
Mods / kemono
Author: xeth
Side: Both
Created: Jul 11th 2023 at 3:38 AM
Last modified: Mar 22nd at 5:25 PM
Downloads: 13202
Follow Unfollow 356
Latest file for
Various v1.20.x:
kemono_v0.0.27.zip
1-click install
larp as anthro animals & pastel colored equines, man made horrors beyond your comprehension
beta, should b usable on servers now but expect internal changes at any time x3
looking 4 help :3, dm @xeth9000, or discord at: https://discord.gg/9FfZqEekUa:
- blender animator (kemono model cleanup)
- blender modeling for more parts (kemono + horse)
- horse voices
status/todo:| Model | Animations | Parts |
|--------|------------|-----------|
| Horse | ~90% | Need more |
| Kemono | cleanup | Need more |
cute videos:
https://files.catbox.moe/9y5nvc.mp4
https://files.catbox.moe/3zy5dn.mp4
https://files.catbox.moe/uqr2ge.mp4
https://files.catbox.moe/cna2q1.mp4
https://files.catbox.moe/uvfr73.mp4
credits:
- tenklop: horse animations
- xeth: code, horse + anthro models/rig, some anims
- RicecakeHuman: japanese translation
- REDFOX: kemono animation fixes
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.27 | 2221 | Mar 22nd at 5:25 PM | Show | kemono_v0.0.27.zip | Install now | |
v0.0.26 | 372 | Mar 20th at 1:58 AM | Show | kemono_v0.0.26.zip | Install now | |
v0.0.25 | 1386 | Mar 5th at 7:21 AM | Show | kemono_v0.0.25.zip | Install now | |
v0.0.24 | 29 | Mar 5th at 6:35 AM | Show | kemono_v0.0.24.zip | Install now | |
v0.0.23 | 2505 | Dec 22nd 2024 at 11:36 PM | Show | kemono_v0.0.23.zip | Install now | |
v0.0.22 | 1191 | Nov 9th 2024 at 12:41 AM | Show | kemono_0.0.22.zip | Install now | |
v0.0.21 | 1031 | Sep 30th 2024 at 5:14 AM | Show | kemono_0.0.21.zip | Install now | |
v0.0.20 | 124 | Sep 29th 2024 at 9:04 PM | Show | kemono_0.0.20.zip | Install now | |
v0.0.19 | 1300 | May 1st 2024 at 4:34 AM | Show | kemono_0.0.19.zip | Install now | |
v0.0.18 | 325 | Apr 27th 2024 at 12:01 AM | Show | kemono_0.0.18.zip | Install now | |
v0.0.17 | 718 | Feb 15th 2024 at 2:56 AM | Show | kemono_0.0.17.zip | Install now | |
v0.0.16 | 575 | Jan 29th 2024 at 1:40 AM | Show | kemono_0.0.16.zip | Install now | |
v0.0.15 | 394 | Jan 11th 2024 at 4:33 AM | Show | kemono_0.0.15.zip | Install now | |
v0.0.14 | 430 | Nov 19th 2023 at 8:14 PM | Show | kemono_0.0.14.zip | Install now | |
v0.0.13 | 310 | Nov 5th 2023 at 5:36 PM | Show | kemono_0.0.13.zip | Install now | |
v0.0.12 | 291 | Oct 30th 2023 at 1:08 AM | Show | kemono_0.0.12.zip | Install now |
Been trying to figure out what's going on with the mod as I keep getting errors spammed into the server about clothing elements to do with the faceless Seraph. We are using Twilight Wolf Industries - Furry Additions on top of the mod. Tested to see if it was just TWI or if it was Kemono, it is indeed something wrong with Kemono.
Haven't gotten any answers on the Discord so I resorted to coming here.
https://imgur.com/a/8SYgbTw
Nymous You can choose not to be a pony, just select the other option and not use any of the furry additions. As for the weapons, I'm assuming your using combat overhaul, pratically will never be compatable untill someone unspagetties the code and fixes animations. You can still use firearms and crossbows but you wont have the ability to aim down the modled sights due to broken animations a subsequently wont be able to fight proper with CO as well since it uses animations and models when dealing damage.
A good friend is insisting on and is even seriously contemplating making their own server and leaving ours just for this mod.
Until we can kidnap them and force them into therapy, is there any chance of making it so that some people can be ponies and the rest of us can just play normally? Because when the mod was installed on our server, we were forcibly changed into ponies and our weapons stopped working. I understand the latter issue is out of your hands, but what about the former?
I wouldn't mind if they could be a pony while I can continue to be me, but I'd really rather not be a pony unless I can be an alicorn and gore people with my horn after divebombing them.
Please, our server cannot afford to lose the slave labor. The rest of the people I play with are a bunch of useless layabouts.
It was a titantic struggle to get one to use the prospecting pick. Another says they want to be self-sufficient but does nothing but raid my base for stuff (which I honestly don't mind, but I do find it funny that they said "self sufficient" and are now the equivalent of the surfer bro living on my couch), and yet another is so scatterbrained they forget anything I tell them a few minutes later. The remainder either don't play as often or are off doing their own thing.
oh yeah i forgot to mention what Jovian said, changing the size of models make them act like grass??
as in, your ears or parts of the model will catch the wind and melt, basicly will be very very broken
Very broken. Large models sway as if they were foliage in high wind.
Joined the discord to learn more, mod creator didn't seem to know what was wrong nor did they seem to care.
i have written it badly, caramelldansen and holdriflerighthand cause infinite animation loops when adding new animations, animations not working or completely nonesense movement is simply caused by the weird rotation/offset values of the model, these, i can only recommend guessing values until you're close enough to your desired output. (or god willing someone who knows blender creates a base model that will share the same values as the default animations since they are exactly the same anyway)
but, if you want to test out, just remove the caramelldansen animation override in the .json file for the model you're using, it will be in kemono_v.X\assets\kemono\models
Care to specify exactly what file adds the gun and caramelldensen, JaceEhnon? I want to see if that's what's causing issues with animations.
I'll not use this mod because I like the vanilla models and so on but the color picker, the drawing feature and the interface in genral... DAMN COOL. I'ld love to see something like that to customize the vanilla seraph model.
Warning for modders, your custom animations may not work due to a file from this mod adding a gun pose and caramelldensen (just delete it).
