Jeffey67 Posted July 13, 2023 Posted July 13, 2023 19 hours ago, Gamaramdi said: Is this ok? sorry im not a programer Reveal hidden contents <positionData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="common.xsd"> <defaults /> startEquipmentSet="unEquip" stopEquipmentSet="reEquip" startMorphSet="ready" stopMorphSet="unReady" <position id="RZ_DoggyGroundTender01" tags="RohZima,Doggy,Tender"/> <position id="RZ_DoggyGroundTender02" tags="RohZima,Doggy,Tender"/> <position id="RZ_DoggyGroundTender03" tags="RohZima,Doggy,Tender"/> <position id="RZ_DoggyGroundTender04" tags="RohZima,Doggy,Tender"/> <position id="RZ_DoggyGroundTender05" tags="RohZima,Doggy,Tender"/> <position id="RZ_DoggyGroundTender06" tags="RohZima,Doggy,Tender"/> <position id="RZ_BJGroundTender01" tags="RohZima,BJ,Blowjob,Oral,Tender"/> <position id="RZ_BJGroundTender02" tags="RohZima,BJ,Blowjob,Oral,Tender"/> <position id="RZ_BJGroundTender03" tags="RohZima,BJ,Blowjob,Oral,Tender"/> <position id="RZ_BJGroundTender04" tags="RohZima,BJ,Blowjob,Oral,Tender"/> <position id="RZ_BJGroundTender05" tags="RohZima,BJ,Blowjob,Oral,Tender"/> <position id="RZ_CowgirlGroundTender01" tags="RohZima,Cowgirl,Tender"/> <position id="RZ_CowgirlGroundTender02" tags="RohZima,Cowgirl,Tender"/> <position id="RZ_CowgirlGroundTender03" tags="RohZima,Cowgirl,Tender"/> <position id="RZ_CowgirlGroundTender04" tags="RohZima,Cowgirl,Tender"/> <position id="RZ_CowgirlGroundTender05" tags="RohZima,Cowgirl,Tender"/> <position id="RZ_CowgirlGroundTender06" tags="RohZima,Cowgirl,Tender"/> <position id="RZ_MissionaryGroundTender01" tags="RohZima,Missionary,Tender"/> <position id="RZ_MissionaryGroundTender02" tags="RohZima,Missionary,Tender"/> <position id="RZ_MissionaryGroundTender03" tags="RohZima,Missionary,Tender"/> <position id="RZ_MissionaryGroundTender04" tags="RohZima,Missionary,Tender"/> <position id="RZ_MissionaryGroundTender05" tags="RohZima,Missionary,Tender"/> <position id="RZ_MissionaryGroundTender06" tags="RohZima,Missionary,Tender"/> <position id="RZ_ProneGroundTender01" tags="RohZima,Prone,Tender"/> <position id="RZ_ProneGroundTender02" tags="RohZima,Prone,Tender"/> <position id="RZ_ProneGroundTender03" tags="RohZima,Prone,Tender"/> <position id="RZ_ProneGroundTender04" tags="RohZima,Prone,Tender"/> <position id="RZ_ProneGroundTender05" tags="RohZima,Prone,Tender"/> <position id="RZ_FaceSittingGroundTender01" tags="RohZima,FaceSitting,Tender"/> <position id="RZ_FaceSittingGroundTender02" tags="RohZima,FaceSitting,Tender"/> <position id="RZ_FaceSittingGroundTender03" tags="RohZima,FaceSitting,Tender"/> <position id="RZ_FaceSittingGroundTender04" tags="RohZima,FaceSitting,Tender"/> <position id="RZ_FaceSittingGroundTender05" tags="RohZima,FaceSitting,Tender"/> <position id="RZ_RevCowgirlGroundTender01" tags="RohZima,RevCowgirl,Tender"/> <position id="RZ_RevCowgirlGroundTender02" tags="RohZima,RevCowgirl,Tender"/> <position id="RZ_RevCowgirlGroundTender03" tags="RohZima,RevCowgirl,Tender"/> <position id="RZ_RevCowgirlGroundTender04" tags="RohZima,RevCowgirl,Tender"/> <position id="RZ_RevCowgirlGroundTender05" tags="RohZima,RevCowgirl,Tender"/> <position id="RZ_SexBehindChairTender01" location="Chairs,Couches" tags="RohZima,Sitting,Tender"/> <position id="RZ_SexBehindChairTender02" location="Chairs,Couches" tags="RohZima,Sitting,Tender"/> <position