Female Player Animations+ (FPA+)

Just that I notice how saints members use different actions with FPA+ and was wondering how you can choose whatever actions you want them to do. For instance, is it possible that I can have homies perform the taking a selfie compliment, or playing the blues?
You can select the Saint's Gang Sign in Gang Customization (in Saints HQ). Anything added by FPA+ is selectable.
 
You can select the Saint's Gang Sign in Gang Customization (in Saints HQ). Anything added by FPA+ is selectable.
Oh ye I tried that already and they don’t seem to use any actions I selected when I’m complimenting them. One thing I noticed is that the GFL_life.xtbl changes taunts/compliments that homies use as a response, and I’m wondering if I’m able to edit it to make them use something else.
 
Oh ye I tried that already and they don’t seem to use any actions I selected when I’m complimenting them. One thing I noticed is that the GFL_life.xtbl changes taunts/compliments that homies use as a response, and I’m wondering if I’m able to edit it to make them use something else.
Then they'll be using the same Compliments and Taunts that other NPCs use, which are the following:
Compliment A
Compliment B
Compliment C
Compliment D
Insult A
Insult B
Insult C
Insult D​

The versions in FPA+'s GFL_Life only affect female NPCs. For males, GML1. For pedestrians, PML1/GML1_Vehicles.

Brotherhood, Samedi and Ronin use the unlockable Compliments & Taunts in GML1.
 
Then they'll be using the same Compliments and Taunts that other NPCs use, which are the following:
Compliment A​
Compliment B​
Compliment C​
Compliment D​
Insult A​
Insult B​
Insult C​
Insult D​

The versions in FPA+'s GFL_Life only affect female NPCs. For males, GML1. For pedestrians, PML1/GML1_Vehicles.

Brotherhood, Samedi and Ronin use the unlockable Compliments & Taunts in GML1.
Ah, this helps me understand it a lot more. Thanks for the reply, saint.
 
Question: Is there a way to install this without overwriting the games existing weapon animations? I have a modified weapons.xbtl included in a GOTR patch that swaps some of the weapon animations, and it seems of those changes didn't carry over and two of those weapons have become unusable. I have both the GOTR and the latest version of Juiced installed; and installed this mod via the loose file method.

Saints Row 2 Screenshot 2026.05.17 - 18.31.36.83.png
 
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Question: Is there a way to install this without overwriting the games existing weapon animations? I have a modified weapons.xbtl included in a GOTR patch that swaps some of the weapon animations, and it seems of those changes didn't carry over and two of those weapons have become unusable. I have both the GOTR and the latest version of Juiced installed; and installed this mod via the loose file method.

View attachment 49849
weapons.xtbl can only change the animation "group" of a weapon. The groups themselves are in the anim sets (eg: GML1.xtbl). Groups can contain the same animation "slots" (States and Actions), but those slots may actually use different animations.

Suffice it to say, I'm not sure why weapons.xtbl would be causing an issue. If you have a GML1.xtbl from another mod installed, that would cause issues.

The issue of weapons being invisible (and therefore not working) is probably down their meshes being missing from the FPA+ preload.tbl.

This is something I can look into addressing for a future project. But you would have to get your hands dirty with the preload.tbl to make the weapons work with FPA+.

Side note: Mixing a GotR patch with the Juiced "mods" folder system is generally a bad idea. It is recommended to just use the Juiced system, and leave your patch.vpp_pc as Vanilla. See this guide as an example. This makes troubleshooting mod conflicts easier.
 
is probably down their meshes being missing from the FPA+ preload.tbl
Just compared the gotr preload with the FPA+ and the FPA preload looks like its missing p_mcmanus.smesh and the p_mcmanusclip.smesh

I'm gonna try pasting it on the other preload to see if it fixes it
1779020093104.png
 
Thanks for this mod! It finally made the game playable, lol.

A question: may this interfere with some missions that use specific vehicle animations? I ask because I had two issues in missions where you have to shot or defend your vehicles:

1) On the one where you have to kill enemies by shooting on your helicopter (with Tobias) after a while he would just fly around in circles away from the cars.

2) On the Brotherhood mission where you have to throw explosives, I believe, from the back of the truck to destroy their vans, my boss was T-posing like... well, like a boss, lol.

I don't know if the mod is even related, but I ask because I guess animations may be related.

Thanks!
 
1) On the one where you have to kill enemies by shooting on your helicopter (with Tobias) after a while he would just fly around in circles away from the cars.
That sounds more like a pathing issue. I am looking to improve mission scripts, so I'll make a note to look into this.
2) On the Brotherhood mission where you have to throw explosives, I believe, from the back of the truck to destroy their vans, my boss was T-posing like... well, like a boss, lol.
That's strange... That animation should be "GML1_pyro_RD". It doesn't need to be in preload_anim.tbl, because it's loaded as a script asset in bh06.cts. FPA+ doesn't touch mission files in any way. If you have a mod installed that changes missions in some way, check if it has a bh06.cts.

I'd also recommend turning off "BetterAnimBlend" in juiced.ini to see if that fixes it.

Update 1: This is really strange... None of the assets in any .cts file are loading for any mission for me... Shaundi's hacking animations in "Assault On Precinct 31" (ss10.cts) don't load either. I've tried adding the "GML1_pyro_RD" animations to the preload, and while it does restore the animations, the PyroBox mesh does not load either. Which leads me to believe this is a memory related issue...

Update 2: It's because of sr2_qol_constants.cts. I added the Vehicle Chain as an asset. I didn't realise it was breaking missions. For now, simply uninstall that file. I'll update the mod in a few days time and rectify it then. sr2_chaos.cts likely has the same issue. Sorry for the inconvenience.
 
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I'm using juiced 9.0.1 and GOTR.

I threw all the contents of the folder "1. ESSENTIAL FILES" into the GOTR folders, patched everything.

I did not touch the contents of the other folders, I only uploaded "1. ESSENTIAL FILES"After logging into the game, it turned out that not everything works.

(Running/pleading animations using smg, shotgun trigger the T-pose. The situation is better with k-6, it works without problems. A regular unarmed stance also causes a T-pose) ((To be more precise, stand without weapons, running/walking with smg, shotgun does not work. Everything else works))
Is there any way to fix this?



Edited: I solved the problem, I did not install the modification correctly..
 

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