RimWorld

RimWorld

3,704 ratings
Yayo's Animation (Continued)
25
9
2
15
6
6
6
3
3
2
7
6
6
5
4
4
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.068 MB
19 Oct, 2022 @ 12:49pm
19 Jul @ 7:28am
39 Change Notes ( view )

Subscribe to download
Yayo's Animation (Continued)

Description
Original mod by Yayo!
This is an update. You can find the original here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2575938407

Support Yayo on Ko-Fi:
[ko-fi.com]

Support me on Ko-Fi:
[ko-fi.com]

* Changes from original
  • Updated to 1.4, while also bringing all those improvements to 1.3 as well
  • Added animation to new interactions that previously had none
  • No longer depending on HugsLib
  • Improved performance in a couple of places
  • Added several options that can help with performance
  • Built-in fix for Humanoid Alien Races
  • Fix for stargazing
  • Fix for Facial Animation
  • Support for (basically) all Vanilla Expanded mods and their interactions
  • Support for Dubs mods: Bad Hygiene, Rimefeller, Rimatomics, Paint Shop

* Add Animation for Pawns
  • Animations can be individually turned off in the options menu.
    Use only the animations you want.


* Marriage Ceremony



* Burning & Roll



* Joy



* Funeral



* Lovin



* Work



* Walk



* Sleep



* Eat



* Weapon




* And Others
  • About 90 actions are animated. (almost every action)


>> Yayo's Youtube


The latest news about Yayo's mods are posted on YouTube.
Subscribe to YouTube and be the first to know.


* Options
  • Walk Animation Angle
  • Walk Animation Speed
  • Animations can be individually turned on/off.


* Recommand Mods


Source code included with the mod on GitHub over at:
https://github.com/DRA-Mods/Yayos-Animation
Popular Discussions View All (17)
10
12 Jul @ 12:45am
GU2 bug report
Gargantua
2
9 Aug, 2023 @ 4:17am
Small incompatibility with VRE Androids
Ontario
1
22 Mar @ 4:27pm
Slight incompatibility with Romance on the Rim
telardo
699 Comments
Paolini 18 hours ago 
Would it be possible to add an option to disable the swaying every pawn has when standing still ?
Gore_Zero 17 Oct @ 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.
↓↓↓↓↓
Gore_Zero 17 Oct @ 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 15 Oct @ 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 7 Oct @ 10:32pm 
oh, right on! I had no idea that was how this worked, that's lovely!
Soky  [author] 7 Oct @ 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 7 Oct @ 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 2 Oct @ 1:22am 
is this safe to remove mid save
Lionheart 30 Sep @ 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 16 Sep @ 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 !