Dont bother much joining the discord and asking for help, you'll basicly get vague answers all the time.
The model used in this mod is horribly twisted when opened in blender (which somehow was recommended by the dev).
Animations are very hard to comprehend because rotation (how tf do you arrive at ''-7.9e-07'' for a rotation value??) and offset values are nonesense (mostly due to how the model is twisted).
part of the code, when opened, is written in a single line.
Basicly this mod was either made by someone who's not putting much care into it, or by someone who's actively hostile towards other modders and compatibilities.
but they bothered to make furry models so hey, it's the only one we got so far.
Attempting to utilize https://github.com/Coden364/Vintage-story-Kemonomod-CO-fix/tree/main completely corrupted any fresh installs of this mod, warning for those who think they can make it work, lol
Could you make it so you can chose to be the default model or the kemono models please. On our server some people dont want the kemono features but others do.
Very naisu🦄
Really love the mod but it seems to crash when i close the game, also i wish the humanoid models had more compatibility with animations and clothes, the bandana the clothier comes with looks weird (and sadly there isnt any option with fur that doesnt modify the face) and the animations added by either primitive survival or combat overhaul look kinda weird when mining.
There seems to be a bug with the head tattoo and the animu0 head in the latest version, drawing a tattoo on the head part renders it on the bottom plane of the head, not the actual face like you'd expect
NuclearWinter got it posted here. https://github.com/Coden364/Vintage-story-Kemonomod-CO-fix/tree/main I've added a text in there of what files i modded. I also did the same to make sure twilight industries mod works with my changes as well.
Coden364 Id say take the fork and push it to gitlab. Im sure the dev would like to see what you did to make it work properly. Even if you dont make a PR it still would be helpful to see
ZombieExtermina I am sorry say that Again? I think I understodd that, but to Clarifiy: The Mod only stores your Race Saves?
Coden364 As someone that uses the Pony mod for single player messing about, that would be real nice to see. Can't use any kinds of melee weapons. They just don't connect at all. Would be really nice to be able to defend myself in close fights finally with CO lol
SO i've dabbled a bit into this mod's code and made the kemono body type functional with combat overhaul. All items, tools, and weapons work 100% but im not posting it as its not what I would consider "quality*TM". The leg animations are super wonky and 2-handed spear idle is absent. BUT it does work... if you guys want i can post the files.
@JaxsonBright
That's actually just the folder the mod uses to store your saves' designs. If you look into it in your mods folder manually, this is where they'd show up if you have any.
Soooo, as it stands the Mod is missing a .Modinfo File?
I see that the mod is being actively updated now, which I'm glad for.
Any chance for the animation bugs to be fixed, and for compatibility for combat overhaul to be introduced?
Celestia bless you, Xeth.
Really like the mod, mostly for the "Furry Additions" addon made by WolfKann
I know it's been beaten to death in the comments but the animations for the anthrmopric models are very much broken. Not just cosmetically, but they also prevent you from using many items correctly. It had been a while since any of us had played so we didn't realize just how scuffed it was until we where a decent ways into the playthrough. The game is still "playable" so we're choosing the continue with the Mod, but if you're considering adding this to your playthrough you should know that it will break some things and ruin some basic animations.

For example, trying to sit down while holding a light shoves it in your face. Not really noticiable for you, but really silly looking to everyone else and in 3rd person
Genuinly wishing the devs the best on the mod. I'm not one to just complain about a free product, so I've setup my own devlopment enviroment to see if i can help contribute but I'm admittedly not an animator, so far I've identified that the issue isn't from the animations themselves, but some way they're being interpolated or added to the game. I focused on the light animation first.
Within blender, the sitting and hold light animations mix perfectly with no issues. I tried adjusting various rotations on both animations and loaded them into the game to try and see what exactly it happening. I beleive the rotation of the shoulder is being applied incorrectly within the game for some reason, almost as if the transform is being applied twice or the offset is incorrect when mixing animations. I'm willing to bet that the source of the issue is causing a decent percentage of the other animation problems as well. I'll try to keep looking into it and if I find anything I'll send you guys an update or attempt to apply a fix myself and use git to submit it.
haven't used the mod in a good couple months, decided to try it again aand...
same problems as before...
also a few new ones, mostly animations breaking, affecting the axe, knife, pickaxe, firestarter, falx, shoval, scyth, hammer, chisel. sitting down causes the animations to bug out for a bit as well. very unpolished,
bit sad that these problem haven't been fixed yet, and yes i understand that the game itself is being changed a lot and all, but in all, it pretty much renders this mod as nothing more then a good picture.
really hoped more progress would have been made, "just give it some time and they will fix it." is what i told myself.
really, i just think the dev really does need more help, just seems like they are a bit unmotivated at the moment, i have tried to find people who could help the dev, but sadly most were hesitant to work on a furry mod, and there just aren't that many modders or animators in the vintage story community.
so i can understand the delays and all that, i myself have thought about trying modeling and animation to help with the mod, though learned that i sucked at it. far harder then i thought it could be.
this is more of a comment for other people intrested in the mod, then the mod dev themselves. i'd like to ask anybody who does modding or animation, to reach out to the dev, and lend whatever help they have.
the current state of the mod is... sad, and i'm sure i'm not the only one who thinks this, it really just needs some help, and lots of fixing...
i love the customization in this mod so much, but i wish i could save colors or be able to input rgb in painting mode, see what side of the faces i'm painting on without having to paint, and paint my arms
excited for any updates mwehehe
People need to know this is not compatible with Combat Overhaul, and while a lot of people want it, no one knows when or if it'll ever happen. An author of an expansion for this mod says it'll never happen due to how the mod works.
The weirdest part is that it doesn't work EVEN with the simpler model, "Astolfo", which is the closest to vanilla. So it's something else in it affecting compatibility, not just replaced models.
Would love if this could be made compatible with additional voice mods.
Does this work with Combat Overhaul?
For some reason having the mod disabled causes it to dupe itself in the mod loader and it ends up having a fit as a result with it complaining about the modinfo.json file being missing.
Edit: It's STILL doing it even when enabled, might have to reinstall the game to get it to shut up if it keeps doing this.
Edit 2: Turns out it's having a fit over there being a second mod folder in the VintagestoryData folder that houses the saved presets and tatoos.
