Lunky-Dunk Posted October 23, 2024 Posted October 23, 2024 12 hours ago, RohZima said: Can you try uninstall zex and test, so it defaults to vanilla skeleton. Just to test... Spoiler it exploded
RohZima Posted October 24, 2024 Author Posted October 24, 2024 18 hours ago, Lunky-Dunk said: Reveal hidden contents it exploded So what version of body talk is this?
Lunky-Dunk Posted October 25, 2024 Posted October 25, 2024 20 hours ago, RohZima said: So what version of body talk is this? last from nexus
Klotor1929 Posted November 30, 2024 Posted November 30, 2024 Hey RZF4S_2_31_(soundFix) is missing, i need this to install modlist fully. Could you restore this version?
UsernameTaken666 Posted November 30, 2024 Posted November 30, 2024 3 hours ago, Klotor1929 said: Hey RZF4S_2_31_(soundFix) is missing, i need this to install modlist fully. Could you restore this version? The problem lies with wherever you got this list. Ask there.
alranteesi Posted December 1, 2024 Posted December 1, 2024 On 10/25/2024 at 10:58 AM, Lunky-Dunk said: last from nexus use this skeleton
RohZima Posted December 2, 2024 Author Posted December 2, 2024 5 hours ago, Frank_BR said: Facial expressions dont work on sex rape. Could you put that in a spoiler please. I don't use expressions because I would have to bake it into the animation, I think. Which is something I definitely wouldn't want to do because it would force the user to have that expression play. Personally I use the face animation archetypes which are already in the game, but that is more of a workaround. I could do something with mfg set I suppose for a decent solution. Either way I would only do a solution that the user control. I'll look into an mfgset solution. The reason lots of things seem different with my pack is because I came late to the party, 2022, and wasn't involved in the early process with dago and rufgt etc, and because I used blender, which had limitations, and because I came from making animations for Sexlab, which made me think in a certain way that was different to those first fo4 animators. That's why it's different. 5
RohZima Posted December 2, 2024 Author Posted December 2, 2024 3 hours ago, Jeffey67 said: RohZima, are u using this rig? No I use my own rigs. 1
Lunky-Dunk Posted December 3, 2024 Posted December 3, 2024 On 12/1/2024 at 7:43 PM, alranteesi said: use this skeleton it did not help
poblivion Posted December 3, 2024 Posted December 3, 2024 3 hours ago, Lunky-Dunk said: it did not help Are you using Skeletal Adjustments for CBBE - Knee Fix?
Lunky-Dunk Posted December 4, 2024 Posted December 4, 2024 22 hours ago, poblivion said: Are you using Skeletal Adjustments for CBBE - Knee Fix? no
poblivion Posted December 4, 2024 Posted December 4, 2024 8 hours ago, Lunky-Dunk said: no Some mod must be messing with Zex skeleton. Do you use Vortex?
Lunky-Dunk Posted December 5, 2024 Posted December 5, 2024 11 hours ago, poblivion said: Some mod must be messing with Zex skeleton. Do you use Vortex? NMM. Zex is not being overwritten with anything
alranteesi Posted December 5, 2024 Posted December 5, 2024 if u use bodytalk build the men body in bodyslide
Lunky-Dunk Posted December 6, 2024 Posted December 6, 2024 16 hours ago, alranteesi said: if u use bodytalk build the men body in bodyslide i already did that
RohZima Posted January 6, 2025 Author Posted January 6, 2025 For info. To show someone how to reduce the number npc participants in a scene (requested). In RZF4S_animationData.xml you will see entries like this: <animation id="RZ_Mission3MGroundTender15" offset="0,0,0,180:0,0,0,90:0,0,0,315:0,0,0,0" frames="240"> <actor gender="F" idleForm="010C46"> </actor> <actor gender="M" idleForm="010C47"> </actor> <actor gender="M" idleForm="010C48"> </actor> <actor gender="M" idleForm="010C49"> </actor> </animation> You want to remove the line for the actor you want to remove, like this: <animation id="RZ_Mission3MGroundTender15" offset="0,0,0,180:0,0,0,90:0,0,0,0" frames="240"> <actor gender="F" idleForm="010C46"> </actor> <actor gender="M" idleForm="010C47"> </actor> <actor gender="M" idleForm="010C49"> </actor> </animation> I think this should work. Notice at the top you have to remove the numbers for the offset. Each set of 4 numbers between ":" is for an actor from 0 to 4. Also remember that the characters alternate from who is standing and who taking part. 1
