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[1.4] RJW Animation Framework


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@c0ffeeeee Alrighty, so the only real conflict or consequence I'm having is RJW Animations causing clothing to overlap with faces from the error itself. Probably has to do with these two mods maybe modifying the same things? Anyway, vanilla clothes are doing that weird face overlap thing, where the back of the coat is in front of the face if its an outer layer piece of clothing.

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23 minutes ago, Screws said:

@c0ffeeeee Alrighty, so the only real conflict or consequence I'm having is RJW Animations causing clothing to overlap with faces from the error itself. Probably has to do with these two mods maybe modifying the same things? Anyway, vanilla clothes are doing that weird face overlap thing, where the back of the coat is in front of the face if its an outer layer piece of clothing.

Yeah, I think the latest update to Hats Display Selection conflicts with my mod. I looked into their code with ILSpy and it looks like they try to patch methods in the renderer that I need to patch as well. Personally I use Show Hair With Hats which I've already patched and made compatible and has the same functionality as Hats Display Selection, so the solution is to use that mod for now, at least until I can get around to patching Hats Display Selection as well.

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9 hours ago, zealanko said:

 Hi there,thx alot of your work,its a amazing mod.but today its suddenly not work at my game,and i find a red text appear at the debug list.

 

 

 

 

Error in static constructor of Rimworld_Animations.Harmony_PatchAll: System.TypeInitializationException: The type initializer for 'Rimworld_Animations.Harmony_PatchAll' threw an exception. ---> HarmonyLib.HarmonyException: IL Compile Error ---> System.FormatException: Method System.Void Verse.PawnRenderer::RenderPawnInternal(UnityEngine.Vector3 rootLoc, System.Single angle, System.Boolean renderBody, Verse.Rot4 bodyFacing, Verse.Rot4 headFacing, Verse.RotDrawMode bodyDrawType, System.Boolean portrait, System.Boolean headStump, System.Boolean invisible) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnInternal_Patch11 (Verse.PawnRenderer,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool,bool): IL_0854: call      0x00000155


  at HarmonyLib.Memory.DetourMethodAndPersist (System.Reflection.MethodBase original, System.Reflection.MethodBase replacement) [0x00021] in <20181e2d55204880a56a9120ef04a53d>:0
  at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00081] in <20181e2d55204880a56a9120ef04a53d>:0
   --- End of inner exception stack trace ---
  at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0010f] in <20181e2d55204880a56a9120ef04a53d>:0
  at HarmonyLib.PatchClassProcessor.Patch () [0x00082] in <20181e2d55204880a56a9120ef04a53d>:0
  at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <20181e2d55204880a56a9120ef04a53d>:0
  at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <20181e2d55204880a56a9120ef04a53d>:0
  at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <20181e2d55204880a56a9120ef04a53d>:0
  at Rimworld_Animations.Harmony_PatchAll..cctor () [0x00012] in <ef4591a83b8148df8c135836cd57943d>:0
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x0001a] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Error(String, Boolean)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()

 

 

 

 

 

I dont know whats its means,so i come to consult you,thx alot again for you.

English is not my native language,So I used the Google translation,Excuse me if I say something strange

The latest update to the mod Hats Display Selection causes errors. An alternative mod you can use is Show Hair With Hats which does the same thing.

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On 12/18/2020 at 1:13 AM, pondcom said:

Animation doesn't seem to run (mod start but no animation play) after update RJW to 4.5.3 (starting new game)
maybe a load order thing?
can anyone help? thank you

HugsLib output
https://gist.github.com/HugsLibRecordKeeper/cfd19462ae7426e2f10cca1322b2b70e

Hmmm hard to diagnose without errors.... are you sure you updated correctly by deleting old version and pasting in the new one?

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10 hours ago, c0ffeeeee said:

Hmmm hard to diagnose without errors.... are you sure you updated correctly by deleting old version and pasting in the new one?

Yes both RJW and Framework, Also clean Source folder and verify integrity of game files before starting new colony.

