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


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Posted
2 hours ago, mishovur said:

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.

 

I like where you are going with this.

 

I added the fix for the 8p ground gangbang animation and the 6P ground gangbang I mentioned a few posts back to your SC XML, in the attached.

AAF_SC.7z

Posted (edited)

Well. I fixed most of the things I could including some minor bugs I found, like transitional stages treated as normal, hence too long and looped,  some morph issues, etc.

Everything that could be made into proper sequences - was made so. 

I'm getting one AAF warning, but can't find why (animation plays just fine) most likely a syntax error, but I  can't find where exactly have I made it.

Hopefully someone (or me, myself) will find the culprit line...

 

Here is my complete dump of  /Data/AAF  folder

Everything works,  you'll see a LOT of 'new' animations, I even restored (for shit and giggles) the HF+HM+Brahmin threesome (in reality - it's a sex on brahmin back, so it just uses brahmin as a furniture, to trigger  it - use SEU mod, select brahmin and a human for threesome)

 

I added some morph effects where needed, some liquid effects where they were obviously missing. 

Have fun testing. 

 

I stress again.  Please BACKUP your original  /Data/AAF folder. I'm not responsible for bricking your game.

And have fun testing :) 

I assume you have Indarello's patch installed

 

P.S. Feel free to report bugs (I ought to missed something).

P.P.S. Don't forget to set the duration of animations in SEU, Violate, etc. to 60 sec.

 

P.P.P.S  Hopefully final version, double-checked (with the help of EgoBallistic, many thanks).

Now everything works, and there are no AFF-related errors in console.

 

 

 

 

AAF.my.fixes.7z

Edited by mishovur
Fixed some files in AAF folder
Posted
On 8/16/2023 at 9:13 PM, Indarello said:

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

Mb I would do that, but, I think on next month. However, I'll try to start asap. If no one will do it before)

Posted (edited)
5 hours ago, Jeffey67 said:

Mb I would do that, but, I think on next month. However, I'll try to start asap. If no one will do it before)

Yeah, more or less same here. Suddenly I became sorta busy :(

 

Speaking of robots, I'm quoting EgoBallistic

Quote

Robots are going to be difficult to fix.  Their behavior graph is incomplete so making them transition from one position to the other may not work.  Axary made a fix for SC's staged Protectron animation by combining all the .hkx files into one long animation.

Haven't checked it myself, but looked into files - there is no reason why this shouldn't work. But I will check the actual combined length of the animation see if it will fit. Obviously credit for this should go to Axary.  

Edited by mishovur
Posted (edited)

Updated the file. Fixed one of  the Behemoth animation (was not playing fully, the cowgirl one) and Mirelurk King animation (same thing the last stage was cut)

 

You only need to replace 2 files, really but  I have reuped it

 

 

 

It's the  final version, double-checked (and fixed a bit  :)) ) By EgoBallistic 

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

OLD  FILE WAS REMOVED.  Look for a link below.

 

Edited by mishovur
Posted (edited)

Had some free time so I 'fixed' (essentially shortened) two Pillory animations, so that they would fit the same 60 sec as everything else.(technically they are 80 sec  now, cause I moved first and last stages to intro and outro respectively, so it's 10+60+10)

 

Took some tinkering  with timings (to create a seamless transitions, without breaking of the motions or loosing the stages, so it's 120 sec compressed to fit 60+10+10 sec format)

Unpack it to the AAF  folder. 

I have couple more things I want to fix still.

 

 

 

ZaZOut4_animationData.7z

Edited by mishovur
Posted (edited)
5 hours ago, Rudik123 said:

You vag morphs for CBBE actually for latest versions?

 

I'm using TWB.  So I can't tell you for sure.

I copied the original morphs, so it shouldn't be a problem, If I remember correctly there are 2  strings there, one for CBBE/TWB and one for FG, so it should work, but in any case - it's a part I haven't touched at all, in some cases I added a belly morph for CBBE/TWB (difficult cases like SMB or SM and MireLurk Queen), but I haven't touched vag morphs as far as I recall.