Really hope compatability with Combat Overhaul and the Memory Leak issues get fixed, this seems really good!
Huh... didn't know model-swapping was possible in VS. I did see an Astolfo pic in there, so would it be feasible to do other anime characters in a separate mod?
i might just be doing something wrong but the latest version is broken
edit: something happened now it works dont worry
also, mind if I ask about compatability with combat overhaul?
Does Rurik share his sauce with you?
I think the animations for the raft/oar are a bit messed up, the oar is held in reverse with the other hand trying to go above the head.
Hey! I was wondering if bonemerging could be used to fix some issues that would come from Combat Overhaul support? Best example would be how Source engine handles it, like in Team Fortress 2.
Basically, you would just place this model on top of the base seraph model, and join the bones of your model so that they move with the seraph's bones. No need for a new set of animations!
Unfortunately it is vastly easier to do with the kemono model. The pony model would likely require another solution. But playermodel developers over on Garry's Mod might know what to do!
This mod is genuinely a really good character creator, and Im writing this because Im doing my best to use it despite all these issues but there are definately some things NEEDING fixing moving forward:
Other mods such as "Twilight Wolf Industries - Furry Additions" are already using this mod as a base, and making some really great customization features off of this foundation, but as it stands that foundation is just in a really bad spot and needs support.
This mod could do with a major overhaul before i decide to put it into fully into my load order. Especially when it comes with the game break bugs and Combat Overhaul patches that it desperately needs
you should add the normal viewmodel hands :D
This mod and the Avali player model is amazing but it breaks attacking system entities and animations.
Hello, it would seem that this mod does not pass Single[] modelMatrix into loadModelMatrixForPlayer in the shape renderer. Causing Combat Overhaul and Rustbound magic to have some issues when using with this mod. is it possible to change this in any way?
seems like the mod breaks when you save and exit a world? is there a fix for this? i love the models
Combat Overhaul pls
AAAAAAAAAAAAA
Wish the memory leaks were fixed
Me and my friends started vintage story with this mod, having a great time right now!
thanks for the owner of this mod!
hope for update will come someday :3
this mod looks genuinely amazing, shame to hear it has so many issues, but hopefully some day they can be ironed out, keep on the grind and thank you for atleast attempting to make one of the coolest mods for this game >:3 hav a wonderful lifeu wu
Kobold player model it is. :c I was really looking forward to the the new upcoming model too.
blame tyron
Due to the various issues this mod seems to have, I just cannot recommend it in good faith for people to use. Animations break into a loop a lot of the time, the models do not support immersive firstperson, you cannot use any tools as weapons if they have secondary uses to them, and worst of all there is a memory leak issue with the mod. It's really unfortunate, as this is genuinely my favorite player model mod out there, but these issues are incredibly glaring and ruin not only the immersion of the game but even a portion of the gameplay elements as well.
I really hope for the bugs and issues of this mod to be fixed sooner than later, because I genuinely want to keep using it, but these problems get too much in the way to be able to use the mod.
I wonder if this could ever be compatible with Combat Overhaul, but this mod is probably too complex for that.
By the way, the fluff of EarR doesn't scale with the EarR slider, while EarL does scale both ear and fluff.
Edit: I believe custom animations might not work with normal first person, but they might with immersive first person. Need to test it.
May I request two adittions?
One is to add the "tattoo" feature to arms too.
The second adittion is to add a mane or neck fluff, for lions or eevees, etc.
Otherwise, really good mod. Here's hoping I can see where it ends at.
There's a chance something is wrong in the code, and making the mod leak memory.
29.12.2024 09:09:10 [Warning] Entity skin shape game:shapes/entity/humanoid/seraphskinparts/hair-base/shorttrimmed.json defined in entity config game:player not found or errored, was supposed to be at game:shapes/entity/humanoid/seraphskinparts/hair-base/shorttrimmed.json. Skin part will be invisible.
29.12.2024 09:19:40 [Warning] OpenAL Error during setup of sound game:sounds/menubutton.ogg: OutOfMemory
29.12.2024 09:19:40 [Warning] OpenAL Error during SetLowPassfiltering of sound game:sounds/menubutton.ogg: InvalidName
29.12.2024 09:19:40 [Warning] OpenAL Error during start of sound game:sounds/menubutton.ogg: InvalidName
29.12.2024 09:19:41 [Warning] OpenAL Error during setup of sound game:sounds/toggleswitch.ogg: OutOfMemory
29.12.2024 09:19:41 [Warning] OpenAL Error during SetLowPassfiltering of sound game:sounds/toggleswitch.ogg: InvalidName
29.12.2024 09:19:41 [Warning] OpenAL Error during start of sound game:sounds/toggleswitch.ogg: InvalidName
29.12.2024 09:19:41 [Warning] OpenAL Error during setup of sound game:sounds/voice/oboe.ogg: OutOfMemory
29.12.2024 09:19:41 [Warning] OpenAL Error during SetLowPassfiltering of sound game:sounds/voice/oboe.ogg: InvalidName
(variants of this repeats for over 600 lines of logs, I was trying the voices on the character creation and it just stopped.)
gay horses are back for a limited time
For some reason when using it certain tools, notably knives and axes, are unable to hit other creatures and don't have an animation.
I don't know how easy this would be, but is there any way to add a toggle to enable the new models vs the original seraphs? I have a majority of players who'd like this mod on my server, but some players who don't like it, anyway to make all parties happy? Personally, love the mod!
It's updated! It works!
I'm not sure what you need to or want to include in the models' partlist, but maybe a beak? I'm not sure I saw anything bird related besides the wings on the horses. Pretty happy just having a lizard tail and removing the ears to fit my sona a bit - I just need to figure now where the body mark texture goes on the kemono model.
What is the name of the AK 47 mod that appears in one of the images?
FenrirCell the mod hasn't updated for 1.20 yet, and probably wont be updated for it in a while considering how complex the mod is
1.20rc - krumps itself
System.ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
at Vintagestory.API.Util.ObjectCacheUtil.TryGet[T](ICoreAPI api, String key) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 12
at Vintagestory.GameContent.BlockShapeFromAttributes.OnUnloaded(ICoreAPI api) in VSSurvivalMod\Block\BlockShapeFromAttributes.cs:line 181
at Vintagestory.Client.NoObf.ClientMain.Dispose() in VintagestoryLib\Client\ClientMain.cs:line 2710
at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) in VintagestoryLib\Client\ClientMain.cs:line 2643
at Vintagestory.Client.GuiScreenConnectingToServer.onCancel() in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 206
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at GuiScreen.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\MainMenu\Screens\Special\GuiScreen.cs:line 207
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 329
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Any idea what's wrong?
