Absintheman Posted March 26 Posted March 26 (edited) On 3/18/2026 at 12:27 PM, PamperedKitty said: The only things in the mod texture wise is the Sign and the ba2's Edit: I downloaded the files from a Mega linked from earlier and got the texture files Does anyone have that mega link? I downloaded V1.35, installed it via vortex, checked all the files, made sure it was installed correctly, and still have only a purple texture. I tried V1.3 also. The only file I have in the Texture folder is HighwaySignATTWD_d.DDS, but purple in-game. Edit, I've also made sure that the Materials folder and the Textures.ba2 files are in the data folder. Edited March 26 by Absintheman
veil1667 Posted March 27 Posted March 27 I haven't been doing any testing with the buildable settlement stuff yet so I can't offer any feedback there, but the new animations have been popping up for the Tentacle Bait perk and Sanity Framework and just wanted to say I'm really digging what you're doing here so far. The original Snapdragon animations were definitely lacking on the oral and ATWT fronts, so I particularly love that you're filling those gaps with this mod.
PamperedKitty Posted March 27 Posted March 27 18 hours ago, Absintheman said: Does anyone have that mega link? I downloaded V1.35, installed it via vortex, checked all the files, made sure it was installed correctly, and still have only a purple texture. I tried V1.3 also. The only file I have in the Texture folder is HighwaySignATTWD_d.DDS, but purple in-game. Edit, I've also made sure that the Materials folder and the Textures.ba2 files are in the data folder. This is where I got the original files from 1
Absintheman Posted March 27 Posted March 27 (edited) Thanks PamperedKitty. I was looking in there yesterday as well, after I commented. I'll look some more, but the mega link i found didn't give me the textures then. Edit: I still can't figure it out. Edited March 28 by Absintheman
ninjabes Posted March 28 Author Posted March 28 On 3/26/2026 at 12:16 PM, Mimirue17 said: Tested more of the new furniture. Chem showers work Open top Toilets all work Full size sinks work Showers work Institute drink dispensers work, the post war ones did not work for me Fire places work Washers and Dryers work not able to find pool table and HVAC with the USO mod installed Might I suggest the Nuka World Drink Mixer and the smaller chem station? Actually there already is an animation in the files for both sized chem stations. The newest version should enable the animations for the larger one found in most settlements. The problem I found is that they do not work like other furniture objects in 3dsMax and I need to figure out what the offset in max because I dont like using offsets in the animationData xml. Nuka drink mixer is a good idea too! Also I saw your testing setup, Pretty cool!
ninjabes Posted March 28 Author Posted March 28 8 hours ago, Absintheman said: Thanks PamperedKitty. I was looking in there yesterday as well, after I commented. I'll look some more, but the mega link i found didn't give me the textures then. Edit: I still can't figure it out. 8 hours ago, Absintheman said: Thanks PamperedKitty. I was looking in there yesterday as well, after I commented. I'll look some more, but the mega link i found didn't give me the textures then. Edit: I still can't figure it out. Hello, It seems I forgot to upload the original materials files from the original animated tentacles mod. I reuploaded the newest version with the materials files attached. LMK if this helps. 1
ninjabes Posted March 28 Author Posted March 28 On 3/26/2026 at 5:15 PM, veil1667 said: I haven't been doing any testing with the buildable settlement stuff yet so I can't offer any feedback there, but the new animations have been popping up for the Tentacle Bait perk and Sanity Framework and just wanted to say I'm really digging what you're doing here so far. The original Snapdragon animations were definitely lacking on the oral and ATWT fronts, so I particularly love that you're filling those gaps with this mod. Thank you! 1
rilieAP Posted March 28 Posted March 28 (edited) On 3/25/2026 at 7:46 AM, ninjabes said: Good work figuring out the problem! I haven't used AAF for a while, but I don't think adding the space between ("tags) so it looks like (" tags) on the default included AnimTentacle_positionData.xml file will break anything with AAF. If you look at your file there is a space on the 1 male animation at the very top, if it works with AAF, all the female ones will too. Regardless here is the corrected file for NAF users again with this week's new additions. AnimTentacle_positionData.7z Edited March 28 by rilieAP
Absintheman Posted March 28 Posted March 28 Alright, might be a bug, might be something else. But, I installed the V1.37 update, which gave me the textures so everything wasn't purple. That's all I tested when I made my comment earlier. Later in the evening, I tried using the passive ones and AAF. None of them showed up. I then downgraded to V1.35, and threw the snapdragon folder where it's supposed to be, and now they work again with AAF, and I have the correct textures. I'm at a loss, because my guess is that when you went from 1.35 to 1.37, that was just adding the folder. If you did change something along with adding the snapdragon folder, then there might be issues. Thought I'd give an update.
ninjabes Posted March 28 Author Posted March 28 @Absintheman I didnt change anything other than updating the esp to assign the new anims a formid, adding the new anims to AAF animationData, furnitureData, transitionData, and positionData, in addition to adding the snapdragon materials folder. When you say none of them showed up you mean none of the animations showed up in the AAF menu?
