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Patch for animations (Squirt/Cum Effects, cum overlays, stages, fixes)


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Posted
1 hour ago, GenBS said:

 

 

First of all, I'm not sure if I understood your explanation well.

 

After the aaf scene is over, NPC wears the clothes I equip. There is no problem.


The problem is during the aaf scene.

At the beginning of scene, everyone starts naked, but after a while, as mentioned above, 
the npc woman who played the male role wears the clothes she was wearing when she first met.
During the scene, I take off the npc's clothes, but quickly put the clothes back on.
Strapon disappeared and appeared again.


I'm not exactly sure, but this seems to happen when going over stages.


Just in case, I installed UAP and tested it. This issue never occurred with UAP.
But I don't want to use UAP. Because I like your mod better.
Right now, I'm just playing around avoiding scenes where only women do.

 

Thank you for your quick reply.
 

Do you play scenes with strapon in UAP?

Posted
1 hour ago, Indarello said:

Do you play scenes with strapon in UAP?

 

There was no FFF scene using strap-on in UAP. 

Instead, there were leito and a few more FF scenes, so I was able to test it.
 

Posted
14 hours ago, GenBS said:

I encountered a minor problem while using the mod, so I can't solve it on my own.

 

In FF or FFF scenes, the woman NPC who plays the male role keeps dressing up during the scene.

However, the clothes that the character is wearing are not what they are wearing now, 
but they are wearing the clothes they were wearing when they first met the character.

 

This issue did not occur in FF scenes with female player (Nora).
Oddly enough, it's okay in Leito animation.

 

I'm not good at English, so I used Google Translate.

 

 

Thanks for the awesome mod.
 

 

You could try out this mod.  https://www.nexusmods.com/fallout4/mods/72657?tab=description  It just came out yesterday.  I have the same problem and I intend to try it out when I have the time.

Posted
58 minutes ago, ripley65 said:

 

You could try out this mod.  https://www.nexusmods.com/fallout4/mods/72657?tab=description  It just came out yesterday.  I have the same problem and I intend to try it out when I have the time.

 

This mod works for me. Female NPCs no longer wear basic outfits during aaf scenes.

 

However, the issue remains of the strap-on disappearing on one of the females playing the male role in the FFF scene.

 

Thank you for good information.

Posted
On 6/24/2023 at 3:53 AM, Indarello said:

this is .esp load order, but I said, I need MOD load order

What mod manager do you use?

sorry for the long wait between replies, been super swamped the past two weeks or so, i use vortex for my mod manager

 

Posted
10 hours ago, mbmdroid said:

sorry for the long wait between replies, been super swamped the past two weeks or so, i use vortex for my mod manager

 

In vortex you can press this to see file load order of my patch

55551111.png

Posted
5 hours ago, Indarello said:

In vortex you can press this to see file load order of my patch

55551111.png

I actually just figured it out, what my problem was that is, LOOT had tried to make it load before a few animation sets  and after the others. Fixed the problem, all is well now i believe, thank you for the responsiveness!

Posted
On 7/6/2023 at 3:49 AM, GenBS said:

 

This mod works for me. Female NPCs no longer wear basic outfits during aaf scenes.

 

However, the issue remains of the strap-on disappearing on one of the females playing the male role in the FFF scene.

 

Thank you for good information.

If this happens randomly I dont think I can do something about that

Posted
On 7/5/2023 at 4:49 PM, GenBS said:

 

This mod works for me. Female NPCs no longer wear basic outfits during aaf scenes.

 

However, the issue remains of the strap-on disappearing on one of the females playing the male role in the FFF scene.

 

Thank you for good information.

This happens during stage changes within the animation package itself. If you look at the inventory of a female acting as male at the start of the animation (when she has the strap-on equipped) get the ID number for the strap-on. Then when it disappears during the animation simply target the actor that lost it and type in "equipitem xxxxxxxx " replacing the x's with the number for the strap-on. It's a problem that's been around for a while with staged animations. Sometimes they not only loose the strap-on but re-equip their clothing, simply target them and type in "unequipall" then "equipitem xxxxxxxx" to get the strap-on back on them.

  • 2 weeks later...
Posted

@Indarello A while ago you added patch for "tattoos after rape" that extends the functionality to NPCs, for which I am very thankful :)

 

Is possible to tweak it further so that we can turn off the functionality for the player, but keep it turned on for NPCs? Right now the MCM on/off switch doesn't seem to work.