id="RZ_SexBehindChairTender03" location="Chairs,Couches" tags="RohZima,Sitting,Tender"/> <position id="RZ_SexBehindChairTender04" location="Chairs,Couches" tags="RohZima,Sitting,Tender"/> <position id="RZ_SexBehindChairTender05" location="Chairs,Couches" tags="RohZima,Sitting,Tender"/> <position id="RZ_SexBehindChairTender06" location="Chairs,Couches" tags="RohZima,Sitting,Tender"/> <position id="RZ_StandingGroundTender01" tags="RohZima,Standing,Tender"/> <position id="RZ_StandingGroundTender02" tags="RohZima,Standing,Tender"/> <position id="RZ_StandingGroundTender03" tags="RohZima,Standing,Tender"/> <position id="RZ_StandingGroundTender04" tags="RohZima,Standing,Tender"/> <position id="RZ_StandingGroundTender05" tags="RohZima,Standing,Tender"/> <position id="RZ_AnalingusIGroundTender01" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIGroundTender02" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIGroundTender03" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIGroundTender04" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIGroundTender05" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIIGroundTender01" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIIGroundTender02" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIIGroundTender03" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIIGroundTender04" tags="RohZima,Analingus,Tender"/> <position id="RZ_AnalingusIIGroundTender05" tags="RohZima,Analingus,Tender"/> <position id="RZ_CowgirlBedTender01" location="SingleBeds,DoubleBeds" tags="RohZima,Cowgirl,Bed,Tender"/> <position id="RZ_CowgirlBedTender02" location="SingleBeds,DoubleBeds" tags="RohZima,Cowgirl,Bed,Tender"/> <position id="RZ_CowgirlBedTender03" location="SingleBeds,DoubleBeds" tags="RohZima,Cowgirl,Bed,Tender"/> <position id="RZ_CowgirlBedTender04" location="SingleBeds,DoubleBeds" tags="RohZima,Cowgirl,Bed,Tender"/> <position id="RZ_CowgirlBedTender05" location="SingleBeds,DoubleBeds" tags="RohZima,Cowgirl,Bed,Tender"/> <position id="RZ_CowgirlBedTender06" location="SingleBeds,DoubleBeds" tags="RohZima,Cowgirl,Bed,Tender"/> <position id="RZ_ProneBedTender01" location="SingleBeds,DoubleBeds" tags="RohZima,Prone,Bed,Tender"/> <position id="RZ_ProneBedTender02" location="SingleBeds,DoubleBeds" tags="RohZima,Prone,Bed,Tender"/> <position id="RZ_ProneBedTender03" location="SingleBeds,DoubleBeds" tags="RohZima,Prone,Bed,Tender"/> <position id="RZ_ProneBedTender04" location="SingleBeds,DoubleBeds" tags="RohZima,Prone,Bed,Tender"/> <position id="RZ_ProneBedTender05" location="SingleBeds,DoubleBeds" tags="RohZima,Prone,Bed,Tender"/> <position id="RZ_RevCowgirlBedTender01" location="SingleBeds,DoubleBeds" tags="RohZima,RevCowgirl,Bed,Tender"/> <position id="RZ_RevCowgirlBedTender02" location="SingleBeds,DoubleBeds" tags="RohZima,RevCowgirl,Bed,Tender"/> <position id="RZ_RevCowgirlBedTender03" location="SingleBeds,DoubleBeds" tags="RohZima,RevCowgirl,Bed,Tender"/> <position id="RZ_RevCowgirlBedTender04" location="SingleBeds,DoubleBeds" tags="RohZima,RevCowgirl,Bed,Tender"/> <position id="RZ_RevCowgirlBedTender05" location="SingleBeds,DoubleBeds" tags="RohZima,RevCowgirl,Bed,Tender"/> </positionData> I'm not aporgamer also, but it really works for me. Simply add this string in xml file, as Vaultbait shows.
