ninjabes Posted March 7 Posted March 7 Animated Tentacles: The Walking Dongs: Cheaper by the dozen View File For anyone who wants to get rid of the green screen hypno effect: Go to Interface and delete the AnimatedTentaclesMenu.swf file. This will break the scripting for the hypnosis effect however, effectively making all hypnosis creatures regular "you bump into it to get it to violate you" creatures. Animated tentacles has returned to the Lab, with a vengeance! I present to you Animated Tentacles: The Walking Dongs! Moderators I have reached out to _snapdragon in regards to updating this file and am awaiting a response. Update have got the go ahead from _snapdragon to keep developing this fork of Animated Tentacles. This is not just a reupload, I have added the ability to build the tentacles in the workshop for you to terrorize your settlers with. In addition to the tentacles you can “build” several other creatures that utilize the aggressive tentacle functionality to “help themselves” to anyone who gets too close. Available players are -Goris the Deathclaw -Reggie the feral ghoul -HandBanana Dogmeat’s cloned cousin -Melvis the mirelurk king -Priscilla the mirelurk queen -FISTO the protection -Get in your Gutsy the Mr. Gutsy (Sometimes fails to start animations) -Mean Joe the super mutant -Heavy D the super mutant behemoth -Jake the wolf from statefarm -Jeff the Bloatfly -Draq the Bloodbug -Harambe the Gorilla -PigRoach the Radroach -Bambi the Radstag -Winnie the YaoGuai -Passive tentacles, regular, brain, plant, mechanical -Aggressive tentacle, regular, brain, plant, mechanical -Hypnotic brain tentacle For the creatures that are not tentacles to do anything you need to have animation packs installed that have animations for them I use Leito’s, savagecabbages, bp70s, atomic and mutated lust, vadermania, and the creature animation pack by Darthroman. Also for the creatures to have genetalia you need the aaf creature resources pack installed. The menu to build them should appear at the end of your settlement build list as it is injected via quest script. I can only support this for minor bug fixes at this time as I'm still working to get my other mod The Fun House feature complete but I am interested in adding more creatures to the list in time, and hopefully finish the quest _snapdragon started. If you run classic holstered weapons you will get crashes to desktop if you do add the actors to the excluded npc list for classic holstered weapons through its ini file. I have included the file in the CHW Crash Fix folder in case you need to use it, it covers all of the creatures I have added to the settlement menu. Sometimes AAF will queue up the wrong animation causing it to fail to start and sometimes the animation will fail to start if the actor is moving too fast. Let me know if there are any problems in the support thread, like I mentioned before it's a one perv show over here so work with me while I get this up and going. Submitter ninjabes Submitted 03/07/26 Category Animation Requirements Creature animation packs for animations AAF 2
cakesalot Posted March 8 Posted March 8 Since this may have renewed interest in the Animated Tentacles mod which otherwise is a bit dead, I'm hoping to add collisions to the tentacles for FG bodies but I'm not finding tutorials anywhere. If someone can p oint me in the right direction I'd be more than happy to set this up and share if I'm able to get it working.
ninjabes Posted March 8 Author Posted March 8 10 minutes ago, cakesalot said: Since this may have renewed interest in the Animated Tentacles mod which otherwise is a bit dead, I'm hoping to add collisions to the tentacles for FG bodies but I'm not finding tutorials anywhere. If someone can p oint me in the right direction I'd be more than happy to set this up and share if I'm able to get it working. What do you mean add collisions to the tentacles? The tentacles themselves dont have collisions?
cakesalot Posted March 8 Posted March 8 1 hour ago, ninjabes said: What do you mean add collisions to the tentacles? The tentacles themselves dont have collisions? Sorry, that was ambiguous. Physics collisions with fusion girl bodies 'holes' like other creature mods. 1
ninjabes Posted March 8 Author Posted March 8 1 hour ago, alliga said: Some chance to attack the player? Yes get close and if they have animation they attack. Passive tentacles do not attack. Everything else does.
ninjabes Posted March 8 Author Posted March 8 46 minutes ago, cakesalot said: Sorry, that was ambiguous. Physics collisions with fusion girl bodies 'holes' like other creature mods. Oh you mean like expanding the hole on penetration?