Posted
4 hours ago, AWHA2 said:

@Indarello A while ago you added patch for "tattoos after rape" that extends the functionality to NPCs, for which I am very thankful :)

 

Is possible to tweak it further so that we can turn off the functionality for the player, but keep it turned on for NPCs? Right now the MCM on/off switch doesn't seem to work.

Edit script, compile

Posted
14 hours ago, Indarello said:

Edit script, compile

Could you show me how to edit the script and which script to edit? I don't know much about editing scripts.

Posted
8 hours ago, AWHA2 said:

Could you show me how to edit the script and which script to edit? I don't know much about editing scripts.

If you dont know how to edit scripts and compile them, then you will need help, I dont have time and interest in this

  • 3 weeks later...
Posted

I have a minor bug report and a small request. 

 

The bug report: in SavageCabbage_animationData.xml, SC-8P-Human-Floor01-07Gangbang, the action and morph nodes are on the second actor, but they should be on the first (female) actor.

 

The request: could you please add a 6-actor version of the SavageCabbage Floor Gangbang?  I made one for myself, you can reuse this XML:
 

Spoiler

 

	<position id="SC-6P-Human-Floor01-02Gangbang" tags="SavageCabbage,6P,NoFurn,Aggressive,Neutral"/>

	<animation id="SC-6P-Human-Floor01-02Gangbang" frames="500">
		<actor gender="F" stopOverlaySet="Gangbang" idleForm="21F0D">
			<action id="Cum_activity"/>
			<morph id="AnusPenetrate" to="1.5"/>
			<morph id="ButtcheeksSpread" to="1.5"/>
			<morph id="VaginaPenetrate" to="1.2"/>
		</actor>
		<actor idleForm="21F0E">														<!-- anal fuck under -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F0F">														<!-- vag fuck -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F10">														<!-- bj left -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F12">														<!-- HJ left -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F13">														<!-- HJ right -->
			<action id="FF_activity"/>
		</actor>
	</animation>


 

This would allow AAF Violate to use the full range of group animations, from 3P to 10P.  Violate can't handle cases where there is a gap in the number of actors, because it might end up with a nonexistent 6P animation and cause an error.

Posted
On 8/9/2023 at 6:43 PM, EgoBallistic said:

I have a minor bug report and a small request. 

 

The bug report: in SavageCabbage_animationData.xml, SC-8P-Human-Floor01-07Gangbang, the action and morph nodes are on the second actor, but they should be on the first (female) actor.

 

The request: could you please add a 6-actor version of the SavageCabbage Floor Gangbang?  I made one for myself, you can reuse this XML:
 

  Reveal hidden contents

 

	<position id="SC-6P-Human-Floor01-02Gangbang" tags="SavageCabbage,6P,NoFurn,Aggressive,Neutral"/>

	<animation id="SC-6P-Human-Floor01-02Gangbang" frames="500">
		<actor gender="F" stopOverlaySet="Gangbang" idleForm="21F0D">
			<action id="Cum_activity"/>
			<morph id="AnusPenetrate" to="1.5"/>
			<morph id="ButtcheeksSpread" to="1.5"/>
			<morph id="VaginaPenetrate" to="1.2"/>
		</actor>
		<actor idleForm="21F0E">														<!-- anal fuck under -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F0F">														<!-- vag fuck -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F10">														<!-- bj left -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F12">														<!-- HJ left -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F13">														<!-- HJ right -->
			<action id="FF_activity"/>
		</actor>
	</animation>

 

 

This would allow AAF Violate to use the full range of group animations, from 3P to 10P.  Violate can't handle cases where there is a gap in the number of actors, because it might end up with a nonexistent 6P animation and cause an error.

Thanks, not sure if I want to continue supporting this mod

Posted
5 hours ago, Indarello said:

Thanks, not sure if I want to continue supporting this mod

 

That would be a bummer, I really like this, it brings consistency between all the animation packs but isn't overly complicated.

 

But I completely understand how much work mod authors have to put in to support their mods.  This is an unpaid hobby, you have to take care of your own life first.

