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Posted

Staged Animation XMLs

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Purpose:

Add animationGroupData XMLs where necessary and modify positionData XMLs to hide standalone animations that belong in staged animations and add the staged animation group from the animationGroupData XML files.

 

File Versioning Information:

The archive files are versioned as such:

 

The version of the animation pack the XML files are designed to replace followed by the revision number for these files. The revision number  acts like a version number for this project respective to that animation pack. For example, if the version of the animation pack is 1.2.3 and this is the 843rd modification of those XML files for that specific version, the version part towards the end of the file before the ".zip" extension will look like: "1.2.3-843".

 

Anticipated Questions:

1. Why make this?

 

I'm a fan of minimal mods but some mods like to throw in everything and the kitchen sink. Because of this, I don't use the Ultimate AAF Patch (UAP) and instead only use Creature Resources which does not provided fixed XMLs.

 

2. Not all of the animations from an author have their name surrounded in brackets, why is that?

 

The animations with the animator's username in brackets are the animations that are believed to be staged based on the naming scheme used in the author's original positionData files.

 

If it isn't in brackets, then the name of the animation didn't seem to be detected as part of a staged animation with the program I wrote to generate the XML files and it was seen as a single, standalone non-staged animation.

 

3. Why don't you have one for <insert author here>?

 

Either that author already provided animationGroupData and staged positionData files or I don't use their animation pack so I didn't make one for them.

 

4. Will you do one for <insert author here> if their XMLs need one?

 

There's a good chance I won't mind. Just point me to their mod.

 

5. Why are some of the old comments missing in the XML files and why is it formatted differently from the original?

 

I did not create or modify these XML files by hand, not even with an XML editor.

 

I had the XML parsing library I used ignore comments and some comments were malformed to begin with.

 

6. Do I need both the NAF and AAF folders?

 

No, I just have both to support users of either mod and the files are exactly the same. Feel free to delete the folder for the mod you don't use.


  • Submitter
  • Submitted
    07/23/2025
  • Category
  • Requirements
    The respective animation pack you want to replace.

 

Posted (edited)

Thank you for your work. Might I ask if it would be safe to disassociate these animations with UAP?

Or in other words, does this supersede UAP for those anims? I already do this with Leito.

Edited by Madscout
Posted
10 hours ago, OldTimer91 said:

Suggestion:

Make the AAF and NAF installs separate so both don't get installed.

 

Reason:

It will save you and the forum from the headaches that will come over which ...

I've contemplated that and I'll think about it some more. It's easy enough to do, I'm just a bit lazy to do it myself.

 

8 minutes ago, Madscout said:

Thank you for your work. Might I ask if it would be safe to disassociate these animations with UAP?

Disassociate in what way?

 

I don't use the UAP anymore (but I do still use Creature Resources).

 

If you use the UAP with this mod, the UAP provides different names (file names, position names for the animations, etc.) for a lot of the animations it's intended to patch so there shouldn't be any conflicts but you will have duplicates.

Posted (edited)
2 hours ago, Here4SlootyMods said:

Disassociate in what way?

 

I don't use the UAP anymore (but I do still use Creature Resources).

 

If you use the UAP with this mod, the UAP provides different names (file names, position names for the animations, etc.) for a lot of the animations it's intended to patch so there shouldn't be any conflicts but you will have duplicates.

 I guess I am asking if it is ok to run those animations after UAP instead of using the UAP patch for these anims? This instead of that? Rohzima is already not covered by UAP so that one seems straight forward.

Edited by Madscout
Posted

Oh, yeah that should be fine.

 

You will probably end up with duplicate entries because the names are different which will lead to an increased chance of those animations over the other ones but there shouldn't be any bugs.

 

If there are, feel free to report them.

Posted

Hi, thanks for this. I'm a fan of staged animations, and prefer to use squirt cum patch for animations instead of UAP.

