Tory187 Posted July 2, 2021 Share Posted July 2, 2021 (edited) 6 hours ago, cmxdidi1 said: Hello, I'm having the problem that no animation plays. Even after I downloaded the HAR from https://github.com/RimWorld-CCL-Reborn/AlienRaces, the problem still remain.  I think my mods are in the right order, and I've subscribed to the right mods. And here's the log https://gist.github.com/cmxdidi1/204d27b20de8a67a0f82295d79eb6743 Reinstall RJW and RJW animations. When updating mods make sure you delete all old files first. Just overwriting files can cause lots of issues. Also might want to start a new save. It looks like you had a lot of mods on this save at one point and then removed them. The save is looking for a lot of missing content.  Actually the main issue here is that your RJW is out of date. Edited July 2, 2021 by Tory187 1 Link to comment
cmxdidi1 Posted July 3, 2021 Share Posted July 3, 2021 Thank you so much, the problem have been solved.? Link to comment
c0ffeeeee Posted July 3, 2021 Author Share Posted July 3, 2021 (edited) 19 hours ago, bastardopfromhell said: Can we please get less frustrating sliders in the offset-editor? Right now it goes from one edge of the map to the other edge of the map, which makes very hard to make finegrained adjustments. One pixel on the slider corresponds to about 0.1 in offsset. Given the typical range for adjustments is -0.5Â to +0.5, we have about ten pixels of precision. This has been the case for a year or so, which makes me wonder if the developer ever tried to use this feature himself. sorry, I did sorta arbitrarily choose a range of -10 to 10 :^) Â I shrunk it down to -2 to 2 to give you finer control and added a text entry for your convenience Edited July 3, 2021 by c0ffeeeee 2 Link to comment
hollowpurp Posted July 8, 2021 Share Posted July 8, 2021 Hello, I'm having an issue where every time I load in RJW animations in combination with Humanoid alien races the pawns are completely covered in a pink texture, tried resolving it by changing around the load order, and even just putting those mods in by themselves to no avail, any help or workaround to this would be great. Here's my Logs :Â https://gist.github.com/HugsLibRecordKeeper/f969b684943250967e6ae31a52f8637a Here is a screenshot of how it looks :Â https://gyazo.com/8c8c1dd8bcd7fb9eb145b5dfff217467 Link to comment
Tory187 Posted July 8, 2021 Share Posted July 8, 2021 1 hour ago, hollowpurp said: Hello, I'm having an issue where every time I load in RJW animations in combination with Humanoid alien races the pawns are completely covered in a pink texture, tried resolving it by changing around the load order, and even just putting those mods in by themselves to no avail, any help or workaround to this would be great. Here's my Logs :Â https://gist.github.com/HugsLibRecordKeeper/f969b684943250967e6ae31a52f8637a Here is a screenshot of how it looks :Â https://gyazo.com/8c8c1dd8bcd7fb9eb145b5dfff217467 outdated Humanoid Aliens Link to comment
cheesewind Posted July 18, 2021 Share Posted July 18, 2021 I do not know why, but Rabbies are broken for me. Something about not having "CompBodyAnimator" attached? Â https://gyazo.com/752535360e66b88b13d825a8e5f8bc55 Link to comment
Tory187 Posted July 18, 2021 Share Posted July 18, 2021 (edited) On 7/18/2021 at 6:48 AM, cheesewind said: I do not know why, but Rabbies are broken for me. Something about not having "CompBodyAnimator" attached?  https://gyazo.com/752535360e66b88b13d825a8e5f8bc55 We recently set animations to only patch BasePawn for the purpose of not adding comps to everything which lowers performance needlessly.  Rabbies use a custom BasePawn that doesnt inherit from vanilla BasePawn. Which is a bad practice for race modders and what is causing this error.  *File removed* - just update animations for fix   This patch file fixes their BasePawn. You can place it in the patches folder within animations to fix this error.  Edit: Animations has now been updated to include a slightly updated version of this file. I recommend just updating Animation Framework instead.  Edited July 22, 2021 by Tory187 Link to comment
DaMan1 Posted July 18, 2021 Share Posted July 18, 2021 give us rjw 1.3 compatible whiiieee Link to comment
Tory187 Posted July 18, 2021 Share Posted July 18, 2021 2 minutes ago, DaMan1 said: give us rjw 1.3 compatible whiiieee Wrong Thread Link to comment
Tory187 Posted July 18, 2021 Share Posted July 18, 2021 A recent change to animations may break compatibility with some race mods. Please report errors that say: Â "Error: [PAWNNAME] of race [RACENAME]Â does not have CompBodyAnimator attached!" Â and I will make a patch for them. Â Â Link to comment