Edited by mishovur
Posted
16 minutes ago, mishovur said:

 

I'm using TWB.  So I can't tell you for sure.

I copied the original morphs, so it shouldn't be a problem, If I remember correctly there are 2  strings there, one for CBBE/TWB and one for FG, so it should work, but in any case - it's a part I haven't touched at all, in some cases I added a belly morph for CBBE/TWB (difficult cases like SMB or SM and MireLurk Queen), but I haven't touched vag morphs as far as I recall.

Thanks for answer.

  • 3 weeks later...
Posted (edited)

Still tinkering with animations, again have some free time on my  hands.

Fixed some problems I have found, implemented some ideas with shorter animations (work in progress).

For example there is a 'fight move' animation, it's one stage marked (incorrectly) as 400, also it's 800 in length.

So I added it to the end of another shorter animation with the same directional positioning (and fixed the length so it will match the actual animation)

Now it works like 'after a blowjob, no end phase, SM thoughts the PC on the ground and fucks it :)

Cause both blowjob animation was incomplete as well as 'fight move' on it's own was very short, and  would've be repeated 3 times...

 

And so on.

Trying to mix and much, especially short  (1 or 2  stages) animations, to compile them together in a way that transitions make sense and are seamless, to avoid 'jerking'. It takes a lot of  time to be honest. You can't 'just' mash it all together, won't look good.

 

Two files enclosed - mine, and  the patch (not mine) that fixes the damn robots by making the robot-sex one staged rather long animation.

Sorry I forgot the author, I'll will search for his name, it's posted somewhere on this forum I just can't find WHERE. It's NOT made by me.

 

Check out how 'SC SM-standing-blowjob'  works now  :))))

 

P.S. I'm either blind of stupid.

The person's name is Axary all credits goes to him.

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

OLD FILES ARE DELETED, LOOK BELOW.

 

Edited by mishovur
Posted (edited)

One more test animation. 

I've tried to combine 2 ZaZ's pillory animations, as well as it could be done without creating new ones

 

This will add a threesome pillory animation (ZaZ's pillory) essentially it's a 'clever'   (quote-unquote) mix of 2, doggy and blowjob.

Couldn't made it ideal but as close as it was possible. Take a look :))

It's  staged,  with 'before and after' stages,  a bit reworked.  

You'll see :)))

 

Thing is with 'bound in public' quest it becomes extremely repetitive, so my idea is eventually to adopt 3 or  4 more animations to this pillory  (all group)

will continue tomorrow. Have fun testing.

 

TestForZaZ.zip

ScreenShot877.png

ScreenShot878.png

ScreenShot879.png

ScreenShot880.png

ScreenShot876.png

Edited by mishovur
Posted
On 8/18/2023 at 11:14 PM, Jeffey67 said:

Mb I would do that, but, I think on next month. However, I'll try to start asap. If no one will do it before)

Did you try something? 

Posted (edited)

Hopefully the final (or the latest, at least) version.

Fixed some issues, added some corrected timing, combined several non-staged animations into staged (by using existing ones, and tinkering with coordinates and rotation), eliminated (quoted by <--  -->) two very old and very bugged SM animations (pipe rifle and mini nuke, it you  want to re-enable them back just remove quotes), also my plan is to fix them later. The kitchen 3P animation now has a transition to the floor. Couple of shorter 3P animations are 'linked' into sequences and so combined. I din't want to combine animations from different authors (somehow it feels wrong) so SC are mashed  with SC, and BP with BP, Leito with Leito. 

Broke my brain in attempts to fix the 'memory chaise' animation by BP. stages 1 and 4, and 2 and 3 have  opposite  (180 degree) offset, and for some reason the usual solution (0,0,0,180:0,0,0,180) tend to not work with the individual stages, I'll look into it more carefully, maybe I'm missing something. 