I tried Yours patches and had problems with SC and RZ patches. When starting game, AAF froze up on 68% when loading.
Tried to turn off squirt patch. Re-checked if I have proper versions of SC and RZ. But nothing helps.
There is no problem when using only patch for Leito.

 

I removed NAF folders from those mods just in case, but nothing seems to help. 
 

I would be gratefull for any help. :)

Posted
On 7/27/2025 at 10:13 PM, riveth said:

Hi, thanks for this. I'm a fan of staged animations, and prefer to use squirt cum patch for animations instead of UAP.

I tried Yours patches and had problems with SC and RZ patches. When starting game, AAF froze up on 68% when loading.
Tried to turn off squirt patch. Re-checked if I have proper versions of SC and RZ. But nothing helps.
There is no problem when using only patch for Leito.

 

I removed NAF folders from those mods just in case, but nothing seems to help. 
 

I would be gratefull for any help. :)

I'm not entirely sure. Are the XML files I've provided here the only ones providing the animation's positions?

Posted (edited)

Ooof. Been doing a lot of this myself, I don't use UAP either much because of the same reason. I found it to be a lot of work, so good job.

There were a couple of things that stopped working properly for staged animations (like equipment sets and creature transitions) after AAF turned "modern" so I kinda stopped. Reasoning I got from the Discord was that they kinda just want you to use UAP and be done with it.

Edited by sinivii
Posted
On 7/31/2025 at 2:23 AM, Here4SlootyMods said:

I'm not entirely sure. Are the XML files I've provided here the only ones providing the animation's positions?

It occures there was problems with AAF effects mod. I moved Your patches just below corresponding animation mods. Then moved Squirt/ cum patch and simple patch on bottom. Still testing, but now no AAF hangup and a lot more staged animations is called durning aaf scene. 

Posted

An issue was found in the Darthroman animation group.

As far as I know,

<stage animation="DR Fist01" /> should be replaced with

<stage animation="DR_FM_Vag_Fist_01" />

Posted
6 hours ago, agaile said:

An issue was found in the Darthroman animation group.

As far as I know,

<stage animation="DR Fist01" /> should be replaced with

<stage animation="DR_FM_Vag_Fist_01" />

Thank you for the report.

 

In their original positionData XML file (for 1.0.1), Darthroman has 4 positions:

  1. DR Fist01
  2. DR Fist02
  3. DR Fist03
  4. DR Fist04

 

That's why my program grouped them all into a single stage.

 

I've submitted the modified XML files (modifications of their original XML files) to Darthroman. I grouped the first two (vaginal fisting) and the last two (anal fisting) separately. If they do accept it, I'll upload the new XML files that should fix this when they upload their newer version as well.

Posted

The Leito and SC packs are causing the AAF failing to load bug with AAF 1.1.2.   I have tried to load them before or after squirt/cum animation pack and both are the same. The RohZima one works fine regardless of load order.   UAP and Leito Staged are both NOT installed (replaced with Creature Resources and Leito Voice Fix)

Posted
16 hours ago, Mimirue17 said:

The Leito and SC packs are causing the AAF failing to load bug with AAF 1.1.2.   I have tried to load them before or after squirt/cum animation pack and both are the same. The RohZima one works fine regardless of load order.   UAP and Leito Staged are both NOT installed (replaced with Creature Resources and Leito Voice Fix)

Is there a more detailed error message you could perhaps provide?

 

I'm not seeing anything that would cause Leito's or SavageCabbage's XMLs to fail while RohZima's works.

Posted
1 hour ago, Here4SlootyMods said:

Is there a more detailed error message you could perhaps provide?

 

I'm not seeing anything that would cause Leito's or SavageCabbage's XMLs to fail while RohZima's works.

got everything to work for 1.1.1b with the following load in MO2.   Will retest it again with 1.1.2 to see if anything changes.

