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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.
↓↓↓↓↓
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.
you may want to consider updating with a text description.
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
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.
[Yayo's Animation] GC : animation data count [32 -> 10]
Any idea what might be going on?
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.
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。
It likely won't be changed until I release the remake for the mod, but that may be a while before it actually happens.
It doesn’t seem to sync properly with the 'Show Me Your Hands' 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.
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
- 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
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 ()
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)
cont...