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[Update2] Furniture lab & sandbox experiment


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Hello, in this thread I'm showing/offering new furnitures, experimenting with animations and will occasionally beg for your help :). It's not supposed to be a playable Mod, but rather a testbed for me and a Modder's Ressource for the rest. Modders could also salvage the animations for idle markers and so on.

 

UPDATE 2017/04/10:

FurnitureLab.7z

(Extracts as "xHangingChandelier", Zaz Animation pack required for textures).

 

However, unless you know what to extract for you mods: Highly experimental! May cause crashes, will probably interefere with Civil War quests playing in Whiterun and will create framedrops because of the navmesh not being reworked.

I sometimes experience framerate drops in Dragonsreach. Currently I think it's Havok having conflicts between NPCs and furnitures (Might be my old CPU...) and just worry about a dozen extra Soldiers/NPCs getting into Dragonsreach if the Civil War starts (Plus some Soldiers getting trapped inside the meshes). Also there's so many triggerboxes in Dragonsreach, I'm afraid I moved some of them unintentionally. This however, is not specific to the furnitures themselves, it's just my crappy "test setup".

 

That's why It's not supposed to be played, but rather a showcase of what's in it. Best case: Install it with ModOrganizer, go to dragonsreach, have a look around, to see what's what, decide what you like for your mods and then without saving, deactivate the mod. Salvage what you like.

 

 

 

T.ara will clean up behind me, polish things up a bit and include what's working in the next ZAZ Animation Pack, along with other new stuff.

 

Kinda Completed Furniture projects:

post-1082376-0-00556000-1488922504_thumb.jpgpost-1082376-0-79161700-1488922510_thumb.jpgpost-1082376-0-41607500-1488922516_thumb.jpgpost-1082376-0-03449100-1488922534_thumb.jpgpost-1082376-0-27173200-1488922541_thumb.jpgpost-1082376-0-19206000-1488923132_thumb.jpgpost-1082376-0-37344100-1488923158_thumb.jpgpost-1082376-0-54921100-1488923380_thumb.jpgpost-1082376-0-57285300-1490214678_thumb.jpgpost-1082376-0-11261600-1490214734_thumb.jpgpost-1082376-0-13822900-1490214761_thumb.jpgpost-1082376-0-81769600-1490214776_thumb.jpgpost-1082376-0-26245800-1490214838_thumb.jpgpost-1082376-0-98350700-1490214900_thumb.jpgpost-1082376-0-49450200-1490214863_thumb.jpgpost-1082376-0-44496200-1490214956_thumb.jpgpost-1082376-0-23410300-1490214991_thumb.jpgpost-1082376-0-18852100-1490215010_thumb.jpgpost-1082376-0-06159200-1490215025_thumb.jpgpost-1082376-0-10114500-1491262777_thumb.jpg post-1082376-0-69254900-1491826033_thumb.jpgpost-1082376-0-25157200-1491826025_thumb.jpg

 

Some can be tested in Farengar Secret-Fire's lab in Whiterund / Dragonsreach. Also a few things in the kitchen (ropes from ceiling, ring and barrel, dreamcatcher). On the balcony (you know, the big dragon-trap), there should be "sacrifical pillars", though not 100% sure about that.

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In Riverwood, there's two  things: A small waterwheel and an additinal wooden beam at the water mill wheel (activate this to use the big wheel for a ride).

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Lastly (sandbox-experiment) there's a pillory at the Whiterun-market, and a saddlerack at the whitrunstables, filled with a slave. Activate the furniture and your DB plays a bit with the slave...

-

 

I'll probabbly add some more in the future.

 

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Also, there's my

Sandbox experiment

The Idea is, we just provide a piece of furniture (and a Prisoner, or two) and sandboxing NPCs will interact, (ideally) without scripts.