 



image.png.535c55b037adb4ffd4a17faf349ac3cc.png

Posted (edited)
On 8/6/2025 at 3:55 PM, Mimirue17 said:

The Leito and SC packs are causing the AAF failing to load bug with AAF 1.1.2.   I have tried to load them before or after squirt/cum animation pack and both are the same. The RohZima one works fine regardless of load order.   UAP and Leito Staged are both NOT installed (replaced with Creature Resources and Leito Voice Fix)

 

Running into the same issue with AAF 1.1.2. Though for me it's not just the Leito and SC packs - any one of the Darthroman, Leito, RZ, or SC packs results in AAF failing to load. Unfortunately can't test with AAF 1.1.1 or 1.1.1b as I no longer have them and the public downloads seem to have been removed.

Edited by noctred
Posted
15 minutes ago, noctred said:

 

Running into the same issue with AAF 1.1.2. Though for me it's not just the Leito and SC packs - any one of the Darthroman, Leito, RZ, or SC packs results in AAF failing to load. Unfortunately can't test with AAF 1.1.1 or 1.1.1b as I no longer have them and the public downloads seem to have been removed.

all I can suggest is look at the picture of the animation packs and patches section from the post I made and work from there, it took a lot of work to get them to work but they work great now

Posted
4 hours ago, Mimirue17 said:

all I can suggest is look at the picture of the animation packs and patches section from the post I made and work from there, it took a lot of work to get them to work but they work great now

 

Got them all working with AAF 1.1.2 but it had nothing to do with load order. I had to make the following changes to the XMLs - 

 

- For the Darthroman pack, I had to change the animation references in the animationGroupData files to match the animation labels in the positionData files, rather than the id labels.

- For the Leito, RZ, and SC packs, I had to delete all the entries with 'isHidden=true' from the positionData files and only reference the animation names in the animationGroupData files. Also had to completely disable the 1.0.7 Staged Leito pack.

 

I'm not actually sure why this worked as I don't yet have a good end-to-end understanding of how AAF animations function. I just ran through some basic pattern recognition and used known-good packs as references. Just in case, I tested most of the animations in-game - all the staged groups were present and the animations played properly.

 

No idea why these steps weren't necessary for others but this worked for me.

Posted
On 8/8/2025 at 3:19 AM, noctred said:

 

Got them all working with AAF 1.1.2 but it had nothing to do with load order. I had to make the following changes to the XMLs - 

 

- For the Darthroman pack, I had to change the animation references in the animationGroupData files to match the animation labels in the positionData files, rather than the id labels.

- For the Leito, RZ, and SC packs, I had to delete all the entries with 'isHidden=true' from the positionData files and only reference the animation names in the animationGroupData files. Also had to completely disable the 1.0.7 Staged Leito pack.

 

I'm not actually sure why this worked as I don't yet have a good end-to-end understanding of how AAF animations function. I just ran through some basic pattern recognition and used known-good packs as references. Just in case, I tested most of the animations in-game - all the staged groups were present and the animations played properly.

 

No idea why these steps weren't necessary for others but this worked for me.

I got Leito and SC to work but Darthroman ones stop AAF from loading 100%.   I will try to replace the animations reference like you mentioned instead of it referring to ID names.

 

this is with AAF 1.1.1b  

Posted

The animations with

isHidden="true"

are all standalone animations that my program deemed a part of a staged animation. Setting them to hidden makes it so that the animation framework chooses the staged animation.

 

Otherwise the scene might immediately start at the orgasm animation which doesn't make much sense.

 

Do either of you happen to use Brave's animations? These XML changes don't need to apply to Brave's animations because they already have some standalone animations and occasionally they're a part of a staged animation which Brave has also handled with proper animationGroup and positionData XML files. I'm curious if either of you get these oddities with that animation pack.

 

Also, are either of you using other XML file patch mods that affect those animation packs?

Posted
2 hours ago, Here4SlootyMods said:

The animations with

isHidden="true"

are all standalone animations that my program deemed a part of a staged animation. Setting them to hidden makes it so that the animation framework chooses the staged animation.

 

Otherwise the scene might immediately start at the orgasm animation which doesn't make much sense.

