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Posted (edited)
16 minutes ago, spicydoritos said:

I also had problems getting the creature animations to appear in 1.0.1; selecting a human and radstag/radroach would result in AAF saying no animations available for that combination.  This was especially odd because the 1.0.0 version worked fine.

 

So I went digging and found that two of the xml files had non-standard characters in the name:

  Hide contents

Clipboard01.jpg.20b335cf8e67796f7cbdbd143e956099.jpg

 

I changed them to use the letter "c" instead of "ae" and creature animations worked as normal again:

  Hide contents

Clipboard02.jpg.78543a06c55bf8dcbb86702703a9c943.jpg

 

 

Lol. I saw that yesterday, and i instinctively changed them but didn't report because you went to sleep @darthroman 😅. I didn't know AAF couldn't parse "special" characters. Good catch. 

Edited by lee3310
Posted
1 hour ago, spicydoritos said:

I also had problems getting the creature animations to appear in 1.0.1; selecting a human and radstag/radroach would result in AAF saying no animations available for that combination.  This was especially odd because the 1.0.0 version worked fine.

 

So I went digging and found that two of the xml files had non-standard characters in the name:

  Hide contents

Clipboard01.jpg.20b335cf8e67796f7cbdbd143e956099.jpg

 

I changed them to use the letter "c" instead of "ae" and creature animations worked as normal again:

  Hide contents

Clipboard02.jpg.78543a06c55bf8dcbb86702703a9c943.jpg

 

 

this is very strange, I don't have this in the source files in either version 1.0.0 or 1.0.1

 

Posted
1 hour ago, spicydoritos said:

So I went digging and found that two of the xml files had non-standard characters in the name:

Lol. It seems that it is my mistake. Because Russian "c" and English "c" are on the same button. But they are different symbols.

Posted
5 minutes ago, Holylokki said:

Lol. It seems that it is my mistake. Because Russian "c" and English "c" are on the same button. But they are different symbols.

Ok I will re-upload this version 

Posted
1 minute ago, msmfoster said:

When I updated to v1.0.1 all animations disappeared. Reverting back to v1.0.0 brought them all back. Thoughts?

Brah, read the comment just above yours.

Posted (edited)

@darthroman  The fix from @spicydoritos solved most of the problems. However the radstag animations are still very misaligned. Also, in the animations the radstag just stands still, and the NPC does all the work. Is that how it's meant to be? NAFbridge reports that the radstag animations are not "synchronising". However i have never seen that error with any other animation, and don't know what the cause or cure is.

 

Regarding scale, NAFbridge has a built-in rescale function, so SCRS is not necessary.

 

Edited by dosfox
Posted
2 hours ago, dosfox said:

Is that how it's meant to be?

No, ofc.

2 hours ago, dosfox said:

NAFbridge reports that the radstag animations are not "synchronising".

NAF animation playback methods are slightly different from AAF (technical part).
Apparently, NAF can't work with RadStag animation, if everything is as you write.
Although AAF has its own jokes. In one of the tests, the deer RadStag lay down on the ground during the scene assembly process and therefore did not want to "work".

Posted
8 hours ago, lee3310 said:

Lol. Vi eso ayer, e instintivamente los cambié pero no informé porque te fuiste a dormir @darthroman 😅 No sabía que AAF no podía analizar personajes "especiales". Buena captura.

You're right, I also had an ae instead of a C and everything appeared, only the cat animation still doesn't work for me, it stays still

Posted (edited)
47 minutes ago, Rusel2816 said:

only the cat animation still doesn't work for me, it stays still

Because it requires a two fixed cat_behaviors.hkx from:

https://www.nexusmods.com/fallout4/mods/59341

@darthromanforgot to mention it.

And I'm not sure that installing this mod is completely safe for AAF. This is an important and valuable fix, including for dogs, gorillas and deathclaw (yes, they animated normally now), but for full-fledged work with AAF it is necessary to correct a dozen esp-files of animation.
You can take only cat_behaviors.hkx from it, if you don't want to experiment with your build. It should be safe.

Edited by Holylokki
Posted
54 minutes ago, Holylokki said:

Because it requires a two fixed cat_behaviors.hkx from:

https://www.nexusmods.com/fallout4/mods/59341

@darthromanforgot to mention it.

And I'm not sure that installing this mod is completely safe for AAF. This is an important and valuable fix, including for dogs, gorillas and deathclaw (yes, they animated normally now), but for full-fledged work with AAF it is necessary to correct a dozen esp-files of animation.
You can take only cat_behaviors.hkx from it, if you don't want to experiment with your build. It should be safe.

Ok for now added Cat quick fix behaviors and reuploaded pack v.1.0.1 😎

Posted
11 hours ago, spicydoritos said:

I also had problems getting the creature animations to appear in 1.0.1; selecting a human and radstag/radroach would result in AAF saying no animations available for that combination.  This was especially odd because the 1.0.0 version worked fine.

