sby's loader imports (1 Viewer)

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Hi, sorry if potentially dumb but not sure what I'm missing - I downloaded animtoolsV11, replaced the V10 stuff in the INIT folder including of course a change in Mods.txt, and it refuses to work. I've seen a "Failure to load mod" message floating around a few times, and if I don't put animtools at the bottom of the list of mods to load, it won't load the mods below it either. I'm pretty sure I copied all the key files. Any idea what may be wrong?

Also, the allalphasliders mod is awesome, thanks :)
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Animtools will not show his cum if the zoom is set less than 0.40 (i.e., default)

If I make the "Zoom Amount" < 0.40 using animtools (v11, but earlier versions had this issue too), it will not show cum. It makes the sound etc. but will not show up on screen. Any value of 0.40 or larger seems to work fine.

This makes it very hard to use some positions or place actors in backgrounds.

Does anyone else have this issue? Anyone know of a solution?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

VincentL said:
Hi, sorry if potentially dumb but not sure what I'm missing - I downloaded animtoolsV11, replaced the V10 stuff in the INIT folder including of course a change in Mods.txt, and it refuses to work. I've seen a "Failure to load mod" message floating around a few times, and if I don't put animtools at the bottom of the list of mods to load, it won't load the mods below it either. I'm pretty sure I copied all the key files. Any idea what may be wrong?

Also, the allalphasliders mod is awesome, thanks :)
not sure, could upload folder, or look at how my loader pack has it set up
(this pack exists so i can use it as an excuse to say "this should work" xD )



aztlan said:
Animtools will not show his cum if the zoom is set less than 0.40 (i.e., default)

If I make the "Zoom Amount" < 0.40 using animtools (v11, but earlier versions had this issue too), it will not show cum. It makes the sound etc. but will not show up on screen. Any value of 0.40 or larger seems to work fine.

This makes it very hard to use some positions or place actors in backgrounds.

Does anyone else have this issue? Anyone know of a solution?

animtools doc said:
[home,end] zoom amount: how close or far the camera is. zooming out farther than 0.4 will cause strands to no longer render

i never really used any zomming past the regular 0.4, so i never had the motivation to look into it. i don't know what causes it
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

The tongue setting it getting disabled for all positions, including vanilla ones. Anything that resets the position also turns it off again.
 

Gameboy739

Vivacious Visitor
Joined
Oct 14, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Like how sby explained to me how the body contact sounds work but I still don't get it. :-[
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

You've got an updateeverything_arms() function, so why not call that directly from maybeupdatearm instead of resetting all vars?

Ah, and there's the problem with the tongue, enablelicking is initialized to 2 and resets to 2, but it's treated like a boolean for all checks. Any postion including the default turns off tongue until a button click sets it to 1.
 

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

sby said:
VincentL said:
Hi, sorry if potentially dumb but not sure what I'm missing - I downloaded animtoolsV11, replaced the V10 stuff in the INIT folder including of course a change in Mods.txt, and it refuses to work. I've seen a "Failure to load mod" message floating around a few times, and if I don't put animtools at the bottom of the list of mods to load, it won't load the mods below it either. I'm pretty sure I copied all the key files. Any idea what may be wrong?

Also, the allalphasliders mod is awesome, thanks :)
not sure, could upload folder, or look at how my loader pack has it set up
(this pack exists so i can use it as an excuse to say "this should work" xD )
My INIT folder together with Mods.txt:
 

Attachments

  • folder.PNG
    folder.PNG
    14.8 KB · Views: 119

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Is your DialogueActions out of date?

I believe the current versions are 2.04 (from Pim_GD) or SDTDialogueActionsv3.00 (from WW).
 

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Errr, might be, I haven't been using any dialogues recently so didn't pay attention. Can that mess with animtools? (There is some connection between the two IIRC)
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

VincentL said:
Errr, might be, I haven't been using any dialogues recently so didn't pay attention. Can that mess with animtools? (There is some connection between the two IIRC)

No idea. I wouldn't think but you never know...
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

When using moreclothingV1_2, what is the point of including the line below in the settings file?

Heavy Tits(original body).swf=heavy tits

It does not seem to ever have the option to load from any of the tabs that I can see.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

jase said:
You've got an updateeverything_arms() function, so why not call that directly from maybeupdatearm instead of resetting all vars?