 

post-1082376-0-68308000-1488924649_thumb.jpgpost-1082376-0-89996200-1488924667_thumb.jpgpost-1082376-0-84868400-1488924673_thumb.jpg

 

What am I doing there? [Little Update]

 

After some Experiments, I'm not really sure how it works, but it does. My current hypothesis is:

-Furniture can have more than one marker. If it has more than one marker, it can be used by more than one person. duh. Problem: Normally there's no way telling CK "First Marker plays Animation 1", "Second Marker plays Animation 2"... and so on.

-I created multiple markers with a direction (Marker1:Left, Marker2:Right, Marker3:Back and so on), but all placed on 0/0/0.

-At 0/0/0 the game seemingly can't tell apart, which direction the player activated markers from, so it activates them in order of their definition in the nif-file. Still the marker keeps it's direction called Entry Type in CK.

-This way I can chose order/animations by direction: EntryType Left (Marker1) is the first to be activated and get's the pretty neutal "Waiting Slave" animation, Next activation (Marker2) has EntryType Right and get's the "Teasing the Slave" animation.

 

For example (pictures not at 0/0/0, to make it more obvious):

post-1082376-0-18205300-1488925514_thumb.jpgpost-1082376-0-71896100-1488925523_thumb.jpg

 

We could also reuse, entry types, for example giving an object five furniture markers, one with front entry and four with back animation would play two different animations. Say position one is a dancer and four animations playing around the dancer would play the drunken idle).

 

It would also allow some scripting "on activation". To trigger or sync other animation stages.

 

 

Just put it on the ground and Sandboxing NPCs will use it. Ideally provide a slave/prisoner with a "sit on linked object" AI package if needed. Even the player can participate, by activating the furniture (try not to focus on the NPC trapped inside).

 

I'm not good making animations. Worse when they that have more than one participant and there's still lumps and bumbs to smooth, but hopefully, with some endurance and help, I'll get there.

 

My last project (at Whiterun Stables) is a saddle-rack with a two staged animation (which however uses a simple script to sync animations to get to stage two):

post-1082376-0-38157600-1488924736_thumb.jpgpost-1082376-0-53963800-1488924743_thumb.jpg

 

Next step could be, making/faking a legit sex scene. i.e. making sex visible for the player (drop your pants allready NPC) and making other mods register that there's sex going on. For example triggering specator crowds, pregnancy mods and whatever listens to sexlab-events.

 

There's of course also the option to make non-adult furnitures (say a table with 3 seats, one place for a card dealer and two for card players, or what about arm wrestling?), to make sandboxing animations a bit more interesting.

 

Problems:

-Sometimes NPCs, despite being basically locked on the furniture, by their AI, break out of their position

-Often NPCs miss their position by a few inches.

post-1082376-0-45778400-1488924749_thumb.jpg

EDIT: SOMETIMES It's even like "a few feet"!? I THINK, it's got something to do with the characters collisions. Sometimes I experience an invisible body where an animation started. I think the Engine sometimes leaves the Havok-Collisionbody for an animated NPC in place and has then problems finding a place for the second NPC.

 

Any clues what's causing this? ANYBODY experiencing THE SAME PROBLEMS, or is it just me and my computer?

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with the "right" animations , could you sandbox hydragorgons slave girls? and theres a gambling game where you see if you can get your coin closest to the wall [ as a suggestion ] for non adult sandbox games ,or where Vikings threw axes at pigtailed girls pinned up hair but whatever anims you do I know they'll [eventually] be awsome

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with the "right" animations , could you sandbox hydragorgons slave girls? and theres a gambling game where you see if you can get your coin closest to the wall [ as a suggestion ] for non adult sandbox games ,or where Vikings threw axes at pigtailed girls pinned up hair but whatever anims you do I know they'll [eventually] be awsome

 

About the game ideas: Nice. This reminds me...

