ShadyKitsune Posted July 21 Posted July 21 2 hours ago, VNLXV said: Quitting Palworld Modding right before 1.0 comes out is a wild move. Dude could of grew his patreon to massive #s Considering he hasn't quit, he's taking a break from it for now.
KillerXxx25 Posted July 21 Posted July 21 Someone needs to find a way to replay those animations in 1.0 pleeeeaaaase 😫😫😫🙏🙏 2
Saraniamic Posted July 23 Posted July 23 What an unfortunate time to take a break from modding. Oh, well. I'll wait for you to return before I try 1.0, then. 1
Logan8 Posted July 25 Posted July 25 Even though it's not updated will still having the mod installed break the game?
Flying Falcon Posted July 26 Posted July 26 so .. looks like i'm not the only one who wanted this mod with 1.0 release.. and has the latest updated requirements .. for now i'll place this mod on follow and wait for news. the options it introduces are plenty and the poses are nice. ... please return to this mod ASAP..
ShadyKitsune Posted July 26 Posted July 26 9 hours ago, Logan8 said: Even though it's not updated will still having the mod installed break the game? It will not break your game to have any animation packs installed, the only thing currently is that without any proper working appropriate model, the player animations will turn you into spaghetti (Bakkas has a working nude male, but I've heard nothing for females otherwise) 1
vault wanderer Posted July 27 Posted July 27 are there any other updated animators like grey that use Tbox models? I see the ones that updated in the modding guide are all with the normal pals with added genitalia, I guess I prefer anthro over full furry 1
ShadyKitsune Posted July 28 Posted July 28 18 hours ago, vault wanderer said: are there any other updated animators like grey that use Tbox models? I see the ones that updated in the modding guide are all with the normal pals with added genitalia, I guess I prefer anthro over full furry Greyu is pretty much the only one who uses TBox models, everyone else uses Jackal/Z3N or Bakkas' feral skins, so you're kind of between a rock and a hard place for now. 4
jordan552277 Posted August 1 Posted August 1 (edited) Seeing as how I'm not into beastiality (and will mostly avoid expressing my opinions on those who are) and don't know any other anthro pal mods, I am also looking forward to this mod getting revived. Edited August 1 by jordan552277 correcting spelling
gggeeetttrrr2 Posted August 1 Posted August 1 I dont have any animation event, when I look at animation event list from mod menu, its empty, also when I enter the game it says "_LoadList.json was not found or failed to load" When I look at the files, I dont see any _LoadList.json it didnt came when I downloaded
6Daniel9 Posted August 2 Posted August 2 I'll work on fixing the Tbox versions myself but for information. using Scake version 0.07.03 and Uni version 0.01.10 you can add the animations by putting the pak files in SugarCake folder (Palworld/Pal/Content/Paks/~Mods/SugarCake/) and change the AnimJSON folder to AnimConfig. then in all the JSON files Above you need to add a line in all animations. for example "UniqueID": "SexyAnthroBroncherry_OnBedBoobjob_HumanClimax", "Version": 1, "SEquipReq": [ "Penis" ], "FaceExpress": "HalfClose", "FaceExpressClimax": "Close", "Tags": [ "Boobjob", "Duo", "GreyuAnimPak_T-box_Custom_mesh" ], "IsLooping": false, "IsErotic": true, "IsClimax": true, "SpeedDefault": 1.0, "StartTime": 0.0, "AnimSet": [ { "CharacterID": [ "Human", "Player" ], "TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/Human/SK_PalHuman_Skeleton.SK_PalHuman_Skeleton", "AssetPath": "/Game/Mods/GreyuAnimPacCustomMesh/SexyAnthroBroncherry_OnBedBoobjob_Climax_HumanFeelingIt_Montage" the Targetskeleton is the line to add above the AssetPath line now for each Target Skeleton they need to match the first Character Id, for example "UniqueID": "SexyMozzarinaNursingHandjobxHuman_Mozzarina", "Version": 1, "SEquipReq": [ "Female" ], "FaceExpress": "Default", "FaceExpressClimax": "Default", "Tags": [ "NursingHandJob", "Duo", "GreyuAnimPak_T-box_Custom_mesh" ], "IsLooping": true, "IsErotic": true, "IsClimax": false, "SpeedDefault": 1.0, "StartTime": 0.0, "AnimSet": [ { "CharacterID": [ "CowPal" ], "TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/CowPal/SK_CowPal_Skeleton.SK_CowPal_Skeleton", "AssetPath": "/Game/Mods/GreyuAnimPacCustomMesh/SexyMozzarina_NursingHandjob_Mozzarina_Montage", "Scale": "1.0-1.7_1.0" the human/palhuman is replaced with CowPal. this is how to fix this mod for the most recent Sugarcake and uni.
