Popular Post Gray User Posted February 8, 2024 Popular Post Posted February 8, 2024 View File Gray's Bondage Animations (Development Tool - Beta) NOTICE: I am not right now working on BG3. Might work on it again in future, might not. If anyone want to use this mod, I give permission to update/fork/whatever. If anyone want raw files to edit, pm me and if I still have them I will send. If I start modding BG3 again I will post notice and updated animation packs. Important: This is a proof of concept release. It is meant for mod developers who are interested in making BDSM mods and need test animations. If you would like to test them, you can replace existing animations. I tested them by replacing Public\Shared\Assets\Characters\_Anims\_Cinematic\Act01\TUT\TUT_HelmTransponder\HUM_F_Rig\HUM_F_Rig_Solo_Standing_F.gr2 from Lune's framework. It is not a pak'd mod, it cannot be installed using a manager, and it will not do anything by itself. It is just a collection of loose animations for development use. Description: There are four loose gr2 animations (hogtie, frogtie, sidetie, kneeling), each is 562 frames (probably 18 seconds) and can be looped. The animations are still a little rough. Once there is an actual use for them, probably I will tighten things up a bit with some of the motion, but these get the idea across for now. They were made using the female T1 rig, but should work for any human-like character. Also, they all use an 'arms behind' style, which will hopefully make them compatible with any armbinder/singleglove that is later made. Acknowledgements, terms of use, other: A big thanks to Lune. I was not planning to mod BG3 until they released word that they made an animation framework and a working human rig. Please use these to make mods. But you cannot charge for a mod that includes these and you cannot post it to Nexus (LL is ok, a private-ish discord is ok). If you are making a mod that is based on these, you can DM me or post questions and things. As there is demand from mod developers, so will I make more animations. If you are interested in making variations, I can send blender files of the base poses or the final animations, just ask. Submitter Gray User Submitted 02/07/2024 Category Baldur's Gate 3 22
rocketdog0 Posted February 8, 2024 Posted February 8, 2024 This is awesome!! Thank you so much for doing this. I'm not an animator sadly, but I'm eager to see what other people end up doing with these! 3
Machiavelique Posted February 14, 2024 Posted February 14, 2024 I love your work, your anims make me want to try modding Bg3. If I could get started I'd do it straight away, but I prefer to finish other things first 2
Falleris Posted February 19, 2024 Posted February 19, 2024 I'm not a modder but I am very much looking forward to the possibility of rope having a use in game. 1
Gray User Posted February 21, 2024 Author Posted February 21, 2024 Okay, where this is at: Because of how animating is (human rig only for now), I want to make a defeat style mod where you 'abandon' a party member in order to end combat, and then the game plays a looping animation of a bad end for that character. Scripting needs: (the animating I can do, but no point making animations without proof of concept) 1 force end combat on ability use 2 bring camera in close to abandoned actor 3 start looping animation on actor 4 play some background chatter that is linked to what kind of enemy is preset (I can not animate enemies, so they are just shown as vocals off screen). 5 kills or debuffs actor at the end of the scene If anyone is interested in this project and is good at Lua, maybe PM me or post here. Otherwise I will do what I can and it will work or not. 6
nexusmeister Posted February 27, 2024 Posted February 27, 2024 Sounds interesting Gray User, I lack skill but can toss out ideas. They have a capture system of sorts with the iron flask that is in the game, and they have hireling recruits with Withers. Using these sorts of animations, which are very good, maybe a way to subdue an npc like you are talking of working out , could be made. Something where the player can throw bolas at a weakened foe or throw a magic collar and trap an NPC. Would be good to have merchants selling "hirelings" like too that so you can then bring your unwilling "hirelings" to and sell if need be or pick up ones that interest you for the right coin. Then use them as an unwilling companion, possibly with options to tie them up or subdue them if they turn aggro again and try to escape. Just an observation.
MainMansrevenge Posted February 29, 2024 Posted February 29, 2024 Cool, I look forward to seeing what people create from this
KombatWombat47 Posted June 29, 2024 Posted June 29, 2024 Very cool, thanks for making this, hoping someone can use your tools.
daijobu Posted July 26, 2024 Posted July 26, 2024 Fantastic stuffs, thank you very much for making it! Hope we will be able to see some stuffs coming out of this in the future.