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1 hour ago, c0ffeeeee said:

@Roshag @pondcom this mod and hats display selection are incompatible for the moment, has to do with harmonypatches. I'll fix it once I get the time but for now use an alternative mod.

Scratch that, I just went ahead and patched Hats Display Selection to work properly. Just update to the latest version and you should be fine.

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@Roshag @pondcom this mod and hats display selection are incompatible for the moment, has to do with harmonypatches. I'll fix it once I get the time but for now use an alternative mod.

I've read the warning at the first page. I've removed Hats Display Selection and added Show Hair With Hats. And got this issue. Thx for the fix
Did I?
Yep, it works

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2 hours ago, dadadssssa said:

So the mod is great and works well, except when paired with [NL]Facial Animations https://steamcommunity.com/sharedfiles/filedetails/?id=1635901197 , because once you do, the face of the mod then appears on the chest of the pawn, Anyway hope this mod continues to get support because its truly great!

 

Always make sure rjw and all its submods are loaded last in load order. I bet you have facial animations loaded after rjw animation framework.

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  • 3 weeks later...

So, after messing around and making a bunch of animations, I keep running into tons of problems; but only with female pawns. Male pawns and all animals work fine.

 

JobDriver threw exception in initAction for pawn Branny driver=JobDriver_SexQuick (toilIndex=4) driver.job=(Quickie (Job_844026) A=Thing_Human184101)
System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.AnimationUtility+<>c__DisplayClass0_0.<TryFindAnimation>b__4 (Rimworld_Animations.AnimationDef x) [0x0014c] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () [0x00017] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at Rimworld_Animations.AnimationUtility.TryFindAnimation (System.Collections.Generic.List`1[Verse.Pawn]& participants, rjw.xxx+rjwSextype sexType, rjw.SexProps sexProps) [0x000da] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start.RerollAnimations (Verse.Pawn pawn, System.Int32 duration, Verse.Thing bed, rjw.xxx+rjwSextype sexType, System.Boolean fastAnimForQuickie, rjw.SexProps sexProps) [0x00106] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start.Postfix (rjw.JobDriver_SexBaseInitiator& __instance) [0x00102] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at (wrapper dynamic-method) rjw.JobDriver_SexBaseInitiator.rjw.JobDriver_SexBaseInitiator.Start_Patch2(rjw.JobDriver_SexBaseInitiator)
  at rjw.JobDriver_SexQuick+<>c__DisplayClass1_0.<MakeNewToils>b__9 () [0x00060] in <2f62ec4d75af48f29000fe0c27a65dba>:0 
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <d72310b4d8f64d25aee502792b58549f>:0 

 

This happens for all JobDrivers (Rape, Bestiality, etc). Any thoughts?

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8 hours ago, spaceman1829 said:

So, after messing around and making a bunch of animations, I keep running into tons of problems; but only with female pawns. Male pawns and all animals work fine.

 


JobDriver threw exception in initAction for pawn Branny driver=JobDriver_SexQuick (toilIndex=4) driver.job=(Quickie (Job_844026) A=Thing_Human184101)
System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.AnimationUtility+<>c__DisplayClass0_0.<TryFindAnimation>b__4 (Rimworld_Animations.AnimationDef x) [0x0014c] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () [0x00017] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at Rimworld_Animations.AnimationUtility.TryFindAnimation (System.Collections.Generic.List`1[Verse.Pawn]& participants, rjw.xxx+rjwSextype sexType, rjw.SexProps sexProps) [0x000da] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start.RerollAnimations (Verse.Pawn pawn, System.Int32 duration, Verse.Thing bed, rjw.xxx+rjwSextype sexType, System.Boolean fastAnimForQuickie, rjw.SexProps sexProps) [0x00106] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start.Postfix (rjw.JobDriver_SexBaseInitiator& __instance) [0x00102] in <e468ecd107eb4c4bb47200bb543b95c3>:0 
  at (wrapper dynamic-method) rjw.JobDriver_SexBaseInitiator.rjw.JobDriver_SexBaseInitiator.Start_Patch2(rjw.JobDriver_SexBaseInitiator)
  at rjw.JobDriver_SexQuick+<>c__DisplayClass1_0.<MakeNewToils>b__9 () [0x00060] in <2f62ec4d75af48f29000fe0c27a65dba>:0 
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <d72310b4d8f64d25aee502792b58549f>:0 

 

This happens for all JobDrivers (Rape, Bestiality, etc). Any thoughts?

hmmm, looks like something is throwing null while trying to find an animation. Make sure in your own animations that you explicitly define each PawnAnimation for each actor in your animations, and vice-versa.

