Indarello Posted October 4, 2023 Author Posted October 4, 2023 8 hours ago, jarno5 said: I do use zex skeleton with DFS. But i guess the CBBE Skeletal adjustments i have on top of it is overwriting the skeleton for female making the tongue static again. Guess ill have to endure the knee issues again if i want the tongue to be functional. Unless there is some way to fuse both skeletons im unaware of? Always errect might solve this indeed. But this would mean creatures like ghouls and supermutants would be packing at all times aswell right? You can "copy branch" on tongue bones and copy them to your skeleton, in nifskope. Always erect only for humans 1
gullu Posted October 6, 2023 Posted October 6, 2023 On 10/3/2023 at 11:04 PM, jarno5 said: I do use zex skeleton with DFS. But i guess the CBBE Skeletal adjustments i have on top of it is overwriting the skeleton for female making the tongue static again. Guess ill have to endure the knee issues again if i want the tongue to be functional. Unless there is some way to fuse both skeletons im unaware of? Always errect might solve this indeed. But this would mean creatures like ghouls and supermutants would be packing at all times aswell right? If morphs aren't working for ghouls or supermutants, maybe you are missing the creature resources mod?
Jeffey67 Posted October 6, 2023 Posted October 6, 2023 (edited) On 9/23/2023 at 12:18 AM, mishovur said: Some more animations for Covega - a FMM in the car, a modified blowjob from the throne with couple extra stages, a facefuck on a roof, and a missionary inside the car. Fixed stages in 'couch facefuck', made it properly staged Covega factory becomes more fun AAF.my.fixes.23.10.23_Covega.7z 1023.44 kB · 88 downloads Nice work. TY. However a lots of error on widget's admin page. "...animation ID "-name-" not found (Caller [animationGroup_node... OR transition_node])" AAFXMLScanner shows the same... Edited October 6, 2023 by Jeffey67
mishovur Posted October 7, 2023 Posted October 7, 2023 No errors in my game. You have overwritten the files I have edited with something else, that's all.
jarno5 Posted October 7, 2023 Posted October 7, 2023 On 10/6/2023 at 6:07 PM, gullu said: If morphs aren't working for ghouls or supermutants, maybe you are missing the creature resources mod? I have that one already or else it would not work at all Its not that they dont work at all. They seem to fail to apply more often then human npc morphs.
zing Posted October 17, 2023 Posted October 17, 2023 (edited) Is there a way to get some anal scenes with dogs in this patch? I'm sure I used to get a mix of both V/A scenes but now I only ever get V scenes... Like sometimes the Leito anmations would be anal and sometimes vaginal - was it just in an older version? (Pretty sure I've only ever used this patch because it works best with Autonomy Enhanced) I thought it was something to do with the "tagging" option but I've tried it both on and off and it doesn't seem to make a difference Edit: I've been messing around the XML's a bit and managed to change the 2nd Leito animation to "anal" ( but is there a way to adjust the position the penis just a bit higher? so its not in the same place as the 1st animation Is this the right thing to change? <!------------------------------------- LEITO DOGGY 2 -------------------------------------> <animation id="Leito_Canine_Doggy_2_S1" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3D80" id="LeitoCanineDoggy_A1_S1"> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7C" id="LeitoCanineDoggy_A2_S1"> </actor> </animation> <animation id="Leito_Canine_Doggy_2_S2" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3D81" id="LeitoCanineDoggy2_A1_S2"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7D" id="LeitoCanineDoggy2_A2_S2"> <morph id="Erection Up" to="0.3"/> </actor> </animation> <animation id="Leito_Canine_Doggy_2_S3" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3D82" id="LeitoCanineDoggy2_A1_S3"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7E" id="LeitoCanineDoggy2_A2_S3"> <morph id="Erection Up" to="0.1"/> </actor> </animation> <animation id="Leito_Canine_Doggy_2_S4" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3d83" id="LeitoCanineDoggy2_A1_S4"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <action id="Cum_leak"/> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7F" id="LeitoCanineDoggy2_A2_S4"> <morph id="Erection Down" to="0.2"/> </actor> </animation> also, is it safe to tweak these XML things while the game is turned on? (even just from the main menu, rather than ingame) because restarting over and over makes it hard to keep track of whether I'm actaully changing anything Edited October 17, 2023 by zing
mishovur Posted October 17, 2023 Posted October 17, 2023 (edited) Yeah, you can by tweaking the 'Erection Down' for example. It's a parameter that's needed to be used for specific actor in a specific stage, meaning you'll need to edit all the stages called by animation It should look like this <morph id="Erection Down" to="0.1"/> you nee to position this string correctly, bracketed by <actor> </actor> <actor gender="M" idleForm="33CBB"> <morph id="Erection Down" to="0.1"/> </actor> Nothing difficult, but backup the file you'll be editing, just in case, it depends on a specific skeleton, it will work with mutants or humans, as to the dogs - I have no clue. Edited October 17, 2023 by mishovur 1
