emoboyy21k Posted July 20, 2023 Posted July 20, 2023 does anybody know anyway you can reload a kinky anim package in game? i don't find funny the fact of restarting my game everytime i want to update my packages since kinky mod makes game's loading times longer as usual, just for being 4 minutes testing my packages!! if someone could bring me useful info about i would appreciate it!!
Clydie Posted July 21, 2023 Posted July 21, 2023 (edited) The animation file itself could work, but not the corresponding OKW (XML) file. The XML will be loaded with KW on startup. But expect sometimes a game freeze if you replace the animation file while the game is running. Sometimes it helps to go into the world editor and back without saving. However, best is to setup a very small world with one family only for testing animations and always start the game when you did changes. Edited July 21, 2023 by Clydie 2
Jim__ Posted July 29, 2023 Posted July 29, 2023 (edited) Have you tried removing the animation from the animation package list within KW settings? Not sure if it'll work, but could and just retype it back in. In theory should tricked the game into it being unloaded then loaded back in once you re-add it? Worth a see Edited July 29, 2023 by Jim__ 1
landess Posted July 31, 2023 Posted July 31, 2023 On 7/21/2023 at 9:48 AM, Clydie said: But expect sometimes a game freeze if you replace the animation file while the game is running. This is my experience ANYTIME I change/add/remove package files while the game runs. I just don't do it now. Pretty sure anyone whom makes content or wants to test things will use the smallest world empty of anything for fast loading. 3
Clydie Posted July 31, 2023 Posted July 31, 2023 (edited) 10 hours ago, landess said: This is my experience ANYTIME I change/add/remove package files while the game runs. I just don't do it now. You are right, don't do it. The point I was trying to make was, if you change something on an -already installed- animation, i.e. actor placement, movement, adding (change) sound or even add animation effects, then this changes are visible in the game once you overwrite this package in the mod folder while the game is running. In other words, I have the game running, then I see i.e. a misalignment of an actor from an animation I work on. Then I open the corresponding *.blend file in blender, correct the animation, export it and import (and replace it) in my animation package. This changed package I just copy into the mod folder and overwrite the existing one. (All that while the game is running.) But as said, it never will work this way if you change something in the OKW XML. (or add/delete saved sims or any objects a.s.o.) Thought this was the question from @tu gatitia. who -as I understand- work on animations and who is quiet since he brought this up. By the way, I am happy to see you do some posts again in addition to your much appreciated screen shoots ? Edited July 31, 2023 by Clydie 2
emoboyy21k Posted August 5, 2023 Author Posted August 5, 2023 On 7/31/2023 at 11:54 PM, Clydie said: You are right, don't do it. The point I was trying to make was, if you change something on an -already installed- animation, i.e. actor placement, movement, adding (change) sound or even add animation effects, then this changes are visible in the game once you overwrite this package in the mod folder while the game is running. In other words, I have the game running, then I see i.e. a misalignment of an actor from an animation I work on. Then I open the corresponding *.blend file in blender, correct the animation, export it and import (and replace it) in my animation package. This changed package I just copy into the mod folder and overwrite the existing one. (All that while the game is running.) But as said, it never will work this way if you change something in the OKW XML. (or add/delete saved sims or any objects a.s.o.) Thought this was the question from @tu gatitia. who -as I understand- work on animations and who is quiet since he brought this up. By the way, I am happy to see you do some posts again in addition to your much appreciated screen shoots ? As far as i see, this issue will remain forever since OnikiKay didn't update Kinky Mod in years and doesn't seem like she/he is planning to make any update. It's not quite a big problem, but it could be great if at least you had a way to test your animations without wasting so much time. I appreciate all the replies on the topic though! I'm also happy to see you remain on this forum @Clydie! An actually loyal member ;) 1
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