 

Do either of you happen to use Brave's animations? These XML changes don't need to apply to Brave's animations because they already have some standalone animations and occasionally they're a part of a staged animation which Brave has also handled with proper animationGroup and positionData XML files. I'm curious if either of you get these oddities with that animation pack.

 

Also, are either of you using other XML file patch mods that affect those animation packs?

here is my mod setup in MO2 to see if you see anything that could be effecting this.   The only part not working for me is currently Darthroman which is inactive currently.

 



image.png.47fed5ee9d2b706bb9bfddb4d2d61de5.png

Posted (edited)
13 hours ago, Here4SlootyMods said:

The animations with

isHidden="true"

are all standalone animations that my program deemed a part of a staged animation. Setting them to hidden makes it so that the animation framework chooses the staged animation.

 

Otherwise the scene might immediately start at the orgasm animation which doesn't make much sense.

 

Do either of you happen to use Brave's animations? These XML changes don't need to apply to Brave's animations because they already have some standalone animations and occasionally they're a part of a staged animation which Brave has also handled with proper animationGroup and positionData XML files. I'm curious if either of you get these oddities with that animation pack.

 

Also, are either of you using other XML file patch mods that affect those animation packs?

 

Yeah sorry, to clarify - I didn't just delete the 'isHidden' flag, I deleted (in its entirety) every single animation entry in the positionData files which had that flag set to true. This was the only way I could get AAF to load. Unless I'm misunderstanding something, deleting them shouldn't cause any harm since we don't want AAF to select those animations anyway. From my testing, the staged animation groups continued to work as expected.

 

I do use Brave's anims but I've never had any issues with that pack.

 

I don't think I have any other mods which are patching those packs. I excluded them from UAP and I disabled Leito's staged patch as mentioned.

Edited by noctred
Posted (edited)

From a bit of trial and error, I found that these pairs of xmls seem to be breaking AAF on my set up.

image.png.6a19815cbdccff882d09f65ce0eba4e4.png

I am using UAP and Cabbage's 1.3.0, if that matters.

 

Also from what's I've tested, your animation sequences don't appear to be timed, so some groups let looped due to animation being short and some don't get played to the end due to them being longer.

Edited by Hoshii_Miki
Posted
7 hours ago, georgechalkias said:

If I have UAP, do I untick the SC's animation patch and use yours instead if I want to use 1.3.0?

you uncheck SC using 1.3 in UAP by default, per instructions in "the Manual"

Posted (edited)
On 8/15/2025 at 2:18 PM, Hoshii_Miki said:

From a bit of trial and error, I found that these pairs of xmls seem to be breaking AAF on my set up.

image.png.6a19815cbdccff882d09f65ce0eba4e4.png

I am using UAP and Cabbage's 1.3.0, if that matters.

 

Also from what's I've tested, your animation sequences don't appear to be timed, so some groups let looped due to animation being short and some don't get played to the end due to them being longer.


Sadly, timing with GroupData is only possible by summing up the amount of frames with the loose animations, and even then when calculated to the last frame, it sometimes overshoots in the loop..

I would love to see someone making a patch for all popular anim mods that utilize PositionTrees. They are lot less fault sensitve when it comes to timing + they have force flags for exit and branches. UAP provided Trees for alot of anims, but never finished it all the way..

When using GroupData for anims, you need to determin a total time you want your anims to play, like 60 seconds. Anims do 30 frames a second 60x30=1800 frames. Most loose anims default to 500 frames per anim. So yeah, if the group has 5 anims, that will total in 2500 frames, and it wont reach the last anim in the group if your anim time is 60 seconds. If the group contains 3, it does 1500 frames and will loop back to the first entry, until total frames has been reached.

Unless there is an option with the Groupdata method that im unaware of, it requires some handwork in the animationdata files to uniform frames to your set time. Loop=0 in the animationgroup data files is posible on the last entry if you want to prevent loopback within the group, but it will just repeat the last anim in the group until frame limit is reached, which is kinda wonky.
 

Edited by jarno5

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