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Humping Drain Grab for Star Wars: Jedi Academy (18+)


A simple mod that replaces the Force Drain grab and grabbed animations with some love humping.


This mod will not work in existing savestates, so make sure that a level is loaded from its beginning so that it uses the new _humanoid.gla, animation.cfg, and animevents.cfg that the mod contains.
You probably need the Invisible Force Effects mod or anything that hides the Force Drain effects for the best experience.

 


Animation mods are not something I normally do, so I'm a little reluctant on whether I will expand upon this or not. I'm considering letting someone with more experience in .gla editing (or making sex anims) take over from here.
Anyone is welcome to try replacing the other grab anims if they wish: The wampa's grab attack, the rancor's grab attack and vore anims, the 3 grab attacks used by kyle_boss (which are also usable with the "iknowkungfu" cheat), and of course the humanoid's reactions to those grabs.

 

Basically, the first thing I did was import frames from the _humanoid.gla file into Blender (starting frame: 6230; 63 frames), then made new animations, using those frames as reference.
Deciding what kind of position the replacement was gonna be took some time. In-game, the camera is high above the player, cutting at below the knees, and executing a Force Drain Grab would move the camera to face the right side of the player, so it had to be a standing position. Of course, it's not much of an issue if you have custom camera mods.

 

So I made a grab intro, grab outro, looping grab, and looping grabbed anims.
After that, I exported the new frames as their own .gla file from Blender, then merged them with the original _humanoid.gla file, using GLAmerge (while keeping a backup of the original file of course).
The original total number of frames in _humanoid.gla was 21376, so merging the new .gla with it would add the new frames to it. In other words, the new custom-made frames would always come after frame 21376.
With this in mind, I was able to determine the new targetFrames and frameCounts to input in animation.cfg after merging the .gla files.
So I edited animation.cfg, setting the new targetFrames and frameCounts for BOTH_FORCE_DRAIN_GRABBED, BOTH_FORCE_DRAIN_GRAB_END, BOTH_FORCE_DRAIN_GRAB_HOLD, and BOTH_FORCE_DRAIN_GRAB_START.
...And it worked! It wasn't perfect the first time, so I had to do a bit more trial and error until I got the result that I needed.
Finally, I listed the sounds to be used for certain frames of the replacement animations in animevents.cfg, right at the bottom part of the LOWEREVENTS group. That was the easiest part, since you'd only need to follow the sound format that was explained at the beginning of the file.

 

Details about the pk3 files:
zzzzzzzzzzDrainGrabAnimEdit.pk3    - An animation replacement that lets anyone using Force Drain Grab thrust their hips into other people's butts, complete with wet slappy sounds.
Source .gla also included in the zip file.

 

-HOW TO INSTALL-
 Extract the zip file, then put the pk3 file into your base folder: "Star Wars Jedi Knight - Jedi Academy/Gamedata/base"

 

-BUGS-
You may sometimes encounter clipping issues with some characters that have a custom hitbox width set in their NPC files. This can usually be fixed by either adjusting their values or completely removing the width line in the character's NPC file so that it uses the default hitbox width.

 

-LICENSE-
Others are free to share, modify, and/or put this in their mods, and should give credit while they're at it.
======================================================================
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

 


 

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2 hours ago, Levishadow said:

do I need anything else for this mod to work?

Nope, the mod can already work on its own. However, if you're loading an existing savestate in-game (to when the mod still wasn't installed at the time), the game will still use the old Force Drain grab. So you have to load a level from its beginning so that it uses the replacement animation, and then you're all set.


The Invisible Force Effects mod is optional though. It's for hiding the force power effects:

 

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13 hours ago, bieber96 said:
will you make more animations?

I wish I could, but doing this whole thing myself would've bored me to death. Besides that, I'm more into doing character mods.
I prefer my hobbies to not feel like a chore, you know... So I'm leaving it to anyone who would enjoy doing the task more than me.
Anyone can message me here or in PM for help.

 

Anyone can also ask the modders at JKhub for help if they need to. Just don't tell them you're working on an NSFW mod.

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  • 8 months later...
14 hours ago, Ruby R.Z.N.D. said:

May the "Horny" be with you ?

 

Wish I knew how to make mods for JKJA so I could give a hand with this but I can barely get my mod setup of JKJA to work properly without it glitching itself for the odd combinations of chars I do so XD

I'd be happy to help. What glitches have you been encountering?
Oh and if you're looking to do custom anims, you first need a plug-in that lets you import/export animations as .gla files. There are plug-ins for importing and exporting Jedi Academy assets for Blender that you can find in JKHub. You also need GLAmerge, which lets you combine .gla files into 1 .gla file. This is useful for adding any new custom frames to the main humanoid animation file. Also, you need 7-zip for accessing pk3 files.
To get started, you need to make a folder path for where to keep your files for easier importing and exporting. I recommend "Documents/assets1/models/players"
In this path, you also need to have the "_humanoid" folder from "models/players/" from assets1.pk3. This folder contains the _humanoid.gla (the file for the humanoid's animations), the animation.cfg (which sets which frames each animation plays), and the animevents.cfg (which lists the sounds that play on certain frames). If you want the rancor, mutant_rancor, and wampa's animations, they're in their individual folders in "models\players\" also in assets1.pk3, complete with their own animation.cfg, animevents.cfg, and .gla files.

 

Now in Blender, once you have installed the Jedi Academy Plug-In Suite, input "C:\Users\<username>\Documents\assets1\" (or wherever you placed your assets1 folder) into Base Path, then import _humanoid.gla with Animations set to Range with starting frame: 0 and number of frames: 1.
You will see the humanoid skeleton in a T-Pose. This will give you a basic starting setup for making new custom animations.

 

Importing all 21376 frames is not recommended, as it will leave a lagging mess, so you always have to import in Range to see what you want to work with.
You can look in animation.cfg to better identify the frames. It has a list of every combat, movement, grab, death, and taunt anim and which frames they use. You cannot add any new entries to these, but you can edit the variables of any existing entry so that they can use custom frames or even other frames. Let me know if you need help looking for specific anims.


 

6 hours ago, SirDoge said:

This is really impressive,would be cool for an option in the future for you to be grabbed if you are playing a fem .

Thanks. You actually can get grabbed, regardless of your character's gender, but it doesn't happen often since not all enemies have Force Drain... But with some editing to some .npc files, you can give most NPCs the ability to execute the grab.

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