 

post-1082376-0-50490200-1488993911_thumb.png

 

About hydragorgon's girls: Yes, but it would require a lof of work. Not necesarry on the animation side (we could make a few rather generic animations for bystanders and link them to various furnitures), but in a lot of cases hydragorgon's slaves don't actually use furniture, but rather idle markers. Upon activation these equip the furniture as "animated objects" which don't have all the function of "real" furniture (at least as far as I understand). You would have to replace a lot of these idle markers with actual furniture and then link the slave girls to them. A bunch of work, but yes, it's possible,

 

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with the "right" animations , could you sandbox hydragorgons slave girls? and theres a gambling game where you see if you can get your coin closest to the wall [ as a suggestion ] for non adult sandbox games ,or where Vikings threw axes at pigtailed girls pinned up hair but whatever anims you do I know they'll [eventually] be awsome

 

About the game ideas: Nice. This reminds me...

 

attachicon.gifheimdall-14.png

 

About hydragorgon's girls: Yes, but it would require a lof of work. Not necesarry on the animation side (we could make a few rather generic animations for bystanders and link them to various furnitures), but in a lot of cases hydragorgon's slaves don't actually use furniture, but rather idle markers. Upon activation these equip the furniture as "animated objects" which don't have all the function of "real" furniture (at least as far as I understand). You would have to replace a lot of these idle markers with actual furniture and then link the slave girls to them. A bunch of work, but yes, it's possible,

 

oh of course that's why those poles change shape [idle markers].its just as hydragorgon isn't doing anything with his mod i thought i'd bring it up , but I think it would be easier just to make an alternative , [and a lot of work doesn't sound fun] it was a silly suggestion , forget I said anything

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I want to Import all this fine stuff also into the zaz Animation pack....we´ll make it BIG !!!

 

I recommend to import it into a separate mod - otherwise it will be unclear if a problem is related to Zaz or to your modifications and it will cause installation troubles and probably break compatibility with existing Zaz mods.

 

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I want to Import all this fine stuff also into the zaz Animation pack....we´ll make it BIG !!!

 

I recommend to import it into a separate mod - otherwise it will be unclear if a problem is related to Zaz or to your modifications and it will cause installation troubles and probably break compatibility with existing Zaz mods.

 

 

 

These are already added to your Zaz Extension Mod, right?

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...don´t worry, is a well done Job here...now I am on 72 furnitures...I´ll bring up all my best inside there...the original pack, like the code and the old furnitures are NOT touched...and you can simply ignore the 72-26= 46?? ...new furnitures :D - if you can stand against it. The fine stuff here is also part of the new pack.

if you have special wishes or ideas on furnitures - or if you have created some furnitures - or if you like Special Cages , let me know, please- maybe we can make it big.

 

"2 f+cking maschines" are ready btw...

 

I want to Import all this fine stuff also into the zaz Animation pack....we´ll make it BIG !!!

 

I recommend to import it into a separate mod - otherwise it will be unclear if a problem is related to Zaz or to your modifications and it will cause installation troubles and probably break compatibility with existing Zaz mods.
 

 

 

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I only can tell that NOSGREGAMON has done and is doing an amazing and DIFFICULT Job !!!!!

Furniture-Series TOP 1-7,  I would say so..... :cool:

This is really breathtaking and enormous - perfect !!! I´m lucky to tell you now- that this stuff is now also part of the ZAZ ANIMATION PACK woohooo;-)))

The pose of the WallShackle-Hanging-Pose is "too much" for Loverslab...I let it off here.... :P:D

 

 

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yes yes yes.....we make beds with 6 places to sleep in and one guy stucks inside the bed (zbf pillory) and "asking for the Whip" all together at once....

 

...here you are !!

Hello, in this thread I'm showing/offering new furnitures, experimenting with animations and will occasionally beg for your help :). It's not supposed to be a playable Mod, but rather a testbed for me and a Modder's Ressource for the rest. Modders could also salvage the animations for idle markers and so on.

 

Completed Furniture projects:

attachicon.gifenb 2017_02_12 03_22_24_69.jpgattachicon.gifenb 2017_02_08 00_20_14_84.jpgattachicon.gifenb 2017_02_07 18_48_08_27.jpgattachicon.gifenb 2017_02_12 18_17_35_35.jpgattachicon.gifenb 2017_02_12 03_24_02_06.jpgattachicon.gifenb 2017_02_03 22_12_02_57.jpgattachicon.gifenb 2017_01_15 20_11_47_97.jpgattachicon.gifenb 2017_02_15 01_23_56_39.jpg

 

(Most can be tested in Farengar Secret-Fire's lab, but this might change, depending on the state of the files). I'll add more in the near future.

