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Animated Tentacles: The Walking Dongs: Two Timing


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Posted
2 hours ago, woodrealmelf said:

hello is it possible to convert the skyrim tentacle animation to this mod would love to see some?

 

What animations from skyrim were you interested in seeing?

Posted
On 6/18/2026 at 11:03 PM, AidenBacker said:

I need version 1.45

What is in version 1.45 you need that version 1.47 doesnt have?

Posted

SM + Tentacles - who knew we needed this!  Issue will be getting the 2 in the same place to activate the animation.   Love the evolution of this - its quite fun to torment the settlers and yourself if you get too close with all these shenanigans :) 

Posted
2 hours ago, Mimirue17 said:

SM + Tentacles - who knew we needed this!  Issue will be getting the 2 in the same place to activate the animation.   Love the evolution of this - its quite fun to torment the settlers and yourself if you get too close with all these shenanigans

hello what is SM?

Posted

OMG man this so cool, soon 5 tentacles how does it trigger tho? does it spawn randomly out in the open or dungeons? played for an hour and i only countered one and why the animation so fast to finish?

Posted

@woodrealmelfSM is Super Mutant, the big green guys. The animations with more than one tentacle is started manually in AAF when you select more than one, so there has to be multiple tentacles around. There actually are animations available for up to 5 tentacles so go to a settlement spawn some and have some fun.

 

@Mimirue17You get here so fast! I didn't expect anyone to really download this in the middle of the week! I'm glad you are having fun!

Posted
16 hours ago, Mimirue17 said:

SM + Tentacles - who knew we needed this!  Issue will be getting the 2 in the same place to activate the animation.   Love the evolution of this - its quite fun to torment the settlers and yourself if you get too close with all these shenanigans

Mean Joe and Passive tentacles mate! I suggest Mechanist's Lair 😜

 

@ninjabes Quick questions: do the wild tentacles respawn, what anims are there for the bike, and do the buildables initiate multiple character animations?

 

Glad you rid the world of HypnoTents, those were menaces to navigation! Unfortunately the problem most prevalent with them isn't isolated, in some cases you get stuck on furniture and get chain snatched (or if you have multiple buildables too close) and it can give a permanent black screen, which on reloading breaks the Tab key needing a game exit to fix (12min load time suuuuuucks! 😭). Not sure why the Librarian was in the pub, but Tom in the hidden speakeasy was, shall we say unfortunate? MSMA cam + combat is a bad combo, but mostly the concept of the housecat jumping you disturbed me.

 

Oh, as Mimirue mentioned earlier, some combat AI lingering: Carla getting butchered by everyone in Sanc (shame it's not Marcy, but what're you going to do?), and Joe picked a fight with a pack brahmin, which then drew in Isabel Cruz. The buildables also wander like mad, had a Croup Manor Bambi down near the raider spawn and lost 2-3 ghouls, a mut hound, Bambi, and an SM in Mechanist's Lair (easy fix there, less easy at Croup but maybe they deserve a barn). 

 

Excellent continuation of the original mod, can't wait to see what's next with this and Fun House!

Posted
5 minutes ago, woodrealmelf said:

OMG spawned in some SM and they wander off not sure where they went do they not stay at the settlement?and why I keep on teleported or drag a mile away from where they are?

Also building the tentacle triggers a tentacle attack while on build mode?tho spawning them also great would be nice to change the auto sex when close maybe can get some dialogues there? For multiple occurance maybe?tyvm

Posted (edited)

@JemappelleRedacted I have not tested if the wild tentacles respawn. They are kind of hard to kill so I never considred it. I'll check the CK and see if they are set to respawn. The reloading doesn't break the tab key btw. By default AAF removes the pip boy from the player to facilitate the player being completely naked during animations. The problem is when you load the game you essentially interrupt the script that runs during animations that will automatically re-equip the player with the pip-boy post scene. If you know the console commands you can actually add it back to the player inventory and equip it via the console to save you restarting the entire game. You can toggle removing the pip-boy that in the AAF.ini

 

I totally forgot I put the librarian in the pub! I think I put him there to test how it functions when interacting with the molotov raiders there ( I have the mod that adds a bunch of hostile gangs and probst bar is a spawn), Tom will definetly CATch you off guard. (I also forgot I snuck him in a few interiors...)