Veiled Seer Posted August 2 Posted August 2 2 hours ago, 6Daniel9 said: I'll work on fixing the Tbox versions myself but for information. using Scake version 0.07.03 and Uni version 0.01.10 you can add the animations by putting the pak files in SugarCake folder (Palworld/Pal/Content/Paks/~Mods/SugarCake/) and change the AnimJSON folder to AnimConfig. ... this is how to fix this mod for the most recent Sugarcake and uni. You also need to correct the "Climax" types to instead reference "Orgasm", and "FaceExpression" to "Emotion". Be careful to not just auto replace them word for word though, as the asset path can include the words (and as such will be invalid if the name is incorrect). Fun fact: There is no need for the characterID definition on pals. You only need the skeleton reference, and then even if new variants are added (be it by the game or a mod) all the animations will work as long as the model skeleton is the same.
6Daniel9 Posted August 2 Posted August 2 29 minutes ago, Veiled Seer said: You also need to correct the "Climax" types to instead reference "Orgasm", and "FaceExpression" to "Emotion". Be careful to not just auto replace them word for word though, as the asset path can include the words (and as such will be invalid if the name is incorrect). Fun fact: There is no need for the characterID definition on pals. You only need the skeleton reference, and then even if new variants are added (be it by the game or a mod) all the animations will work as long as the model skeleton is the same. so for changing Climax I can't use the replace all feature because Climax is in some of the asset path names. but the FaceExpress to Emotion I can because no asset path has FaceExpress in its name.
Veiled Seer Posted August 2 Posted August 2 (edited) On 8/2/2026 at 1:00 PM, 6Daniel9 said: so for changing Climax I can't use the replace all feature because Climax is in some of the asset path names. but the FaceExpress to Emotion I can because no asset path has FaceExpress in its name. Just make sure to replace the exact wording and you'll be fine. "IsClimax" -> "IsOrgasm" (quotation marks included). In the end the file should have: "FaceExpress" to "Emotion" "FaceExpressOrgasm" to "EmotionOrgasm" "IsClimax" to "IsOrgasm" "GlobalClimaxVar" to "GlobalOrgasmVar" "SlotsToClimax" to "SlotsToOrgasm" I have done this editing for Sibelyx, JohnD and Bakka's as well, and everything is working as intended. Well, aside from a select few anims just not being detected at all from Sibelyx. For packs yet to update for the 1.0 release human skeleton I am just holding off on the editing, as the update may very well have the fix, or it adds more animations and I'd have to redo it (partly) anyway. Edited August 8 by Veiled Seer EDIT UNLOCKED WOOHOO
Veiled Seer Posted August 2 Posted August 2 (edited) On 8/2/2026 at 1:17 PM, Veiled Seer said: "FaceExpresisonOrgasm" to "EmotionOrgasm" Well, edit though I can't edit: FaceExpressionOrgasm meant to be FaceExpressClimax. Edited August 8 by Veiled Seer
6Daniel9 Posted August 2 Posted August 2 28 minutes ago, Veiled Seer said: Just make sure to replace the exact wording and you'll be fine. "IsClimax" -> "IsOrgasm" (quotation marks included). In the end the file should have: "FaceExpression" to "Emotion" "FaceExpresisonOrgasm" to "EmotionOrgasm" "IsClimax" to "IsOrgasm" "GlobalClimaxVar" to "GlobalOrgasmVar" "SlotsToClimax" to "SlotsToOrgasm" I have done this editing for Sibelyx, JohnD and Bakka's as well, and everything is working as intended. Well, aside from a select few anims just not being detected at all from Sibelyx. For packs yet to update for the 1.0 release human skeleton I am just holding off on the editing, as the update may very well have the fix, or it adds more animations and I'd have to redo it (partly) anyway. ok I'll work on it. thanks for the info.
Guarrita Posted August 5 Posted August 5 I really pray Greyu comeback soon, is the only one that use TBox models :(, if anyone can continue or update their animations i will very grateful. But i know i ask to much because the space needed to mod palworld... Dear lord
ShadyKitsune Posted August 6 Posted August 6 4 hours ago, Guarrita said: I really pray Greyu comeback soon, is the only one that use TBox models :(, if anyone can continue or update their animations i will very grateful. But i know i ask to much because the space needed to mod palworld... Dear lord He's currently taking a break/enjoying the update. Just give it time, otherwise there were never a lot of animators to begin with. Otherwise, he could be waiting for something before he chooses to pick up where he left off as I've been catching murmurs of another framework in the works as of late, since very few of the creators are on good terms with using the current option. 2
niechcemisie Posted 17 minutes ago Posted 17 minutes ago Hey on what version of palworld do Greyu anims still work? I got required SCake and UI mod to make it work but i'm not sure what version it will accept.
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