PawnKing Posted July 19, 2021 Share Posted July 19, 2021 (edited) On 10/15/2020 at 6:56 PM, c0ffeeeee said: Hm that's weird, the only other time I've seen this bug is when the XML patch which attaches the body animator component isn't being attached to the pawn. In the latest version I added a check to see if the comp is attached, and if it's not it'll throw an error. I'm having this exact issue. A specific race doesn't have the animator component attached, and so an error is thrown rather than any animation being played. I read through the rest of the thread and there doesn't seem to be a solid fix, but maybe I'm missing something? Exact error message is below. I'd post the hugslog but it's over a thousand lines long, so.  Spoiler  Error: Milo 'Milo' Andrews of race Alien_Parrot does not have CompBodyAnimator attached! Verse.Log:Error(String, Boolean) Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start:RerollAnimations(Pawn, Int32&, Thing, rjwSextype, Boolean, SexProps) Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start:Postfix(JobDriver_SexBaseInitiator&) rjw.JobDriver_SexBaseInitiator:rjw.JobDriver_SexBaseInitiator.Start_Patch1(JobDriver_SexBaseInitiator) rjw.<>c__DisplayClass1_0:<MakeNewToils>b__6() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.JobDriver:Notify_PatherArrived() Verse.AI.Pawn_PathFollower:PatherArrived() Verse.AI.Pawn_PathFollower:TryEnterNextPathCell() Verse.AI.Pawn_PathFollower:PatherTick() Verse.Pawn:Tick() Verse.TickList:Tick() Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update()  Edit: Ah, did not see the very latest post about the change to animations. Guess that explains things. By the way, if it helps, the parrot race mentioned in the error above is from a mod called Avian Races, if that helps. Edited July 19, 2021 by PawnKing Link to comment
Tory187 Posted July 19, 2021 Share Posted July 19, 2021 3 hours ago, PawnKing said: I'm having this exact issue. A specific race doesn't have the animator component attached, and so an error is thrown rather than any animation being played. I read through the rest of the thread and there doesn't seem to be a solid fix, but maybe I'm missing something? Exact error message is below. I'd post the hugslog but it's over a thousand lines long, so.   Reveal hidden contents  Error: Milo 'Milo' Andrews of race Alien_Parrot does not have CompBodyAnimator attached! Verse.Log:Error(String, Boolean) Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start:RerollAnimations(Pawn, Int32&, Thing, rjwSextype, Boolean, SexProps) Rimworld_Animations.HarmonyPatch_JobDriver_SexBaseInitiator_Start:Postfix(JobDriver_SexBaseInitiator&) rjw.JobDriver_SexBaseInitiator:rjw.JobDriver_SexBaseInitiator.Start_Patch1(JobDriver_SexBaseInitiator) rjw.<>c__DisplayClass1_0:<MakeNewToils>b__6() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.JobDriver:Notify_PatherArrived() Verse.AI.Pawn_PathFollower:PatherArrived() Verse.AI.Pawn_PathFollower:TryEnterNextPathCell() Verse.AI.Pawn_PathFollower:PatherTick() Verse.Pawn:Tick() Verse.TickList:Tick() Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update()  Edit: Ah, did not see the very latest post about the change to animations. Guess that explains things. By the way, if it helps, the parrot race mentioned in the error above is from a mod called Avian Races, if that helps. Avian Races patch added. Thanks for reporting. Link to comment
PawnKing Posted July 19, 2021 Share Posted July 19, 2021 3 hours ago, Tory187 said: Avian Races patch added. Thanks for reporting. No prob. Thanks for the fix. ? Link to comment
Techigai Posted July 21, 2021 Share Posted July 21, 2021 (edited) On 7/18/2021 at 2:46 PM, Tory187 said: A recent change to animations may break compatibility with some race mods. Please report errors that say: Â "Error: [PAWNNAME] of race [RACENAME]Â does not have CompBodyAnimator attached!" Â and I will make a patch for them. Â Been troubleshooting my install with Silkiera race (skipped animations)Â and took a peek in the log to find: "...HAR_Silkiera does not have CompBodyAnimator attached!" Could I request a patch to see if it'll go? Edited July 21, 2021 by Techigai Link to comment
Tory187 Posted July 22, 2021 Share Posted July 22, 2021 1 hour ago, Techigai said:  Been troubleshooting my install with Silkiera race (skipped animations) and took a peek in the log to find: "...HAR_Silkiera does not have CompBodyAnimator attached!" Could I request a patch to see if it'll go? Silkiera Race patch added. Thanks for reporting. Link to comment
c0ffeeeee Posted July 22, 2021 Author Share Posted July 22, 2021 1.3 update is going great! still lots of bugs with both anims and RJW, but we're approaching a playable state! Expect to be playing anims in 1.3 soon 2 Link to comment