 

So I went digging and found that two of the xml files had non-standard characters in the name:

  Hide contents

Clipboard01.jpg.20b335cf8e67796f7cbdbd143e956099.jpg

 

I changed them to use the letter "c" instead of "ae" and creature animations worked as normal again:

  Reveal hidden contents

Clipboard02.jpg.78543a06c55bf8dcbb86702703a9c943.jpg

 

 

This is an interesting finding, in my case the initial letter looks different in version 1.0.1, but everything worked normally in the game. Apparently it depends on the character set and language used.

 

X.png.8ac48569c1e386512d6ed5bd874689c5.png

Posted (edited)
6 hours ago, Holylokki said:

the deer RadStag lay down on the ground during the scene assembly process and therefore did not want to "work".

That also happens with FEV hound if he sits on the ground on travel package end. You probably have to switch anim back and forth to fix it.
+, I think AAF itself need to add the stag to the list of race that need Reset Graph.

Edited by lee3310
Posted

First of all thanks for the mod, it works great, However, I run into a problem not related to mod directly. I guess its a compatibilty issue. So there are bunch of dog animations, which are aligned perfectly in animations with vnilla dogs and wolves (espacilally after installation of SavageCabbage Animations Rescaling). Problem is that is have custom creatures which are using dog skeletons as well. And somehow morphs like "Erection Up" and "Penis Adjust" do not apply to them, although my undestanding is that these morphs should apply to all creatures with dog skeletons.

Spoiler

Photo13.png.a0f2562cc2cca1052785cada62192351.pngPhoto15.png.a7f21a3f6f05b9a90c47d1e4648b2e47.pngPhoto14.png.afcf115d4338478974f17bdee5009abb.pngPhoto16.png.c9510d00e78f82739d28affaffea1710.png

And as a result I'm getting animations like these with custom creatures.

 

I have to note that these custom creatures work fine in other animations, stuff is pointed exactly where it should be.
I got them creatures penises from AAF-Creature-Resources v1.1.6-1 by Ulfberto, they are at default coordinates, I did not move anything in Outfit Studio.
Erections are working as I noted. Creatures are using Dog skeletons in the mod and apart form that I created custom raceData xml where these
creatures were given Dog skeleton as well. 
Am I missing something? What might be the problem? Bases on what I see in xml files of this animation pack, there are no racial filters anywhere which could exclude custom creatures or anything like that. 

 

Posted
17 minutes ago, Theodosius444 said:

AAF-Creature-Resources v1.1.6-1

Is missing a slider (Penis Adjust). Get the creature .nifs from UAP. 

Posted
1 hour ago, Theodosius444 said:

First of all thanks for the mod, it works great, However, I run into a problem not related to mod directly. I guess its a compatibilty issue. So there are bunch of dog animations, which are aligned perfectly in animations with vnilla dogs and wolves (espacilally after installation of SavageCabbage Animations Rescaling). Problem is that is have custom creatures which are using dog skeletons as well. And somehow morphs like "Erection Up" and "Penis Adjust" do not apply to them, although my undestanding is that these morphs should apply to all creatures with dog skeletons.

  Reveal hidden contents

Photo13.png.a0f2562cc2cca1052785cada62192351.pngPhoto15.png.a7f21a3f6f05b9a90c47d1e4648b2e47.pngPhoto14.png.afcf115d4338478974f17bdee5009abb.pngPhoto16.png.c9510d00e78f82739d28affaffea1710.png

And as a result I'm getting animations like these with custom creatures.

 

I have to note that these custom creatures work fine in other animations, stuff is pointed exactly where it should be.
I got them creatures penises from AAF-Creature-Resources v1.1.6-1 by Ulfberto, they are at default coordinates, I did not move anything in Outfit Studio.
Erections are working as I noted. Creatures are using Dog skeletons in the mod and apart form that I created custom raceData xml where these
creatures were given Dog skeleton as well. 
Am I missing something? What might be the problem? Bases on what I see in xml files of this animation pack, there are no racial filters anywhere which could exclude custom creatures or anything like that. 

 

You can try to use from folder Data\Meshes\Actors\Dogmeat\CharacterAssets\      Dogmeat.tri or RaiderDog.tri (this is from UAP files)

Posted

So that was an issue. Thanks a ton gentlemen, it worked. 

Spoiler

ScreenShot17.png.6c8a25e116ac50648cb6269d52b63e74.png

I didn't even realized there was a slider missing, guess it would've taken my entire weekend to read through Creature-Resources' thread to find it out. But let me get it straight, this "Penis Adjust" is missing for all creatures in AAF-Creature-Resources v1.1.6-1, not just the dogs?

Posted (edited)

Nice animation pack, I dig the fact that we finally have RadRoach and RadStag animations.

 

If you're ok with taking requests, do you mind doing a Radscorpion animation? It bothers me that the "main" radscorpion animation we have is the stinger acting like a dick (which is not how scorpions mate).

