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Tutorial: Adding new animations to sexout (with skeleton plugin)


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If you have some new sexout animations, you can speak to prideslayer about including them in sexout.

 

Alternatively, Sexout '93+ allows for modders to add new animations to sexout via an external plugin.

 

Attached is a skeleton plugin that you can use to quickly add new animations, all you need to do is modify/duplicate a few fields. If you prefer to start from scratch, it should provide a useful reference.

 

See also the Sexout API.

 

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0: Open GECK

 

Sexout-New-Animations-Skeleton.esp

 

- Download the skeleton plugin above. You can rename the file to whatever you want (keep the .esp extension)

 

- Open it in the GECK with NVSE support, (using: "nvse_loader.exe" -editor) See here if struggling with this step.

 

 

1: Overview (Adding a new 2-person human animation):

 

- Open Idle Animations editor (Gameplay -> Idle Animations), Click and expand "MyNewSexoutHuman" (you can rename it to whatever you want). All your human animations will be under this parent group.

post-158171-0-47381300-1429644502_thumb.png

 

- Click on the child heading "MyNew401", (see screenshot), note that this is the idle name, and the Value part of conditon is the idx number. This is important later, and if you want to add more than one new animation, you will need to duplicate an entry and change them.

post-158171-0-81693400-1429644768_thumb.png

 

- Click on the first child of this heading, "MyNew401a". The "a" suffix means "Actor A's part of this animation", it is important that the prefix name matches the parent. Click "Edit" and find your animation file for Actor A. Do the same for the B (and C) parts.

post-158171-0-80353700-1429645204_thumb.png

 

- Open the script "fnNewAnimAdd". This is where you tell sexout about your new animation, it is well documented in its comments. Copy a similar example to your animation and change as appropriate (paying special attention to the "idle" and "idx" fields, which must match what you set before), then remove the semicolons from the start of its lines and save.

post-158171-0-74576000-1429646028_thumb.png

 

- All done :). Fire up the game and your animation is in the random picker, under the category flags you specified (read code comments).

 

 

2: 1-person and 3 person

 

- More or less the same as above, should be easy to figure out. For a 1P animation modify (or duplicate) an example are under "MyNewSOLO", it must have an idx between 101 and 200 (if using skeleton plugin). For a 3P, do the same for "MyNew5301".

 

 

3: Creature Animation (Creature A, Human B )

 

- As above mostly. The human side of the animation is in the same place as those above, do likewise for it:

post-158171-0-37118100-1429646074_thumb.png

 

- Creature animation are in a different category in the idle editor, and you may have to create the top level group (supermutant is there already). Make sure this group is top level for the creature's group, and copy the condition from the "smspinebreaker" (supermutant) in the plugin.

post-158171-0-34875200-1429646187_thumb.png

 

- Duplicate the supermutant's "MyNew1430a" example (moving it as a child entry to your new top-level if different), changing its name and "idx" Value condition to something new.

post-158171-0-05971400-1429646441_thumb.png

 

- See comments in script for creature example (you just specify a skeleton name instead of gender for the Actor).

 

4: Props

 

- If your animation needs a prop, create it under the "Anim Object" section and select your idle animation it its field.

post-158171-0-00056400-1429646448_thumb.png

 

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If you want to test your animation in game, without using the random picker:

 

 

Open the console and click an actor, then enter:

 

NX_SetEVFL "Sexout:Start::CallVer" 1

NX_SetEVFO "Sexout:Start::ActorA" XXXXXXX - the form id of the actor, shown at top of screen

NX_SetEVFO "Sexout:Start::ActorB" Player

NX_SetEVST "Sexout:Start::Plugin" "Sexout-New-Animations-Skeleton.esp" ; your file name

NX_SetEVFL "Sexout:Start::Anim" 401 ; idx number

CIOS XX0027A8 ; XX=Sexout load order

 

 

 

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Thanks for the tutorial this will come in handy. 1 question when adding new stuff is there an easy way to pack it up when your done ?? old styly took allot of time to get all of the file structure going does geck allow the contruction of BSA or other format so i won't have too worry about looking for more files when i am adding new animations to the list ??

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FOMM has a BSA creator but the best way to do this is to setup the files outside of the FONV data dir entirely, something like c:\mymod\ with 'meshes' and the esp and whatever. You can then manage it on its own, zip it up, and use FOMM or whatever to install it.

 

When you create a new animation, put it there, zip it up, install it with FOMM again to test.

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Ihave gotten minimal success to get a replacement animation in game but somehow have trouble with the alignments messing it up Animation A is always correctly aligned but somehow animation B wrongly aligned.

 

 

 

post-160974-0-04535200-1429890039_thumb.jpgpost-160974-0-84595400-1429890039_thumb.jpg

 

D_ManXX2_NV_BigHornerSex_1_In-Game.7z

 

Animation file replacer:

BigHorner_Replacers_1911.7z

 

 

 

btw this thread needs a sticky before it gets burried under older posts.

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If you're replacing the bighorner animation (1911) when testing, then you're also testing the offsets within sexout for that animation. You need to test with a new # (it can even be 1) in your own ESP, which won't have any offsets applied unless you supply them in the plugin.

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