 

attachicon.gifxHangingChandelier-07-03-2017.7z (Zaz Animation pack required).

 

Also, there's my sandbox experiment. The Idea is, we just provide a piece of furniture (and a Prisoner, or two) and sandboxing NPCs will interact, (ideally) without scripts.

 

attachicon.gifenb 2017_02_22 00_56_59_90.jpgattachicon.gifenb 2017_02_22 00_47_21_00.jpgattachicon.gifenb 2017_02_22 01_27_40_36.jpg

 

What am I doing there?

 

-Furniture can have more than one marker. If it has more than one marker, it can be used by more than one person. duh.

-From what I can tell, the game usually simply activates them in order of their definition in the nif-file, it doesn't really pay attention to the entry direction or anything else.

-Giving each marker it's own direction however allows for distinct animations based on entry type/direction.

 

Marker one get's front only, marker two get's back only, and now we can ask for furniture entry type in the animation definitions (example pictures with left and right):

attachicon.gifSettings1.jpgattachicon.gifSettings2.jpg

 

This way we can "select" a bit when assigning animations (Marker one aka "front", get's to play the slave, marker two aka "behind" get's to be the free slot for sandboxing).

 

We can also reuse, entry types, for example giving an object five furniture markers, one with front entry and four with back animation would play two different animations. Say position one is a dancer and four postitions placed around the dancer would play the drunken idle).

 

It would also allow some scripting "on activation". To trigger or sync other animation stages.

 

 

Just put it on the ground and Sandboxing NPCs will use it. Ideally provide a slave/prisoner with a "sit on linked object" AI package if needed. Even the player can participate, by activating the furniture (try not to focus on the NPC trapped inside).

 

I'm not good making animations. Worse when they that have more than one participant and there's still lumps and bumbs to smooth, but hopefully, with some endurance and help, I'll get there.

 

My last project (at Whiterun Stables) is a saddle-rack with a two staged animation (which however uses a simple script to sync animations to get to stage two):

attachicon.gifstage1.jpgattachicon.gifstage2.jpg

 

Next step could be, making/faking a legit sex scene. i.e. making sex visible for the player (drop your pants allready NPC) and making other mods register that there's sex going on. For example triggering specator crowds, pregnancy mods and whatever listens to sexlab-events.

 

There's of course also the option to make non-adult furnitures (say a table with 3 seats, one place for a card dealer and two for card players), to make sandboxing animations

 

Problems:

 

-Sometimes NPCs, despite being basically locked on the furniture, by their AI, break out of their position

-Often NPCs miss their position by a few inches.

attachicon.gifnearMiss.jpg

-I don't really "get", why the camera is sometimes locked for the player and sometimes it isn't. seems to have something to do with animated objects but I'm not 100% sure, that this is the whole story.

 

Any clues what's causing this?

 

post-1454928-0-80340700-1489293151_thumb.jpg

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...Hi-this will be great, and the experiments are going on...I took fire on building poses....and here you´ll get a lot of stuff in a new pack soon....

-here you see my "wheel-mania".....this is, what the Driver does with the lonely Girls before he leaves whiterun - zaz pack Shows now 999 animations  with over 80 furnitures now:-)))

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Thanks for all the encouraging words. Still working on new furnitures, not entirely happy with it. Showing some progress:

 

post-1082376-0-99437900-1489532413_thumb.jpg post-1082376-0-63489200-1489532479_thumb.jpg post-1082376-0-59214100-1489532561_thumb.jpg post-1082376-0-90959700-1489532574_thumb.jpgpost-1082376-0-43115000-1489532593_thumb.jpg

 

About the Sandbox-Experiement: Currently, the more I try to expand on it, the less it makes sense that it works in the first place, lol. However, not giving up on it.

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