RimWorld

RimWorld

Yayo's Animation (Continued)
700 Comments
MrRedser Oct 23 @ 11:06am 
There is a problem with melee weapon animations in the mod. When attacking in 4 of the 8 directions - West, Southwest, South, Southeast, the weapon is drawn at the wrong angle. This bug is present on the base game with this mod alone. To replicate, take any melee weapon and hit anything in those directions.
Paolini Oct 18 @ 11:47am 
Would it be possible to add an option to disable the swaying every pawn has when standing still ?
Gore_Zero Oct 17 @ 9:18pm 
To identify the problem, check your mod list for race mods or weapon-related mods. You can test by temporarily disabling suspected mods one at a time. Unfortunately, there is no simple compatibility solution since these mods fundamentally change how weapons are drawn. You will need to choose between Yayo Animation's combat features or the other mod's weapon systems.

For reference, it is technically possible to force compatibility by creating a custom Harmony patch that removes the conflicting patches at runtime, prioritizing Yayo Animation over features like sheath displays. However, this requires programming knowledge and understanding of Harmony patching systems.
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Gore_Zero Oct 17 @ 9:17pm 
For those experiencing issues with combat animations not working:

If your combat animations are not working, the most common cause is conflicts with other mods that override weapon drawing. Many race mods include a system called SYS that completely replaces the DrawEquipmentAndApparelExtras method, which blocks Yayo Animation from applying its combat animations.

Common conflicting mods:
- Race mods with built-in SYS weapon systems (Ratkin, Miho, Paniel, and other race mods)
- Ratkin Gene Expanded
- Mods that modify weapon positioning or add sheaths/holsters
- Any mod that patches PawnRenderUtility.DrawEquipmentAndApparelExtras with a Harmony Prefix that returns false

These mods use Harmony patches that skip the original method execution, preventing Yayo Animation's transpiler from working. The recoil animations may still work because they use different hooks, but aiming animations, weapon sway, and rifle drill animations will not function.
KurtHussein Oct 15 @ 1:45am 
for some reason "Only player pawn animation" button does not affect combat animations. Checked only on incoming caravans though, but they keep weapon animations no matter if I select only player animations or not
A Strange Construct Oct 7 @ 10:32pm 
oh, right on! I had no idea that was how this worked, that's lovely!
Soky  [author] Oct 7 @ 6:03am 
@A Strange Construct this mod hooks into the vanilla rendering system. So anything that's multithreaded in vanilla will be, by proxy, multithreaded here as well. In fact, I had to make several changes in 1.5 to make sure the mod won't break the game due to multithreading that was added.
A Strange Construct Oct 7 @ 12:19am 
Not saying that you or anyone has to do this, just curious, could this be multithreaded? Would it even be worth it? Like I'm assuming it would have some gains if you could, but I'm not sure how large. I just know that in 1.5 they did some multithreading stuff for graphics, but I'm not sure if that could be extended to mods like this. Again, not asking for it, just curious of the feasibility in the opinion(s) of whoever responds to this.
AnneCrankin90s Oct 2 @ 1:22am 
is this safe to remove mid save
Lionheart Sep 30 @ 2:49am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
RenLou Sep 16 @ 11:32am 
This mod really should be part of the base game. Insane how much more life it gives for such simple animations. Thank you !
`r0'it^-Alio Sep 15 @ 7:17pm 
I have Melee Animation as well and it does a rapid attack for some reason for melee (even when using a range weap as mele). I see others doing to my pawns and my pawns doing it as well. Even on a dummy it does that rapid attack,15 attacks or so, in seconds...
NyamiNyamiNyami Sep 7 @ 1:22pm 
works with Kurin three tail anim and Revian animations?
KeiwaM Sep 2 @ 9:46am 
@tanyfilina Melee Animations lists this mod as compatible, so yes. They are compatible.
tanyfilina Aug 31 @ 11:59am 
Maybe it's silly to ask, but is it compatible with Melee Animation? Or does it include the same functions (swinging the melee weapons)?
天哪,那是接近的 Aug 30 @ 9:53am 
I don't quite understand why the recoil animation failed, and there are no error logs
Kait Aug 28 @ 2:44pm 
description says you can turn off animation individually
does it mean every one of them can be disabled ?
I dont see the option, only big categories like "work animation

to be precise i'd like to disable the "relax socially" animation because it looks a bit silly when the pawn is alone in his room :D
Soky  [author] Aug 26 @ 8:34am 
@Zal this is a cleanup that the mod does once per day to make sure there's no data stored for anything or anyone that' died, is not on a map, etc.

The cleanup itself should be pretty fast and unnoticeable... However, thinking about it now, it is also done at a time when a lot of mods may consider doing similar cleanup. Perhaps there's a lot of mods just doing the cleanup at the same time, adding up to a longer freeze. Alternatively, one (or some) of the mods just take a lot of time to do their own cleanup.
Zal Aug 25 @ 11:48pm 
I've noticed my game locks up for a good 30 seconds every 10 minutes or so and notifications like this show up:

[Yayo's Animation] GC : animation data count [32 -> 10]

Any idea what might be going on?
Peers Aug 21 @ 4:20pm 
holy, I thought these were always vanilla lol
Pesto Posta Aug 17 @ 4:23pm 
I can not understand why this is not vanilla.
Soky  [author] Aug 14 @ 4:21pm 
This mod is only affecting graphics, and only does something when the game is working on graphical stuff. It also never saves anything at any point.