But besides issues that are mentioned - everything else is working properly, finally.... hehe. 

 

As always, back up your /Data/AAF folder please (just make a zip and leave it there) and overwrite everything. As a legacy I'm linking again the fix for robots as a separate file, cause it was not made by me but by Axary, and it would be wrong to merge it with my quote-unquote 'patch'  

 

P.S. If you find some/any problems - just tell me, don't be shy. I count it as helping. 

 

P.P.S.  The 'offset' feature in AAF is somewhat broken and as far as I understood was left as a legacy thing, it works in a 'wonderful'   ways,  sometimes perfectly, sometimes - very odd, instead of individual actors it tends to center on the 'zero' of the animation, sometimes for some reason it scale the axis,  and so on. So it's not really a tool one can rely on, Dagobaking recommends to rework the animations rather then reposition existing ones,  just saying, it's a tool but it's a tool that was broken and discarded,  just left in the drawer...  So yeah, the  damn 'chaise' animation is mostly fucked.  Also I have some ideas how to 'unfuck' it without remaking completely.  I'll show the example. Here I've been trying to make a '3P pillory into 4P',  and it works, but the fine positioning is extremely hard to do (this animation is not included. I want to fix it properly first).  Image is attached.

 

AAF.my.fixes.7z AAF.SC_Robots_Fix.7z

ScreenShot881.png

Edited by mishovur
Posted (edited)

A quick fix for  BP chaise animation.

Had to (and I mean HAD TO) switch stages around. But now it works. 2 stages are 'intro' and 'outro' , 2 stages - are main event.

Adjusted to 60 sec limit on animation (so it's won't be a repeating one)

If there will be no issues - will add later to the main 'fix'.

 

Please test it. On my system it works, but one never knows.

 

 

rlx_bp70_fix_for_chaise.7z

Edited by mishovur
Posted
8 hours ago, mishovur said:

Please test it. On my system it works, but one never knows

 

I'll just ask:

Did I understand correctly that the files represent a fix for Indarello's mod? If so, can the fix also be installed via Vortex?

Posted (edited)
41 minutes ago, deathmorph said:

 

I'll just ask:

Did I understand correctly that the files represent a fix for Indarello's mod? If so, can the fix also be installed via Vortex?

 

Yes and no.

Some part of it is 'enable what Indarello had disabled'.  Mostly for very good reasons.

1. Buggy animations

2. Content he just didn't liked.

So, I  fix buggy ones if it's possible and reenable them. My taste somewhat differs, so I put back some of the stages he didn't like. 

 

Now in addition I made several 'new' (not really!) animations, by combing several different ones (especially one-staged ones) together, in couple of  cases I added an actor, so essentially yes, made new animation, but using the ones that were in the pack of the same author. 

 

It's not  per se a fix, Indarello's mod works fine, and I'm 100% using the structure HE has created. 

Call it and 'expansion'.  Or whatever you like really  :)))

And my initial goal was to adjust so everything would run as 60 sec animations with pre and post phase if possible without loops and repetitions. It makes life much easier.  There were 30 sec, 40 sec, 50 sec, 60 sec and so on up to 120 sec animations.

So it's either repeats (and looks stupid) or being cut of and jumps to the outro...  I have eliminated this completely. 

Everything is 60 sec now.  

 

I take no credit for anything. Initially it was a small project I did for myself, and shared it.  

 

P.S.  I'm not using Vortex, so I have no clue.  Also I can make it an archive with a correct structure, i.e.  /Data/AAF so any manager(in theory) will be able to install it correctly.  But I will do it  (and test it) after I'll finish tinkering. 

 

Edited by mishovur
Posted
47 minutes ago, deathmorph said:

 

I'll just ask:

Did I understand correctly that the files represent a fix for Indarello's mod? If so, can the fix also be installed via Vortex?

