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Lovers Animations Workshop - old one


gregathit

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Posted

News on the futa front:  A very talented scripter is taking a look at things to see if they can remedy the issue.  No promises and no names at this time, as it is still being determined how complicated or convoluted a fix might be.  However, now there at least is "some hope" of a possible fix.  More info will come if or as things develop.

Posted

All right. Anim3 is still giving me CTD. I haven't tried animation 5 before but it's working (except the BBB is too strong). Some other animations work but the penis placement is wrong.

This is because you MUST override animations as "Full Body" not special idle.

 

Now, why by Azura are we still playing with penis attached to a lower body mesh??? This is collecting absolutely all the disadvantages of a discrete tool with absolutely no added value... Can someone explain to me why despite many many posts explaining that we're still completely ignoring the other option???

 

I'm a bit mad (ok not that much, chill out people ;) ) as it seems either nobody is listening or at least noone has ever taken the time to explain to me why I'm a dumbass...

 

Meanwhile, in order to properly test the correct penis bones placement, you must override the idle with the attached one or it'll be irrelevant as those bones are never touched except in LPK situation. Meaning you'll only encounter an error if you are very unlucky and play an animation that ended with PBones crooked...

 

 

idle.zip

Posted

Well, I am an idiot.  Turns out I have been using Gerra6's skeleton as my main one instead of growlf's universal one.  I switch back the skeleton in the _male folder to growlf's and instead of getting a CTD, I instead had my penis "disappear".  Talk about strange!  I need to take a look at this and see what I can do to fix things.

This is the skeleton.nif I have been using in my main game instead of growlf's universal one: http://www.loverslab.com/topic/13516-lovers-animation-workshop-skeleton-mark-ii/

What I don't understand is why the penis disappears when using growlf's skelly.  Neither skeleton produced any CTD's in my game so that is a further mind boggle.

 

Edit:  The penis disappears due to the fact that growlf's universal skelly has no penis bones an thus won't work with this.  You need to instead use the Lovers Workshop Skeleton mark2 skeleton.nif file.  Sorry for the confusion.

 

 

As to the fullbody stuff, I don't have a clue what you are talking about there Grumpf.  The penis is animated fine as the video below will so (sorry, you'll have to look at two guys getting it on since futa isn't working right at the moment):

animated cock movie sample: 

 

As you can see the penis is in fact animated and the issue is more than likely just that I am using a different main skeleton than everyone else.  1 step forward and 2 steps back.  As far as I am aware a special idle can cover any movement under the sun....provided the main skelly has the bones for it.  :P

If the positioning is off a bit, that is my fault, as I didn't take the time to perfectly fit the penis into the vagina.  I went for the "close enough" edit.  To properly align the animations to be "right in the hole" takes loading both animations into blender and making the adjustment.  This as you know takes damn near FOREVER, even if the result is perfectly aligned.  I don't have the time or patience to do this for 1600 kf files.  I edit animations one at a time and using screenshots taken previously "half ass" the dicks into position.  I realize that this is not ideal but as I said before, in the face of doing 1600 some kf files it is just too overwhelming for me (hey I am just one dude!) to mess with any other way.

 

As to the idle animation file you included....I don't understand what that is all about.  Right now only animations 1-10 are set up to use the penis bones and if you switch to higher animations during sex then you could end up with a crooked dick in them since the bones are not included in those animations yet.  I'll be working on fixing that shortly.

 

After sex the boners "should" auto reset to the default position for your future sexual escapades.  If they don't then all that is needed is to rework the reset and forcereset kf files in the Ani2 folder to include the penis bones.

 

 

Oh, and the penis attached to the lowerbody deal, well, there is no good way around that as far as I am aware.  Any other option gets into the whole amulet or tail slot deal and trying to use those has had all sorts of problems in the past.  I am not opposed to going that route, but I don't have time to mess with or test it. 

Posted

Ran into one of those DON'T EVER TOUCH THIS BONE OR LOVERS WITH PK EXPLODES!!!  :(

 

Needless to say.......I touched it.  I am now trying to pick up the pieces and get things back in order.  I "hope" to accomplish this yet today but it may end up being very late this evening before I finish.  I really hate learning to animate the hard way......by screwing things up!  :angry:

 

Care to explain witch bone that was ??

Posted

 

Ran into one of those DON'T EVER TOUCH THIS BONE OR LOVERS WITH PK EXPLODES!!!  :(

 

Needless to say.......I touched it.  I am now trying to pick up the pieces and get things back in order.  I "hope" to accomplish this yet today but it may end up being very late this evening before I finish.  I really hate learning to animate the hard way......by screwing things up!  :angry:

 

Care to explain witch bone that was ??

