Jump to content

Animated Tentacles: The Walking Dongs: Cheaper by the dozen


Recommended Posts

Posted

@InGloriousSarkar Silky Smooth Skin (SSS) Sweat and Oil. I dont use the whole mod. I use just the Normal map included with that mod because the default texture modifies the base game one in a way I do not like.

 

@Default1911 I do not know exactly what you are asking me, I use AAF to play the animations.

 

@Dojo_dude The creatures mentioned are spawnable at settlements using the build menu. Some aggressive tentacles are out in the Commonwealth to harass you too.

Posted

Sure, I use AAF too, but even though I installed what you suggest in the mod description (Creature Animation Packs for AAF animations), I don't have any animations available for the tentacles in the game. Do you use any specific animations?

Captura de pantalla (1122).png

Posted
11 hours ago, Default1911 said:

Sure, I use AAF too, but even though I installed what you suggest in the mod description (Creature Animation Packs for AAF animations), I don't have any animations available for the tentacles in the game. Do you use any specific animations?

Captura de pantalla (1122).png

There should be animations available if you selected your character and the tentacle in AAF. I always select my character first then select the tentacle. Also why does your animation menu look like that? Does anyone else's look like that?

Posted (edited)

I'm using NAF, which is basically AAF, since the animations of other characters interacting with furniture—like super mutants with beds and things like that—work fine for me. but The tentacles animations aren’t working, though I think it should have the °tentacle animations° (I remember having them for “Provocative Perks” a few years ago), but the mod isn’t available. Even so, I don’t think it’s necessary for the animations you have to load since, in theory, the mod should have them on its own, right?

 

 

By the way, in the screenshot I sent, I had already selected my character and the tentacle; I was just choosing the location, but when I tried to select it, it didn't work because it told me there were no animations available.

Edited by Default1911
Posted
2 hours ago, Default1911 said:

I'm using NAF, which is basically AAF, since the animations of other characters interacting with furniture—like super mutants with beds and things like that—work fine for me. but The tentacles animations aren’t working, though I think it should have the °tentacle animations° (I remember having them for “Provocative Perks” a few years ago), but the mod isn’t available. Even so, I don’t think it’s necessary for the animations you have to load since, in theory, the mod should have them on its own, right?

 

 

By the way, in the screenshot I sent, I had already selected my character and the tentacle; I was just choosing the location, but when I tried to select it, it didn't work because it told me there were no animations available.

If its the one in Sanctuary, there are no animations for that specific one.

Posted (edited)

I'm getting crashes when entering the mole den if I use a molotov.  If I try save in the mole rat den it freezes.  If I leave the area it freezes on the load screen when exiting.  Also my companion just stays at the entrance.  Only mod I have editing that area is this mod.  Just an fyi.

 

EDIT:  I recant my statement.  I tested on a fresh save without this mod and it still was freezing so it's something else.  Sorry.

Edited by Piyesis
Posted

Just popping to say thanks for sharing! Keep doing what you're doing, this is spot on!

 

By the way, and I may be a bit blind/outdated here, but would you be able to output a list to the mod's description page listing all the locations where you've placed tentacles? I haven't checked the laboratory (yet!), as I'm waiting for further additions to it, but the animations and tentacles in the Commonwealth are superb!

 

Thanks for sharing, keep up the great work!

Posted
6 hours ago, Default1911 said:

It's not just that one; none of the ones I've come across in the Commonwealth have animations

I know the laundry mat by Corvega has one in there that works for sure, and ones placed in a settlement via workbench will will use all the furniture listed - have tested them all.

Posted

So, got hypnotized by a tentacle while it was banging someone else, now my screen has a permanent blur effect. Is there any way to remove that?

 

Posted
On 6/3/2026 at 6:37 PM, Default1911 said:

Sure, I use AAF too, but even though I installed what you suggest in the mod description (Creature Animation Packs for AAF animations), I don't have any animations available for the tentacles in the game. Do you use any specific animations?