Indarello Posted October 17, 2023 Author Posted October 17, 2023 7 hours ago, zing said: Is there a way to get some anal scenes with dogs in this patch? I'm sure I used to get a mix of both V/A scenes but now I only ever get V scenes... Like sometimes the Leito anmations would be anal and sometimes vaginal - was it just in an older version? (Pretty sure I've only ever used this patch because it works best with Autonomy Enhanced) I thought it was something to do with the "tagging" option but I've tried it both on and off and it doesn't seem to make a difference Edit: I've been messing around the XML's a bit and managed to change the 2nd Leito animation to "anal" ( but is there a way to adjust the position the penis just a bit higher? so its not in the same place as the 1st animation Is this the right thing to change? <!------------------------------------- LEITO DOGGY 2 -------------------------------------> <animation id="Leito_Canine_Doggy_2_S1" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3D80" id="LeitoCanineDoggy_A1_S1"> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7C" id="LeitoCanineDoggy_A2_S1"> </actor> </animation> <animation id="Leito_Canine_Doggy_2_S2" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3D81" id="LeitoCanineDoggy2_A1_S2"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7D" id="LeitoCanineDoggy2_A2_S2"> <morph id="Erection Up" to="0.3"/> </actor> </animation> <animation id="Leito_Canine_Doggy_2_S3" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3D82" id="LeitoCanineDoggy2_A1_S3"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7E" id="LeitoCanineDoggy2_A2_S3"> <morph id="Erection Up" to="0.1"/> </actor> </animation> <animation id="Leito_Canine_Doggy_2_S4" frames="240"> <actor gender="F" stopOverlaySet="Anal" idleForm="3d83" id="LeitoCanineDoggy2_A1_S4"> <morph id="AnusPenetrate" to="1.5"/> <morph id="AnusPenetrate2" to="1.5"/> <action id="Cum_leak"/> </actor> <actor gender="M" skeleton="Dog" idleForm="3D7F" id="LeitoCanineDoggy2_A2_S4"> <morph id="Erection Down" to="0.2"/> </actor> </animation> also, is it safe to tweak these XML things while the game is turned on? (even just from the main menu, rather than ingame) because restarting over and over makes it hard to keep track of whether I'm actaully changing anything You can edit xml, save xml and reload last save ingame and changes will be applied, you also could find it yourself. Yes you can achieve your goal by changing morphs related to penis and also you can change coordinates of body, butdont expect good results, best to do original animation with 3ds max or blender, also you may check UAP since they converted some animations into anal I think 1
Indarello Posted October 20, 2023 Author Posted October 20, 2023 6 hours ago, Fallout3OJISAN said: Hello, Do I use either this MOD or UAP? I'm a little confused because the "The Fucking Manual" says that "Patch for animations is better not to be used". If you prefer gay content and Tree animations - use UAP If you prefer Lesbian and simply staged animations - use this Patch 2
maddadicusrex Posted October 20, 2023 Posted October 20, 2023 7 hours ago, Fallout3OJISAN said: Hello, Do I use either this MOD or UAP? I'm a little confused because the "The Fucking Manual" says that "Patch for animations is better not to be used". A large number of gamers totally ignore the Manual's unwarrented objections to this patch and are successfully using the Patch to this day. No issues... 3
kenbenis Posted October 29, 2023 Posted October 29, 2023 (edited) @mishovurAm I right in thinking your patch is overwriting everything in Indarellos, but you are saying you need to have Indarellos installed first? Why are there so many XMLs for things like Tatsafterrape, equipment theme etc, should they not be handled separately by their respective mods? Or are these fixes/additions? Getting animations to play properly when they are all massively different lengths is a real nightmare. I rebuilt all of SavageCabbage 2.9 with full positionTrees, but honestly it was not very good at all, I found a huge performance hit for AAF which is probably caused by having so many large Ptrees to load. Changing branches would often stutter and cause framedrops and was just very janky and noticeable, compared to animGroups where transitions run smoothly. @JB. did it a much better way in Nukaride, he uses positionTrees to specify the length for an animationGroup to play (I don't know what he calls this but I call it HybridTree), so you can match up the exact correct time needed individually instead of trying to chop every Staged sequence to the same 60 seconds or so. The only downside of this is some SC sequences are literally 3 minutes long, its excessive for use in regular gameplay. I've been experimenting with making hybridtrees for SC, with no time override, but with transitions for the intro and outro - so the player can vary the length of the main part of the scene but still get the correct intro and outro parts of the scene to make it feel "complete". The benefit of this is that you could have SEU play a savagecabbage stage at 120 seconds, whilst Harassment could play that same animation at 30 seconds, but both would have intros and outros. It wouldn't be perfect but it would be pretty good, and the flexibility is nice to have. Anyway just wanted to express my appreciation to indarello and you for your efforts. Edited October 29, 2023 by kenbenis