Minoumao
I updated the pt-br translation on crowdin. Some things were different.
Hope it's part of the next update for 1.20
TherronKeen
We should have fixed this now. make sure you are running 0.0.22!
AzuliBluespots
Xeph is working on the 1.20 update atm. I am mostly helping around bug fix where I can while I get up to speed on the code base. After 1.20, Im going to be maintaing the mod. Xeph also has a github open for people to get the code.
Right now he is working on getting a better blender SDK animation overhaul. Ive been occasionally reading here to find bugs.
Hello,
Will the new/updated first person animations from 1.19 eventually be added to this mod? Tools like the falx and spear use the older versions and the knives dont have any first person animation at all.
Thank you
Gotta be verified to message you on xitter without being mutuals. Already followed you there, so if you want some help on the blender side of things, hit this pink fluff up
Minoumao
if you can, please mantain the mod. I'd really like to see it on 1.20
the clothing items are all just blank squares when i look at them in the creative inventory and have no texture when worn.
I am not sure if this mod is being actively developed anymore, but just in case, this mod, for some reason causes a crash when using a bed
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorTiredness.get_Tiredness() in VSEssentials\Entity\Behavior\BehaviorTiredness.cs:line 23
at Vintagestory.GameContent.BlockBed.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockBed.cs:line 70
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 864
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Side-note, the pony races mod are not compatible with Status Hud Continued either, and the error it throws when you try to use them together gives this exact same error.
Yikes...
hey when ever i try to use a tool the animation infinitly loops even with only using the mod and no other mods loaded could this be fixed? cause its really annoying otherwise love the mod!
>Any chance we'll get an option for belly s- ACK!
bronies this is your mindset
Any chance we'll get an option for belly size, as well?
i am saddened that there is no cat options, as a cat furry this is my singular must have
Hey, I tried this with just the Kemono mod enabled, whenever I swing a tool, the animation of it swinging will continue on loop, even after I've stopped. I have to switch to an empty hand and click to get the loop to stop.
[ 0.0.21 | 1.19.8 ]
Hello! Just wanted to mention I am getting the same error as @Variagaming and @JackDenkin. Will there be a fix for this soon? Thank you.
Is it possible to disable the furry models so my friends won't accidentally misclick and become a non-pony? Thanks in advance!
Is it possible to disable the pony model so my players can only use the kemono? In a config file or something? I'm pretty new to VS mods so I'm not totally sure what to look for. Thanks
The size sliders at the top of the customization menu might need to be limited to some value like 200 for the maximum. It's currently possible, for example, to increase body size to something like 3000+ which will cause the UI to hang. I was able to wait a bit and click Confirm but after 5 minutes or so, the game was still hanging with a loading icon.
EDIT: This is in reference to the pony model, as the kemono seems to have a maximum scale of 150 or so.
Game crashing while using this mod, aparently can't load the tiredness of the character and it just break when you try to sleep
Seems to be incompatible with Animation Manager, which by extension makes it incompatible with Bullseye, Crossbows, and Firearms. Hopefully this can be fixed because I really wanna be able to use all of these.
Great work xeth this mod is amazing! Please take care of yourself!
xeth
I might not know much about vintage story modding however I do know way too much about coding in C++ as I normally do software engineering stuff and genuinly love to use this mod alot.
At least from what I can find vintage is done in C#, which is rather close to C++ with extra features, so I can pretty quickly pick up the code base and keep it updating.
I use this mod a lot and maybe I can get a crack at it as I am quite familure with the bugs. At least keeping up maintance of the file for the time being until I can figure out how the code base is set up to establish a way to adding features.
i cant keep do this ther is 2 much happen irl mod is not fun any more pls some pony take over ; _ ; pls there wil not b much more 1 point 20 will be last version its over x,x
i tried to make a new world with you mod and the game lept crashing on me took mod out and no crash. there goes my play as a rust mage unicorn idea.
Thanks for the massive update! This was such a surprise to see and everyone has been having fun adding tails and polishing their models off. The animations look a lot better now when running around as an anthro from when they were out waving in the wind.
Some feedback from the server folk that we use this on:
Some issues we're having:
When I try to sleep in beds with this mod the game crashes. I disabled the mod and it got fixed but when I renabled it same thing happens.
unning on 64 bit Windows 10.0.19045.0 with 16293 MB RAM
Game Version: v1.19.8 (Stable)
2.10.2024 20:44:55: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.1, balancedthirst@0.0.42, millwright@1.1.7, game@1.19.8, wildcrafttrees@1.2.4, alchemy@1.6.35, ancienttools@1.5.18, animalcages@3.0.3, carryon@1.7.4, cooperativecombat@1.1.1, hudclock@3.4.0, kemono@0.0.21, meteoricexpansion@1.2.5, sailboat@1.3.1, creative@1.19.8, vsimgui@1.1.0, vsinstruments@1.2.7, survival@1.19.8, wildfarmingrevival@1.2.7, configlib@1.3.13, em@1.0.1, moreroads@1.5.7
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorTiredness.get_Tiredness() in VSEssentials\Entity\Behavior\BehaviorTiredness.cs:line 23
at Vintagestory.GameContent.BlockBed.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockBed.cs:line 70
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 864
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
As a shark I am deeply offended that the tail has a dolphin's cadal fin.
YOOOO are you making a skinning tool?????
Itll be crazy awesome if it was a standalone multi parts skinning mod like holy i'd pay to see that
I fixed the optimization issue now, one of the models just lags a lot for me, idk why. But ive found a different issue. FPP animations for anthro models look really goofy. Running animations are 3 times faster, breaking something with an axe looks clunky, and attacking with a spear while running makes the character swing the spear up and down like he has a seizure. Please fix it ;^;
I beg you, fix the optimization. It lags more than cyberpunk on release.