Posted
6 hours ago, Indarello said:

Thanks, not sure if I want to continue supporting this mod

Damn. I've been using this patch since the first version. I always recommended UAP to begginers, because of the support it has here and on Discord, but recommended yours to those who had more settled knowledge about AAF.

 

Thanks for your hard work.

Posted (edited)

Damn :(

Indarello's patch is so much better then everything else, I'm not sure I'll even keep AAF at all without it.

Mods by EgoBallistic + patch by Indarello, that's essentially my whole setup is.

Edited by mishovur
Posted
On 8/9/2023 at 2:43 PM, EgoBallistic said:

I have a minor bug report and a small request. 

 

The bug report: in SavageCabbage_animationData.xml, SC-8P-Human-Floor01-07Gangbang, the action and morph nodes are on the second actor, but they should be on the first (female) actor.

 

The request: could you please add a 6-actor version of the SavageCabbage Floor Gangbang?  I made one for myself, you can reuse this XML:
 

  Reveal hidden contents

 

	<position id="SC-6P-Human-Floor01-02Gangbang" tags="SavageCabbage,6P,NoFurn,Aggressive,Neutral"/>

	<animation id="SC-6P-Human-Floor01-02Gangbang" frames="500">
		<actor gender="F" stopOverlaySet="Gangbang" idleForm="21F0D">
			<action id="Cum_activity"/>
			<morph id="AnusPenetrate" to="1.5"/>
			<morph id="ButtcheeksSpread" to="1.5"/>
			<morph id="VaginaPenetrate" to="1.2"/>
		</actor>
		<actor idleForm="21F0E">														<!-- anal fuck under -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F0F">														<!-- vag fuck -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F10">														<!-- bj left -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F12">														<!-- HJ left -->
			<action id="FF_activity"/>
		</actor>
		<actor idleForm="21F13">														<!-- HJ right -->
			<action id="FF_activity"/>
		</actor>
	</animation>

 

 

This would allow AAF Violate to use the full range of group animations, from 3P to 10P.  Violate can't handle cases where there is a gap in the number of actors, because it might end up with a nonexistent 6P animation and cause an error.

I've always missed 6P animation, due to playing HR+AE. So I used this combined adddition in animationData. Ugly, ofcourse, but NPCs use this. The same way I transformed many FM (to FMM or FMMM) animations for other, than SC animations. The main problem was to find simple idles for standing/waiting for turn males.  Second solution is using SAM, but there is Stages problem(

Spoiler

<animation id="SC-6P-Human-Standing01-01Tease" frames="300">
        <actor gender="F" stopOverlaySet="DirtyFeet" idleForm="344FE">
        </actor>
        <actor idleForm="344FF">
            
        </actor>
        <actor idleForm="34500">
            
        </actor>
        <actor idleForm="34501">
            
        </actor>
        <actor idleForm="34502">
            
        </actor>
        <actor idleForm="21F12">                    
            
        </actor>
    </animation>
    
    <animation id="SC-6P-Human-Floor01-10BlowBang" frames="400">
        <actor gender="F" stopOverlaySet="Kneeling" idleForm="2DEBB">
        </actor>
        <actor idleForm="2DEBC">
            
        </actor>
        <actor idleForm="2DEBD">
            
        </actor>    
        <actor idleForm="2DEBE">
            
        </actor>
        <actor idleForm="2DEBF">
            
        </actor>
        <actor idleForm="21F12">                    
            
        </actor>        
    </animation>
    
    <animation id="SC-6P-Human-Standing01-07ClimaxLoop" frames="400">
        <actor gender="F" startOverlaySet="Breasts" stopOverlaySet="Gangbang" idleForm="2DEC0">
        <action id="Wink_Action"/>
        </actor>
        <actor idleForm="2DEC1">
            
        </actor>
        <actor idleForm="2DEC2">
            
        </actor>
        <actor idleForm="2DEC3">
            
        </actor>
        <actor idleForm="2DEC4">
            
        </actor>
        <actor idleForm="21F12">                    
            
        </actor>        
    </animation>

 

Posted (edited)

Since Indarello have announced that at least temporary he will stop active development of this mod I decided to start a small 'project' , mostly for myself.

 

The Idea behind is as follows: Look for the animation and stages that were cut, and introduce some uniformity.