vaultbait Posted July 13, 2023 Posted July 13, 2023 2 hours ago, Jeffey67 said: I'm not aporgamer also, but it really works for me. Simply add this string in xml file, as Vaultbait shows. Just to reiterate, you shouldn't have to add that string at all now, it's in the latest version of the mod. Just upgrade. 3
Jeffey67 Posted July 13, 2023 Posted July 13, 2023 2 hours ago, vaultbait said: Just to reiterate, you shouldn't have to add that string at all now, it's in the latest version of the mod. Just upgrade. upgrade this animations? Ok, thank you) oh, there is 1.15 already! :-0 2
eflat01 Posted July 13, 2023 Posted July 13, 2023 (edited) 34 minutes ago, Jeffey67 said: upgrade this animations? Ok, thank you) oh, there is 1.15 already! :-0 That was quick, and he fixed the foot... Personally, I'm pretty damn new to seeing aaf so only guessing. BTW, if my wife catches me here there'll be hell to pay... not for the content, but I'm a really, really, really old programmer and she does not like me coding or even tweaking software when I'm not working. Edited July 13, 2023 by eflat01 3
Jeffey67 Posted July 13, 2023 Posted July 13, 2023 2 hours ago, eflat01 said: That was quick, and he fixed the foot... Personally, I'm pretty damn new to seeing aaf so only guessing. BTW, if my wife catches me here there'll be hell to pay... not for the content, but I'm a really, really, really old programmer and she does not like me coding or even tweaking software when I'm not working. Ahah)) yeah! My wife (and I guess the same story with all else) also should stay away, while we're research this damn genious AAF magic ? 3
vaultbait Posted July 13, 2023 Posted July 13, 2023 2 hours ago, eflat01 said: BTW, if my wife catches me here there'll be hell to pay... not for the content, but I'm a really, really, really old programmer and she does not like me coding or even tweaking software when I'm not working. You're playing video games! 1
Gamaramdi Posted July 14, 2023 Posted July 14, 2023 8 hours ago, eflat01 said: That was quick, and he fixed the foot... Personally, I'm pretty damn new to seeing aaf so only guessing. BTW, if my wife catches me here there'll be hell to pay... not for the content, but I'm a really, really, really old programmer and she does not like me coding or even tweaking software when I'm not working. Damn, i was about to say that you should talk & envolve her in the game and the animations... and then you came and say that... so there's no way to argue with reason! 1
Gamaramdi Posted July 14, 2023 Posted July 14, 2023 15 hours ago, vaultbait said: "Plugin not installed or activated: RZsex.esp" Are you sure you fully installed the mod? Nope, ?i said UNinstalled it ?, it's all fine now, i removed the remaining files manually from AAF directory and it's all fine, i had to remove the mod tough, maybe i'll try to install it again in the next version, I just wanted to let you guys know that there may be a issue
awson Posted July 16, 2023 Posted July 16, 2023 Anatomically correct animations, very well done. Thank you very much! 2
UsernameTaken666 Posted July 17, 2023 Posted July 17, 2023 Just wanna say thank you for your contributions to FO4 modding 1
eflat01 Posted July 20, 2023 Posted July 20, 2023 (edited) On 7/9/2023 at 5:34 AM, Jeffey67 said: Nice) And now I'll try to create some position tree for some TenderXXX positions Well... Something like that. No idea, why I can't make em play by stages system, but due PositionTree they go in sequence. Added Matterss and Sleeping_Bag locations. Swithed off loose positions. RZF4S_1_1_Redux.zip 313.23 kB · 15 downloads I just grouped these on my own as staged not sure what proper tags are to what, and I suppose is a reference somewhere? Each animation are all set at 1 loop easy to change if you want certain animations to loop 2 or so times in in group. Per kziitd's advice For the F_F I added strapon's on females via startEquipmentSet="addEquipmentStrapon" stopEquipmentSet="removeEquipmentStrapon"RZ_Positions.7z Just asking for some advice if any? Because I do not know what most mods look outside of furniture... I figure PenisToEither and PenisToMouth or PenisToVagina are references for fx mods like cum, or sex attributes wear and tear... and what not? ?Was busy with some .sh and java at the time two keyboards in hand can lead to mistakes, typing on one while looking at another monitor and wondering what's wrong?... Checked the xml in a parser, spot checked and then tested these though, seem to work but likely should remove keywords which are not really pertaining, etc... Edited July 20, 2023 by eflat01 1
