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This mod makes it easy to register new animations in SexLab.

 

Several animators on LoversLab have been creating lots of new animation files, but don't have the modding experience necessary to create mods that load them in Skyrim. This mod aims to help solve that problem. Now you can create simple animation packs without needing any modding experience, and then you can use this mod to load them in Skyrim.

 

Dependencies For Users

 

If you just want to load an animation pack that someone else has already built, this is all you need:


Dependencies for Animators

 


If you want to build your own animation packs, you will also need:

 


Installation

 

Just install this normally like you would install any other mod. This mod doesn't come with any animations though, so you will likely want to also install some animation packs as well.

 

Installing animation packs:

 

Install animation packs just like you would any other mod. (They need to be unpacked and put into your Skyrim data directory.)

 

Usage

 

After installing the mod, open the MCM menu, select the animations you want to register, then click "Register"

 

Uninstallation

 

Rebuild the SexLab animation registry after uninstalling this mod to remove any animations it added.

 

Upgrade Procedure

 

No clean save or special upgrade steps needed. You will generally want to rebuild the SexLab animation registry after upgrading animation packs, to make sure you pick up the new pack data.

 

Creating animation packs

 

Rydin has written up an excellent guide describing how to create animation packs.

 

The mod itself contains a readme and an example animation pack source file.
Normally you'll want to edit your animation pack source file, then run SLAnimGenerate.py to generate the FNIS lists and the JSON data read by this mod.
You will need to run GenerateFNISforModders.exe if the FNIS lists change.
An example animation pack can be found here.
Additional documentation can be found in the README or in the example source file.

 

TODO

 

I'd like to make SLAnimGenerate automatically update the FNIS behavior files, so you don't need to manually run GenerateFNISforModders.exe.

 

Bugs

 

Probably several. Feel free to let me know if you run into anything unusual.

 

Source

 

https://github.com/orxx/SLAnimLoader/

 

License

 

Public domain. Feel free to do whatever you want with this. If Ashal or rydin ever want to include any of this code directly in SexLab or NSAP that would be cool with me.

 

Credits

 

- Ashal, for SexLab
- Earen, for JContainers
- rydin, for writing awesome docs, helping support users, and helping to build packs
- CGi, for the German translation and setting up translation files for other languages
- CPU, for fixing creature races when multiple races are used in an animation
- MadMansGun, for updating the creature races list to match the latest More Nasty Critters release
- All the awesome animators on LL for inspiring me to write this
- Probably others I'm forgetting

 


  • Submitter
  • Submitted
    12/12/2015
  • Category
  • Requires
    SexLab, JContainers, FNIS
  • Special Edition Compatible

 

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im a bit confused as to how it works, i installed the mod and the requirements, then i downloaded the sample pack you made fro funnybiz8.5 and  stuck it all in the folder.

 

In game the mod actually showed up but the only tab avaible is the general options tab theres no funnybiz animation pack present, i assumed it would show up under the options tab

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im a bit confused as to how it works, i installed the mod and the requirements, then i downloaded the sample pack you made fro funnybiz8.5 and  stuck it all in the folder.

 

In game the mod actually showed up but the only tab avaible is the general options tab theres no funnybiz animation pack present, i assumed it would show up under the options tab

 

Make sure you unpack and install the funnybiz8.5 animation pack just like you would any other mod.  (You can't just put the 7z archive inside the SLAnims folder, unfortunately.)  After you unpack it your Skyrim data directory should have a file at SLAnims\json\FunnyBizness.json

 

If that file is present, and it still isn't loading, you could try running SLAnimGenerate.py (you will need to install python 3.x first).  It should report if it wants to rebuild FunnyBizness.json or not (you can click rebuild to regenerate it).  Unfortunately there isn't any other good way to detect if there is a problem with the JSON file from within Skyrim.  JContainers doesn't seem to log any data in the papyrus log if it skips a file due to JSON errors.

Does this cover both human x human and human x creature animations? I hear they are quite tricky.

 

Yes, it supports both human-only and human+creature animations.

 

The FunnyBizness animation pack I uploaded has examples of both.  (Although I only tested the seeker animation when making sure the creature animations worked.  That was just the easiest one to test with FNIS Zoo.)

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found a small problem while trying your funnubizness's animation pack, nearly all the animation tags are lost when I load this pack, other than that, it works nicely, great tool sir.

 

Whoops, I forgot the code to actually set the tags properly.  I just uploaded version 1.1 to fix this.

You should be able to just replace version 1.0 with 1.1, and then rebuild the SexLab animation registry to fix the tags.  (No need for a clean save.)

Also, one other note: this mod supports furniture animations, as long as the animation objects are already present in some other mod.

For example, the FunnyBizness8.5-SLAL animation pack that I uploaded requires NSAP for the table mesh, and ZaZ animation pack for the pillory object.  If you don't have these installed then the objects won't show up when playing animations that need them.

 

Maybe in the future I'll see if there is a better way to handle this, but I suspect you'll always need a separate mod to load anim object meshes.

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found a small problem while trying your funnubizness's animation pack, nearly all the animation tags are lost when I load this pack, other than that, it works nicely, great tool sir.

 

Whoops, I forgot the code to actually set the tags properly.  I just uploaded version 1.1 to fix this.

You should be able to just replace version 1.0 with 1.1, and then rebuild the SexLab animation registry to fix the tags.  (No need for a clean save.)

