Spectre5342 Posted June 23, 2023 Posted June 23, 2023 2 hours ago, vaultbait said: AAF NativeSync may fix it (at least fixes them getting stuck in animations after the scene ends). Yeah gonna try that tomorrow its just weird it worked in older versions but once it got updated it was always stuck this way. Mirelurk stuck in stage 1 permanently while the player moves through the stages automatically. Even AAF ends the Mirelurk is still stuck in its stage 1 animation it was weird. Its been awhile but pretty sure all the other creatures mirelurk king/queen deathclaw etc work. Anyways will try tomorrow thanks for that suggestion.
Spectre5342 Posted June 23, 2023 Posted June 23, 2023 19 hours ago, vaultbait said: AAF NativeSync may fix it (at least fixes them getting stuck in animations after the scene ends). Well I did manage to fix the original issues of the old animations but I've been unable to get the new ones to respond they are just a clone of the originals. The mirelurk oral and anal are just identical to the old original animations tress 1-4 are identical in every way. I do have all the hard requirements I believe I'm a bit puzzled as to why I can't get it to respond. I'll move on to testing the other creatures included in the mean time though. Also ignore the odd physics issue in the picture that's just cause I turned off a number of things before testing these mods one of which was the body physic. Its a 1% chance but what are the odds that this download doesn't actually contain new animations and it was uhhh a mistake by the author??? Does anyone else have the animations working for the mirelurks specifically like in the authors pic?s unless that could be a cause for issues idk to my knowledge that wouldn't interfere with animations aside from the odd clipping/stretching in the image but that's not a concern right now.
Mark Antony Posted July 13, 2023 Posted July 13, 2023 Do you plan to make any gorilla animations? Since they only have like 2 Also the chaurus genitals from skyrim might suite some of the insects that don't have any 1
BAB PEEG Posted July 13, 2023 Posted July 13, 2023 I'm bummed there aren't any radroach animations myself but anything is good to me.
spicydoritos Posted July 14, 2023 Author Posted July 14, 2023 1 hour ago, Mark Antony said: Do you plan to make any gorilla animations? Since they only have like 2 Also the chaurus genitals from skyrim might suite some of the insects that don't have any To be fair, the SavageCabbage gorilla sequence is 8 stages long, and pretty dang nice. I wouldn't mind though. I'll have to check on the permissions of that pack and Vadermania's. Gorillas have been a lower priority because there are hardly any in the vanilla game, whereas insects are all over the place. 19 minutes ago, BAB PEEG said: I'm bummed there aren't any radroach animations myself but anything is good to me. Remember, it's not possible to make new animations with SAM. I can only alter existing ones. 1
spicydoritos Posted July 20, 2023 Author Posted July 20, 2023 (edited) Version 2.00 is up! Major changes from v1.0. SAM adjustments have been converted directly to hkx files. What does this mean? -End user no longer needs SAM installed. -End user no longer needs SAMFormer installed. -End user no longer needs the SAM-specific ZeX skeleton. -Any AAF/ZeX compatible body will work. (Note: genital openings still only work for FusionGirl) I also threw in a couple of new animations for enticement purposes. ? Some things to be aware of: -Currently the animations seem to flicker for a frame or two, possibly at the looping point. I don't know why and neither does Maxie. Anybody with a solution will receive my undying love (note: “undying love” not redeemable physically). -I strongly recommend installing the latest version of AAF (currently 171). Not only does it sync the actor animations to match each other's position and tempo correctly, but it makes mirelurks advance their animation instead of getting stuck on the first idle. -Version 2.00 contains an esl-flagged plugin. Version 1.00 had no plugin at all, and may be safely uninstalled at any time. Edited July 21, 2023 by spicydoritos 10
Scarlet Queen Posted April 20, 2024 Posted April 20, 2024 Think you could make a Cowgirl and Reverse Cowgirl for female / Canine ? I could of sworn I seen one but when I downloaded all the animations off AAF "The Fucking Manual" I didn't see them there.