At the moment different animations has the number the stages all over the place.. from 1 to 12, and mods have difficult time dealing with it, some animation  looks 'wrong' cause stages were cut (again, please understand it was partly personal preference of the mod author, partly - cutting buggy states, he was kind enough to provide us with his remarks)

 

Anyhow.

I'm 'fixing' everything to have 6 natural stages  + 2 extra stages for stat and end (intro + outro for each animation)

It means that every animation will have 60 sec length, and if it's possible it  will have  'before' and 'after' stages (but only if such stages exists, it's not 100%) 

Regardless the animation will play for 60 sec, without 'loops'.

So let's say animation (I don't count 'pre' and  'post' phases) has  5 stages. It will play 1,2,3,4,5,5  with intro  (if  it exists before and outro after, this 2 stages don't count, so total real world duration will be longer,  but from the AAF and  mods perspective  - it's will be 60 seconds) or some  times it will play 1,2,3,4,4,5 if the stage 5 is 'cum' stage, so it  will look at least more or less sane :)

 

In addition there  are 3 (correction 3 animations, 2 for one of  the pillories and one 1 for HP+2 dogs either on the ground or on doublebed) animations that naturally are 120 sec (12 stages) +intro+outro. Honestly I don't want to cut them. For now I'll just leave them as they are (fixing stages, ofc) but in theory I have couple  of ideas how to 'cheat' AAF  and  despite 60 sec seconds limit for every other one make them play fully. 

 

Anyhow, if people are interested I will post a patch after I finish.  It takes time,  cause I have to edit 3(sometimes 4) separate files, and  actually TEST every one I 'restored' in game.

In some animations to make it more believable  (lol, yeah, sex with super mutant  behemoths and such) I tinkered with temporary (only during the scenes) morphs, so the belly of the recipient will increase in size.  I'm making in only for TWB (or CBBE, I'm  using the slider that is common) but  have no clue what to do (or how to test  it) for FG. So at some point I'll ask someone who is using FG  for help (add additional lines for FB sliders) but honestly it's only needed for MASSIVE creatures , and it's like maybe 10 animations in total.

 

------------------------------------

 

Anyhow, it  was a letter of intent. 

I started with SavageCabbages, at this moment all SM, Hound, Dog, Behemoth and Ferals are finished and tested.  

Today if I'll have time I'll 'do' humans (I wanted to prove the concept,  so I have  started with the lesser packs)

It all works. No glitches at all so far.

 

------------------------------------

 

And again one more time.

My great THANKS to Indarello. What i'm doing - I'm building ON his work. It  wouldn't be possible without his patch. And  it will NOT work properly without his patch.

So it's a patch for a patch :)))))

-----------------------------------

 

P.S. There will be no gay content, sorry, I don't like it and will not spend my time on it. I  100% agree here with Indarello. 

Edited by mishovur
Posted (edited)

Ok. Here's the part with SavageCabbage animations.  

Please do us all a favor and BACKUP /Data/AAF  folder before you do anything. 

Then just copy the contents of the archive there, the files are inside the archive  /Data/AAF/  to make  things easier.

I stress again please backup your  original folder before you do anything. 

Then just run the game as usual and check the SC animations.

I only include the files I have changed. 

It implies that you HAD Indarello's patch already installed and working properly. 

 

You will get a lot of 'new' stages, some are good,  some are funny, some are somewhat questionable (but it's NOT for me to decide, I'm not the author)

Essentially it will restore SC pack to it's original form (omitting couple of honest to god BUGGY transitions)

 

Bugs so far - since the actor scaling kicks in when the sex animation actually STARTS (meaning stage 1, not a prelude)  in some animation the scale of the actor will change VERY slightly. In my case it was barely noticeable at all. But if your character is very tall or very short - you'll notice. (of course if you're not using patch for  actor scaling - you'll never see it at all)

 

Bug number 2. Two bed animations (one for the  single bed, one for  the double bed) for reason I couldn't find strips the character naked, even though I have an no-strip manager. Only 2 animation do it, in the very last stages of animations (the ones that were cut).

 

Other then that - everything works fine.

 

Again I have to stress - majority of animations were tuned (by me, but also originally) to play for 60 seconds. 

So if you will use shorter duration - something will be missing. 

 

3 of the animations are 120 seconds long. Don't  really know how to deal with it. So I have left them as they were for now (you can't really separate them into two, won't  look good, they are well made sequences). 