Picking up an item into a backpack causes the framerate to plummet
please see ...
https://img.nickyam.com/file/f28e8f114155b2d660701
-89b95485cb2afdbcab.mp4
Did the kemonos look like that??? THE MODELS ARE AMAZING
Still waiting for a Calico Cat :)
Issue Report: Vintage Story Mod "kemono@0.0.20" - Crash When Joining LAN Multiplayer
Hello!
I’ve encountered an issue with the "kemono" mod while trying to play Vintage Story in a LAN multiplayer session. The game crashes whenever a second player tries to join.
Here are the details:
System Info:
Windows 10 64-bit
32 GB RAM
Vintage Story Version: v1.19.8 (Stable)
Mod Version: kemono@0.0.20
The Issue:
The game works fine in single-player or when only one person is playing in a LAN session.
As soon as a second player joins, the game crashes with a NullReferenceException error.
Here’s a snippet of the error log:
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.EntityHeadController..ctor(IAnimationManager animator, EntityAgent entity, Shape entityShape)
at kemono.KemonoPlayerHeadController..ctor(IAnimationManager animator, EntityPlayer entity, Shape entityShape, ...)
at kemono.PatchEntityPlayerOnTesselation.Postfix(EntityPlayer __instance, Shape& entityShape)
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.EntityHeadController..ctor(IAnimationManager animator, EntityAgent entity, Shape entityShape)
at kemono.KemonoPlayerHeadController..ctor(IAnimationManager animator, EntityPlayer entity, Shape entityShape, ...)
at kemono.PatchEntityPlayerOnTesselation.Postfix(EntityPlayer __instance, Shape& entityShape)
It looks like there’s a problem with the custom player head controller added by the mod when trying to render the player model for the second person joining.
Steps to Reproduce:
Start a LAN game with the "kemono" mod enabled.
The host can join and play normally.
When the second player tries to connect, the game crashes.
Expected Behavior: Both players should be able to join the LAN session without any issues.
Actual Behavior: The game crashes right when the second player connects.
Possible Cause: The error log points to kemono\src\Model\Animation\KemonoEntityHeadController.cs:line 32. It seems like there’s an uninitialized object or missing reference when handling multiple players.
Any Help? Would appreciate if you could take a look and see if there’s something in the code that’s causing this crash in multiplayer! Thanks a lot for all your hard work on the mod—hope this helps!
Let me know if you need any other details!
ah yes a vital cornerstone species. Its seems the vintage story digital ecology is healthy.
Getting the same error as Variagaming
That is caused between Animation Manager and this mod.
Just discovered you cannot attack entities with tools, like axe or knives.
Hope the mod at least fix this issue.
Hey, I'm just putting this out there in hopes that I'll get some understanding as to what's screwing up here
System.InvalidOperationException: The extra skinnable requires the entity to use the SkinnableShape renderer.
at Vintagestory.GameContent.EntityBehaviorExtraSkinnable.init() in VSSurvivalMod\Entity\Behavior\BehaviorExtraSkinnable.cs:line 242
at Vintagestory.GameContent.EntityBehaviorExtraSkinnable.OnEntityLoaded() in VSSurvivalMod\Entity\Behavior\BehaviorExtraSkinnable.cs:line 213
at Vintagestory.API.Common.Entities.Entity.OnEntityLoaded() in VintagestoryApi\Common\Entity\Entity.cs:line 1146
at Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) in VintagestoryLib\Client\Systems\Entities.cs:line 172
at Vintagestory.Client.NoObf.ClientSystemEntities.<.ctor>b__2_1(Entity e) in VintagestoryLib\Client\Systems\Entities.cs:line 45
at Vintagestory.Client.NoObf.ClientEventManager.TriggerEntityLoaded(Entity entity) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 448
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitiesPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 248
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Is it the fact that I'd have to come in as a fresh character for this to work or is it something else?
Hey is there a geometry fix coming up? There are these weird bars on the anthro playermodel.
@Gahphricci yeah i can confirm its not just you, but i can also confirm going back one version fixes the odd geometry, maybe some offsets were changed and bones are sticking out? do they have textured bones?
IKira Server and client are needed.
1.18 appears to have a memory leak with the mesh. Updating to 1.19 does not resolve this issue.
15.7.2024 21:24:49.927 [VerboseDebug] Left bottom main menu text is at 13/1027.6890625 w/h 300,44.310937499999994
15.7.2024 21:24:52 [Debug] Texture with texture id 988 is leaking memory, missing call to Dispose. Allocated at at System.Environment.get_StackTrace()
at Vintagestory.API.Client.LoadedTexture..ctor(ICoreClientAPI capi) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\Texture\LoadedTexture.cs:line 48
at kemono.EntityBehaviorKemonoSkinnable.RenderTexturesToAtlas() in X:\dev\work\vintagestory\kemono\src\Entity\Behavior\BehaviorKemonoSkinnable.cs:line 1570
at kemono.EntityBehaviorKemonoSkinnable.OnReloadSkin(LoadedTexture atlas, TextureAtlasPosition baseTexPos) in X:\dev\work\vintagestory\kemono\src\Entity\Behavior\BehaviorKemonoSkinnable.cs:line 1532
at kemono.EntityKemonoSkinnableShapeRenderer.reloadSkin() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoSkinnableShapeRenderer.cs:line 399
at kemono.EntityKemonoPlayerShapeRenderer.TesselateShape() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 46
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 381
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 69
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 693
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 637
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 121
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
at Vintagestory.Client.ClientProgram..ctor(String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.Client.ClientProgram.Main(String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 47
at VintagestoryClientWindows.ClientWindows.Main(String[] args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryClient\Windows\ClientWindows.cs:line 9.
15.7.2024 21:24:52 [Debug] Texture with texture id 987 is leaking memory, missing call to Dispose. Allocated at at System.Environment.get_StackTrace()
at Vintagestory.API.Client.LoadedTexture..ctor(ICoreClientAPI capi) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\Texture\LoadedTexture.cs:line 48
at kemono.EntityBehaviorKemonoSkinnable.RenderTexturesToAtlas() in X:\dev\work\vintagestory\kemono\src\Entity\Behavior\BehaviorKemonoSkinnable.cs:line 1570
at kemono.EntityBehaviorKemonoSkinnable.OnReloadSkin(LoadedTexture atlas, TextureAtlasPosition baseTexPos) in X:\dev\work\vintagestory\kemono\src\Entity\Behavior\BehaviorKemonoSkinnable.cs:line 1532
at kemono.EntityKemonoSkinnableShapeRenderer.reloadSkin() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoSkinnableShapeRenderer.cs:line 399
at kemono.EntityKemonoPlayerShapeRenderer.TesselateShape() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 46
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 381
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 69
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 693
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 637
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 121
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
at Vintagestory.Client.ClientProgram..ctor(String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.Client.ClientProgram.Main(String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 47
at VintagestoryClientWindows.ClientWindows.Main(String[] args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryClient\Windows\ClientWindows.cs:line 9.