Also, one other note: this mod supports furniture animations, as long as the animation objects are already present in some other mod.

For example, the FunnyBizness8.5-SLAL animation pack that I uploaded requires NSAP for the table mesh, and ZaZ animation pack for the pillory object.  If you don't have these installed then the objects won't show up when playing animations that need them.

 

Maybe in the future I'll see if there is a better way to handle this, but I suspect you'll always need a separate mod to load anim object meshes.

 

 

Thank you.

 

as for furniture, ah I don't really see any "better" ways to handle this neither, maybe like another frame work level mod?

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im a bit confused as to how it works, i installed the mod and the requirements, then i downloaded the sample pack you made fro funnybiz8.5 and  stuck it all in the folder.

 

In game the mod actually showed up but the only tab avaible is the general options tab theres no funnybiz animation pack present, i assumed it would show up under the options tab

 

Make sure you unpack and install the funnybiz8.5 animation pack just like you would any other mod.  (You can't just put the 7z archive inside the SLAnims folder, unfortunately.)  After you unpack it your Skyrim data directory should have a file at SLAnims\json\FunnyBizness.json

 

If that file is present, and it still isn't loading, you could try running SLAnimGenerate.py (you will need to install python 3.x first).  It should report if it wants to rebuild FunnyBizness.json or not (you can click rebuild to regenerate it).  Unfortunately there isn't any other good way to detect if there is a problem with the JSON file from within Skyrim.  JContainers doesn't seem to log any data in the papyrus log if it skips a file due to JSON errors.

 

i must be really bad at this but i swear im following all the steps

 

i use mod organizer and did the steps like this

1. downloaded the mod and your pack

2. used mod organizer to install animation loader, then i installed the funnybiz pack

3. ran FNIS which read all the animations

4. loaded game, MCM read animation loader and when i check it thers only one general options tab, reloading JSON data returns "successful" but it doesnt load anything and the register animation button says added 0 anmations

 

 

I went back and did the thing you said about running SLanimgenerate

 

1. reinstalled both the loader and the pack

2. opened the SLanimgenerate.py program and pointed it to the Funnybiz folder, it read all the animations and says everything is up to date, i rebuiilt anyways

3. ran fnis

3. loaded game but the result is the same.

 

i must be missing some important step.

 

 

Link to comment

 

i must be really bad at this but i swear im following all the steps

 

i use mod organizer and did the steps like this

1. downloaded the mod and your pack

2. used mod organizer to install animation loader, then i installed the funnybiz pack

3. ran FNIS which read all the animations

4. loaded game, MCM read animation loader and when i check it thers only one general options tab, reloading JSON data returns "successful" but it doesnt load anything and the register animation button says added 0 anmations

 

 

I went back and did the thing you said about running SLanimgenerate

 

1. reinstalled both the loader and the pack

2. opened the SLanimgenerate.py program and pointed it to the Funnybiz folder, it read all the animations and says everything is up to date, i rebuiilt anyways

3. ran fnis

3. loaded game but the result is the same.

 

i must be missing some important step.

 

 

What version of JContainers are you using?  I've only been using 3.2.5; it's possible there is some sort of compatibility issue with other versions.

 

Also, it might be helpful if you upload a copy of your papyrus log.  Normally if JContainers fails to open a JSON file I haven't seen it log any messages, but there still might be something in your log that would point towards the problem.

 

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This concept sounds really good! I haven't had the chance to try it in game or make any packs but it will certainly help those who understand how it's works to easily add animations. When your documentation arrives, it might even out-do the requirement for NSAP. Instead it might become a thing of creating a documented file that lists all the default animation's coding then people can copy what they want into their loader, adding tags or making small adjustments where nessessary allowing easier customization and personal taste. As long as it has it's default tags and such it should work with older mods too. The only minor issue being that people will need to take responsiblity for their own mistakes instead of blaming the mod. But they can upload their animation packs they made and people can take a look for the errors.

 

Good job!

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i must be really bad at this but i swear im following all the steps

 

i use mod organizer and did the steps like this

1. downloaded the mod and your pack

2. used mod organizer to install animation loader, then i installed the funnybiz pack

3. ran FNIS which read all the animations

4. loaded game, MCM read animation loader and when i check it thers only one general options tab, reloading JSON data returns "successful" but it doesnt load anything and the register animation button says added 0 anmations

 

 

I went back and did the thing you said about running SLanimgenerate

 

1. reinstalled both the loader and the pack

2. opened the SLanimgenerate.py program and pointed it to the Funnybiz folder, it read all the animations and says everything is up to date, i rebuiilt anyways

3. ran fnis

3. loaded game but the result is the same.

 

i must be missing some important step.

 

 

What version of JContainers are you using?  I've only been using 3.2.5; it's possible there is some sort of compatibility issue with other versions.

 

Also, it might be helpful if you upload a copy of your papyrus log.  Normally if JContainers fails to open a JSON file I haven't seen it log any messages, but there still might be something in your log that would point towards the problem.

 

 

 

So simple yet so effective, yes as soon as i updated jccontainers and the new version of your mod everything clicked in. I had an older version of jc containers i suppose, just one of those things i didnt think of updating

 

im glad i didnt have to post papyrus since my system has never logged it for some reason, but that is a a mystery for another time

 

thanks for your work! now off to learn to make sets

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