katrina.balanchuk Posted March 8 Posted March 8 (edited) Hello, Thank you for your fun idea and your mod! I tried this out but my sadly bloatfly attacked the tentacles. Also the tentacles attacked me the player. This would have been fine but I was playnig a male charactcer. Can we get the ability to toggle to accost the female NPCs/charatcers only? After all such forces of nature would only be interested in something they could get pregnant would they not? Edited March 8 by katrina.balanchuk
cakesalot Posted March 8 Posted March 8 8 hours ago, ninjabes said: Oh you mean like expanding the hole on penetration? Yep 1
bholt917 Posted March 8 Posted March 8 I have a couple of thoughts on this. I like this idea and can see some possibilities. 1. Possibly a new tentacle animation where the female character is on her back on the ground with her hands secured above her head by a tentacle and her legs held apart by tentacles while an additional tentacle probes her pussy. Maybe with the reverse of the milking animation in her pussy as though fluids are being pumped inside her. This would need to be done by someone that is good at making animations. 2. Aggressive sex animation triggered during melee combat. When stripped "naked and vulnerable" via Combat Strip Lite getting too close to an enabled enemy type results in an aggressive sex animation between the enemy NPC and player character. This would require somehow using the "naked and vulnerable" status of the player character to change the status of the enemy NPCs to have the same function as the aggressive tentacle where if you get too close it grabs you. Maybe the enemy NPCs always has this status but a sex animation only triggers if you are also naked and vulnerable. I don't know how hard this would be to set up so look into it if so choose. 3. Hypnosis effect. What if more than hypnotic tentacles had that effect. Imagine if sometimes a raider or some other enemy type had a device that does the hypnosis effect on the player character making it necessary to kill them fast so that the player character doesn't surrender for a single sex animation. One problem with this is how the long range the hypnosis effect is. Just throwing a few ideas out there seeing if someone with the talent, time and interest will play with them and make something interesting. I'm going check out your mod now. It seems like it would make workshops more interesting. 1
kziitd Posted March 8 Posted March 8 Snap has not yet released rig models for creating animations. Therefore, it's highly likely that no new animations will be added to this content in the future. 1
bholt917 Posted March 8 Posted March 8 After testing out this mod I noticed a couple of things that need to be improved. While the placed tentacle works OK the animals have a couple of issues. 1. Sex animations are triggered mostly by going to the spot that the NPC was placed but not always when getting close to the NPC though that did work somewhat for the bloatfly. With the bloatfly I had to have the player character get so close that she was touching it. The mutant hound and gorilla seem to only trigger by going to where they were spawned. 2. The sex animation trigger is set up for tentacles and doesn't always work for the other NPCs properly. The tentacle sex trigger can spawn between 1 and 5 sex partners. If it selects 2 partners but there are only single partner animations the animation will fail. There needs to be a way to make sure things that only have single partner animations only have one partner selected. I don't know how hard it will be to correct these issues. Good work on what you did so far and good luck making it work properly. One thing that could be a fun addition would be an aggressive tentacle spawn grenade.
ninjabes Posted March 8 Author Posted March 8 8 hours ago, cakesalot said: Yep Oh okay yeah this is gonna be a long explanation so hang out with me. First off I do not use fusion girl I use CBBE with vagina and anus morph sliders. I noticed that SavageCabbage uses morphs on the female character in the animationData.xml in the AAF files. I haven't thourougly tested it but I added the morphs to every tentacle animation in my development version of the Tentacle mod, on a test animation in game it didnt seem like it did anything but I may have been using clothing that prevented morphs from being applied. If you are savvy with xml work I have supplied an example of what the morphs should look like. These morphs are only used in the animationData.xml and probably should only be applied to the actor with a female gender tag. Lmk what you get.
ninjabes Posted March 8 Author Posted March 8 3 hours ago, kziitd said: Snap has not yet released rig models for creating animations. Therefore, it's highly likely that no new animations will be added to this content in the future. Don't want to be rude but Snap released the kit in 2023. Link to get the anim kit still works, I have it, and have made a few animations, just nothing good enough to release to the public. Yet.