15.7.2024 21:24:52 [Debug] Texture with texture id 986 is leaking memory, missing call to Dispose. Allocated at at System.Environment.get_StackTrace()
at Vintagestory.API.Client.LoadedTexture..ctor(ICoreClientAPI capi) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Client\Texture\LoadedTexture.cs:line 48
at kemono.EntityBehaviorKemonoSkinnable.RenderTexturesToAtlas() in X:\dev\work\vintagestory\kemono\src\Entity\Behavior\BehaviorKemonoSkinnable.cs:line 1570
at kemono.EntityBehaviorKemonoSkinnable.OnReloadSkin(LoadedTexture atlas, TextureAtlasPosition baseTexPos) in X:\dev\work\vintagestory\kemono\src\Entity\Behavior\BehaviorKemonoSkinnable.cs:line 1532
at kemono.EntityKemonoSkinnableShapeRenderer.reloadSkin() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoSkinnableShapeRenderer.cs:line 399
at kemono.EntityKemonoPlayerShapeRenderer.TesselateShape() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 46
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 381
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 69
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 693
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 637
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 121
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
at Vintagestory.Client.ClientProgram..ctor(String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.Client.ClientProgram.Main(String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 47
at VintagestoryClientWindows.ClientWindows.Main(String[] args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryClient\Windows\ClientWindows.cs:line 9.
Client-main only mentions:
15.7.2024 21:23:06 [Warning] Entity skin shape kemono:shapes/entity/humanoid/seraphskinparts/hair-face/mst-whiskbroom.json defined in entity config game:player not found or errored, was supposed to be at kemono:shapes/entity/humanoid/seraphskinparts/hair-face/mst-whiskbroom.json. Skin part will be invisible.
15.7.2024 21:23:31 [Warning] Entity skin shape kemono:shapes/entity/humanoid/seraphskinparts/hair-face/mst-whiskbroom.json defined in entity config game:player not found or errored, was supposed to be at kemono:shapes/entity/humanoid/seraphskinparts/hair-face/mst-whiskbroom.json. Skin part will be invisible.
15.7.2024 21:54:14 [Error] [OnReloadSkin] Failed loading texture: kemono:entity/kemono/hair/hairextra for part hairextra
15.7.2024 21:54:14 [Error] Missing mapping for texture code #disable during shape tesselation of entity game:player using shape game:entity/humanoid/seraph-faceless, or one of its alternates
Do we can use this mod on servers? As client side only?
OH MY GOD ASTOLFOOO!!!!!!!
Also experiencing the same issue as Gahphricci with strange geometry sticking out.
1.19.8, smithing bug is back. Makes smithing impossible to use.
adding a maud preset would be incredibly fitting to this game
19.8 animation fix doesn't work on pony. It still brakes. I mean it works somehow partially but breaks anyway.
gg
There seems to be some strange, unintended geometry in the kemono model.
I'm not sure if it's some problem on my end because I haven't seen anyone else mention it, but reverting to the previous version fixes it so I assume it's been caused by the latest update.
lol just crashed trying to view third person best way to show crashlog?
Great mod. I'd love to get tails working on the kemono model in the future.
From the bottom of my heart - thank you for fixing smithing bug.
theres still a bug/glitch where the mod works really well for a bit but then the left arm just starts gliting out and flalling about constantly it fixes when you restart the game but happens every time i load the game no matter what it always happens.
A few bugs i've noticed playing around with this and pony races. Nothing gamebreaking like the smithing stuff was (thanks for the fix btw), but they can be a bit bothersome.
-Right click actions in standard first person will leave your arm stuck outward if you then switch to third person. Right clicking again will reset it.
-Other players are invisible in immersive first person mode
-Animations for looking up/down in third person sometimes don't work until you perform an action that seems to reset it. Toggling horn light always fixes this.
-Probably just unfinished, but mounted pose. Though it's hilarious to T-pose on the back of a horse, a regular sit animation would be great.
kemono looks like it use pony animation
Support beams are still always placed at a incorrect angle on a pony. Length can be random aswell.
Has the smithing bug been fixed? There hasn't been an update in four days, and I made the report yesterday..
EDIT: Turns out that smithing DOES work.. But ONLY if you're a pony. If you're playing as a kemono, tough luck as it's still broken.
Thank you for fixing a smithing bug. You're the best. <3
got a promblem with the pony hoof just waving around none stop if i restart my game it fixes it for a short amount of time. its very annoying
Smithing is completely and utterly broken in the latest version of the mod. This makes the game pretty much unplayable.
YES MY GAYS@!!!
Alright everypony, we need a volunteer that can work on this mod. Unfortunately, real life responsibilities prevent Xeth from working on a funny horse mod. If you feel like you are up to the challenge - please message them. I really, really really really want to keep playin with this mod in the future. In 1.20 and beyond.
Upd. Helment clips too
Headgear klips into a head when look down. Both anthro and pony. Helmets are ok.
Not rushing you but will there be an update or has the mod along with pony races gone defunct?
Hey could it be that the Source code for the mod is gone from GitLab? I wanted to take a look into fixing the smithing issue but I only find the code for the Pony Races mod.
I also cant smith with this mod on is there any posible update on when them mod will be updated?
for some reason with rustbounds magics new update this no longer works with that mod? i am too dumb to understand why
Seconding the request for kobold models, we are positively begging for the dumb lizards
Cant smith items on an anvil. Have to temporary disable mod when i want to smith something.
Also, when this mod is active - support beams are always placed at incorrect angle.
Playing on 1.19.3 as a Zebra (Although tested with other pony races) and any wind (from breeze to gale) distort the pony model
I've done some testing myself and don't seem to be able to smith while using this mod either! :0
This mod causes issue in the latest version 1.9.4 that makes the game completely unplayable. Smithing machanic doesn't work. We are unable to use hammer to shape an ingot, which is a huge part of this game. I hope this mod update soon.