 

Quick biology lesson on scorpion fucking:

  1. The male scorpion does some fancy dancing so the female scorp. doesn't kill'em (this can probably be skipped in your animation since it doesn't make sense in surrender mods).
  2. The male scorpion GENTLY (does not intend to harm) grasps the claws of the female scorpion in its claws (romantic scorpion hand holding).
  3. He then lays a dildo (not poops, their buttholes are near their stinger) made of sperm (not joking, male scorps don't have dicks, they have a hole down there just like the females) onto the ground.
  4. Then he gently moves the female scorp. on top of said sperm dildo and places her hole on top of it

The more you know.

 

 

 

I didn't come here just to say thanks and request scorpion animations, though. You said your animations weren't staged so I staged them. I've attached the XML files for 1.0.1 that stages your animations (I'm not sure what's in the cat hotfix you uploaded since I'm probably not going to use the cat fucking animations if I'm being honest, so the XML files are only for the "main" 1.0.1 pack). I'll upload these files as a part of my Staged Animation XMLs project too which has folders for both AAF and NAF.

 

Since the site only supports certain extensions, just removing the ".txt" after downloading should suffice.

 

Some of the animation group IDs have a space after them in their name. This shouldn't matter in-game but it looks that way because some of the animations that it grouped had names like: "Something01" and others had "Another 01" which is why that happened.

DR_pack_Creatures_animationGroupData.xml.txt DR_pack_Creatures_positionData.xml.txt DR_pack_Humans_animationGroupData.xml.txt DR_pack_Humans_positionData.xml.txt

Edited by Here4SlootyMods
Posted
1 hour ago, Here4SlootyMods said:

Nice animation pack, I dig the fact that we finally have RadRoach and RadStag animations.

 

If you're ok with taking requests, do you mind doing a Radscorpion animation? It bothers me that the "main" radscorpion animation we have is the stinger acting like a dick (which is not how scorpions mate).

 

Quick biology lesson on scorpion fucking:

  1. The male scorpion does some fancy dancing so the female scorp. doesn't kill'em (this can probably be skipped in your animation since it doesn't make sense in surrender mods).
  2. The male scorpion GENTLY (does not intend to harm) grasps the claws of the female scorpion in its claws (romantic scorpion hand holding).
  3. He then lays a dildo (not poops, their buttholes are near their stinger) made of sperm (not joking, male scorps don't have dicks, they have a hole down there just like the females) onto the ground.
  4. Then he gently moves the female scorp. on top of said sperm dildo and places her hole on top of it

The more you know.

 

 

 

I didn't come here just to say thanks and request scorpion animations, though. You said your animations weren't staged so I staged them. I've attached the XML files for 1.0.1 that stages your animations (I'm not sure what's in the cat hotfix you uploaded since I'm probably not going to use the cat fucking animations if I'm being honest, so the XML files are only for the "main" 1.0.1 pack). I'll upload these files as a part of my Staged Animation XMLs project too which has folders for both AAF and NAF.

 

Since the site only supports certain extensions, just removing the ".txt" after downloading should suffice.

 

Some of the animation group IDs have a space after them in their name. This shouldn't matter in-game but it looks that way because some of the animations that it grouped had names like: "Something01" and others had "Another 01" which is why that happened.

DR_pack_Creatures_animationGroupData.xml.txt 2.4 kB · 1 download DR_pack_Creatures_positionData.xml.txt 7.91 kB · 1 download DR_pack_Humans_animationGroupData.xml.txt 357 B · 1 download DR_pack_Humans_positionData.xml.txt 868 B · 2 downloads

Thank you, now a set of animations, which now does not imply stages, now these are individual animations in a cycle. Animations that are planned to be with stages will be prepared how should be. In any case, if it is convenient for someone to use your files now, then go ahead. Regarding the Radscorpion, yes, there is a problem, but since the game is fantastic and implies mutants, then the radscorpion may grow a penis. Who knows... Radiation is a terrible force.🤣🤣🤣

Posted
1 hour ago, darthroman said:

but since the game is fantastic and implies mutants, then the radscorpion may grow a penis. Who knows... Radiation is a terrible force.🤣🤣🤣

After I saw what is grew at cats, scorpions with penises won't surprise me. 🤣

Posted
3 hours ago, Holylokki said:

After I saw what is grew at cats, scorpions with penises won't surprise me. 🤣

Don't tell me the cat is packing ? 😂

Posted
1 hour ago, lee3310 said:

Don't tell me the cat is packing ? 😂

if you refer to anatomy, then the cat's penis is an "exaggerated" version. Well, it's unrealistic to use what actually exists in his case. Although the authors don't bother with hentai, you can see whatever you want.🙈🙊🙉

Posted (edited)
On 8/1/2025 at 1:56 AM, darthroman said:

I can't say anything about compatibility with NAF, it's up to you ...

 

@Evi1Panda did a heap of work (and 2 updates!) over the weekend so your animation pack is now compatible with NAFbridge v.1.13 and NAFicator v.0.9.71.

 

 

Installing SCRS is not necessary - but "DISABLE SCALING" must be set to OFF in the NAF GUI Settings.

 

  • Also, it is possible to use Indarello's Patch instead of UAP. The Patch includes all the necessary body bits for this mod. Installing QUAAF will provide the sounds.

 

Edited by dosfox
Indarello

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