Screws Posted July 22, 2021 Share Posted July 22, 2021 C0ffeeeee, the savior and god of our lewd rimworld has graced us with hopes of salvation! We should form a reli... WE CAN! Yes, Ideology. Prepare for the Coffee Religion to be formed, where we worship the almighty bean of sleepslaying! XD 1 Link to comment
FoxyNova Posted July 23, 2021 Share Posted July 23, 2021 Not sure if your interested in error reports for 1.3, since your still in the process of updating, but just incase the report helps. For races with ears and tails like kurin, whenever they rotate... there parts do not, which will lead to the ears and tails drifting off the kurin sprites and ending up at odd angles. Link to comment
c0ffeeeee Posted July 23, 2021 Author Share Posted July 23, 2021 1.3 update is up! 1.3 may have broken patches with other mods, so as usual, let me know if you have compatibility issues, and any issues with the mod otherwise. Enjoy!! 4 Link to comment
Bastolve Posted July 24, 2021 Share Posted July 24, 2021 After adding rjw, rimnude, oty-nude-unofficial, rjw-animation and animation add-ons, many of the Ayameduki races don't render in-game, they're still there, but the console prints errors when character-less nametags visit my colony. (for some reason the race's sprite is still visible in the character editor)  I'm retarded so, I didn't get a log. I ended up making individual BasePawn patches using the SilkieraBasePawn patch file for reference. After patching each Ayameduki race, the invisible character problem was gone.  Also spent 5mins adding feminine features to their bodies. Again, I'm retarded so I'm posting that here along with the patches just in case someone either runs into my issue or finds use for some of the edited versions of Aya's sprites.  Sorry for being an inconvenience, and thanks for all the work you guys do.  IdhaleBasePawn.xml NearmareBasePawn.xml NecloseBasePawn.xml XenoorcaBasePawn.xml 5 Link to comment
Tory187 Posted July 24, 2021 Share Posted July 24, 2021 (edited) 7 hours ago, Bastolve said: After adding rjw, rimnude, oty-nude-unofficial, rjw-animation and animation add-ons, many of the Ayameduki races don't render in-game, they're still there, but the console prints errors when character-less nametags visit my colony. (for some reason the race's sprite is still visible in the character editor)  I'm retarded so, I didn't get a log. I ended up making individual BasePawn patches using the SilkieraBasePawn patch file for reference. After patching each Ayameduki race, the invisible character problem was gone.  Also spent 5mins adding feminine features to their bodies. Again, I'm retarded so I'm posting that here along with the patches just in case someone either runs into my issue or finds use for some of the edited versions of Aya's sprites.  Sorry for being an inconvenience, and thanks for all the work you guys do.  IdhaleBasePawn.xml 469 B · 4 downloads NearmareBasePawn.xml 474 B · 4 downloads NecloseBasePawn.xml 471 B · 4 downloads XenoorcaBasePawn.xml 473 B · 4 downloads Thanks a lot! Are you ok with these patches being added into rjw animations itself? Edited July 24, 2021 by Tory187 Link to comment
Bastolve Posted July 25, 2021 Share Posted July 25, 2021 4 hours ago, Tory187 said: Thanks a lot! Are you ok with these patches being added into rjw animations itself? of course! You can do whatever you want with them. Link to comment
Tory187 Posted July 25, 2021 Share Posted July 25, 2021 3 minutes ago, Bastolve said: of course! You can do whatever you want with them. Added! Thanks again and you did a perfect job on these patches btw. Link to comment
secretsquirrel7 Posted July 26, 2021 Share Posted July 26, 2021 (edited) For some reason, during animations colonists' penises are not attached to their bodies and are moving oddly compared to the animation (i.e. barely moving). All the other rimnude parts are showing up and animating correctly. I checked and they are showing up as attached to the genitals in the health tab (and of course I'm not using Prepare Carefully). I'm using the latest versions of RJW, Rimnude, RJW Animations, and the Anim Addons. Any idea what could be causing it? Is there an unknown mod incompatability? I'm not getting any errors in the debug log. Â EDIT: I'm using OTY Nude as well (.64) if that matters. Â EDIT 2: Nevermind, I redownloaded everything and it works. I probably accidentally overwrote files before. Edited July 26, 2021 by secretsquirrel7 Link to comment
Blexa Posted July 27, 2021 Share Posted July 27, 2021 When a Pawn is sleeping, other Pawns cannot interact with this sleeping Pawn to have sex. I'm using 1.2. I am not good at English. Link to comment
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