I'm having a unique issue installing this mod to my server. It won't. Any attempt to transfer it into the server host gives me a permission denied.
I like your idea but I think it should be separate mod, since the bigger a mod is the harder of a choice people would take to add since it will be too heavy too add for someone who doesn't like ponys AzuliBluespots
Also, please check if you can add the kobold model to this. Since there's already two wildly different models included, I can't see how more can't be added.
edit: the author released the source files in the kobold player model port comments!
I got a crash that's keeping me from starting a world back up. Crash reporter says this mod's the culprit, but even disabling the mod doesn't seem to help.
Game Version: v1.19.1 (Stable)
2024-01-28 14:27:43: Critical error occurred in the following mod: kemono@0.0.15
Loaded Mods: tadmorecharcoal@1.0.0, acorns@0.5.3, actuallyquicklime@1.0.6, advancedsmithing@1.3.0, meteoricironalloy@1.0.0, weaponpacka@1.3.1, angelbelt@1.5.0, tonwexp@1.1.0, Armorlite@1.1.0, autosifter@1.1.0, backpackpackplus@1.0.3, betterbackpacks@1.0.0, bettercrates@1.7.0, betterbalance@2.1.3, bettersticks@1.0.0, bike@1.1.2, blackiron@3.1.0, BuggisRandomChanges@3.3.0, cairns11bigcairn@1.1.0, cellardoor@1.4.0, Clothez@1.0.0, coppercoldforging1@1.0.1, craftables@1.1.1, crazyskincustomization@1.0.0, cruciblecapacity@1.0.1, drdecor@1.2.0, driedpeat@1.0.3, effectshud@1.0.10, evaporite@1.0.0, extrachests@1.8.0, fancysky@1.0.6, morecrops@1.0.3, quickerbarrel@1.1.1, femininity@0.1.2, fibersfromtwine@1.0.1, fieldsofgold@2.1.6, fireclayfrompanning@1.0.0, fixroads@1.3.1, FlexibleTools@2.2.0, flintandsteelmod@1.0.2, flourbags@1.0.2, geothermalinsanity@2.0.0, hammercrushed@1.0.0, HangingOilLamps@1.0.1, harptech@0.2.3, healingwhilesleepingfix@1.0.1, hideandfabric@1.3.0, HoneyPress@1.1.2, layoftheland@1.0.0, leatherminingbag@1.0.1, lowershield@1.0.0, lumbersling@1.1.0, millwright@1.1.4, moredrifterloot@1.5.4, moremolds@1.4.12, MoreResin@1.0.0, leadroof@1.3.4, MoreTorchHolders@1.0.0, mostlyharmless@1.0.1, nightwatcher@1.5.0, nodrifterthrowing@1.0.0, nomolding@2.0.1, NoNegativeTraits@1.0.1, oildeposits@1.3.2, OptimizedArmor@1.0.0, orepulverizer@1.1.1, OresAPlenty@3.1.0, pipeleaf@1.3.0, TA_plainsandvalleys@1.0.5, plantmat@1.7.1, primitivesurvival@3.4.5, propagatingreeds@1.0.0, RecycleSacksJimzawy@0.0.1, removenegativearmoreffects@1.0.0, resinglue@0.0.3, rope-bridges@1.1.0, rustandrails@1.0.4, satup@0.1.0, riflemod@1.1.0, sortablestorage@2.2.1, steelbit1499@0.0.1, superfuel@2.0.7, Swordz@1.1.4, toolsplus@1.0.1, translocatorengineeringredux@1.4.9, trkstr@1.0.0, veganmilksimplified@1.0.1, visibleore@1.0.1, game@1.19.1, zoombuttonreborn@1.6.0, alchemy@1.6.23, alloycalculator@1.0.0, ancienttools@1.5.12, animalcages@3.0.2, animationmanagerlib@0.5.1, egocaribautomapmarkers@3.1.0, BedRespawning@1.0.1, beehivekiln@1.5.1, betterbackpacksfixed@1.0.4, betterfirepit@1.1.4, blacksmithenhancements@1.0.3, butchering@1.4.3, carryon@1.7.4, coinage@1.10.0, commonlib@2.3.2, composter@1.1.0, danatweaks@1.2.0, extrajuice@1.0.1, fieldsofsalt@1.2.0, flintandsteeladdon@1.1.0, fromgoldencombs@1.4.25, glidervar@1.1.1, golb@1.0.0, gravelpaths@1.0.0, hudclock@3.4.0, kemono@0.0.15, lavoisier@1.3.0, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, mostlyharmlesspspatch@1.0.1, oneroof@0.9.9, ovenfuel@1.0.0, petai@2.2.3, resinlightsbymad@1.0.1, rivers@2.0.0, scarecrow@1.4.3, simplecloth@1.0.2, spearsplus@1.0.0, stickemup@1.1.0, stillnecessaries@1.1.0, stonebakeoven@1.1.3, storageoptions@1.0.2, temporalprospector@1.0.1, th3expansion@1.2.0, tstools@1.3.8, usefulstuff17@1.3.0, sacks@0.9.4, vmetp@1.1.1, creative@1.19.1, vsimgui@0.3.3, survival@1.19.1, workabletemp@1.0.0, metalrecovery@0.1.19-pre.1, awearablelight@1.1.0, betterstepping@1.0.0, blacksmiths@0.3.1, bullseye@2.5.1, cats@2.0.1, chemistrylib@1.1.5, tradercamps@1.0.8, configlib@0.3.3, doffanddonagain@4.0.0, em@2.5.0, extraoverlays@1.4.0, foxtaming@1.4.0, fsmlib@0.2.2-pre.1, gespileslib@1.1.1, helvehammerext@1.6.0, maltiezbows@1.0.1, morerope@2.0.1, shellpan@1.0.0, stonequarry@3.2.1, tpnet@1.14.2, undamageablet3@1.0.0, vanity@1.0.0, wolftaming@2.0.2, yeet@4.0.1, bricklayers@2.5.0-pre.2, gespilesgran@1.0.0, kos-goldamalgam@1.0.0, maltiezcrossbows@0.1.4, maltiezfirearms@0.4.0-pre.2, moreroads@1.5.4, shutupkitty@1.0.0, statushudcont@2.1.1
System.Exception: glUniform1i has generated an error (GL_INVALID_VALUE)
at Vintagestory.Client.NoObf.ClientPlatformWindows.DebugCallback(DebugSource source, DebugType type, Int32 id, DebugSeverity severity, Int32 length, IntPtr message, IntPtr userParam) in VintagestoryLib\Client\ClientPlatform\GLFramebuffer.cs:line 1270
at Vintagestory.Client.NoObf.ShaderProgramBase.Uniform(String uniformName, Int32 value) in VintagestoryLib\Client\ClientPlatform\ShaderProgramBase.cs:line 140
at Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem_Patch1(EntityShapeRenderer this, Single dt, Boolean isShadowPass, Boolean right)
at kemono.EntityKemonoPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 230
at kemono.EntityKemonoPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 176
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 93
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 191
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 894
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 723
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I noticed that every time I re-enter my save, my voice resets to the default, high-pitch version! :0c
Full pt-br translation added to crowdin!