 

 

Sure.  Bip 01 Shoe R. and Shoe L.  Any attempt to use those resulted in an immediate CTD for lovers.  Don't have a clue why but it did.  The worst part was I had done 5 complete animations (40 kf files) and had to scrap and redo them.  I was not even able to go in and purge the bone usage to salvage them.  Fortunately I did have a backup and only had to do minimal reworking but that still cost me the better part of almost 2 days.

Posted

Correct me if I'm wrong, but I don't think growlf's universal skeleton has penis bones. The only skeleton that does is Gerra's, you should be using that one.

Posted

Correct me if I'm wrong, but I don't think growlf's universal skeleton has penis bones. The only skeleton that does is Gerra's, you should be using that one.

 

That is correct.  See post 1071, 1078 and 1080 as I addressed the oversight.

Posted

Ok so here's the explanation:

 

Animations already made that do not have animated penis do not need to be redone, simply leave things like that.

For the animations already using those bones, equipped a new penis nif that is weighted. You also need to flag those new animations as whole body or you'll loose the possibility of idles and walks (which is really good) unless you cast a reset before but this bad practice as you'll end up doing the same rookie mistake as many racials mods that fucks up Vanilla for everyone else (I know I did it too...).

 

Now for the lower body part: We divide the lower body into legs and the rest. You always equip lowerbody no matter what and you equip either a "boneless" penis for all the normal animations, either a "Boned" one for the new ones. That's it (do you know how many years I waited to be able to use the sentence "Boneless penis" btw? :) ).

 

Example of walk & idles : 

http://www.naughtymachinima.com/video/7387/Idles--animations

 

Examples of position using weighted penis:

 http://www.naughtymachinima.com/video/6995/Claudias-little-secret-Gold-edition-POS54

http://www.naughtymachinima.com/video/6813/Claudias-little-secret-Gold-edition-POS53

 

Now: is it possible to equip new penis in LPK without touching actual engine?

Second about the slots: You have many many slots we can use, anyone will do, quiver, sword, rings etc.

 

So can we or cannot we start by allowing a new nif equipped during certain animations?

 

After that I can go on but I need to know first.

 

Cheers!!!

Posted

Sure.  Bip 01 Shoe R. and Shoe L.  Any attempt to use those resulted in an immediate CTD for lovers.  Don't have a clue why but it did.  The worst part was I had done 5 complete animations (40 kf files) and had to scrap and redo them.  I was not even able to go in and purge the bone usage to salvage them.  Fortunately I did have a backup and only had to do minimal reworking but that still cost me the better part of almost 2 days.

What happens if you delete those in the skeleton?

Posted

Grumpf, most of what you are talking about is WAY over my head so please don't get frustrated.  Keep in mind I really am VERY much a rookie with regards to animating and even more of a rookie with regards to how they function in game.  Sure I now some of the basics but damn sure don't know all of the inner-workings, so please bear with me.

 

On the animations, I have already redone many of the animations in group 3 and 1 to use the animated penis.  At this point I am just tweaking them.

Groups 0, 2 and 4 are untouched thus far.

 

I don't understand why we need to flag anything as whole body.  How can a lovers animation block or interfere with walking\standing idle animations?  Lovers currently swaps out the penis.nif (in the folder meshes\clothes\as\) with whatever the user has as a lowerbody.nif.  The meshes for the lowerbody.nif "should" be uneffected by whatever the last animation was that played.  Am I wrong?

 

Even if I am wrong, the lovers animation that finished that contained a manipulation of the cock would be overwritten by the walking or standing idle animation.  Right?

 

Also doesn't lovers auto reset at the end of the sex act?  I am pretty sure that it does so this resolves that issue as well.....unless I am wrong of course, which could be the case.... :blush:

 

Another thing to keep in mind is that the lowerbody.nif found in the meshes\characters\_male folder would be by default a "limp" mesh would it not?  Now I suppose we could put another hard or even a semi hard mesh in there to be using by different walks or idles but that is a horse of a different color and we can cross that bridge at a later date.  My main focus is not on other uses of the animated penis, it is only for its use during lovers animations and with LPK.  Now clearly I don't want to do anything that may mess up other stuff either so nothing wrong with being aware of the danger, I just am not sure it actually will be a problem.

 

------------

 

Now on the lower body part......again you totally lost me here.  We currently have no way for lovers to "sense" whether an animation needs the boned penis or the bonelss one (I do like the boneless penis line.....he he he) so I don't know how you propose to do this.  Since I still plan on editing all of the animations eventually I guess I really don't see the point.  Again, I am NOT resistant to changing things, I just may be too stupid to understand the what\why\how of your proposed changes.