mishovur Posted October 29, 2023 Posted October 29, 2023 (edited) 14 hours ago, kenbenis said: @mishovurAm I right in thinking your patch is overwriting everything in Indarellos, but you are saying you need to have Indarellos installed first? Why are there so many XMLs for things like Tatsafterrape, equipment theme etc, should they not be handled separately by their respective mods? Or are these fixes/additions? I told from the start it's not a 'mod' not really. It's just 'my AAF' folder in archive, nothing more nothing less. I don't have much time to properly maintain a patch, so I just shared what I did with people who might use it in anyway they want. And most of those who wanted - did so. I made it as a backup primarily for myself, really. If you want to see only the files that were modified, it's the files with dates from 2023-08-12 and on. (August 12, 2023) It's when I started. And you can exclude the settings for the mods files, they are irrelevant, obviously (also it's all up to date and settings are more or less baseline) I'm not selling anyone on using it, it's not a 'mod', it's a modification created to work with Indarello's patch. And it works. I have explained it all before, the only reason I packed it in a way mod manager would be able to install it - cause I was asked to do so for convenience. I'll repeat again, it's not 'game mod' it's a patch for people who want to see animations that were cut out for some reason or another from the Indarello's patch. And I have widened somewhat the variety of the animations available for certain types of 'furniture', with some help from EgoBallistic, and introduced the uniformed length so if one uses 60 sec limit in the mods like 'sex em up' 'violate' 'provocative perks' and similar -one will the the complete animation with pre- and post- phases. Was it a 'dirty hack'? Yes it was. I'm not telling it's anything other than that. Now if you will override it with anything that installs animations - you'll get a metric ton of errors in AAF, because you will likely get yourself in situation when you have references to the animations you overwritten. That's why I said 4 or 5 times:'back up your AAF folder'. Then overwrite it with my archive. If you'll encounter any problems, or if the result just will not be what you were looking for - just delete /AAF and restore it from your backup. If you haven't created a backup of /AAF folder you are screwed, you have only yourself to blame. And the only way to rectify it - is to reinstall all the animation packs, and reinstall the Indarello's patch after that. But I don't know why am I writing it now, cause apparently this part is addressed to people who don't read to begin with :)))) Edited October 29, 2023 by mishovur My stupid android phone and autocomplete function :)
kenbenis Posted October 30, 2023 Posted October 30, 2023 11 hours ago, mishovur said: If you haven't created a backup of /AAF folder you are screwed Not if you are a mod organiser 2 chad
mishovur Posted October 30, 2023 Posted October 30, 2023 (edited) 4 hours ago, kenbenis said: Not if you are a mod organiser 2 chad Well, yeah, ofc. I meant 'if one had overwritten it manually' :))) Edited October 30, 2023 by mishovur
mishovur Posted October 30, 2023 Posted October 30, 2023 (edited) But in principle - you are correct. I will sit on this weekend, and remove everything not actually needed from the archive, and will re-upload it, as a 'clean' version. I never finalized what I've been doing, couple of animations are still 'off'. (especially some of SM ones) It was my intention after all, but you know:'war, war never changes'. It's literally the case here. Edited October 30, 2023 by mishovur
Indarello Posted December 5, 2023 Author Posted December 5, 2023 On 9/18/2023 at 12:42 AM, Jeffey67 said: I think it's done. Lmk if there are mistakes. However I have a question. Why does stopOverlaySet="..." should be in any animation of stage group? Isn't it better to insert them only at cuming phase (as usual the last (climax or finish)) ? RZF4S.rar 3.89 kB · 86 downloads Would you like to work on update? These are new: Spoiler <position id="RZ_DoggyCouchTender01" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender02" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender03" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender04" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender05" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_SecSearchGroundTender01" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender02" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender03" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender04" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender05" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender06" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender07" tags="RohZima,Security,Tender"/> <position id="RZ_DoggyWorkbenchTender01" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender02" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender03" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender04" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender05" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender06" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_SexDeskTender01" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender02" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender03" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender04" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender05" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender06" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender07" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender08" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_AnalingusSeatedTender01" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender02" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender03" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender04" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender05" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender06" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_DoggyChairTender01" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender02" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender03" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender04" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender05" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/>
