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tasukete

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About tasukete

  • Birthday 07/13/1989

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  1. Hello everyone, Probably a super rookie question, but is there an easy way to "unedit" things without having to throw away an esp? E.g. something like this. I.e. tell the esp "you've got no business changing that value".
  2. Thanks for checking! Do you mean you've got the base body (I think it's under the DMRA section in the SetBodyReloaded compilation), or a replacer for the Hirdamanapulus BDM body? If the latter, I didn't know there was a difference between the Hirdamanapulus and the Hirdamanapulus BDM, and the BDM would be perfect!
  3. Hi everyone, I found a really old thread here on LL in which talks about a Hirdamanapulus Stock and links to the mod on nexusmods. The file has since been deleted. I was wondering if anyone knew where to still get the mod, or had it floating around on their hard drive and would be willing to upload it somewhere. Pretty please?
  4. Further simplified: if GenericQuest.GenericVariable != 0 if eval(ar["sPos"] != GenericQuest.GenericVariable) let ar["sPos"] := GenericQuest.GenericVariable let ar["doOnce"] := 2 let ar["flag"] -= 2048 set GenericQuest.GenericVariable to 0 return endif endif Got rid of the hStep check, the optional creature disallow feature, and the unnecessary call of the xLoversPkrGetSameGroupSPos function call. This way, you can switch to any animation simply by changing the GenericQuest.GenericVariable to the animation number you want to change to. Maybe having a different function than xLoversMainScriptModuleKeyControl do it would be the more elegant solution, but I can't really be bothered. ?
  5. In case anyone wonders or wants to do something similar: I got what I wanted by hooking into the xLoversMainScriptModuleKeyControl script. I took this block within the script: if eval(ar["keyGrab"] == 1) let ar["keyGrab"] := 2 if eval(ar["hStep"]>=1 && ar["hStep"]<=3) ;if eval(ar["localFlag"] & 4)==0 ; Disallow creature position change ;20100819 Shift held reverses direction if IsKeyPressed3 42==0 && IsKeyPressed3 54==0 let i0 := Call xLoversPkrGetSameGroupSPos ar["sPos"] 1 1 ; Forward one motion else let i0 := Call xLoversPkrGetSameGroupSPos ar["sPos"] (-1) 1 ; Backward one motion endif ; Was it changed? if eval(ar["sPos"] != i0) let ar["sPos"] := i0 let ar["doOnce"] := 2 ;‘̈ʕÏX ;Rev90 ƒ‚[ƒVƒ‡ƒ““Ç‚Ýž‚Ýσtƒ‰ƒO‚ð‰º‚°‚é let ar["flag"] -= 2048 return endif ;endif endif endif Then copied and altered it to: if GenericQuest.GenericVariable == 1 set GenericQuest.GenericVariable to 0 if eval(ar["hStep"]>=1 && ar["hStep"]<=3) ;if eval(ar["localFlag"] & 4)==0 ; Disallow creature position change let i0 := Call xLoversPkrGetSameGroupSPos 123 1 1 ; Forward one motion ; Was it changed? if eval(ar["sPos"] != i0) let ar["sPos"] := i0 let ar["doOnce"] := 2 ;‘̈ʕÏX ;Rev90 ƒ‚[ƒVƒ‡ƒ““Ç‚Ýž‚Ýσtƒ‰ƒO‚ð‰º‚°‚é let ar["flag"] -= 2048 return endif ;endif endif endif This way, I can change the animation to animation 124 anytime by having a different function change GenericQuest.GenericVariable to 1. Quite handy if you want to have a customer dissatisfied with a BJ get into a more active position! ?
  6. Indeed a very useful thread, thanks for the link! I'll look through it later, maybe I get some leads!
  7. Oh wow, if there was one who I thought might know, it would have been you gregathit. I actually found out it's xLoversMainScriptModuleKeyControl, which calls xLoversPkrGetSameGroupSPos to jump to the next slot within the array of animations within a position group. 1. I've tried calling xLoversPkrGetSameGroupSPos directly, but it didn't work. I'll have to look deeper into understanding how the information about the change is communicated, and to which other scripts. 2. Manipulating the way xLoversMainScriptModuleKeyControl calls xLoversPkrGetSameGroupSPos allows for position group changes, so it is possible in principle. Let's see if I can do this with my limited coding knowledge. Thanks for your reply and linking the original documentation!
