When asking for help or reporting a bug, upload your SMAPI log and add a link to your message. This has useful info like what versions you have, which mods are installed, what happened in the game, etc. Please do this even if you don't see an error in the log.
I'm getting an odd glitch where when I move vertically with this mod installed the toolbar menu on the screen flips from the bottom to the top of the screen and then back while causing a jittering shift of the camera each time. It's most prominent in town, but also happens on the farm. I'm not seeing any conflicts/SMAPI logs generated or issues with the mod being loaded.
Do you have any idea what could be causing it? I did try setting all animation speeds to default to disable the mod and was still having the issue.
Hi! It sounds like it's probably not due to this mod, if it still happens with all features disabled. Does it happen consistently if you relaunch the game? If so, what if you temporarily remove Fast Animations?
It happened relaunching the game, and disappeared once I removed fast animations. I'm not sure what mod it could be conflicting with if that were the case as I wasn't seeing anything reported in SMAPI. Are there any common conflict mods you're aware of I should review if I have them installed?
Does it still happen if you temporarily remove all mods except Fast Animations? If so, can you upload your SMAPI log (see instructions on that page) and post a link here?
Here's the SMAPI parse: https://smapi.io/log/7b8613c4a21c4819828693890c5a7cdb Unfortunately removing ALL mods ends up breaking the save, so I'd have to sort out what to keep and what to not keep. I wish I had more information to share.
No - it doesn't replicate the same issue. I believe this is a conflict between Fast Animations and another mod I must have installed that's not rearing its head in the SMAPI log. I appreciate your assistance in trying to troubleshoot this, your mod is outstanding.
in a new save (even with all your mods installed);
or with no other mods installed?
If it still happens in a new save with all your mods, but not when you remove the other mods, it sounds like an interaction with another mod. Can you try removing a few mods at a time to narrow down which specific set of mods causes the issue?
Some events work fine with the Event cutscene set to 1.5 or even 2 but others will have the character no clip or freeze during a cutscene where the npc move.
would it be possible to add a hotkey that can be used mid-cutscene to increase and decrease the setting(forgot the right word) for it?
Hi! I suspect that once the event breaks, lowering the speed won't fix it. We could check that though, if you have an affected event and you're willing to run some tests. If so, feel free to ping me in #making-mods-general on the Stardew Valley Discord and I can prepare a test build with a hotkey to try it.
sounds good and I'm willing to do it with an event I already bookmarked and know is affected. You can contact me in nexus message. Way more direct, no 3rd party requirements like discord.
No worries, I can just post it here if you'd rather not use Discord. I just won't respond as quickly if you have questions here.
Here's the quick test version of Fast Animations. You can press F3 in-game to toggle the event option on & off. (It should show a message in the bottom-left corner when you do.)
It's probably not worth improving the quick hack into a releaseable feature in that case; I'd rather figure out why the event gets stuck instead. It might be something we can address in the base game by making the event code more robust; I'll add a note to look into that.
sounds good, the main affected events are mostly from law and order
Linus heading to wrong direction during 239791001
239790008 when multiple modded npc go near the exits
I think it's because the mod author used a different command to mvoe their character so those bugs happen with faster animation. There are other events I've had bugs happen but they happened too long ago for me to make a notes of them.
is there a feature that you can put that each level of any profession increases the speed by 0.1x of that designated profession? i would like to do this
Hi! Unfortunately that's out of scope for this mod. That could be an interesting idea for a new mod though, if you or someone else is interested in making one.
I absolutely loved this mod - until I started having heart events where the MC starts out moving and continues walking off the edge of the screen. The events hang and I'm forced to skip them. I had to remove the mod when I found it was the cause. And now I'm sad. ☹
Does it still happen if you temporarily set every animation to 1 (which essentially disables the mod)? If not, you could try re-enabling the options a few at a time to see which one causes it.
I'm looking to replicate a vanilla mechanic also known as "animation cancelling", and was just wondering if you knew the approximate values to achieve this? From a guide, I was told that you can save 1/4 of a second to 1/2 of a second on every action.
I was trying to adjust the values in your mod to make it line up but I have no idea what their conversions are to seconds and/or milliseconds, can you please provide some advice on this?
Hi! Unfortunately I don't know the timing for animation cancelling; that's more something speedrunners would use, since modded players can just use a mod instead of exploiting glitches. You could try asking in the speedrunning community though; if they know the animation time with and without cancelling, you can just divide the latter by the former to get the speed multiplier to use.
Hi! I really love your mod and it helps a lot. Recently i'm playing the game that get this mod installed with my friend and my spouse will stuck at the invisible bottom of the bus station map and when the spouse get out of the door she will immediately disappear, just curious whether this mod will affects NPC's behavior or something else since when i was looking up about this I find a person who has this problem also has fast animation in his mods list, thanx for your time reading this!