Jeffey67 Posted December 5, 2023 Posted December 5, 2023 3 minutes ago, Indarello said: Would you like to work on update? These are new: Reveal hidden contents <position id="RZ_DoggyCouchTender01" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender02" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender03" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender04" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_DoggyCouchTender05" location="Couches" tags="RohZima,Doggy,Couches,Tender"/> <position id="RZ_SecSearchGroundTender01" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender02" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender03" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender04" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender05" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender06" tags="RohZima,Security,Tender"/> <position id="RZ_SecSearchGroundTender07" tags="RohZima,Security,Tender"/> <position id="RZ_DoggyWorkbenchTender01" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender02" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender03" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender04" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender05" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_DoggyWorkbenchTender06" location="Workbench" tags="RohZima,Doggy,Workbench,Tender"/> <position id="RZ_SexDeskTender01" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender02" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender03" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender04" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender05" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender06" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender07" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_SexDeskTender08" location="Desks" tags="RohZima,Doggy,Desk,Tender"/> <position id="RZ_AnalingusSeatedTender01" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender02" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender03" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender04" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender05" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_AnalingusSeatedTender06" location="Couches,Chairs" tags="RohZima,Analingus,Sitting,Tender"/> <position id="RZ_DoggyChairTender01" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender02" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender03" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender04" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> <position id="RZ_DoggyChairTender05" location="Chairs" tags="RohZima,Doggy,Chair,Tender"/> ? Yeah, np. I noticed the update. However should "stopoverlay=*.*" be incerted in every animation of Group, or only in final(last) one?
Indarello Posted December 6, 2023 Author Posted December 6, 2023 16 hours ago, Jeffey67 said: ? Yeah, np. I noticed the update. However should "stopoverlay=*.*" be incerted in every animation of Group, or only in final(last) one? I add in every animation of Group, you can ask dagobaking for details
Jeffey67 Posted December 6, 2023 Posted December 6, 2023 7 hours ago, Indarello said: I add in every animation of Group, you can ask dagobaking for details Tested on my side, no errors found. RZF4S_for_Indarello_3a.7z
Indarello Posted December 10, 2023 Author Posted December 10, 2023 On 12/7/2023 at 12:19 AM, Jeffey67 said: Tested on my side, no errors found. RZF4S_for_Indarello_3a.7z 4.36 kB · 9 downloads Seems like you sended old files, in position data I still see same animations as before
Jeffey67 Posted December 10, 2023 Posted December 10, 2023 (edited) 13 hours ago, Indarello said: Seems like you sended old files, in position data I still see same animations as before . Really? I'll check it asap. -- yes, my fault. old positions RZF4S_for_Indarello_2a.7z Edited December 10, 2023 by Jeffey67 1
mishovur Posted December 19, 2023 Posted December 19, 2023 (edited) Ok, well, I'm sorta back. Sorry for a loooong delay, couldn't be helped. Anyhow. I cleaned up a bit the patch (mainly deleted un-needed files) Fixed up some errors and mistakes (no one is really testing the 'mod' so yeah, it took me some time, mainly - I was fixing the length of the stages, really) It's more or less 'cleaner' version of what I was doing, also I KEPT the setting files for AAF Violate (you can delete them from Archive if you want, It's just a generic setting so the animations will play for 60 second, that's it, if you don't have Violate installed it does exactly nothing) Mainly it's the same 'patch' that above but cleaned up. It still needs the Indarello's patch to be installed to work properly. P.S. I also converted the SACA pack animation into staged ones (originally it's was a 'tree' so with Indarello's the first stage played in a loop, no more) PLEASE if you find a bug, a missing stage, a wrong positioning etc - REPORT it. What exact animation misbehaving. I will try to fix it asap. P.P.S. If you have some favorite object (hehe) in the game and want me to try to adapt some of existing animation to it - don't be shy. I honestly ran out of ideas :))) P.P.P.S. I have also 'fixed' some tags, in case the mod you are using is searching for specific tags. LINK TO THE OLDER FILE DELETED Edited December 21, 2023 by mishovur