 

------------

 

To your last part......I don't have a clue how to equip a new penis without touching the actual engine in the way you are proposing.  I was trying to use the 1.2 boners since the engine was already coded to use them and it made thing extremely simple to switch out 1 nif file and off to the races you go.  It is also easy for the user to switch between using the animated penis and the normal one by just clicking a lovers setting.

 

WappyOne was EXTREMELY helpful (he is such a kind soul) and made a change to the LPK esp so we have the same ability to toggle on\off the animated futa cocks as well.  I still need to do a bit more testing myself and then if all is well I will post it in this thread for a couple of you to test drive it.

 

------------

 

Bottom line:  I am open to changing how the penis works in Lovers, but that sounds to me like a mess of scripting that I for one am NOT smart enough to help with.  I "think" I see where you are going with removing the lowerbody from the equation, but I worry that doing so will be a shit ton of work and I am not sure I see much gain for it under LPK.  This work is not something I can devote any time towards.  I am completely buried between the animations project I have been working on, an update for lovers creatures and a dozen other things that have piled up, not to mention by BU armor pack 3 that I have yet to start. 

 

I will most certainly entertain ANY and ALL ideas and help institute change as and when I can.  I certainly welcome seeing LPK evolve!  Again, please bear with me on this as my lack of understanding on the details is probably going to be frustrating to you.

Posted

 

Sure.  Bip 01 Shoe R. and Shoe L.  Any attempt to use those resulted in an immediate CTD for lovers.  Don't have a clue why but it did.  The worst part was I had done 5 complete animations (40 kf files) and had to scrap and redo them.  I was not even able to go in and purge the bone usage to salvage them.  Fortunately I did have a backup and only had to do minimal reworking but that still cost me the better part of almost 2 days.

What happens if you delete those in the skeleton?

 

 

They were still unusable.  Hell I tried several processes to purge them buy removing all the keyframe data and then removing all constraints and finally deleting the actual bones themselves.  Nothing seemed to work and the result was always the same...instant CTD.   I gave up and switched to my backups.  Thank God I was smart enough to make and keep them!  Lesson learned....the hard way.....again..... :wacko:

Posted

I'm going to answer inline to avoid WOT for our fellow members :)

 

 

 

 

Grumpf, most of what you are talking about is WAY over my head so please don't get frustrated.  Keep in mind I really am VERY much a rookie with regards to animating and even more of a rookie with regards to how they function in game.  Sure I now some of the basics but damn sure don't know all of the inner-workings, so please bear with me.

 

No it's not, we'll do it step by step and you'll see you'll manage just fine. Stop being so modest, you've worked on this stuff long enough to be an expert now, deal with it :P

 

On the animations, I have already redone many of the animations in group 3 and 1 to use the animated penis.  At this point I am just tweaking them.

Groups 0, 2 and 4 are untouched thus far.

 

Ok if I manage to receive an answer to my questions, you don't need to redo them at all (unless you want more movements!) so it'll be better to think ahead before rushing into mass conversion. You're the expert on LPK, I barely am able to make it work but there are sooo many modules I need your knowledge.

 

I don't understand why we need to flag anything as whole body.  How can a lovers animation block or interfere with walking\standing idle animations?  Lovers currently swaps out the penis.nif (in the folder meshes\clothes\as\) with whatever the user has as a lowerbody.nif.  The meshes for the lowerbody.nif "should" be uneffected by whatever the last animation was that played.  Am I wrong?

 

Yes :) You'll just have to trust me on this (until I'm proven wrong but for now your sample panel of people using idles & kf for PBones seems to be restricted to only one member... But this is something we can deal with later)

 

Even if I am wrong, the lovers animation that finished that contained a manipulation of the cock would be overwritten by the walking or standing idle animation.  Right?

 

Also doesn't lovers auto reset at the end of the sex act?  I am pretty sure that it does so this resolves that issue as well.....unless I am wrong of course, which could be the case.... :blush:

 

It does, but we need to test as the "reset" kf better contains the PBones too! But again, that's for phase3.

 

ow on the lower body part......again you totally lost me here.  We currently have no way for lovers to "sense" whether an animation needs the boned penis or the bonelss one (I do like the boneless penis line.....he he he) so I don't know how you propose to do this.  Since I still plan on editing all of the animations eventually I guess I really don't see the point.  Again, I am NOT resistant to changing things, I just may be too stupid to understand the what\why\how of your proposed changes.

 

Ok that's our main priority, let's go step by step as I don't have the LPK knowledge about that.

 

WappyOne was EXTREMELY helpful (he is such a kind soul) and made a change to the LPK esp so we have the same ability to toggle on\off the animated futa cocks as well.  I still need to do a bit more testing myself and then if all is well I will post it in this thread for a couple of you to test drive it.

