iskbisadi Posted Saturday at 11:26 PM Posted Saturday at 11:26 PM 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) 1
rialu Posted Saturday at 11:39 PM Posted Saturday at 11:39 PM 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 2
ReiMonsfuc Posted yesterday at 12:12 AM Posted yesterday at 12:12 AM (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. 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 yesterday at 12:14 AM by ReiMonsfuc
rialu Posted yesterday at 12:34 AM Posted yesterday at 12:34 AM 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.
rialu Posted yesterday at 12:41 AM Posted yesterday at 12:41 AM 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.
Mike Hawk Hughes Posted 23 hours ago Posted 23 hours ago 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 🤔 3
ReiMonsfuc Posted 23 hours ago Posted 23 hours ago 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.
hololoer Posted 22 hours ago Posted 22 hours ago 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 7
GOONER5 Posted 19 hours ago Posted 19 hours ago What if someone made an animation where a mod can just sneak up from behind and give you a hand job😭
Magmacube Posted 15 hours ago Posted 15 hours ago Can others mobs get pregnant from player? like can m player get f creeper pregnant ? 1
eatsomesoup Posted 12 hours ago Posted 12 hours ago (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. Edited 12 hours ago by eatsomesoup 1
Loocknn Posted 9 hours ago Posted 9 hours ago jenny3.zipif any body wants this (maybe u can adjust it if u want to) also her pussy appears the more ur clothes cut
JustYourAverageStranger Posted 9 hours ago Posted 9 hours ago still unable to make carpet players pregnant in the new version?
eatsomesoup Posted 8 hours ago Posted 8 hours ago 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.
L1Z0 Posted 8 hours ago Author Posted 8 hours ago 45 minutes ago, 青剑湖 said: Is there a feature to make monsters pregnant now? read the changelogs
L1Z0 Posted 8 hours ago Author Posted 8 hours ago 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
L1Z0 Posted 8 hours ago Author Posted 8 hours ago 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. Use the packs phantom models as reference, just copy it and add your own stuff to it. optifine models are a bit strict
L1Z0 Posted 8 hours ago Author Posted 8 hours ago 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
L1Z0 Posted 8 hours ago Author Posted 8 hours ago 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 1
L1Z0 Posted 8 hours ago Author Posted 8 hours ago (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 8 hours ago by L1Z0 4
Maxuki Posted 5 hours ago Posted 5 hours ago 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? 1
blue_fern Posted 3 hours ago Posted 3 hours ago 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
ReiMonsfuc Posted 3 hours ago Posted 3 hours ago 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
L1Z0 Posted 3 hours ago Author Posted 3 hours ago 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 1
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