The only way it could affect something else in the game is if a serious error happened, which there should (hopefully) be none. I haven't seen any reported in a while.
KimPanDan Aug 14 @ 3:53pm 
safe for saves?
Decadance Aug 12 @ 9:19pm 
Tell me, does this mod somehow affect the vanilla balance? Are any characteristics of the pawns changed?
蟹ミソアイス Aug 10 @ 2:21am 
When using the Ideology chair for reading, the pawns are not oriented correctly.

読書の際にIdeologyの椅子を使用しているとポーンの向きがおかしくなってしまいます。
Poose Jul 30 @ 3:44pm 
Surprised nobody has remade or done their own version of this mod. Thanks for keeping the old one going! Adds so much life to the static pawns
MezzerliptikJay Jul 24 @ 1:28pm 
@Soky Thanks for the explanation
Soky  [author] Jul 24 @ 10:14am 
The "work animations" is just badly named. In-game term for basically anything any colonist/animal/mechanoid/etc. are doing is called a job, so I just plugged it all under the term "work" and called it a day.

It likely won't be changed until I release the remake for the mod, but that may be a while before it actually happens.
MezzerliptikJay Jul 24 @ 9:02am 
@Devonte I noticed this too, I only use the walk animations for pawns and animals, but if i turn off work animations it turns off everything else, im guessing all the animations are tied to the work code unfortunately (apart from walk and attack)
GamerRoman Jul 23 @ 8:49am 
I've got the same issue as BoBovich describes with pawns that are relaxing socially on chair are completely still.
Devonte Jul 22 @ 7:53pm 
i dsiabled walking and working animations and thats it; But with these two disabled no other animations appear. No lovin, sleeping, fire, marriage, joy, zero animations. Im pretty sure this works with only this mod enabled.
BoBovich Jul 22 @ 10:52am 
When my colonist doing social relaxing, they just stand on the chair and do nothing. Just like they stuck there.I try to enable or disable other Mods many times. I found that It might conflict with "Common Sense" . When I disable it, get fixed. Sorry, my English is poor.
tokara Jul 20 @ 6:58pm 
When attacking downward with a melee weapon, the weapon's handle ends up pointing downward. Is this the expected behavior?
It doesn’t seem to sync properly with the 'Show Me Your Hands' mod."
seeki Jul 20 @ 12:23am 
I am struggling with a conflict with Yayo's Animation mod.

When Yayo's Animation mod is enabled, my custom JobDriver orientation changes made in Toil using pawn.Rotation or pawn.rotationTracker.FaceTarget are invalidated.
When Job animation is on, the Pawn faces a strange direction when the custom Job is executed.

If possible, I don't want to force my users to partially disable Yayo's Animation.
Yayo's Animation mod is a great mod.
So, can Yayo's Animation mod respect the Pawn orientation changes made in the original JobDriver provided by other mods?

Thanks for continuing to make great mods.
教会生まれのNさん Jul 20 @ 12:06am 
It seems that there's a conflict with GiverMOD, which enables animals to perform special actions such as feeding others. As a result, we observed a strange behavior where animals were feeding others from their rear ends. Could this kind of behavior be prevented on the Yayo's Animation (Continued) side as well?
Soky  [author] Jul 19 @ 3:47pm 
Sounds like outdated Yayo's Animation. The issue should be fixed now.
тетеря, блин Jul 19 @ 2:35pm 
Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
girk Jul 19 @ 7:32am 
im bussin a nut :buzzed:
Soky  [author] Jul 19 @ 7:31am 
Bug fixing issues:

- Updated/fixed Giddy-Up 2 compatibility
- Fixed item stands having being affected by weapon animations
- Fixed item stands sometimes causing errors when failing to use combat animations
- Fixed the mod causing more significant errors and issues if a pawn broke for some other reason
girk Jul 18 @ 9:33pm 
hope this gets fixed soon
Heldgalaxy Jul 17 @ 6:52pm 
Hey for some reason my characters randomly just vanish and are unable to do anything and checking the log it seems its trying to do something relating to Yayaos animation core :49 ifs anyone has any fixes would love to hear them.
Потужнiй Jul 16 @ 1:51pm 
why stand has animations
Kazoid Jul 16 @ 8:09am 
Looks like weapons on mannequins are animated when they shouldn't be.
VoxelTron Jul 16 @ 6:36am 
This gives loads of errors alongside the new armour stands fyi, probably because armour stands *with* weapons count them as "in combat". Nothing game breaking but my logs are not happy.
KomejiKoishi Jul 15 @ 10:53pm 
Encounter bug when load with toddlers mod. The baby's walk animation fails sometimes
SKEL Jul 15 @ 3:10pm 
Works with Melee Animation?
StixxyTape Jul 15 @ 2:41pm 
There's an error with this mod where while it's installed, you can't access the in game mod options menu to change the configs of other mods. No pressure to update, just fyi it gives an error when I start the game up. Everything else is working fine.
Просточелик Jul 15 @ 2:54am 
will it be possible to disable animation at the clothing rack?
greensniperhat Jul 14 @ 5:25am 
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation/<>c:<.cctor>b__7_0 (object)
UnityEngine.UnitySynchronizationContext/WorkRequest:Invoke ()
UnityEngine.UnitySynchronizationContext:Exec ()
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
greensniperhat Jul 14 @ 5:25am 
Got this bug:

Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
[Ref EC6C19E6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)

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