 

At the moment there is only one animation for the bike featuring one tentacle and I am not sure if multiple buildables would trigger group animations if close enough. 

 

As far as the AI the wander radius is set to a large number to allow the buildables to wander around larger settlements like spectacle island (that is actually my primary testing location) . I hadnt even considered they would get out of smaller  settlements like croup as the package should only let them wander the settlement bounds.. Havent really messed about with the contents under the hood since Ive really only had time to animate but Ill eventually have to get around to it since its becoming more and more apparent I might actually have to figure out how to make an MCM menu.... Either way thank you for the kind words, insights, and feedback!

 

@woodrealmelfThe buildable creatures have an AI package that allows them to walk around the settlement. Some buildables like the bugs have a weird well bug going on where the collision box that triggers the animations to start will stay where the creature was originally built. This also would explain why you are "dragged" away from where you think the animation will start because AAF has a radius where it will look for applicable furniture and locations for an animation to play. As far as autosex goes all of the creatures besides tentacles are "aggressive" which means they will automatically engage in activity with any character that gets too close. "Passive" tentacles do not do this and to engage with them you select them in the AAF menu manually. As far as dialogues go that is outside of the scope of my work creating animations and such. Dialogues are actually controlled via quests and while they would allow for a more "immersive" experience its a lot of work for what technically is already accomplished via passive and active characters.

 

To address your issue with sex while in the buildable menu, you are simply too close to the character when you have it open in the build menu. Just have the item you are trying to build a little further away from the player character and you wont have this issue. ATM I am aware of the issue but unsure how to proceed to solve it since that would involve modifying the original script that handles the animations and ATM id rather not break the script.

 

Also if you are reading this I have just updated The Fun House sound files and ESP to add extra blowjob and cumshot sounds that the newest group of Animated Tentacles animations use. Its not a huge update but they should add a little extra oomph to the animations.

Edited by ninjabes
notify readers of new sounds update
Posted (edited)
21 hours ago, ninjabes said:

have not tested if the wild tentacles respawn. They are kind of hard to kill so I never considred it. I'll check the CK and see if they are set to respawn. The reloading doesn't break the tab key btw. By default AAF removes the pip boy from the player to facilitate the player being completely naked during animations. The problem is when you load the game you essentially interrupt the script that runs during animations that will automatically re-equip the player with the pip-boy post scene. If you know the console commands you can actually add it back to the player inventory and equip it via the console to save you restarting the entire game. You can toggle removing the pip-boy that in the AAF.ini

To be fair, 90% of the definitely-dead tentacles are my bad (Hypnos mid combat, chain-catch issue prevention), but one under the library was beaten to death by a mutant.

 

By "breaks tab", I don't mean I'm looking at my arm due to a missing pipboy, I mean the key doesn't work. Won't bring the arm up or toggle the piplight, but the quick keys for inventory, data, radio, etc bring the pipboy up correctly. This bug is more often associated with the steam overlay glitching out, but in this case the suggested fixes don't work and it's purely on the game level and I can tab out of the pipboy or the main menu). It's repeatable on my setup with 2 back to back scenes where the second one sticks with the spinning load icon. Not an AT:WD bug per se, but it is a reliable trigger via AT:WD.

21 hours ago, ninjabes said:

Tom will definetly CATch you off guard. (I also forgot I snuck him in a few interiors...)

Boo! BOOOO!Lol, hopefully I'll see him next time out of combat and throw some mutant tuna his way rather than beaver!

 

21 hours ago, ninjabes said:

I am not sure if multiple buildables would trigger group animations if close enough

Quick testing says no, they all try to start 1v1 which leads to the "permanent gathering stage" bug, but you can use the AAF menu to trigger multi partner anims.

 

21 hours ago, ninjabes said:

I might actually have to figure out how to make an MCM menu

Eh, at least with MM2 the ini files are easy to edit so that might save you a bit of work. As for wandering, well, they probably should be in pens anyway...

 

EDIT

So it turns out the "Aggressive Brain Tentacle" in Far Harbour still triggers hypnosis, bad news for The Mariner 😅

Edit 2

The thought occurred that the hypnosis effect might be a holdover from a midgame update rather than a bug per se, so not a priority unless someone runs into it on a new game.

 

 

Edited by JemappelleRedacted
Posted

i want to use the radroach but AAF doesn't choose it as an actor?
could it be because i don't have sex animations of it?, which mod does it have that creature?

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