
6 hours ago, Bazinga said:

I'm afraid not.

Shit........How big a deal is it to do this stuff? My 3D Max is dead in the water, and I haven't done PEARL or HTML in ages.......

 

:O

 

 

Posted

Nah, nothing even remotely that complicated, it's just text that follows a certain structure defined by the xml format and AAF. The AAF wiki might be a good start to learn about it.

The main reason I don't update this is that the FO4 patches are in some sort of limbo right now, the One Patch didn't get updated in ages and while the patch that I linked to in my previous post might be a good alternative there doesn't seem to be any collaboration between the authors so as soon as One Patch 2.0 gets released (any day now...) it will be a mess again.

 

I'm waiting for all this stuff to sort itself out before lifting another finger. 

Posted
1 minute ago, Bazinga said:

Nah, nothing even remotely that complicated, it's just text that follows a certain structure defined by the xml format and AAF. The AAF wiki might be a good start to learn about it.

The main reason I don't do it is that the FO4 patches are in some sort of limbo right now, the One Patch didn't get updated in ages and while the patch that I linked to in my previous post might be a good alternative there doesn't seem to be any collaboration between the authors so as soon as One Patch 2.0 gets released (any day now...) it will be a mess again.

 

I'm waiting for all this stuff to sort itself out before lifting another finger. 

I'll defer to your judgement then.......Holding pattern until some updates.

 

:thumbsup:

 

 

  • 11 months later...
  • 1 month later...
Posted
On 11/6/2020 at 4:50 PM, woofwoof4724 said:

This mod still getting updates?

Hi there, I just came back to "playing" FO4. Noticed that AAF advanced to a point that I can now make XML's to better compliment other mods. I'm beginning to read the other updated mods to ensure maximum compatibility, however, if I focus on my release as the overriding patch, I'll probably finish it in a few days.

  • 10 months later...
Posted (edited)
53 minutes ago, risadas said:

Is this mod still being worked on or did the creator stopped updating it ?

No, there were no messages since 2020 but it is still being work on, the update are planned in next 10hr just for you

Edited by Indarello
Posted
2 hours ago, Indarello said:

No, there were no messages since 2020 but it is still being work on, the update are planned in next 10hr just for you

A simple no would be enough, but you cant expect people not to be assholes when they have the privilege of anonymity.

Posted
30 minutes ago, risadas said:

A simple no would be enough, but you cant expect people not to be assholes when they have the privilege of anonymity.

a simple sense of humor or a bit of self-critical would be enough, but I expect that you will insult since you do not have these

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