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[1.6] RJW Animation Framework


c0ffeeeee

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Posted

Lol ignore what I said, I didn't read theĀ first part of yourĀ comment. I haven't updated animation framework myself yet so your probably right it has something to do with that.

Posted

Ah i think the know the issue now RJW just released a new version im still using 4.3.0 the new one is


4.3.2

changed rjw widget to not show designators when rape/bestiality options disabled
disabled rmb when pawn is having sex
added rmb menu for rape and breeding, since 80% interactions are consensual, rape/breeing menu is pretty empty until someone writes more interactions, or redesign whole system?
split DetermineSextype into few functions
added Sexprops to sex drivers
moved available parts for sex detection to sep method
better description for changesex royalty worldgen error
fix? for pawn trying trying to solicit while having sex/going to bed with client
changed debug prefix naming
korean translation

Ā 

also rolling back seems to break my game entirely my pawns cant have sex at all if im using 4.2.6

Ā 

ill go upgrade my old version and see if it fixes it

Posted

Yeah figured it was that i needed to updated to the latest version they have this new system that makes it so pawns no longer need a bed for bestiality(with dropboxes to choose ur type of play) also @c0ffeeeeeĀ the animations does work but only for vaginal sex , anal sex and oral seems to default to doggystyle

Posted
Spoiler

    <defName>Horse_Cowgirl</defName>
    <label>HorseCowgirl</label>
    <sounds>true</sounds>
    <sexTypes>
      <li>Anal</li>
      <li>Vaginal</li>
    </sexTypes>

Ā 

It should allow anal. You might just be getting unlucky. It randomly chooses from the available ones. Oral should be playing too. When the framework doesn't have a animation for a sex type it usually defaults to the closest one it can play. Being that there are no animations out there that involve oral with animals it should randomly choose between doggystyle or cowgirl if the animal supports it.Ā 

Posted

Oh okay i been testing it when dev mode on and its seems to be a 7Ā out of 10 pawns would do doggy than go for cowgirl so yeah i guess i was unlucky with it thx anyway for the helpful tips

Posted

Anyone know how to properly get the new animations made by AbstractConcept to work? i've done what he said in the instructions but it just keeps defaulting to the regular animations...

Posted
1 hour ago, hydrak64 said:

Anyone know how to properly get the new animations made by AbstractConcept to work? i've done what he said in the instructions but it just keeps defaulting to the regular animations...

I would try it all again. Can't make thatĀ accurate of a suggestion for you to get it to work because I don't know where it went wrong for you.Ā 

Ā 

If you use my voice patch sometime later this week I'll probably have them included and running with audio. If you don't want the extra voice audio my patch adds u can just take the xmls from it and add it to what u got. Won't display errors for missed audio.

Posted

For anyone that's interested: the mod [NL] Facial Animations - WIP seems to work with the animations provided with this mod and RJW's, uh, 'activities' in general. Patches are really easy to write for custom races as well and the mod isn't as much of a clusterfuck that is Facial Stuff.

Posted

This is absolutely amazing. If this gets enough attention, it would be fantastic to have to merged with RJW.

Ā 

Adds so much to an already amazing mod. Really impressed.

Posted

I think for reasons of compatibility and user choice they are kept separate. More improvements and adjustments can be made to RJW at a faster rate if its not always making sure it doesnt break animations. That's what's c0ffee is for! Constantly having to tweak his mod to keep it working with RJW.

Posted

Just a quick question: It seems to me that the tail of a race I'm using isn't animating properly. It is moving but completely out of sync with the main body. It's an older race mod so I'm not sure if something is wrong with it, seeing as the tails added by Eccentric Tech - Cosmetic Modifications are animating just fine. However they do use the tailbone body slot that comes with the mod itself while the race uses the generic tail slot that comes with HAR iirc.

Posted
7 hours ago, GrimReaper said:

Just a quick question: It seems to me that the tail of a race I'm using isn't animating properly. It is moving but completely out of sync with the main body. It's an older race mod so I'm not sure if something is wrong with it, seeing as the tails added by Eccentric Tech - Cosmetic Modifications are animating just fine. However they do use the tailbone body slot that comes with the mod itself while the race uses the generic tail slot that comes with HAR iirc.

There's a quirk with HAR, the only way I'm able to distinguish between head addons (ears, horns) and body addons (tails) easily is if the race has "drawn in bed" set in the XML. Drawn in bed will assume it should be anchored to the head, so if the mod author didn't configure it properly, the addons may be connected improperly. It's pretty simple to fix, just set drawnInBed in the XML to true for the bodyaddon and you're set.

Posted

Ā 

On 7/2/2020 at 9:17 AM, Tory187 said:

Too loud? Too frequent? Bad voices?Ā Let me know what you think. I will keep all updates to this post only.