Jeffey67 Posted July 21, 2023 Posted July 21, 2023 17 hours ago, eflat01 said: I just grouped these on my own as staged not sure what proper tags are to what, and I suppose is a reference somewhere? Each animation are all set at 1 loop easy to change if you want certain animations to loop 2 or so times in in group. Per kziitd's advice For the F_F I added strapon's on females via startEquipmentSet="addEquipmentStrapon" stopEquipmentSet="removeEquipmentStrapon"RZ_Positions.7z Just asking for some advice if any? Because I do not know what most mods look outside of furniture... I figure PenisToEither and PenisToMouth or PenisToVagina are references for fx mods like cum, or sex attributes wear and tear... and what not? ?Was busy with some .sh and java at the time two keyboards in hand can lead to mistakes, typing on one while looking at another monitor and wondering what's wrong?... Checked the xml in a parser, spot checked and then tested these though, seem to work but likely should remove keywords which are not really pertaining, etc... Oh, Thank u for keeping a theme) Now it looks very neat and good ordered? Unfortunately, I had to shift effort to Stages animation. Although PositionTrees system seems to me more perspective and flexible. The matter is in two mods I use. AE and HR, So I never start AAF by myself. Only NPC triggers scenes. And main purpose is to let them joining and exiting currently started animation. Transitioning MF to MMMF and after some time back to MF. Autonomly. But there is some bug, when animation transforming in awful clusterfuck, which never ends. Actors don't exit animation, if it is PositionTree. Moreover, only one (first branch) is playing in nonstop mode. I found solution in AnimationGroupData.xml strings. thanks to Dadobaking's Wiki. There is very useful words "switchTo" and "exitActors". Anl ExitActors works only in non-sequential Stages. But it works weird - unoreded. So I had to make two stages. First for playing main scenario one after another in order, and last animation sends to coresponding group, so called Finish. There is only one animation (usually final, they call them something like - finish, climax or orgasm). And added exitActors="0,1". That works somehow. No more infinite scenes around settlement or wherever. RZF4S_animationGroupData.xml 1
eflat01 Posted July 21, 2023 Posted July 21, 2023 56 minutes ago, Jeffey67 said: Oh, Thank u for keeping a theme) Now it looks very neat and good ordered? Unfortunately, I had to shift effort to Stages animation. Although PositionTrees system seems to me more perspective and flexible. The matter is in two mods I use. AE and HR, So I never start AAF by myself. Only NPC triggers scenes. And main purpose is to let them joining and exiting currently started animation. Transitioning MF to MMMF and after some time back to MF. Autonomly. But there is some bug, when animation transforming in awful clusterfuck, which never ends. Actors don't exit animation, if it is PositionTree. Moreover, only one (first branch) is playing in nonstop mode. I found solution in AnimationGroupData.xml strings. thanks to Dadobaking's Wiki. There is very useful words "switchTo" and "exitActors". Anl ExitActors works only in non-sequential Stages. But it works weird - unoreded. So I had to make two stages. First for playing main scenario one after another in order, and last animation sends to coresponding group, so called Finish. There is only one animation (usually final, they call them something like - finish, climax or orgasm). And added exitActors="0,1". That works somehow. No more infinite scenes around settlement or wherever. RZF4S_animationGroupData.xml 5.79 kB · 0 downloads Cool I realized today in the position files I sent was an earlier version where I forgot the location="SingleBeds,DoubleBeds" etc.. on that staged entries at the bottom. 1
Jeffey67 Posted July 25, 2023 Posted July 25, 2023 Damn, that Fist-prelude in proneBedTender is so awsome... 1
elzee Posted August 2, 2023 Posted August 2, 2023 Hello, I hope you can add some slap sounds at least.
RohZima Posted August 3, 2023 Author Posted August 3, 2023 13 hours ago, elzee said: Hello, I hope you can add some slap sounds at least. Hey. I don't have a way to add info into the hkx at the moment. So I need to find another solution, with AAF actions or editing hkx files directly. So maybe in the future, when I have a bit more time. 2
elzee Posted August 3, 2023 Posted August 3, 2023 1 hour ago, RohZima said: Hey. I don't have a way to add info into the hkx at the moment. So I need to find another solution, with AAF actions or editing hkx files directly. So maybe in the future, when I have a bit more time. Hi. If you can tell me the timing/pace of slap for each animation, I can do it for you. 2
RohZima Posted August 4, 2023 Author Posted August 4, 2023 21 hours ago, elzee said: Hi. If you can tell me the timing/pace of slap for each animation, I can do it for you. Really? That's great if you can. I can provide that info. I'll need to learn how to do it for future... Can you talk on either my discord - https://discord.gg/K22qCWuu or the AAF discord. I'll get the info for the current animations this weekend.