Captura de pantalla (1122).png

i noticed the shirt mod you were using has the ability to tear off the area covering the boobs, do you know the mod that controls this so i can install this

Posted (edited)
4 hours ago, throwaway9900 said:

i noticed the shirt mod you were using has the ability to tear off the area covering the boobs, do you know the mod that controls this so i can install this

This collection has many outfits for Fusion Girl modified that way, whether that is one of them I don't know.

Read through the spoiler tags there, maybe you'll get lucky

 

https://www.loverslab.com/files/file/10494-patch-for-animations-squirtcum-effects-cum-overlays-stages-fixes/

 

Edited by judge007
Forgot the link!
Posted
On 6/5/2026 at 2:35 PM, Default1911 said:

It's not just that one; none of the ones I've come across in the Commonwealth have animations

Do you have screen archer menu installed? If you do you can command the tentacle or the player character to play one of the animations manually. If you are savvy with xedit you can see what the animations are named as their idleanim files and command them via the console as well. Using the xedit method will rule out issues with the esp and using the SAM method will determine if it's NAF not reading the AAF xmls correctly. A few pages back there was a user that had issues with NAF caused by a space being in the wrong place on the xmls which would cause NAF to not read it when AAF would no problem. 

Posted

I'm being honest here—I don't know the first thing about programming for this kind of thing, so I wouldn't know how to answer you. I figured maybe the animations were missing, but it's also possible that it's incompatible with NAF or that the order is wrong

Posted

Honestly, I love what you are doing with this mod. Hats off for that!!

 

However, can you make an MCM menu for this? 

 

I think there should be an option to turn off the tentacles from showing up anywhere outside of combat. The map of Fallout 4 is filled with damp places and dark places. The tentacles pop up in all of these spots, sometimes even multiple ones at a time, which makes it pretty much impossible to traverse through such places without kicking in the animations continuously. It gets annoying pretty fast and even if the player somehow manages to evade getting caught, a companion gets caught, so the same problem.

Additionally, we don't have an option to set the animation duration for the tentacles encounter outside of combat. If you can add that, it would do this mod a huge favor. I love using this mod, but I had to turn it off after playing the game for only 5 hours after I finished Commonwealth Slavers.

Posted (edited)

Excuse me if I didn't experiment with this mod enough,  but is there a way to turn of the green screen  effects and computer voice?

I created a little patch through the workbench and a settler walked over there and my screen was highjacked with a green overlay and a computer voice. I tried to leave the area and the green screen just stuck.  I did a save/quit/reload in the new area and the game just went full on retarded. I looked in mcm but I didn't see any options. I may have just missed it.

Edited by bgutterbob
Forgot some 💩
Posted (edited)
38 minutes ago, bgutterbob said:

Excuse me if I didn't experiment with this mod enough,  but is there a way to turn of the green screen  effects and computer voice?

I created a little patch through the workbench and a settler walked over there and my screen was highjacked with a green overlay and a computer voice. I tried to leave the area and the green screen just stuck.  I did a save/quit/reload in the new area and the game just went full on retarded. I looked in mcm but I didn't see any options. I may have just missed it.

Go to Interface in your data folder and delete AnimatedTentaclesMenu.swf. To get rid of the voice go to Sound>AT> and delete the hypno voice folders. 

 

@InGloriousSarkar The animation duration should default to your global AAF animation duration is. Since the world spawns are handplaced they lack a variable that would differentiate them from tentacles placed in the settlement build menu. I dont have the time to make an MCM menu at this moment.

Edited by ninjabes
Posted
1 hour ago, ninjabes said:

Go to Interface in your data folder and delete AnimatedTentaclesMenu.swf. To get rid of the voice go to Sound>AT> and delete the hypno voice folders. 

 

@InGloriousSarkar The animation duration should default to your global AAF animation duration is. Since the world spawns are handplaced they lack a variable that would differentiate them from tentacles placed in the settlement build menu. I dont have the time to make an MCM menu at this moment.

Is there anything I can with the green screen take over?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...