Ā 

Ā 

Well it is kinda loud in my opinion, while fighing the nymphs are dealing with our hospitality guests... the sounds are louder than the gunshots! and i have found no way of fixing it so this is my best attempt at trying to fix it

Posted

Ok I will lower the sounds in the next version. For now you can lower the sounds by going hereĀ \Animations-Voicepatch\Defs\SoundDefs. Look inside the xmls and Ctrl + F search for "<volumeRange>" You will findĀ 

Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā <volumeRange>
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā  Ā <min>35</min>
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā  Ā <max>50</max>
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā </volumeRange>

multiple times throughout those 2 xmls. just lower those numbers a bunch. When I update I will probably set them to 15 min and 30 max

Ā 

Posted

Any plans on versioning this mod or do I just use the download button at the top instead of using the "releases" feature?

To my (admittedly limited) knowledge here, should you get a "version"/"release" ready and push that to release.
If I'm understanding this correctly, the way you have it set up right now is that by using the download button at the top, we're constantly downloading the cutting edge? i.e. if a modification was pushed five minutes ago that broke function with another part of the mod that was about to get updated an hour from now, the version I downloaded would be essentially broken?

Posted

Ā Ā Copied from RJW thread:

On 8/1/2020 at 9:16 AM, shar95 said:

After 4.4.0. pawns stop haveing sex.. Specificly they go to sex location massege is appering but nothing is happening and pawns just walk away to they business.
I didnt mess up load order. Like always deleted rjw and rjw-ex, put a new ones and start new game. Wasnt a issue on previuse updates.

Same here, did somebody find a solution? I am stumped.

Ā 

Didn't change load order at first.Ā Updated animation even started a new game. Seems to work without animations loaded atĀ all.Ā Masturbation works but not sex. Wildmode also have this issue. Later test different load orders.Ā  A fewĀ random times sex works but normally it gives this error:

Ā 

JobDriver threw exception in initAction for pawn Smelly driver=JobDriver_SexQuick (toilIndex=1) driver.job=(Wait (Job_69))
System.NullReferenceException: Object reference not set to an instance of an object
Ā  at rjw.JobDriver_SexQuick.<MakeNewToils>b__4_4 () [0x000e3] in <de51101408c144988e33122b21b06a2e>:0Ā 
Ā  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0Ā 
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch0(Pawn_PathFollower)
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Verse.Pawn.Tick_Patch2(Pawn)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Update()
Ā 

Posted

If everything is up to date then it is likely either a mod conflict or a load order issue. Posting a Hugslog would help a lot. Ctrl + F12 ingame

Posted

hey, some kind of problem at NO-HAR version.

i've used no-HAR version animation doesn't work well... same log with kiothecloud.

but, i installed humanoid ailen race 2.0, and HAR version works.(same mod, loadorder)

please check the NO-HAR versionĀ  it must have some problem(

(like not updatedĀ  to Rimjob 4.4)

Posted
2 hours ago, ksd9638 said:

hey, some kind of problem at NO-HAR version.

i've used no-HAR version animation doesn't work well... same log with kiothecloud.

but, i installed humanoid ailen race 2.0, and HAR version works.(same mod, loadorder)

please check the NO-HAR versionĀ  it must have some problem(

(like not updatedĀ  to Rimjob 4.4)

yep, just wanted to make sure all the updates were bug free from the main branch before committing new code. It should be fine by now.

Posted

Getting an error with join someone in bed animation with RJW 4.4.1 . Removed animation framework mod and error disappeared. Came back with Animation Mod.

Spoiler

Exception in JobDriver tick for pawn Starry driver=JobDriver_SexCasualForAnimation (toilIndex=3) driver.job=(JoinInBedAnimation (Job_9430) A=Thing_Human670 B=Thing_DoubleBed51215)
System.MissingMethodException: void rjw.SexUtility.reduce_rest(Verse.Pawn,int)
Ā  at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch1(Verse.AI.JobDriver)
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch1(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch2(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Ā 


Ā 

Posted
3 hours ago, nrish666 said:

Getting an error with join someone in bed animation with RJW 4.4.1 . Removed animation framework mod and error disappeared. Came back with Animation Mod.

Ā  Reveal hidden contents

Exception in JobDriver tick for pawn Starry driver=JobDriver_SexCasualForAnimation (toilIndex=3) driver.job=(JoinInBedAnimation (Job_9430) A=Thing_Human670 B=Thing_DoubleBed51215)
System.MissingMethodException: void rjw.SexUtility.reduce_rest(Verse.Pawn,int)
Ā  at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch1(Verse.AI.JobDriver)
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch1(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch2(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Ā 


Ā 

yep, needed to rebuild for 4.4.1. try the latest version.

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