 

As far as how it should work with Vortex (I don't use it anymore, but did) - Should work without issue.  It will flag as having file conflicts since they are the same (but modified) files.  Just set this mod as winning the conflicts (load last) relative to Indarello's and the original animations.

Posted
2 hours ago, mishovur said:

P.S.  I'm not using Vortex, so I have no clue.  Also I can make it an archive with a correct structure, i.e.  /Data/AAF so any manager(in theory) will be able to install it correctly.  But I will do it  (and test it) after I'll finish tinkering. 

 

Thank you very much for the detailed explanation. I would be happy to receive the archive with the directory structure, Vortex should then be able to install it correctly.

Posted
13 hours ago, deathmorph said:

 

Thank you very much for the detailed explanation. I would be happy to receive the archive with the directory structure, Vortex should then be able to install it correctly.

 

This file SHOULD work with mod manager.

It will just overwrite everything in /Data/AAF folder and it will override some files in /Data/Meshes folder (I have incorporated the Robot patch for ease of use, it's still is NOT made by me but by Axary). Just be aware it's intended ONLY for the users of Indarello's patch. Otherwise I have no clue what will happen (also you can just uninstall it as easily if it will break something....)

 

But I don't have a clean install of the game  for testing purposes. Just saying.

AAF.my.fixes.7z

Posted (edited)
1 hour ago, mishovur said:

This file SHOULD work with mod manager.

 

Thank you very much, I will install it straight away.

 

PS: I have now set everything so that the fix is loaded after the other mods. However, Tattoo after rape is also listed, should the fix overwrite this too?

 

It's nice that the Robot Fix is included, Vortex recognized this straight away and deactivated the separate one that was already there.

 

PPS: The Viodoe is now no longer visible during sex F/F.

Edited by deathmorph
Posted (edited)
7 hours ago, deathmorph said:

 

Thank you very much, I will install it straight away.

 

PS: I have now set everything so that the fix is loaded after the other mods. However, Tattoo after rape is also listed, should the fix overwrite this too?

 

It's nice that the Robot Fix is included, Vortex recognized this straight away and deactivated the separate one that was already there.

 

PPS: The Viodoe is now no longer visible during sex F/F.

 

it's because  I'm using different mod for 'strap-on' functionality, or rather different version of the same...  Maybe that's the problem.

It's a fixed version that works very well with Indarello's patch, so it's in my setup.

As to tattoo after rape in my case it's there just for compatibility. I never used it, but installed as a requirement.

So it's probably an older version, really. it was there for ages.

Vioxsis' Strap-On's of Fallout 4v5.0.0_fixed.7z

Edited by mishovur
Posted (edited)
7 hours ago, deathmorph said:

 

Thank you very much, I will install it straight away.

 

 

Just for lols to go diamond city, or really to any place that have brahmins, chose (with SeU for example) Brahmin, choose threesome, chose any male for a second actor.

It's an animation that was buggy and removed, don't worry, the Brahmin just acts as a furniture, so it's not really a sex with a brahmin, it's a sex on the back of the brahmin :))))  (come to think of it all Brahmins in the game are female, so they are cows, not bulls)

 

Anyway, you'll see a lot of  'new' (not really) animations you never have seen before :)))

ScreenShot871.png.f33b1e4b7a65f0a7c5d4479167963772.png

ScreenShot872.png.295619d7e19bcffbb377ba5bdaa8eaf4.png

Edited by mishovur
Posted (edited)
6 hours ago, deathmorph said:

 

I'm excited and looking forward to it :)

 

And since I'm still bored (it's a holiday season here) I decided to adopt for the DoubleBed as many animations as is humanly possible.

'Any kind of sex that can be had anywhere should be possible on a king size bed'

Essentially for the most part it takes offset="0,-25,45,0" to move the action to the middle of the doublebed.

Tested couple of animations - it works.  but really, if it's possible on a floor or on a couch - it should be possible on a double bed.  It's  just common sense.  hehe. 

I'm just bored out of my mind, I guess...

Edited by mishovur

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