Mimirue17 Posted March 28 Posted March 28 (edited) have been using 1.35, just installed 1.37. the following files are not overwritten from 1.35 and the original is now completely overwritten (still had some BGSM that were not overwritten by 1.35) /AAF/AnimTentacle_actorTypeData.xml /AAF/AnimTentacle_raceData.xml just an fyi, not sure if these 2 files were not included intentionally in 1.37 as I have not run a game on 1.37 yet. Edited March 28 by Mimirue17 1
ninjabes Posted March 28 Author Posted March 28 @Mimirue17 Thanks for the heads up. Moved them over to 1.37. @rilieAPI updated the position data file with spaces in all the tags lines. Should stay that way in all updates going forward. 1
Absintheman Posted March 29 Posted March 29 (edited) 3 hours ago, ninjabes said: @Absintheman I didnt change anything other than updating the esp to assign the new anims a formid, adding the new anims to AAF animationData, furnitureData, transitionData, and positionData, in addition to adding the snapdragon materials folder. When you say none of them showed up you mean none of the animations showed up in the AAF menu? It sounds like the issue I was having was taken care of, but in the off chance, once I started AAF and went to the character selection window, that's where they weren't showing up. Sorry, new to bug testing and explaining in detail what I mean. Edit: I reinstalled the 1.37 I had earlier, then added the two files Mimirue17 had mentioned, and loaded the game. Everything works for me now. Looking forward to any updates/new animations. Edited March 29 by Absintheman
Mimirue17 Posted March 29 Posted March 29 (edited) 10 minutes ago, Absintheman said: It sounds like the issue I was having was taken care of, but in the off chance, once I started AAF and went to the character selection window, that's where they weren't showing up. Sorry, new to bug testing and explaining in detail what I mean. try having 1.35 installed then put 1.37 below it (it overwrite all but 2 files until it get uploaded with fix) and see if your issue goes away. Edited March 29 by Mimirue17 1
Absintheman Posted March 29 Posted March 29 13 minutes ago, Mimirue17 said: try having 1.35 installed then put 1.37 below it (it overwrite all but 2 files until it get uploaded with fix) and see if your issue goes away. That's exactly what fixed it. Everything works for me now. Looking forward to any updates/new animations.
Mimirue17 Posted March 29 Posted March 29 have tried all animations but pool table, phone booth and chem station. All can be accessed by the tentacles with npc and can also be started manually. Love some of the comments added by the npc with tentacles. 1
KevinDaldry Posted March 29 Posted March 29 Do I need other animation packs to active the tentacles or all the needed animations are in this pack? And are there wild tentacles (like traps) hidden in such furnitures for Nora? Looking forward to your reply, and thank you for creating this mod
Mimirue17 Posted March 29 Posted March 29 hmm I tried both HVAC units that I could find and neither of them show up as manual selectable objects for AAF, and the same with the Phone Booth (tried prewar as well postwar versions). I found a pool table after I installed a retexture of it that added it to the settlement menu but it also does not show up in manual mode for AAF. Only ones I have found that do not show up for manual selection so far.
Mimirue17 Posted March 29 Posted March 29 17 minutes ago, KevinDaldry said: Do I need other animation packs to active the tentacles or all the needed animations are in this pack? And are there wild tentacles (like traps) hidden in such furnitures for Nora? Looking forward to your reply, and thank you for creating this mod see the main mod page, it lists areas that Tentacles have been added in the description.
ninjabes Posted March 29 Author Posted March 29 @Mimirue17 If you coc atresearchinterior you can go to the tentacles interior. If you go down the stairs to the right and down the hallway and to the right you can access the spot where I take the screenshots. It has all of the furniture there currently available for animations plus some. Also maybe try reversing the order you select the characters in AAF, if you pick the female first then the tentacle try selecting the tentacle then the female.
ninjabes Posted March 29 Author Posted March 29 3 hours ago, Absintheman said: It sounds like the issue I was having was taken care of, but in the off chance, once I started AAF and went to the character selection window, that's where they weren't showing up. Sorry, new to bug testing and explaining in detail what I mean. Edit: I reinstalled the 1.37 I had earlier, then added the two files Mimirue17 had mentioned, and loaded the game. Everything works for me now. Looking forward to any updates/new animations. Dont worry about it. Im good at figuring stuff out. Im also good at forgetting to upload all the files. Part of the reason I leave the previous versions up. 1
darthgraygor Posted March 29 Posted March 29 the green overlay from being hypnotized by one of them is not being removed after animation plays 1
valcon767 Posted March 29 Posted March 29 took the mod out for some testing results were generally good the animations it add are very good, and the critters you can place all work great. minor problem one is i have a replacer for brahmin (provisioner and some of the default brahmins) the deathclaww fights them, not a big deal as i can just place deathclaw from this mod in big settlements where it does not see those. problem 2 - i can no longer ring the bell in settlements to bring settlers to me. everything else seems to work fine (i do play using a controller) and all other options that use the same button work, just cannot ring the bell. so to further test i disconnted controller (went to mouse and keyboard) and tried again and even then i cannot ring the bell.
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