RohZima Posted August 4, 2023 Author Posted August 4, 2023 I made an open discord guys you can join to discuss the anims or outfits I make and make suggestions etc. https://discord.gg/K22qCWuu 3
Mr Zombie Brain Posted September 18, 2023 Posted September 18, 2023 On 7/21/2023 at 6:45 PM, Jeffey67 said: Oh, Thank u for keeping a theme) Now it looks very neat and good ordered? Unfortunately, I had to shift effort to Stages animation. Although PositionTrees system seems to me more perspective and flexible. The matter is in two mods I use. AE and HR, So I never start AAF by myself. Only NPC triggers scenes. And main purpose is to let them joining and exiting currently started animation. Transitioning MF to MMMF and after some time back to MF. Autonomly. But there is some bug, when animation transforming in awful clusterfuck, which never ends. Actors don't exit animation, if it is PositionTree. Moreover, only one (first branch) is playing in nonstop mode. I found solution in AnimationGroupData.xml strings. thanks to Dadobaking's Wiki. There is very useful words "switchTo" and "exitActors". Anl ExitActors works only in non-sequential Stages. But it works weird - unoreded. So I had to make two stages. First for playing main scenario one after another in order, and last animation sends to coresponding group, so called Finish. There is only one animation (usually final, they call them something like - finish, climax or orgasm). And added exitActors="0,1". That works somehow. No more infinite scenes around settlement or wherever. RZF4S_animationGroupData.xml 5.79 kB · 26 downloads will the animations be staged if i dropped this xml this in the AAF folder?
Jeffey67 Posted September 18, 2023 Posted September 18, 2023 3 hours ago, Mr Zombie Brain said: will the animations be staged if i dropped this xml this in the AAF folder? No, try this instead. RZF4S.7z 1
Mr Zombie Brain Posted September 19, 2023 Posted September 19, 2023 21 hours ago, Jeffey67 said: No, try this instead. RZF4S.7z 2.86 kB · 6 downloads yes! it worked ty! i have question if i want to increase the time of a specific stage in the animation do i change the frames number? so lets say doggystyle staged animation all the frames are set to 240 if i changed this will the played stage last longer? For example: <animation id="RZ_DoggyGroundTender01" frames="240"> <actor gender="F" stopOverlaySet="Back" idleForm="00F99"> </actor> <actor gender="M" idleForm="00F9A"> </actor> </animation> Frames are: <frames="240"> If i made it into: <frames="500"> will this specific stage last longer?
Jeffey67 Posted September 20, 2023 Posted September 20, 2023 4 hours ago, Mr Zombie Brain said: yes! it worked ty! i have question if i want to increase the time of a specific stage in the animation do i change the frames number? so lets say doggystyle staged animation all the frames are set to 240 if i changed this will the played stage last longer? For example: <animation id="RZ_DoggyGroundTender01" frames="240"> <actor gender="F" stopOverlaySet="Back" idleForm="00F99"> </actor> <actor gender="M" idleForm="00F9A"> </actor> </animation> Frames are: <frames="240"> If i made it into: <frames="500"> will this specific stage last longer? No as far as I know. But you can loop it twice or more by adding >>loops="2"<< in stages xml. add it after certain animation name. loops="2-5" means random times loop between two and five. 2
eflat01 Posted September 21, 2023 Posted September 21, 2023 (edited) On 9/19/2023 at 8:42 PM, Jeffey67 said: No as far as I know. But you can loop it twice or more by adding >>loops="2"<< in stages xml. add it after certain animation name. loops="2-5" means random times loop between two and five. That's the way It should be dealt with it, fact is I'd rather control it in the staged anyway since is preferred sequenced positioning. Frames is the actual number of frames (akin like taking page flipping snapshots) in the animation. Edited September 21, 2023 by eflat01 1
RohZima Posted December 1, 2023 Author Posted December 1, 2023 Hi guys. Sorry I haven't updated in a while. The news is sound effects are definitely coming to this mod (they are already working and sound great), as well as group stuff... That's what I'm doing now. The sfx adds a lot more than I even expected. Thanks to @kziitd for sourcing some good ones for me, and @elzee for helping me find the way to add animations while using blender which requires an extra step. 16
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