Siudhne Posted August 12, 2024 Posted August 12, 2024 (edited) Grayt work! 🫠 How difficult do you imagine would it be to create a hands-behind-back walking animation? Edited August 13, 2024 by Siudhne
Siudhne Posted November 6, 2024 Posted November 6, 2024 On 2/21/2024 at 7:01 PM, Gray User said: Okay, where this is at: Because of how animating is (human rig only for now), I want to make a defeat style mod where you 'abandon' a party member in order to end combat, and then the game plays a looping animation of a bad end for that character. [...] If anyone is interested in this project and is good at Lua, maybe PM me or post here. Otherwise I will do what I can and it will work or not. Alright, so it's been a while since you wrote this, but I've just recently gotten into BG3 modding - specifically, scripting. Like every good degenerate I'd like to see a defeat style mod, so here's where I'm at: force end combat on ability use - everybody else fleeing from combat should be possible I think. There's also a "LeaveCombat" function but I suspect (untested) combat might restart immediately if there are still hostiles in the vicinity. bring camera in close to abandoned actor - seen it done in other mods, certainly possible start looping animation on actor - easy in principle, but a lot to consider: remove the actor from the party temporarily, else clicking on the portrait interrupts the looping animation with the default idle animation; disable control of everybody else, lest they ruin or animation; make the actor untargetable; although thinking of it, since we just want an animation to play outside of combat, we could just use the Sex framework to handle all that. play some background chatter that is linked to what kind of enemy is preset (I can not animate enemies, so they are just shown as vocals off screen). - hard, maybe impossible, I'd have no idea where to begin searching for these sound files but I think we can work around this. How about this: actor tied up and naked, other enemies standing around (possible naked), camera fade to black, play generic moans and grunts. Lining up enemies is probably some work, but might get away with just focusing on the actor + fade to black for a start. kills or debuffs actor at the end of the scene - simple Gameplay concerns: We probably have to teleport fallen party members to camp when using the 'abandon' ability. It would be a bit immersion breaking, but I don't see many uses for the 'abandon' ability other: Either my party is up and running, in which case I probably have a fighting chance and won't use it. Or my party is down by two or three members, in which case there aren't many party members left I could rescue by sacrificing one. All in all, it seems doable, albeit a bit of work, but I'm not quite convinced it's worth the effort. However, if somebody is up for task I'll gladly support where I can. But what I'd really like is a "Defeat Alternative" which removes the game over screen and replaces it with some animations and debuffs, and a chance to rescue your party members with the rest of the party. The tricky part is detecting a would-be "game over" and tricking the game into continuing regardless. 1
Gray User Posted November 7, 2024 Author Posted November 7, 2024 18 hours ago, Siudhne said: Alright, so it's been a while since you wrote this, but I've just recently gotten into BG3 modding - specifically, scripting. Like every good degenerate I'd like to see a defeat style mod, so here's where I'm at: force end combat on ability use - everybody else fleeing from combat should be possible I think. There's also a "LeaveCombat" function but I suspect (untested) combat might restart immediately if there are still hostiles in the vicinity. bring camera in close to abandoned actor - seen it done in other mods, certainly possible start looping animation on actor - easy in principle, but a lot to consider: remove the actor from the party temporarily, else clicking on the portrait interrupts the looping animation with the default idle animation; disable control of everybody else, lest they ruin or animation; make the actor untargetable; although thinking of it, since we just want an animation to play outside of combat, we could just use the Sex framework to handle all that. play some background chatter that is linked to what kind of enemy is preset (I can not animate enemies, so they are just shown as vocals off screen). - hard, maybe impossible, I'd have no idea where to begin searching for these sound files but I think we can work around this. How about this: actor tied up and naked, other enemies standing around (possible naked), camera fade to black, play generic moans and grunts. Lining up enemies is probably some work, but might get away with just focusing on the actor + fade to black for a start. kills or debuffs actor at the end of the scene - simple Gameplay concerns: We probably have to teleport fallen party members to camp when using the 'abandon' ability. It would be a bit immersion breaking, but I don't see many uses for the 'abandon' ability other: Either my party is up and running, in which case I probably have a fighting chance and won't use it. Or my party is down by two or three members, in which case there aren't many party members left I could rescue by sacrificing one. All in all, it seems doable, albeit a bit of work, but I'm not quite convinced it's worth the effort. However, if somebody is up for task I'll gladly support where I can. But what I'd really like is a "Defeat Alternative" which removes the game over screen and replaces it with some animations and debuffs, and a chance to rescue your party members with the rest of the party. The tricky part is detecting a would-be "game over" and tricking the game into continuing regardless. This is a good idea. I have not modded BG3 in months (working on Starfield). I think this would work. I would set to stop combat, trigger sex scenes. Kill or debuff or bondage at the end. Best would be if bondaged PC get removed from party and have to be rescued. But so many things could break if PC getting removed/added from party a lot. Maybe there is way to kill the PC, make a clone of them that sits in the gameworld, and then respawn PC after rescue? Could game over detect be a 'if PC enters bleedout and no other PC in active party'? Do not know what the exact detects are for other PCs in party (and what if they are fled combat?) If you get the framework running to do a version of this and you think it is good, PM me and I can make more animations. Only thing - I do not know if I can make modifies of existing animations (like a bound walk/run/sneak set). I think that would need access to how game blends animations which I do not know about.
sen4mi Posted November 7, 2024 Posted November 7, 2024 (edited) Can character customization be retrieved from the PC, and set on the PC? I think you would need this for a clone of the PC (to be bound). If so, a workaround for removing the PC from the party (and, thus, preventing control of the PC's movement or gear) would be to add some other npc to the party, and temporarily setting the PC's appearance (including name) to be that npc. (Or, failing that, make the npc explicitly be a doppelganger of the PC. But a different appearance would I think be better for conveying this story concept.) Edited November 7, 2024 by sen4mi
MaLaKrus Posted April 27, 2025 Posted April 27, 2025 Is it possible to add this poses in photomode from patch 8?
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