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The Fun House - Craftable Gloryholes


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Posted

The AAF is spamming warnings because it can’t find this action. I don’t understand anything about XML, so I don’t know if simply deleting this line in TheFunHouse_animationData.xml will solve the problem without causing any issues.

 

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Posted
17 hours ago, TheShadowHunter said:

The AAF is spamming warnings because it can’t find this action. I don’t understand anything about XML, so I don’t know if simply deleting this line in TheFunHouse_animationData.xml will solve the problem without causing any issues.

 

Photo125.png.bef663093f3550c4b4b3a54a32fc5aef.png

 

Capturadetela2026-03-13043017.png.b0b05914a8b956e82c007042840511ce.png

Yeah delete that line that has the action in it, I was using it to test opening the jaw for bj actions instead of calling Faceanimarchetype.eating a million times. Ill fix that right now so the next update wont do that. Thanks.

Posted

Great work! I waited looong time for mod like this! Than you for removing BC dependency!

 

Just to be sure - furniture is not assignable, as I understand? And animations on them are manually...

 

It would be cool that furniture could be assignable as workplace, tho. Awesome additional stuff for settlement, where slaves/settlers can "work"... 

Posted

@deff. The furniture can be assigned but it just plays an animation where the NPC just hangs out. It's the same animation if you "sit" at the furniture as the player. I haven't looked into "work" as I'm going full steam ahead at animating for my other mod Animated Tentacles: the walking dongs. Not to say its off the table, just following my muse.

Posted
38 minutes ago, ninjabes said:

@deff. The furniture can be assigned but it just plays an animation where the NPC just hangs out. It's the same animation if you "sit" at the furniture as the player. I haven't looked into "work" as I'm going full steam ahead at animating for my other mod Animated Tentacles: the walking dongs. Not to say its off the table, just following my muse.

 

Hmm. I'll double check, but I'm afraid, that I can't assign npc. It not shows up as assignable furniture, it only shows, that this piece rises happiness. My character can "get in" and I can play animations manually on furniture. 

 

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Posted

@deff. Yeah it doesn't show it can be assigned because I don't have the keywords set it as a work piece. The large fun hole assignment is disabled because somehow when the idle animation for it plays offset 180*. All other objects should be assignable, it just takes the settlers FOREVER to get to it. Still working on that.

Posted

@ninjabes thank you for answering. This could be very good mod, when it will be developed till the end! Don't leave it, please :) 

Posted

@deff.I don't plan on it, I just had an explosion of Ideas for tentacle animations and I wanted to get them built while I haven't been inspired to create any new animations for this mod. I work on them both in tandem. Small steps on each one.

Posted

The Bouncr line in the TheFunHouse_animationData xml is missing an equal sign after "frames" causing animations not to register. 

 

Line 445 needs to be <animation id="Bouncr" frames="500" >

 

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funhouse_incorrect.png

Posted
On 3/18/2026 at 4:10 PM, lovelylove125 said:

The Bouncr line in the TheFunHouse_animationData xml is missing an equal sign after "frames" causing animations not to register. 

 

Line 445 needs to be <animation id="Bouncr" frames="500" >

 

funhouse_correct.png

funhouse_incorrect.png

Thanks for the heads up. Fixed it on the development side, wont be in the next update.

Posted

the file structure changed in the sounds download from v1.3 to v1.31 and MO2 does not like the new file structure.   Would it be possible to just add current files into the older structure so it installs correctly?

Posted
3 hours ago, Mimirue17 said:

the file structure changed in the sounds download from v1.3 to v1.31 and MO2 does not like the new file structure.   Would it be possible to just add current files into the older structure so it installs correctly?

I was going to report the same thing, but I didn't have the old version.  I checked the esp in xedit and the sound path it is expecting is Sounds\FX\FISH, so I just created those two folders in my craftable gloryholes folder and put the FISH folder into it.  Haven't launched yet, but it should fix the path warning MO2 gives you.

Posted (edited)

@Mimirue17 and @rilieAP Thanks for the heads up. I forgot to add the extra folders that create the path to where its supposed to go.  Should be fixed now.

Edited by ninjabes
add more words.
Posted
7 hours ago, poblivion said:

@ninjabes Hi, I would like to thank you for the great work you have done. I am glad that you are still continuing and adding new things.

 

I found a few older things that might be useful for your next new creation.

 

https://www.nexusmods.com/fallout4/mods/51662

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https://www.nexusmods.com/fallout4/mods/51807

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https://www.nexusmods.com/fallout4/mods/51702

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Actually the restraint beds are inspired by those items. I tried to get those to work but they are FBX files and require a ton of work for me to actually port into the game. It was easier to get the blank hospital bed and work from that. I appreciate your support. Let me know if you have any more ideas!

Posted
2 hours ago, ninjabes said:

Actually the restraint beds are inspired by those items. I tried to get those to work but they are FBX files and require a ton of work for me to actually port into the game. It was easier to get the blank hospital bed and work from that. I appreciate your support. Let me know if you have any more ideas!

 

I was kind of thinking that there was a certain resemblance between those beds.

I have a few ideas. I came across a few interesting objects in the game. 

The trash can and Ice cooler would probably need the doors removed. Ideal for sex from behind.

The construction barrier would certainly find its use. And there is nothing to add to the last picture, the skeleton provides a clear example.

 

 

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Posted
5 hours ago, poblivion said:

 

I was kind of thinking that there was a certain resemblance between those beds.

I have a few ideas. I came across a few interesting objects in the game. 

The trash can and Ice cooler would probably need the doors removed. Ideal for sex from behind.

The construction barrier would certainly find its use. And there is nothing to add to the last picture, the skeleton provides a clear example.

 

 

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enb2026_3_22_19_43_31.jpg.406fa1337bd89a1ae848f7a453eaa2db.jpg

 

All good ideas. I got the game files. Ill see what I can cook up. 

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