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[Mod]Sibelyx's Animation Pack


Sibelyx

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Posted
4 hours ago, PluMelody said:

Can't for the life of me get this to work, none of the animations will even load into the list.  Got Sugar Cake installed and am able to go into the menu in UniPal, but no matter what I try I can't seem to get Sibelyx or Bakkas anims to load

 

If you're using any version above 0.6.18, they won't work with it at all by design. They're intentionally held back.

 

Otherwise, all animation packs are broken with the 1.0 update due to the player model having changes done that requires every animator to update the skeleton.

  • 3 weeks later...
Posted

I wanted to load this into S cake but its not recognizing these animations. do these animations not work with the most up to date versions of S cake or Uni? I use Scake version 0.07.03 and Uni version 0.01.10. is there something i'm missing like a file i need to run to add your animations to Scake?

Posted (edited)

Nvm my previous post. found out how to get Scake to reconise these animations but they all fail due to NoSkelitonFound. To get them to load put the SibelyxAnimations_Public.pak file in the SugarCake folder (Palworld/Pal/Content/Paks/~Mods/SugarCake/) and change the AnimJSON folder to AnimConfig

 

to fix this i'm testing if adding

"TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/Human/SK_PalHuman_Skeleton.SK_PalHuman_Skeleton", above any of the asset paths example

 

"TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/Human/SK_PalHuman_Skeleton.SK_PalHuman_Skeleton",

"AssetPath": "/Game/Mods/SibelyxAnimations_Public/Tarantriss_Cunnilingus_Tarantriss_Loop",

 

not sure if it will work. i'll reply with confirmation if it works.

Edited by 6Daniel9
Posted
44 minutes ago, 6Daniel9 said:

confirmed doing the above steps worked. this is the fixed version for the most recent Sugarcake and Uni. follow steps above for file locations. this file in the AnimConfig folder.

 

SibelyxAnimations_Public.json 193.83 kB · 1 download

Thanks! Now I see the animations loaded on the animation register in Sugar Cake, but I can't seem to actually choose that animation with the pals (other packs' animations work just fine tho)

Posted

6Danbiel9. Thanks for the update. I tried your fix to the T. Animation are registering in game but still receiving the skele error on every asset. Reconfirmed the targetskeleton fix multiple times. Its not changed into a .txt file as-well. Any ideas why skeletons are still not working for me?

Again huge thank you to you and Sybil. Been trying for days to get this to work and so close lol.

Posted
43 minutes ago, Manbearlove said:

6Danbiel9. Thanks for the update. I tried your fix to the T. Animation are registering in game but still receiving the skele error on every asset. Reconfirmed the targetskeleton fix multiple times. Its not changed into a .txt file as-well. Any ideas why skeletons are still not working for me?

Again huge thank you to you and Sybil. Been trying for days to get this to work and so close lol.

is the pak file and my edit in the correct locations I provided?

Posted

I seem to have figured out where the issue lies in 6Daniel9's updated .json file. (Unless I'm the only one for some reason experiencing this issue; could just be a gamepass specific thing after converting all the .paks to .utoc & .ucas using the retoc method to make mods work with the gamepass version).

 

2 hours ago, 6Daniel9 said:

Nvm my previous post. found out how to get Scake to reconise these animations but they all fail due to NoSkelitonFound. To get them to load put the SibelyxAnimations_Public.pak file in the SugarCake folder (Palworld/Pal/Content/Paks/~Mods/SugarCake/) and change the AnimJSON folder to AnimConfig

 

to fix this i'm testing if adding

"TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/Human/SK_PalHuman_Skeleton.SK_PalHuman_Skeleton", above any of the asset paths example

 

"TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/Human/SK_PalHuman_Skeleton.SK_PalHuman_Skeleton",

"AssetPath": "/Game/Mods/SibelyxAnimations_Public/Tarantriss_Cunnilingus_Tarantriss_Loop",

 

not sure if it will work. i'll reply with confirmation if it works.

 

Instead of redirecting the "TargetSkeleton" to match the Pals, you've instead redirected everything to target just the Human_Skeleton.

 

Example:

 

For the Tarantriss event, for:

 

"CharacterID": [
            "PurpleSpider"
          ],

 

It should then go to

 

"TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/PurpleSpider/SK_PurpleSpider_Skeleton.SK_PurpleSpider_Skeleton"

Posted
47 minutes ago, MrFreakyDIKI12 said:

Thanks! Now I see the animations loaded on the animation register in Sugar Cake, but I can't seem to actually choose that animation with the pals (other packs' animations work just fine tho)

I 'd like to know how your activating the animations on your other ones as there are multiple mods for that purpose. I used to use lovingpals but that hasn't worked since the update 1.0. tell me what you use and I'll see what's the problem.