I was expecting more kemono and less kemonomimi and MLP.
STILL. A very impressive character creation overhaul, anything that improves the options is welcome.
edit: ok, from this translation alone, this mod seems to have more stuff than I anticipated. Keep it up, looks like great work and I didn't even try it. Hopefully it's more stable and server-compatible in the future.
Just spent about an hour trying to get this mod to run, I followed the guide on the homepage link and everything looked exactly like the guide said it should, but the game crashed upon world load. I was trying this on the 1.19 rc 6, and figured maybe it had to be the 1.19 pre 7 that the file referenced, so I tried that and it started crashing upon opening the mod manager in game (this did not happen on the rc. 6 version.)
This mod looks amazing and I would love to play with it with some friends, and would even be happy to throw a few bits your way for all your effort, but unfortunately it looks like I will have to wait for this one to cook some more before I get to enjoy it.
i just need a 1.18.15 stable virshion to try this out XD
Nalal
I'm having that same issue. I dont know if I'm doing something wrong, or if I should go back and just try a new install again or something. Not sure what I've broken, but it's crashing on mod manager as well as game launch. I have the blank kemono folder and unpacked the zip. Does it go in the mod folder in appdata or the mods folder inside the specific VS install folder. i feel like i'm doing something wrong but i can't tell. I can't understand the crash logs.
Running on 64 bit Windows with 65364 MB RAM
Game Version: v1.19.0-pre.8 (Unstable)
12/7/2023 7:20:31 AM: Critical error occurred in the following mod: kemono@0.0.14
Loaded Mods: game@1.19.0-pre.8, kemono@0.0.14, creative@1.19.0-pre.8, survival@1.19.0-pre.8
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at kemono.EntityBehaviorKemonoSkinnable.Essr_OnTesselation(Shape& entityShape, String shapePathForLogging)
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 242
at kemono.EntityKemonoPlayerShapeRenderer.Tesselate() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 61
at kemono.EntityKemonoPlayerShapeRenderer.TesselateShape() in X:\dev\work\vintagestory\kemono\src\EntityRenderer\EntityKemonoPlayerShapeRenderer.cs:line 30
at kemono.GuiDialogCreateCharacterKemono.ComposeTabCharacter() in X:\dev\work\vintagestory\kemono\src\Gui\GuiDialogCreateCharacterKemono.cs:line 314
at kemono.GuiDialogCreateCharacterKemono.ComposeGuis() in X:\dev\work\vintagestory\kemono\src\Gui\GuiDialogCreateCharacterKemono.cs:line 272
at kemono.GuiDialogCreateCharacterKemono.OnGuiOpened() in X:\dev\work\vintagestory\kemono\src\Gui\GuiDialogCreateCharacterKemono.cs:line 1230
at Vintagestory.API.Client.GuiDialog.TryOpen(Boolean withFocus) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 288
at Vintagestory.API.Client.GuiDialog.TryOpen() in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 268
at kemono.GuiDialogCreateCharacterKemono.PrepAndOpen() in X:\dev\work\vintagestory\kemono\src\Gui\GuiDialogCreateCharacterKemono.cs:line 1820
at kemono.KemonoMod.Event_PlayerJoinClient(IClientPlayer byPlayer) in X:\dev\work\vintagestory\kemono\src\Kemono.cs:line 525
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerPlayerJoin(IClientPlayer plr) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 247
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 297
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 446
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 440
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 758
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 293
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hey, any advice on how to add another race to this? I'd like to somehow integrate the kobold player model mod with this so my boy can play as his dumbass lizard and I can poniponiponi.
yoo someone did it! A year or two ago I recreated the model that minecraft's mine little pony mod uses in the VS model creator, but then realized how much of a pain animating it would be so I never got around to it XD
For anyone having issues with crashing when you open the mod menu after restarting your game, follow the guide in the "Homepage" button.
what if mlp changelings tho
o i'm sogonna try this with rust bound magic
Yea different models dont work well together due to them overwriting the same thing. What we need is a Racial Framework that is similar to the classes framework. Basically allowing for multiple models to be selected as a race. This would work great because then we could even have racial bonuses and weaknesses applied like classes but stackable. Sadly im not a coder and have no idea what would even be needed to attempt something like this. 😭
But not compatible with other character remodels unfortunally
Whelp guess ill be waiting for the next stable build to try this but im definitly gonna watch this til then.
Kithran
yeah that seems to be the case, it's not working for 1.18. had another mod that had no dependencies, and downloaded the 1.19 version instead of 1.18 and it was giving me the same error on the mod screen. so, seems this is not backwards compatible.
"For game version" files says "1.19.0-pre" so is this not compatible for the current 1.18.15 stable build?
So, what dependencies does this have, since i've only just installed it, but it's telling me i'm missing something.
honestly, a MLP mod signals the health of a modding community. we're flourishing
the amount of work that went into your pony creator is astonishing, good work man. I also look forward to multiplayer support
This is the end of the world... Ponies came faster than maids and army mods.
If this works for servers soon, I will be happy~ mod looks so nice
The customisation is way more crazy but can't save the presets from the vanilla mods and other mod mods
hope a wizard throws a fireball at your home
Err, so you can choose to be a horse or a kemono? I don't see where to change race in pictures?
Babe wake up xethyr kemono_0.0.12 just dropped.
cool mod, can we please have a tail as the kemono
It's so not over.