ninjabes Posted March 8 Author Posted March 8 1 hour ago, bholt917 said: After testing out this mod I noticed a couple of things that need to be improved. While the placed tentacle works OK the animals have a couple of issues. 1. Sex animations are triggered mostly by going to the spot that the NPC was placed but not always when getting close to the NPC though that did work somewhat for the bloatfly. With the bloatfly I had to have the player character get so close that she was touching it. The mutant hound and gorilla seem to only trigger by going to where they were spawned. 2. The sex animation trigger is set up for tentacles and doesn't always work for the other NPCs properly. The tentacle sex trigger can spawn between 1 and 5 sex partners. If it selects 2 partners but there are only single partner animations the animation will fail. There needs to be a way to make sure things that only have single partner animations only have one partner selected. I don't know how hard it will be to correct these issues. Good work on what you did so far and good luck making it work properly. One thing that could be a fun addition would be an aggressive tentacle spawn grenade. I read your other post too just only quoting this one to save space. Im gonna answer your questions in the order they were posted for clarity for both of us. 1. This is an interesting idea for an animation. I have a few in work for tentacles but there are two things keeping me from going at development for this 100%. One, I am currently trying to get my other mod The Fun House fleshed out with more animations and furniture, If I animate fast I can really only do two fully staged animations in a week (mon-fri) for an update release on Saturdays. Two, animating for the tentacles is a little different than using CAT or Leito's rigs for animating and Im still trying to wrap my head around how exactly they work. 2. I wouldnt know how to add this functionality in as I am a total noob at papyrus scripting. I can reverse engineer some stuff as I understand what I need to look for in the script/ change values and read the compiler output to fix my fuck ups, but creating anything from scratch is way beyond my current skillset. That and I dont play with combat strip. That being said this is a perfect opportunity for someone with papyrus skills and that plays with CS to step in and take a stab at it. 3. Thought about adding the hypno effect to other stuff. Didnt add it at the moment because the hypno effect has a long ass range and I think its a 360* radius around the actor. I havent tested it but I think that would lead to the actor rounding the corner halfway across the settlement and hypnotizing you while you are trying to craft a battle thong at the chem workbench. 4. I had to increase the size of the collider used for the tentacle because the large actors like the yaoguai you had to get right on top of them for the animations to trigger. I havent thoroughly tested the activation as I was trying to get the AI packages working right so the all of the actors would roam the settlement and not just sit in the spot they were spawned at. Its gonna be a work in progress for sure but ill keep an eye on this and see what I can do to polish this up. 5. I have not touched the script that controls the selection of the animation or the chances of how many tentacles would be spawned. I actually didnt know that it was capable of doing that because the game has always selected the correct animation for the correct amount of tentacles in the immediate vicinity of the accosted actor. Someone with more knowledge of scripting will have to interject here as I dont even know where I could start looking to fix this. Bonus. Tentacle spawn grenade wouldn't be hard I suppose since there is a really good tutorial on making a spawn grenade. If you read this far thanks for coming to my TED talk. Also would anyone be interested in maybe having fixed world spawns for some tentacles?
ninjabes Posted March 8 Author Posted March 8 12 hours ago, katrina.balanchuk said: Hello, Thank you for your fun idea and your mod! I tried this out but my sadly bloatfly attacked the tentacles. Also the tentacles attacked me the player. This would have been fine but I was playnig a male charactcer. Can we get the ability to toggle to accost the female NPCs/charatcers only? After all such forces of nature would only be interested in something they could get pregnant would they not? Hello Yes I think the hostility across the different creatures is because of faction settings. I corrected that in my development version and removed them from their native factions and made them all share the same faction, so they should stop killing each other. The tentacles being able to attack males was built into the base animated tentacles mod, as far as getting a toggle I can put that on the list of things to do but I have no knowledge of how to setup a MCM menu. 1
katrina.balanchuk Posted March 8 Posted March 8 (edited) Thank you for the quick and courteous reply PS: I saw your update: Yaay! 😌 Edited March 8 by katrina.balanchuk
ninjabes Posted March 8 Author Posted March 8 2 hours ago, katrina.balanchuk said: Thank you for the quick and courteous reply PS: I saw your update: Yaay! 😌 Let me know how it works out for you
cakesalot Posted March 9 Posted March 9 15 hours ago, ninjabes said: Oh okay yeah this is gonna be a long explanation so hang out with me. First off I do not use fusion girl I use CBBE with vagina and anus morph sliders. I noticed that SavageCabbage uses morphs on the female character in the animationData.xml in the AAF files. I haven't thourougly tested it but I added the morphs to every tentacle animation in my development version of the Tentacle mod, on a test animation in game it didnt seem like it did anything but I may have been using clothing that prevented morphs from being applied. If you are savvy with xml work I have supplied an example of what the morphs should look like. These morphs are only used in the animationData.xml and probably should only be applied to the actor with a female gender tag. Lmk what you get. Thanks for looking into this, I had a play with this and I couldn't seem to get it to do anything either. I tried on a male character just to be sure and still no luck. I had a look through similar files of other mods I have installed and none of them have any female specific morphs, only male and my character definitely has penetration related physics for other aimations (most but not all). I suspect this might be controlled somewhere else but I can't find any documentation anywhere on how other mods have achieved this!