  8. Hey guys, I wanted to see if I could write a script that could change the position group (e.g. blowjob to missionary) instead of just changing within one. For that, I wanted to look at the script that is changing the positions within the position groups (grab key activated in game). I can't find it, though! Any ideas or knowledge that could help me out highly appreciated.
  9. Hey fejeena, Thanks again for your time and explanations. You pointed me in the right direction. I managed to make it work: If you look at the 0 NiControlSequence, you find Controlled Blocks in the Block Details. There, I found the Bip01 NonAccum. The Value for Interpolator takes you to the correct NiTransformInterpolator. In the Block Details for the 51 NiTransformInterpolator you can set the Rotation Value from Quaternion to Euler, then change the rotational axis in degrees. Worked perfectly, no NiTransformData needed!
  10. Yes it is from the pose pack Slave in pose https://www.nexusmods.com/oblivion/mods/41668 I didn't know kf files from pose packs were so different!
  11. I was hoping there was a way to do it! Thank you for offering to do it for me. I'd be very grateful! ZMCCuffIdle.kf
  12. Hey fejeena, I don't know if necroing this topic is appropriate, but I have run into a new problem with animations: I replaced the ZMCCuffIdle.kf animation with a different one. All works well, except that my character is facing the wrong way by 180°. Is there an easy way to fix this?
  13. That MemPoser Plugin would be very neat for testing, but I can't download it from the page you linked to (maybe because the thread is archived?). I usually start sex through LoversHooker and hit z until I arrive at the animation I want to test. It was definitely the right animation I tested. I tried adding sound strings to 3 other animations, and all worked. I don't know why the first one I tested didn't. Maybe it's something about the animation. It's from the animation workshop and not from the original lovers or gregathit, so maybe the animator did something unorthodox? I'll try adding the sound strings to the def files later, but if it doesn't work, it's not that big of a deal. Thanks again for all your help and explanations!
  14. As far as I've understood it, the repeated face animations keys are to make changes in the expressions. E.g. In your first example, Big Ahh goes from 60 to 20 to 100 to make a mouth closing and opening face animation. You can also achieve this by adjusting the decay timer (last number of the string), but using more commands gives more control I guess. Here's a tutorial from the CS wiki page in case you want to look into face animation yourself sometime: https://cs.elderscrolls.com/index.php?title=Facial_expressions_in_animations It seems some face animations are conflicting (e.g. BrowUpLeft and BrowInLeft), but I haven't worked out specifics yet. I ran into a problem with the sound text keys, though. Changing existing text keys from xLoversBCMPan01 to xLoversPkrSE2 works great, but I am using some animations from the deadrasutra that don't have any sound text keys. I tried adding my own by increasing the Num Text Keys value and entering the Sound: xLoversPkrSE2 string value, but I don't get any sounds to play. Is there something else I need to do to add sound text keys?
  15. Sorry, but I have another question. This time about the face animations in the TextKey data: If I have a block of face animation instruction like this: ENUM: Face Sad 1.0 0.0 0.8 0.0 ENUM: Face Surprise 1.0 0.0 0.8 0.0 ENUM: Face Fear 1.0 0.0 0.8 0.0 ENUM: Face LookUp 1.0 0.0 0.8 0.0 ENUM: Face BrowUpRight 1.0 0.0 0.8 0.0 ENUM: Face BrowUpLeft 1.0 0.0 0.8 0.0 Is order relevant? I've tried to change some things, like adding the LookUp instruction, but it plays for a milisecond at the start of the stage, then seems to get overwritten by something. If order isn't relevant, are there some face animations that can't be used together? If so, can I look that up somewhere?
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