S3C7I0N8 Posted May 9, 2025 Posted May 9, 2025 Having a slight problem, can't seem to get voice audios to play for any animations. Am I missing something?
Nohrin Posted May 25, 2025 Posted May 25, 2025 (edited) Is there a way to hide hostile pawns weapons during an animation? I don't remember this happening in the past. But certain animations show a hostile pawns weapon when assaulting a colonist. Not sure if its an issue with a specific animation, or the framework itself. I would assume the prior, but asking here to make sure. The animation in question is: "Female_R*pe_Black_MissionaryInside_BEV_Stage4" But I believe I have seen this with other animations as well. Example below: Spoiler Edit 1: Upon further testing, this is applying to all r*pe animations. Seemingly only if the aggressor is hostile*. I could not replicate this by having my own colonists r*pe others. Consensual animations seem normal/fine. If I just use RJW + Animation Framework and rely on the default animations, it still happens. Going to go through my mod-list to see if something is causing this. But if anyone has any ideas, would appreciate! Edit 2: I disabled all my mods, only leaving DLC, Core, Harmony, Hugslib, RJW and Rimworld Animations 2.0 Any r*ape animation from a hostile pawn (in my tests, pirate bosses spawned with dev mode) will have this issue. I don't remember this happening in the past. Unless this is a setting in the RJW settings menu that I missed, the issue is not mod compatibility-related. Edited May 25, 2025 by Nohrin
Aianis Posted June 12, 2025 Posted June 12, 2025 Likely been posted before but for people not knowing how to download from Gitgud or Github, click the blue/green(blue in gitgud, green in github) button that says "code" on it and from the drop-down menu that appears, click "zip".
forechan Posted June 17, 2025 Posted June 17, 2025 Anyone know how to fix this bug? Bestiality with bugs always do "FacetoFace" animation, same with pig by the looks of it so far. It used to do another animation of just bugs mounting people who are cocooned, but now its this position exclusively? How could i fix this? re-arrange animation mods?
Anacross231 Posted July 15, 2025 Posted July 15, 2025 The whole animation code changed so the overrides that the mod uses are useless in 1.6. Basically it needs a complete overhaul to be compatible for 1.6 (in my limited understanding). 5
ReMeDy Posted July 16, 2025 Posted July 16, 2025 Is there any animation mod currently on 1.6? I'll take anything at this point. Or is RJW good enough on its own? 1
Anacross231 Posted July 16, 2025 Posted July 16, 2025 Not that I'm aware of... and RJW now has a 1.6 version in testing but doesn't include any kind of animation framework I think. 1
ChoosingJoker Posted July 19, 2025 Posted July 19, 2025 I got a ton of RJW mods to work with 1.6 except for the animations. The animation mods make all the pawns disappear for me and slow the game down to a crawl so I think we'll need to wait unfortunately 2
Naboniduss Posted July 20, 2025 Posted July 20, 2025 On 7/16/2025 at 12:23 PM, ReMeDy said: Is there any animation mod currently on 1.6? I'll take anything at this point. Or is RJW good enough on its own? RJW works fine without an animation mod, it just means instead of detailed animations you get two pawns bumping into each other while little hearts appear above them. Still better than vanilla lovin' animations.
Degenerate12345 Posted July 30, 2025 Posted July 30, 2025 Yo, is there an RJW Animation Framework, for rimworld 1.4? Can't seem to find it on the links, many thanks for the help!