Bizarro Posted June 6, 2024 Posted June 6, 2024 @spicydoritos Any way to disable the original bloodbug animation with the character flying? When I manually switch the animation to one of yours the charas still "fly" midair and it looks kinda silly.
spicydoritos Posted June 6, 2024 Author Posted June 6, 2024 2 hours ago, Bizarro said: @spicydoritos Any way to disable the original bloodbug animation with the character flying? When I manually switch the animation to one of yours the charas still "fly" midair and it looks kinda silly. Open the position data xml file from Creature Pack. Cut and paste the "Bloodbug Staged" position ID into the green comment block at the bottom. Spoiler
Bizarro Posted June 6, 2024 Posted June 6, 2024 3 hours ago, spicydoritos said: Open the position data xml file from Creature Pack. Cut and paste the "Bloodbug Staged" position ID into the green comment block at the bottom. Hide contents Awesome! Thank you so much!! On a second note, do you happen to know how to set time for staged animations to progress automatically? During animations triggered by Violate, for example, the staged UI does not appear for some reason.
spicydoritos Posted June 6, 2024 Author Posted June 6, 2024 7 hours ago, Bizarro said: Awesome! Thank you so much!! On a second note, do you happen to know how to set time for staged animations to progress automatically? During animations triggered by Violate, for example, the staged UI does not appear for some reason. Those are two different issues. Violate has an MCM option to display the UI during its own events, if you like. Mods that start AAF scenes can specify a duration (often user-configurable) or default to the AAF ini value. Stage time can also be set in the animation xml though I'm no expert on that technique. @kziitdknows a bit more on how to set stage duration in xml. 1
kziitd Posted June 7, 2024 Posted June 7, 2024 The picture shows an example of an animation tree advancing automatically. The number of time= is the number of seconds that this stage will last. The reference for setting the number of seconds comes from the number of frames in the animation data = According to the picture, the number of frames in the first stage of this animation is 600, because the game is based on 30 frames per second, so if I want it to play only once and not loop before entering the next stage, my time setting is 600÷30=20 The second stage is 120 frames, which means it takes 4 seconds to play once. I want 10 loops, so I set it to 40 seconds. The rest is the same: the minimum number of seconds determined by the number of frames, the number of loops you want, and the number of seconds for time=. 2
Bizarro Posted June 7, 2024 Posted June 7, 2024 6 hours ago, kziitd said: The picture shows an example of an animation tree advancing automatically. The number of time= is the number of seconds that this stage will last. The reference for setting the number of seconds comes from the number of frames in the animation data = According to the picture, the number of frames in the first stage of this animation is 600, because the game is based on 30 frames per second, so if I want it to play only once and not loop before entering the next stage, my time setting is 600÷30=20 The second stage is 120 frames, which means it takes 4 seconds to play once. I want 10 loops, so I set it to 40 seconds. The rest is the same: the minimum number of seconds determined by the number of frames, the number of loops you want, and the number of seconds for time=. This is very helpful indeed! And where do I find these animation files I can edit? I am using the UAP guide with all mandatory requirements if that helps.
kziitd Posted June 7, 2024 Posted June 7, 2024 2 hours ago, Bizarro said: This is very helpful indeed! And where do I find these animation files I can edit? I am using the UAP guide with all mandatory requirements if that helps. The animation tree of time= comes from position tree data.xml The number of animation frames comes from animation data.xml There is also a position data between the two. The animation id in the animation data --- the position id in the position data uses the animation id --- the animation tree branch in the position tree data uses the position id. 2
Mimirue17 Posted September 13, 2025 Posted September 13, 2025 Will this work, or in the future work along with the new animation pack for newer creatures added with DarthRoman animations? some much needed love was given to Radroaches, Gorillas, dogs, yua-gui, Radstags etc.
spicydoritos Posted September 13, 2025 Author Posted September 13, 2025 7 hours ago, Mimirue17 said: Will this work, or in the future work along with the new animation pack for newer creatures added with DarthRoman animations? some much needed love was given to Radroaches, Gorillas, dogs, yua-gui, Radstags etc. This mod works alongside darthroman's animation pack just fine. If you mean "will I add modified versions of those other creature animations", I don't see a need at this time. Darthroman is still issuing updates and the existing animations cover a great range of sex positions. Any specific suggestions should probably go to that author, who I guarantee will do a better job than me. 🙂 1
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