Jeffey67 Posted January 6, 2025 Posted January 6, 2025 4 hours ago, RohZima said: For info. To show someone how to reduce the number npc participants in a scene (requested). In RZF4S_animationData.xml you will see entries like this: <animation id="RZ_Mission3MGroundTender15" offset="0,0,0,180:0,0,0,90:0,0,0,315:0,0,0,0" frames="240"> <actor gender="F" idleForm="010C46"> </actor> <actor gender="M" idleForm="010C47"> </actor> <actor gender="M" idleForm="010C48"> </actor> <actor gender="M" idleForm="010C49"> </actor> </animation> You want to remove the line for the actor you want to remove, like this: <animation id="RZ_Mission3MGroundTender15" offset="0,0,0,180:0,0,0,90:0,0,0,0" frames="240"> <actor gender="F" idleForm="010C46"> </actor> <actor gender="M" idleForm="010C47"> </actor> <actor gender="M" idleForm="010C49"> </actor> </animation> I think this should work. Notice at the top you have to remove the numbers for the offset. Each set of 4 numbers between ":" is for an actor from 0 to 4. Also remember that the characters alternate from who is standing and who taking part. No doubt, it's surely works. I use this way to ADD participants to scene. Though, mixing animations from any authors, I hade to add them to each *.esp via Fo4edit. Then start to combine gangbang scenes, adjusting poses by offsets. Works well, but during AAF_Autonomy_Enhanced, when adding or exiting npc to existing scene, AAF does not uses offset parameters. And it looks weird. However, using Stages, it distorts the first animation only, and the rest ones play ok. Moreover, it's possible to swap second and third lines and create new position. So parthers will swap each other in animation. Spoiler <animation id="RZ_Mission3MGroundTender15" offset="0,0,0,180:0,0,0,0:0,0,0,90" frames="240"> <actor gender="F" idleForm="010C46"> </actor> <actor gender="M" idleForm="010C49"> </actor> <actor gender="M" idleForm="010C47"> </actor> </animation>
muhavaux33 Posted January 7, 2025 Posted January 7, 2025 On 12/2/2024 at 12:14 AM, RohZima said: Could you put that in a spoiler please. I don't use expressions because I would have to bake it into the animation, I think. Which is something I definitely wouldn't want to do because it would force the user to have that expression play. Personally I use the face animation archetypes which are already in the game, but that is more of a workaround. I could do something with mfg set I suppose for a decent solution. Either way I would only do a solution that the user control. I'll look into an mfgset solution. The reason lots of things seem different with my pack is because I came late to the party, 2022, and wasn't involved in the early process with dago and rufgt etc, and because I used blender, which had limitations, and because I came from making animations for Sexlab, which made me think in a certain way that was different to those first fo4 animators. That's why it's different. Sorry but how do you use face animation archetypes in game? I suppose this is a way to change the expression mid scenario right?
RohZima Posted January 7, 2025 Author Posted January 7, 2025 3 hours ago, muhavaux33 said: Sorry but how do you use face animation archetypes in game? I suppose this is a way to change the expression mid scenario right? caa AnimFaceArchetypeConcerned Here are a few to try: Flirting Confident SinisterSmile Surprised InPain FatherDeath Then 'Player' or 'Neutral' is used to return to normal. 1
muhavaux33 Posted January 7, 2025 Posted January 7, 2025 19 minutes ago, RohZima said: caa AnimFaceArchetypeConcerned Here are a few to try: Flirting Confident SinisterSmile Surprised InPain FatherDeath Then 'Player' or 'Neutral' is used to return to normal. My face expression somehow broke after trying InPain and/or FatherDeath. Right after it wouldnt reset to neutral and any other expression I tried would hit me with the message that my character is already somehow using that expression, all while being stuck in the older one
RohZima Posted January 7, 2025 Author Posted January 7, 2025 21 minutes ago, muhavaux33 said: My face expression somehow broke after trying InPain and/or FatherDeath. Right after it wouldnt reset to neutral and any other expression I tried would hit me with the message that my character is already somehow using that expression, all while being stuck in the older one Just leave it a while it will go back to normal. Try initiating dialogue with an NPC.
Here4SlootyMods Posted January 7, 2025 Posted January 7, 2025 You can also use the mfg console command. There are, according to the game, 48 face parts and a number to modify them. The "default" face is 0, so if you want to change your face back to a blank stare/normal: mfg 1 0 mfg 2 0 mfg 3 0 mfg 4 0 mfg 5 0 ... mfg 48 0 (I'm not typing out all 48, but you'll need to and since these are in-game commands you can use a batch script) Also like RohZima said you can just talk to an NPC and once your character starts moving its face that should reset it too. 1
georgechalkias Posted January 14, 2025 Posted January 14, 2025 Plans for more bestiality anims? Furthermore, do your anims apply semen onto NPCs if applicable (after finishing anim)? Enjoying the anims so far, glad violate also uses them. Feels like there are less aggressive anims in overall. 1
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