Posted (edited)
9 minutes ago, MrFreakyDIKI12 said:

I seem to have figured out where the issue lies in 6Daniel9's updated .json file. (Unless I'm the only one for some reason experiencing this issue; could just be a gamepass specific thing after converting all the .paks to .utoc & .ucas using the retoc method to make mods work with the gamepass version).

 

 

Instead of redirecting the "TargetSkeleton" to match the Pals, you've instead redirected everything to target just the Human_Skeleton.

 

Example:

 

For the Tarantriss event, for:

 

"CharacterID": [
            "PurpleSpider"
          ],

 

It should then go to

 

"TargetSkeleton": "/Game/Pal/Model/Character/Skeleton/PurpleSpider/SK_PurpleSpider_Skeleton.SK_PurpleSpider_Skeleton"

would you be willing to provide a revised edit of my edit then and submit the new Json file when your done? i'll do the same so whoever first I guess? you are correct that I messed up by using human skeleton for all of them.

Edited by 6Daniel9
Posted

 

30 minutes ago, 6Daniel9 said:

I 'd like to know how your activating the animations on your other ones as there are multiple mods for that purpose. I used to use lovingpals but that hasn't worked since the update 1.0. tell me what you use and I'll see what's the problem.

 

Oh I just used SugarCake's default event selection thing with the debug.

 

25 minutes ago, 6Daniel9 said:

would you be willing to provide a revised edit of my edit then and submit the new Json file when your done? i'll do the same so whoever first I guess? you are correct that I messed up by using human skeleton for all of them.

 

This should now work? I tested some of the animations in game and it seems to now work. I used a syntax of stuff to replace things with Notepad++, so there's a good chance I might've missed some if anyone wants to double check it.

 

SibelyxAnimations_Public.json

Posted
26 minutes ago, MrFreakyDIKI12 said:

 

 

Oh I just used SugarCake's default event selection thing with the debug.

 

 

This should now work? I tested some of the animations in game and it seems to now work. I used a syntax of stuff to replace things with Notepad++, so there's a good chance I might've missed some if anyone wants to double check it.

 

SibelyxAnimations_Public.json 197.68 kB · 1 download

We both got it the same. guess now its just to see if it actually works ingame.

Posted

Right now tested the new animation fixes me and MrFreaky did. they now work but the Astregon ones need to be re-positioned which I don't know how to do that. I currently use Scene Builder (SCake Anim Menu) 0.1 to activate animations which seem to use a random animation if multiple animations exist for the actors involved.

Posted (edited)

some animations are broken though they do activate. like for example the cow or frostalion. its because they need updates but the animations do start. 

 

I do know that the Lunaris animations work and its not broken. you'll have to test the pals you like to see if they are broken or not.

Edited by 6Daniel9
Posted
1 hour ago, kemeta said:
I need to put the file here, right?
 
 
 
 
 
 

image.png.f9f243df4110d24cdef8b4cbbfb3e8eb.png

no. the JSON file goes into AnimConfig Folder

 

the SibelyxAnimations_Public.pak file goes into the SugarCake folder

Posted
2 hours ago, 6Daniel9 said:

Right now tested the new animation fixes me and MrFreaky did. they now work but the Astregon ones need to be re-positioned which I don't know how to do that. I currently use Scene Builder (SCake Anim Menu) 0.1 to activate animations which seem to use a random animation if multiple animations exist for the actors involved.

With the newest version of the .json I was able to get it to work. I appreciate the help very much. My earlier problem (had dynamic pals still in mods and in logic mods). After a clean install with newest file works. THANKS TO ALL!

Posted

Interesting to see others went ahead and finished up what I was working on last night, just shortly after I went to sleep. I had a couple anims not wanting to play (most of the ones that require a structure).

Guess I will go about testing if you managed to fix those up.

Also seems some things broke, like Robinquill and Mozzarina.

Posted
On 8/2/2026 at 5:49 AM, ValenH said:

Does it work with PrimalPals to separate between male and female?

This mod of animations are FxF. so it might but all male pals wouldn't be usable. that or animations would break when it uses a male pal.

Posted

By DEFAULT the pack is pure FxF and anim will only play if both sides are marked with the "Vagina" tag. That said, you can easily edit the json to change the tag requirements to make the anims work MxF, or even MxM.

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