mishovur Posted December 20, 2023 Posted December 20, 2023 (edited) Small update requested by a friend. He pointed out that there are bus stops all over the commonwealth with no associated animations whatsoever. It was a good point. So I have more or less adopted 7 or 8 M-F animations to the bus stops (please note it's centered around the bench of the bus stop, not the outer 'box', so it will work only with the bus stop you can actually sit on, not with destroyed ones), 2 SM-F, 2 more Dog-F. Besides I added couple of animations for the flat surface of the pickup trucks (no matter intact, broken or burned down). I'm more or less done with SC animations, unless someone has any funny ideas As per usual, back up your AAF folder just in case. P.S. Some minor fixes were made, I can't recall what exactly, minor adjustments in positions and timings. BTW the extractor chair animation finally looks more or less sane (to test it input 'pt 1E618A' no quotes) and select it in AFF or just with 'SeU' P.P.S. Also I have kinda 'fixed' the old problem with Dog animations are causing dogs to fall below the ground level and stuck, just by raising the whole animation 3 pixels above the ground. And yes if you will look VERY closely you'll notice that actors are a bit above the ground, but in any other scenario it's not noticeable. LINK TO THE OLDER FILE DELETED Edited December 24, 2023 by mishovur 2
lee3310 Posted December 21, 2023 Posted December 21, 2023 4 hours ago, mishovur said: Small update requested by a friend. He pointed out that there are bus stops all over the commonwealth with no associated animations whatsoever. It was a good point. So I have more or less adopted 7 or 8 M-F animations to the bus stops (please note it's centered around the bench of the bus stop, not the outer 'box', so it will work only with the bus stop you can actually sit on, not with destroyed ones), 2 SM-F, 2 more Dog-F. Besides I added couple of animations for the flat surface of the pickup trucks (no matter intact, broken or burned down). I'm more or less done with SC animations, unless someone has any funny ideas As per usual, back up your AAF folder just in case. P.S. Some minor fixes were made, I can't recall what exactly, minor adjustments in positions and timings. BTW the extractor chair animation finally looks more or less sane (to test it input 'pt 1E618A' no quotes) and select it in AFF or just with 'SeU' P.P.S. Also I have kinda 'fixed' the old problem with Dog animations are causing dogs to fall below the ground level and stuck, just by raising the whole animation 3 pixels above the ground. And yes if you will look VERY closely you'll notice that actors are a bit above the ground, but in any other scenario it's not noticeable. AAF.my.fixes.20.12.23_Covega.7z 1023.98 kB · 2 downloads Can i ask why there is HKX files in your patch ? what did you change in them.
mishovur Posted December 21, 2023 Posted December 21, 2023 (edited) On 12/21/2023 at 5:40 AM, lee3310 said: Can i ask why there is HKX files in your patch ? what did you change in them. Not me I mentioned above that 'robot' animations were 'stolen' from another guy's patch. I just included it, cause not many people aware it even exists. Essentially robots are 'broken' the only way to make them play animation with stages is to create a single 'stage' that includes everything. So it's 'non-staged staged animation' it's either this or bugy robots. Now... today's progress. Not much was done, primarily I was trying to debug some things with my setup... I ended up removing (on purpose) all 'aggressive' tags, cause of 'Provocative Perks' mod (it's possible to make 'drugged' scenario to play all animations, but the 'life of the party' refuses to play anything aggressive', I know, bummer) So I just disabled 'look for aggressive only in Violate, so now everything goes) The old file (with the 'aggressive' tags is included with 'bak' extension in case anyone needs it) In addition - some mod authors are using '4P' format, some 'F_M_M_M, some FMMM. And then the AAF can't find animations, cause it's looking for different format... So I essentially added 3 tags to each animation in SC.. 6P,F_M_M_M_M_M, and FMMMMM. Now everything works. As to adaptations - as I said it was a slow day, so I just adjusted BUNCH of animations to 'Pool Table'. Also I tinkered with furniture data, now any double bed animation will play on every double bed, no matter 'pre-war' 'post-war' or 'institute' versions. And little by little I have started with BP animations (My focus before been SC like 99%) BP's are a bit trickier to 'fix' but at least I understood the structure (he cross-uses same stages in different animations, it's pain, honestly) You can check one of the BP adapted to a Pool Table. I even managed to position it so the female kinda grabs the edge :))) Have fun testing :))) P.S. Please note that the Pool Table in the Atom Cat's garage is not a full scale one. it's either 0.7 or 0.8 scaled down. What i'm saying it's SMALLER then the rest of normal "Pool Table"s in the game. Just FYI. If you really want to play with Cats - just 'disable' the original table and 'pt 10907a' (without quotes), or 'setscale 1' but it will block the passage a bit. --- OLD VERSION DELETED --- Edited January 28, 2024 by mishovur 2
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