 

That's it, all said.

 

 

 

P.S.  Before you jump to conclusions - I'm  still working on it.  It's NOT FINISHED.

I'm fixing a LOT of minor things.  Like the angle of the dicks in the animations  (it takes time, believe me, one needs to adjust it all very carefully), and so on, besides I'm doing the same for other animation packs, sometimes it's pointless  -  there is no reason to screw with Leito's, generally it's intro+outro+2stages,  so it  will work with 1 min duration just  fine as it is.

But some other packs are more tricky and  some  animations are FREAKING BUGGY. It takes time and experimentation to fix it.

So please be patient, I recon I'll be able to fix everything in a week time.

 

P.P.S.  Yeah, a lot of tinkering coming my way looks like it :)))

 

TEST VERSION OF THE FILE DELETED.

Edited by mishovur
Posted (edited)

Daily update  :))

 

Found some mistakes,  some that I have made myself (errors while editing), some inherited. I mixed up some stages (fixed already), I have identified some animations where the 'schlong' was 'outside' during the  scenes. Some human,  some ghoul,  some SM  and  ofc  SMBehemoth.  

So I have adjusted 'penis up-down'  and in some severe cases  (where it can't physically fit at all)  added belly morph as well.

I'm mostly done with SC  pack (there are still couple of things I would like to polish before proper release), fixed  'bad end animations', did some things to TD pack, and so on.

A lot of things shouldn't or couldn't be fixed  (for example the robots despite having proper 8 stage animations are so screwed I don't know what to do,  ofc I could've just 'reset'  them between stages, but honestly  - it just looks awful, the twitching)

 

In addition I'm looking at the tools Indarello provided (his custom made morphs and liquids) and thinking how to implement it in a best way possible.  

For the lols I have altered institute execution chair (so the animation will be different from the 'raider' one).

 

My goal is - to make it work perfectly with EgoBallistic mods.

Oh. BTW the file I have linked above -  ignore it,  I have found bunch to mistakes, and fixed most.

Just dumping here full /Data/AAF folder.  

Again you can  (and  SHOULD) back your folder up, to be safe,  and just copy the contents of 7z into it overwriting everything (you have created a backup, didn't you?)

Couple more days, I'd say to a proper release if nothing will go wrong

 

PS.  File is updated with added  6p  and 8p animations - by EgoBallistic. It's a difference, only the edited in some way shape or form, files

 

TEST VERSION OF THE FILE DELETED.

 

 

 

Edited by mishovur
Posted
35 minutes ago, mishovur said:

Daily update  :))

 

Found some mistakes,  some that I have made myself (errors while editing), some inherited. I mixed up some stages (fixed already), I have identified some animations where the 'schlong' was 'outside' during the  scenes. Some human,  some ghoul,  some SM  and  ofc  SMBehemoth.  

So I have adjusted 'penis up-down'  and in some severe cases  (where it can't physically fit at all)  added belly morph as well.

I'm mostly done with SC  pack (there are still couple of things I would like to polish before proper release), fixed  'bad end animations', did some things to TD pack, and so on.

A lot of things shouldn't or couldn't be fixed  (for example the robots despite having proper 8 stage animations are so screwed I don't know what to do,  ofc I could've just 'reset'  them between stages, but honestly  - it just looks awful, the twitching)

 

In addition I'm looking at the tools Indarello provided (his custom made morphs and liquids) and thinking how to implement it in a best way possible.  

For the lols I have altered institute execution chair (so the animation will be different from the 'raider' one).

 

My goal is - to make it work perfectly with EgoBallistic mods.

Oh. BTW the file I have linked above -  ignore it,  I have found bunch to mistakes, and fixed most.

Just dumping here full /Data/AAF folder.  

Again you can  (and  SHOULD) back your folder up, to be safe,  and just copy the contents of 7z into it overwriting everything (you have created a backup, didn't you?)

 

 

 

 

 

 

Couple more days, I'd say to a proper release if nothing will go wrong

 

Data.AAF.full.folder.7z 109.05 kB · 0 downloads

Sorry don't have much interest in reading long messages, so skipped reading all last messages, but I see you have interest in working on this mod, maybe you can convert "RohZima Fallout 4 Sex Animations" into similar way I converted all other anim mods?
So we include it into next version of patch

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