ninjabes Posted March 9 Author Posted March 9 5 hours ago, cakesalot said: Thanks for looking into this, I had a play with this and I couldn't seem to get it to do anything either. I tried on a male character just to be sure and still no luck. I had a look through similar files of other mods I have installed and none of them have any female specific morphs, only male and my character definitely has penetration related physics for other aimations (most but not all). I suspect this might be controlled somewhere else but I can't find any documentation anywhere on how other mods have achieved this! It could also be built into the animation itself. On the regular CAT rig I use to animate there aren't any controllers for morphs but on Leito's rigs there are morphs for mouth, belly, vagina, and anus. I could try to put together a basic animation using one and drop it in the next update so you can see if it works for FG.
Higgins96 Posted March 9 Posted March 9 Hey there, when the animation for the tentacles trigger it just fades to black and a few seconds later it just returns without anything happening. I guess its because i have no anims but im not sure. Can someone tell me what i am doing wrong here? the other creatures work just fine with player and npcs.
bholt917 Posted March 10 Posted March 10 On 3/8/2026 at 3:00 PM, ninjabes said: I read your other post too just only quoting this one to save space. Im gonna answer your questions in the order they were posted for clarity for both of us. 1. This is an interesting idea for an animation. I have a few in work for tentacles but there are two things keeping me from going at development for this 100%. One, I am currently trying to get my other mod The Fun House fleshed out with more animations and furniture, If I animate fast I can really only do two fully staged animations in a week (mon-fri) for an update release on Saturdays. Two, animating for the tentacles is a little different than using CAT or Leito's rigs for animating and Im still trying to wrap my head around how exactly they work. 2. I wouldnt know how to add this functionality in as I am a total noob at papyrus scripting. I can reverse engineer some stuff as I understand what I need to look for in the script/ change values and read the compiler output to fix my fuck ups, but creating anything from scratch is way beyond my current skillset. That and I dont play with combat strip. That being said this is a perfect opportunity for someone with papyrus skills and that plays with CS to step in and take a stab at it. 3. Thought about adding the hypno effect to other stuff. Didnt add it at the moment because the hypno effect has a long ass range and I think its a 360* radius around the actor. I havent tested it but I think that would lead to the actor rounding the corner halfway across the settlement and hypnotizing you while you are trying to craft a battle thong at the chem workbench. 4. I had to increase the size of the collider used for the tentacle because the large actors like the yaoguai you had to get right on top of them for the animations to trigger. I havent thoroughly tested the activation as I was trying to get the AI packages working right so the all of the actors would roam the settlement and not just sit in the spot they were spawned at. Its gonna be a work in progress for sure but ill keep an eye on this and see what I can do to polish this up. 5. I have not touched the script that controls the selection of the animation or the chances of how many tentacles would be spawned. I actually didnt know that it was capable of doing that because the game has always selected the correct animation for the correct amount of tentacles in the immediate vicinity of the accosted actor. Someone with more knowledge of scripting will have to interject here as I dont even know where I could start looking to fix this. Bonus. Tentacle spawn grenade wouldn't be hard I suppose since there is a really good tutorial on making a spawn grenade. If you read this far thanks for coming to my TED talk. Also would anyone be interested in maybe having fixed world spawns for some tentacles? Its one thing to want the game to do a certain thing but it is another thing to actually make it do it since it is just 1s and 0s. Usually it seems like a person is either good at making animations or scripted events since there is a different skillset for both and both tend to be time consuming. You seem to be leaning more towards animations. See what you can do and try not to get burned out. If someone were to figure out how to reduce the range of the hypnosis effect to within combat range it could make some interesting gameplay. I'm pretty sure there is a random number generator involved in the tentacle sex animation trigger with a range from 1 to 5. I think there is a way to set the upper limit from 5 to 1 so the random number generator is disabled and it is always a one partner animation. The mod Sanity Framework has an adjustment in the mod configuration menu that does this. The author of that mod leaned more towards scripting. I will check out your updates and see how it works. One other thing I noticed is while in workshop mode, if you have the creature selected in a green state where you can spawn the creature and walk forward without spawning the creature a sex animation will be triggered. I found it necessary to go to the location I intend to spawn it then select the creature and spawn it. That spawn point remains a sex trigger location until the creature is killed or scrapped.