Skömer Posted July 30, 2025 Posted July 30, 2025 42 minutes ago, Degenerate12345 said: Yo, is there an RJW Animation Framework, for rimworld 1.4? Can't seem to find it on the links, many thanks for the help! https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/tree/Update1.4 only works with the rjw version it's compiled against and only with pre 1.5 animation packs
dcri Posted August 8, 2025 Posted August 8, 2025 (edited) I built a working lightweight 1.6 RJW and NL Facial Animations alternative. It's all original, except for the sex animations, which use some of c0ffeeee's classes and animation assets. I want to ask for permission to use them in my mod to upload? :0 Edited August 8, 2025 by dcri 5
MrIsaac Posted August 9, 2025 Posted August 9, 2025 On 8/8/2025 at 7:28 AM, dcri said: I built a working lightweight 1.6 RJW and NL Facial Animations alternative. It's all original, except for the sex animations, which use some of c0ffeeee's classes and animation assets. I want to ask for permission to use them in my mod to upload? :0 I would say just do it Easier to beg forgiveness than ask permission and theres no indication a 1.6 version is even coming 2
uekl Posted August 10, 2025 Posted August 10, 2025 On 8/8/2025 at 8:28 AM, dcri said: I built a working lightweight 1.6 RJW and NL Facial Animations alternative. It's all original, except for the sex animations, which use some of c0ffeeee's classes and animation assets. I want to ask for permission to use them in my mod to upload? :0 18 hours ago, MrIsaac said: I would say just do it Easier to beg forgiveness than ask permission and theres no indication a 1.6 version is even coming I agree with MrIsaac! @ dcri: How about you go for it and put the usual "Disclaimer" in that you would take down your version if the original author objects or publishes their own update?! 1
Popular Post JohnMolotov Posted August 11, 2025 Popular Post Posted August 11, 2025 I have made a 1.6 version, see attached. I also created its own thread here for bug reports and such. rimworld-animations.zip 20
Betin69 Posted August 18, 2025 Posted August 18, 2025 On 8/11/2025 at 10:40 AM, JohnMolotov said: I have made a 1.6 version, see attached. I also created its own thread here for bug reports and such. rimworld-animations.zip 9.02 MB · 327 downloads dude thats like super poggers 1
thevegetto Posted August 24, 2025 Posted August 24, 2025 (edited) On 8/11/2025 at 6:40 AM, JohnMolotov said: I have made a 1.6 version, see attached. I also created its own thread here for bug reports and such. rimworld-animations.zip 9.02 MB · 510 downloads yoooooooooo i'm ready for my 500 mods game to break but let's try heho Edited August 24, 2025 by thevegetto 2
c0ffeeeee Posted September 3, 2025 Author Posted September 3, 2025 I pushed a working 1.6 version to the master branch But I'm still planning on adding various stuff and fixing different bugs, I'm usually in the RJW Discord if you want to follow or give feedback! 8
c0ffeeeee Posted September 3, 2025 Author Posted September 3, 2025 (edited) Oh btw, animation makers need to do this: For each of your AnimationDefs (in the stage files), Ctrl + F Search and replace <workerClass>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerClass> to <workerType>Rimworld_Animations.AnimationWorker_KeyframesExtended</workerType>, Ctrl + F Search and replace animationParts to keyframeParts, Thank Tynan for renaming things Edited September 5, 2025 by c0ffeeeee 2
Jijodebuta189 Posted September 3, 2025 Posted September 3, 2025 Anims addons seem to be outdated, sorry for the stupid question, but they are no longer compatible, aren't they?
c0ffeeeee Posted September 4, 2025 Author Posted September 4, 2025 1 hour ago, Jijodebuta189 said: Anims addons seem to be outdated, sorry for the stupid question, but they are no longer compatible, aren't they? they have to be updated for 1.6, should be an easy fix tho, maybe even easy enough for you to do on your own, instructions are in the above post 2
pussy_destroyer203 Posted September 5, 2025 Posted September 5, 2025 (edited) Hey, I happen to try to download all packs regardless of whether I'm using them or not in the installer thingy that rjw provides, now, here is the thing, i got a lot of errors particularly seems to be affecting bestiality animations i think? specially since the errors disappeared after disabling Canines Animations and RJWAnimAddons-SeXtra2 Edit: After downloading all pack that were available for 1.5 and edited them as the post above said, I realized that I got a lot of errors in other packs too, for example, abscon-classic-animation-pack gave me tons of parse failure and other animations pack gave me lots of Could not resolve cross-reference to Verse.Animation named X (wanter=animationDefs) other erros that i got were stuff like XML error: <workerType>Rimworld_Animations.PawnRenderNodeWorker_GraphicVariants</workerType> doesn't correspond to any field in type PawnRenderNodeProperties_GraphicVariants. After all of this, my question is, it is safe to just ignore all of this errors? haven't tried it, I'm just going to sleep for today Edited September 5, 2025 by pussy_destroyer203
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