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Posted

Update: Checked my enderman animations and they still function well, though some animations (a spitroast one) will definitely be shelved since we now have a spitroast animation in game that is 10x more better than mine, other enderman related packs also still work so I think (i havent checked in the NoN files yet) there is still support for the older enderman model (maybe because the extra limbs are just the lower half of the limb, therefore the top portion of the limb still extends out usually like older animations would)

Posted

Heads up, got some skin-packs that I managed to save from before the Great Purge of Nature (just a funny name I made for it)

(and the last one is a custom of mine, editing a pre-existing skin)

For the last 1:

Download 7zip or Winzip
Extract via 7zip or winzip

jenny.zip jenny2.zip p.7z

Posted (edited)
10 hours ago, ReiMonsfuc said:

So, turns out the male black horse with white stockings texture is broken, in animations, it gets replaced with the regular black horse texture.

Screenshot 2026-08-29 081030.png

Also, the textures for the drowned during animations are missing too.

Turns out, by having the default pack at the bottom is what had caused this, except for the drowned, I'll check what pack is causing them to have missing textures.

Edited by ReiMonsfuc
Posted
12 hours ago, L1Z0 said:

 

Hold M to start pole animation. The run animation is a debug animation I forgot to remove lol, thanks for letting me know


Having same issue as them, but even with holding M, it's not working. G also doesn't work. I may try to remove mods from the files, see if that works.

Posted
6 minutes ago, rialu said:


Having same issue as them, but even with holding M, it's not working. G also doesn't work. I may try to remove mods from the files, see if that works.

OK I FIGURED IT OUT

It's not M, but it's your command set as "manual player peak" in general. This allows you to do manual peaks, defeats, and teases.

Posted

I had an idea, but I got no talent nor idea if even possible...

 

I was thinking of "kidnap" animations or "rides" like a dog/wolf been able to drag you around after a reverse knot animation, or a horse been lifted by a horse and ride around under it, been lifted around by phantoms...

 

aka mob been able to continue their daily with you stuck to them 🤔

Posted
26 minutes ago, ReiMonsfuc said:

Turns out, by having the default pack at the bottom is what had caused this, except for the drowned, I'll check what pack is causing them to have missing textures.

so, I have tried to find the source of the missing textures for the drowned and have found nothing yet.

Posted

I would want to see if there's possibility that monsters can set up traps to capture and bondage player .
Like spider can set up webs tie up player . zombie/skeleton can set up traps made of rope and wood . enderman can set up ender crystal to lock player's limbs etc
 

Posted (edited)

In the wake of installing version 1.5 I am still having problems making optifine .jem models lol, and only one .jem at a time is still only able to load. This time not even the default NoN male .jem gets (or at least shows any sign of) loaded when default pack is prioritized on loading (shown in picture 3). Very strange.

At the time of this, I've made female and male+female .jems to complete the roster and they're trying to be used here.

Capture.webp

Capture2.webp

Capture3.webp

Edited by eatsomesoup
Posted

One thing I've yet to learn about is how to directly choose and start animations without limits for debugging purposes? I remember hearing talk about a method involving animation director in the former main thread, would help me avoid making time-consuming small cubicles for every mob and repeatedly un/loading other packs/animations when transitioning from testing to normal gameplay.

Posted
45 minutes ago, 青剑湖 said:

Is there a feature to make monsters pregnant now?

 

read the changelogs

Posted
36 minutes ago, eatsomesoup said:

One thing I've yet to learn about is how to directly choose and start animations without limits for debugging purposes? I remember hearing talk about a method involving animation director in the former main thread, would help me avoid making time-consuming small cubicles for every mob and repeatedly un/loading other packs/animations when transitioning from testing to normal gameplay.

 

added in the latest version. When selecting actors and starting an animation with debug keys, if there are multiple possible animations it will show you an animation selection screen

Posted
4 hours ago, eatsomesoup said:

In the wake of installing version 1.5 I am still having problems making optifine .jem models lol, and only one .jem at a time is still only able to load. This time not even the default NoN male .jem gets (or at least shows any sign of) loaded when default pack is prioritized on loading (shown in picture 3). Very strange.

At the time of this, I've made female and male+female .jems to complete the roster and they're trying to be used here.

Capture.webp

Capture2.webp

Capture3.webp

 

Use the packs phantom models as reference, just copy it and add your own stuff to it. optifine models are a bit strict

Posted
17 hours ago, iskbisadi said:

Update: Checked my enderman animations and they still function well, though some animations (a spitroast one) will definitely be shelved since we now have a spitroast animation in game that is 10x more better than mine, other enderman related packs also still work so I think (i havent checked in the NoN files yet) there is still support for the older enderman model (maybe because the extra limbs are just the lower half of the limb, therefore the top portion of the limb still extends out usually like older animations would)

 

Basically nothing to add here, u got it. The new enderman model adds new sub bones, the parents are the same. That means that all old enderman animations should still work

Posted
On 8/29/2026 at 5:18 PM, blue_fern said:

have any other animation packs been made redundant due to the new default pack?

 

yes, parts of the noble pack

Posted (edited)

Since the mod page is up again I would prefer if mod and default pack related things are posted back in the main mod thread.
Community pack related issues can remain here of course.
As always, please ensure an issue is not caused by a community pack before posting something on the main modpage. Thanks

 

 

Edited by L1Z0
Posted

For anyone with experience: how difficult would it be to create an animation pack? Using the Armadillo, for example.
I'm having trouble understanding the guide,
Or if someone could teach me or take a request, please?

Posted

what happened to the bottle animation? I can't seem to find it when holding in the menu after holding M, the animation is shows as loaded but I can't seem to trigger it

Posted
22 minutes ago, blue_fern said:

what happened to the bottle animation? I can't seem to find it when holding in the menu after holding M, the animation is shows as loaded but I can't seem to trigger it

look down and right click

Posted
47 minutes ago, blue_fern said:

what happened to the bottle animation? I can't seem to find it when holding in the menu after holding M, the animation is shows as loaded but I can't seem to trigger it

 

its not a normal manual peak animation. It can only be triggered by looking down and right clicking with a full liquid tank

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