[Fast Animations快速动画] This mod failed in the GameLoop.UpdateTicked event. Technical details: ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue. (Parameter 'minValue') at System.Random.ThrowMinMaxValueSwapped() at System.Random.Next(Int32 minValue, Int32 maxValue) at StardewValley.TerrainFeatures.FruitTree.performToolAction_PatchedBy<atravita.EastScarp__DaLion.Professions__DecidedlyHuman.MappingExtensionsAndExtraProperties__lumisteria.visitmountvapius.code__mushymato.MMAP__selph.CustomTapperFramework__spacechase0.SpaceCore>(FruitTree this, Tool t, Int32 explosion, Vector2 tileLocation) at StardewValley.Tools.Axe.DoFunction_PatchedBy<DaLion.Chargeable__Goldenrevolver.ForageFantasy__lucaskfreitas.ImmersiveScarecrows__lucaskfreitas.ImmersiveSprinklers__Rafseazz.RidgesideVillage>(Axe this, GameLocation location, Int32 x, Int32 y, Int32 power, Farmer who) at StardewValley.Farmer.useTool_PatchedBy<KCC.SnS__YunHikari.SorryLabCore>(Farmer who) at StardewValley.FarmerSprite.currentAnimationTick() at StardewValley.FarmerSprite.animateOnce(GameTime time) at StardewValley.Farmer.Update_PatchedBy<KCC.SnS>(Farmer this, GameTime time, GameLocation location) at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.<>c__DisplayClass10_0.<SpeedUpPlayer>b__0() at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.ApplySkipsWhile(Func`1 run) at Pathoschild.Stardew.FastAnimations.Handlers.ToolSwingHandler.TryApply(Int32 playerAnimationId) at Pathoschild.Stardew.FastAnimations.ModEntry.OnUpdateTicked(Object sender, UpdateTickedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)
473 comments
I'm getting an odd glitch where when I move vertically with this mod installed the toolbar menu on the screen flips from the bottom to the top of the screen and then back while causing a jittering shift of the camera each time. It's most prominent in town, but also happens on the farm. I'm not seeing any conflicts/SMAPI logs generated or issues with the mod being loaded.
Do you have any idea what could be causing it? I did try setting all animation speeds to default to disable the mod and was still having the issue.
Does it still happen if you temporarily remove all mods except Fast Animations? If so, can you upload your SMAPI log (see instructions on that page) and post a link here?
https://smapi.io/log/7b8613c4a21c4819828693890c5a7cdb
Unfortunately removing ALL mods ends up breaking the save, so I'd have to sort out what to keep and what to not keep. I wish I had more information to share.
If it still happens in a new save with all your mods, but not when you remove the other mods, it sounds like an interaction with another mod. Can you try removing a few mods at a time to narrow down which specific set of mods causes the issue?
would it be possible to add a hotkey that can be used mid-cutscene to increase and decrease the setting(forgot the right word) for it?
Here's the quick test version of Fast Animations. You can press F3 in-game to toggle the event option on & off. (It should show a message in the bottom-left corner when you do.)
bad news is, as expected, if a cutscene is stuck then , it's stuck. No way to bypass that.
Gotta know in advance what event is affected and know when it will freeze so the user presses F3 just a little before the issue occurs
I think it's because the mod author used a different command to mvoe their character so those bugs happen with faster animation.
There are other events I've had bugs happen but they happened too long ago for me to make a notes of them.
I had to remove the mod when I found it was the cause.
And now I'm sad. ☹
If so, you can set it back to 1 to disable it. I don't recommend enabling experimental options in most cases.
I'm looking to replicate a vanilla mechanic also known as "animation cancelling", and was just wondering if you knew the approximate values to achieve this? From a guide, I was told that you can save 1/4 of a second to 1/2 of a second on every action.
I was trying to adjust the values in your mod to make it line up but I have no idea what their conversions are to seconds and/or milliseconds, can you please provide some advice on this?
ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue. (Parameter 'minValue')
at System.Random.ThrowMinMaxValueSwapped()
at System.Random.Next(Int32 minValue, Int32 maxValue)
at StardewValley.TerrainFeatures.FruitTree.performToolAction_PatchedBy<atravita.EastScarp__DaLion.Professions__DecidedlyHuman.MappingExtensionsAndExtraProperties__lumisteria.visitmountvapius.code__mushymato.MMAP__selph.CustomTapperFramework__spacechase0.SpaceCore>(FruitTree this, Tool t, Int32 explosion, Vector2 tileLocation)
at StardewValley.Tools.Axe.DoFunction_PatchedBy<DaLion.Chargeable__Goldenrevolver.ForageFantasy__lucaskfreitas.ImmersiveScarecrows__lucaskfreitas.ImmersiveSprinklers__Rafseazz.RidgesideVillage>(Axe this, GameLocation location, Int32 x, Int32 y, Int32 power, Farmer who)
at StardewValley.Farmer.useTool_PatchedBy<KCC.SnS__YunHikari.SorryLabCore>(Farmer who)
at StardewValley.FarmerSprite.currentAnimationTick()
at StardewValley.FarmerSprite.animateOnce(GameTime time)
at StardewValley.Farmer.Update_PatchedBy<KCC.SnS>(Farmer this, GameTime time, GameLocation location)
at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.<>c__DisplayClass10_0.<SpeedUpPlayer>b__0()
at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.ApplySkipsWhile(Func`1 run)
at Pathoschild.Stardew.FastAnimations.Handlers.ToolSwingHandler.TryApply(Int32 playerAnimationId)
at Pathoschild.Stardew.FastAnimations.ModEntry.OnUpdateTicked(Object sender, UpdateTickedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)