Mimirue17 Posted March 10 Posted March 10 I have been playing with this mod and spawning different creatures to test in the settlement. Here is some feedback, if it useful to you. 1 - Some of the creatures attack npc's or vice versa. Example if Trashcan Carla is in your settlement and you spawn a deathclaw - they will fight each other. Every now and then the deathclaw will have sex with her and then they will fight again (same thing with her pack brahmin) I noticed she came to the center with cum all over her and then saw the SM spawn was near the entrance - so she had sex with it, not sure if she fought it also. 2 - Tentacles work great - nothing ever fails with them. Sadly they are the only spawn that works almost 99% of the time. 3 - almost every other creature you can spawn will fail to load animation most of the time as there are very few where you have sex with multiple creatures at the same time. For example there are animations with SM for 1 and 2 at a time, but the ones that are for 3 or 4 require specific SM furniture that are not standard workshop items to place. Same with most animals - there are 1 or 2 creature options but rarely more then that (bloodworms have 1-3 along with a few others). This mod will constantly try to run 3-5 creature animations that do not exist (its not a violate scene where they will run 1 or 2 at a time until all the opponents get a turn) so 75% of the scenes fail. I do not know how to limit every creature you can spawn outside of the tentacles to only attempt 1 or 2 max participants. Cool idea, hopefully its keeps being tweaked to work with the added creatures besides the tentacles which work as intended.
ninjabes Posted March 10 Author Posted March 10 7 hours ago, Mimirue17 said: I have been playing with this mod and spawning different creatures to test in the settlement. Here is some feedback, if it useful to you. 1 - Some of the creatures attack npc's or vice versa. Example if Trashcan Carla is in your settlement and you spawn a deathclaw - they will fight each other. Every now and then the deathclaw will have sex with her and then they will fight again (same thing with her pack brahmin) I noticed she came to the center with cum all over her and then saw the SM spawn was near the entrance - so she had sex with it, not sure if she fought it also. 2 - Tentacles work great - nothing ever fails with them. Sadly they are the only spawn that works almost 99% of the time. 3 - almost every other creature you can spawn will fail to load animation most of the time as there are very few where you have sex with multiple creatures at the same time. For example there are animations with SM for 1 and 2 at a time, but the ones that are for 3 or 4 require specific SM furniture that are not standard workshop items to place. Same with most animals - there are 1 or 2 creature options but rarely more then that (bloodworms have 1-3 along with a few others). This mod will constantly try to run 3-5 creature animations that do not exist (its not a violate scene where they will run 1 or 2 at a time until all the opponents get a turn) so 75% of the scenes fail. I do not know how to limit every creature you can spawn outside of the tentacles to only attempt 1 or 2 max participants. Cool idea, hopefully its keeps being tweaked to work with the added creatures besides the tentacles which work as intended. Thanks for the feedback, tbh I just added the tentacle script to the creatures, I couldn't get the script to compile when trying to prune out the excess data so I'll have to look into it.
ninjabes Posted March 10 Author Posted March 10 14 hours ago, bholt917 said: Its one thing to want the game to do a certain thing but it is another thing to actually make it do it since it is just 1s and 0s. Usually it seems like a person is either good at making animations or scripted events since there is a different skillset for both and both tend to be time consuming. You seem to be leaning more towards animations. See what you can do and try not to get burned out. If someone were to figure out how to reduce the range of the hypnosis effect to within combat range it could make some interesting gameplay. I'm pretty sure there is a random number generator involved in the tentacle sex animation trigger with a range from 1 to 5. I think there is a way to set the upper limit from 5 to 1 so the random number generator is disabled and it is always a one partner animation. The mod Sanity Framework has an adjustment in the mod configuration menu that does this. The author of that mod leaned more towards scripting. I will check out your updates and see how it works. One other thing I noticed is while in workshop mode, if you have the creature selected in a green state where you can spawn the creature and walk forward without spawning the creature a sex animation will be triggered. I found it necessary to go to the location I intend to spawn it then select the creature and spawn it. That spawn point remains a sex trigger location until the creature is killed or scrapped. Interesting find. I guess that's a byproduct of however snap built the collider and tentacle script. Since it was only intended for the player to use the console to spawn it I guess the issues are being found. I'll look at it.
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