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16 hours ago, c0ffeeeee said:

hmmm, looks like something is throwing null while trying to find an animation. Make sure in your own animations that you explicitly define each PawnAnimation for each actor in your animations, and vice-versa.

That I'll definitely have to give a go through, and I don't know why I didn't think of doing so first. I'll strip out my anims and revert to stock, see if errors continue. Hopefully this is just occam's razor biting me in the ass.

 

11 hours ago, Tory187 said:

Someone else had a similar issue on the RJW Discord. The error was brought on by load order conflicts. Make sure your load order is good https://rwom.fandom.com/wiki/Mod_Order_Guide RJW mods loaded last too.

Aye, from modding so long I've got load orders near memorized from the old A17 days. Though I'll have to double check in case something went fucky. 

 

Need to start making modification logs and test each time to see how far back my changes broke something.

 

Edit: Jesus fucking christ I'm dumb. No wonder it stopped after searching for a fucking def..

 

    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
		<initiator>true</initiator>
		<isFucked>true</isFucked>
		<bodyTypeOffset>
          <Thin>(-0.05, 0.07)</Thin>
        </bodyTypeOffset>
      </li>
      <li>
      <li>
		<defNames>
		</defNames>
		<bodyDefTypes>
		</bodyDefTypes>
      </li>
        <requiredGenitals>
          <li>Penis</li>
        </requiredGenitals>
      </li>
    </actors>

 

I had two fucking li tags and only closed one..  Things are working again!

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16 hours ago, spaceman1829 said:

That I'll definitely have to give a go through, and I don't know why I didn't think of doing so first. I'll strip out my anims and revert to stock, see if errors continue. Hopefully this is just occam's razor biting me in the ass.

 

Aye, from modding so long I've got load orders near memorized from the old A17 days. Though I'll have to double check in case something went fucky. 

 

Need to start making modification logs and test each time to see how far back my changes broke something.

 

Edit: Jesus fucking christ I'm dumb. No wonder it stopped after searching for a fucking def..

 


    <actors>
      <li>
        <defNames>
          <li>Human</li>
        </defNames>
		<initiator>true</initiator>
		<isFucked>true</isFucked>
		<bodyTypeOffset>
          <Thin>(-0.05, 0.07)</Thin>
        </bodyTypeOffset>
      </li>
      <li>
      <li>
		<defNames>
		</defNames>
		<bodyDefTypes>
		</bodyDefTypes>
      </li>
        <requiredGenitals>
          <li>Penis</li>
        </requiredGenitals>
      </li>
    </actors>

 

I had two fucking li tags and only closed one..  Things are working again!

Great! I recommend using an advanced code editor like Visual Studio Code or Notepad++ which will show you any XML errors.

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5 hours ago, RimmerInTheWorld said:

Is this mod compatible with older versions of RJW, or does it need the latest version? I'm using an old RJW for some mods that haven't gotten updated in a while

If you are using 1.1 Rimworld and RJW 4.5.2-present then I would use this version of animations https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/archive/45017ec1a2da1e7341a28398224ca56f16495d8d/rimworld-animations-45017ec1a2da1e7341a28398224ca56f16495d8d.zip

And then delete the 1.1 folder and rename the 1.2 folder as 1.1

 

If you are on 1.2 Rimworld and just using a outdated RJW then I guess just go on the animations git and look at history 
https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/commits/master/

Download a version that came out just after whatever version of RJW you are using

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