Ah, and there's the problem with the tongue, enablelicking is initialized to 2 and resets to 2, but it's treated like a boolean for all checks. Any postion including the default turns off tongue until a button click sets it to 1.
just split up the updateeverything function recently, didn't notice i could have swapped that. did it in my working copy
also fixed the tri-state enable licking in my working copy that completely neglected 'don't care'




aztlan said:
When using moreclothingV1_2, what is the point of including the line below in the settings file?

Heavy Tits(original body).swf=heavy tits

It does not seem to ever have the option to load from any of the tabs that I can see.
that was a test i forgot to remove, it was to make sure overwriting body mods were properly ignored and didn't mess up everything else. you can ignore it
 

zzaapp002

Staff
RM Moderator
Joined
Dec 10, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Thanks for the latest update to AnimTool...

Also really curious about the Loader Pack...interesting....
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

With the aimpenis mod, cockwhipping would be easier than slap animations.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

zzaaapp002 said:
Thanks for the latest update to AnimTool...

Also really curious about the Loader Pack...interesting....
if you are already using my mods, shouldn't be too interesting xD

moreclothing and animtools are the only complicated things to set up
 

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

aztlan said:
VincentL said:
Errr, might be, I haven't been using any dialogues recently so didn't pay attention. Can that mess with animtools? (There is some connection between the two IIRC)

No idea. I wouldn't think but you never know...
Just tried it, but unfortunately no change, getting the "Mod Loading Failed" message in the top right corner every time after launching the game.

Sorry to bug you sby, but could you just take a look at the screenshot I posted? Maybe there's something obvious I'm missing there... I'm just a bit confused since I had been using animtools V8 for quite a while and it always worked flawlessly, would be grateful :)
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

VincentL said:
aztlan said:
VincentL said:
Errr, might be, I haven't been using any dialogues recently so didn't pay attention. Can that mess with animtools? (There is some connection between the two IIRC)

No idea. I wouldn't think but you never know...
Just tried it, but unfortunately no change, getting the "Mod Loading Failed" message in the top right corner every time after launching the game.

Sorry to bug you sby, but could you just take a look at the screenshot I posted? Maybe there's something obvious I'm missing there... I'm just a bit confused since I had been using animtools V8 for quite a while and it always worked flawlessly, would be grateful :)
didn't see anything weird.
upload your loader folder. just don't include the other mod folders outside of the $init, $over, $reset




edit - was starting a video tutorial, realized i didn't include positions in animtoolsV11.

animtoolsV11 has been reuploaded with positions as well as a few changes i made with the zoompoint. see changelog notes for everything
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

I'm trying to figure out where these default values for resistance and vigor derived from, and why they play so poorly compared to oral positions. Making vaginal/anal contact is like hammering at a brick wall with such persistence that any sensibly designed AI would be bawling for medical attention -- it's not a fun experience for anyone (well, unless you're into that, but my sadism has limits.)

There may be an unnecessarily complicating number of control variables; surely some of these are redundant. After extensive tweaking, I am still no closer to understanding what they're supposed to do, or which ones are actually functioning. When I have gotten satisfactory results it's because I either disabled most of it or took a lucky stab in the dark.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

not like i have units to describe them in....
in-game derived coordinates per rendered frame?

they are all pretty much equations that apply to her speed or position.

they should be functioning if their group is enabed
~ many settings are grouped together on the interface


you pretty much have to play with the numbers, i can throw together a 'loose' variant of doggy6 if you want to see what numbers i use.



also, if you turn the vanilla 'intro' setting up, it is very much similar to pre-hilting.
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

It seems that override resist simply moves the same mass through the same medium, so why wouldn't it have ontological inertia? If you drive a pile in the ground with more force and take it out, you still have a hole in the ground, and it's not going to fill back in any quicker. This would speed up the gameplay of wearing down her resistance. Yet when I release space and pull back, suddenly the barrier of resistance has returned, even with the return rate set to 0. Do I have a magically phasing cock or something?

EDIT:deleted because these settings work so inconsistently that I can't come to any reliable conclusions.
 

Users who are viewing this thread

Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.