 

 

 

 

 

So Phase1: different meshes are they possible?

 

Question: Can you equip a specific object at the beginning of an animation?

Question: Do LPK uses several lower body meshes per NPC?

 

I think you're right and we need to slightly tweak the esp but we have an army of scripters here, all we need is to intercept the NPC equip function, that's not too hard.

 

Have to go for the whole day now, but I'll check tonight!

Cheers!!!

Posted

Currently there is a script for penis setting v3/v4 that allows 3 different penis settings.  Which penis mesh is used is determined by the ini file of that animation.  The current ini options set up is option 0= normal straight out boner, 1=upwards pointing, 2=downwards pointing.  Here is the script in full:

 

 

scn xLoversMainScriptModuleGetChinupo

;Rev60 Žw’è‚ÌChinupo‘•”õRef‚ð•Ô‚·i‘•”õ‚ª•s—v‚ÈꇂÍ0‚ð•Ô‚·‚±‚Æj

short chinupo            ;0=…•½ / 1=ãŒü‚« / 2=‰ºŒü‚«
short chinupoLevel    ;0=‚¨‚Á‚« / 1=‚Ó‚É‚á / 2=‚Ó‚É‚á‚Ó‚É‚á

ref result

Begin Function { chinupo chinupoLevel }

    if xLoversPkrQuest.Pose1Chinupo == 0        ;Lovers v1.2
        ;chinupo‚É‚æ‚é•ω»‚È‚µ
        ;chinupoLevel‚É‚æ‚é•ω»‚È‚µ
        set result to xBone1
    elseif xLoversPkrQuest.Pose1Chinupo == 1        ;Boners v3/v4
        if chinupo==0            ;…•½
            if chinupoLevel == 0
                set result to xBoneSlofsBoners1
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            endif
        elseif chinupo==1    ;ãŒü‚«
            if chinupoLevel == 0
                set result to xBoneSlofsBoners2
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            endif
        elseif chinupo==2    ;‰ºŒü‚«
            if chinupoLevel == 0
                set result to xBoneSlofsBoners5
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            endif
        endif
    elseif xLoversPkrQuest.Pose1Chinupo == 2        ;Boners v5 Normal
        ;chinupo‚É‚æ‚é•ω»‚È‚µ
        ;chinupoLevel‚É‚æ‚é•ω»‚È‚µ
        set result to xBoneSlofsBonersNoCut
    elseif xLoversPkrQuest.Pose1Chinupo == 3        ;Boners v5 CUT
        ;chinupo‚É‚æ‚é•ω»‚È‚µ
        ;chinupoLevel‚É‚æ‚é•ω»‚È‚µ
        set result to xBoneSlofsBoners
    endif

    SetFunctionValue result
End

 

 

As I understand it, the changes on which mesh is used occur prior to that animation playing and not during the actual stages of the animation.  However, I could just be putting my foot in my mouth.......

 

Yes, lovers equips the lowerbody.nif depending on your penis\futa setting just prior to the 1st stage animation playing.

No, lovers is only set up to use 1 male lower body mesh and 1 female futa lower body mesh.  I am not sure if lovers switches out the female lowerbody mesh when they are in the "receiving position".  I'll have to look and see.

 

I'll have to take your word as to the difficulty of reworking the scripting.  Scripting is a bridge I have not crossed yet.

Posted

Seems promising enough. Ok so let's modify the script to use Chinupo level3-> weighted one. I assume the version to equip is in the .ini file ?

Now, is there a way to know how many animations are using what version? If, for example chinupo level2 is only use in 4 animations, we can adapt them with our weighted tool and replace chinopu level2 with it without having to touch the script...

 

You're still with me there ? :P

Posted

Maybe.....

 

So your proposing a level 3 be added to the v3/v4 penis setting and that it will point to the weighted nif. 

Not sure what that gains us versus just using the v1.2 setting which already does point to the weighted nif.  However, for point of discussion I 'think' I am with you thus far.

 

All lovers animations have 4 stages.  There are no exceptions to this, other than solo masturbation animations which are handled by loversMB2.esp

 

Yes, which mesh is used is determine by the chinupo setting in the ini file IF version 3/4 or v5 penis settings are used.  This is ignored for version 1.2 as it just uses one mesh for all.

 

Yes, you could manually open each ini file and note down the chinupo position that each one uses.  I think the majority use either the up or straight with the rest being the down pointing one.  I don't know of any list that tracks or lists out a summary.

 

Am I making sense or did I fall out of the boat already?

Posted

Shoe R. and Shoe L.

 

does not sound familiar, are they from a custom made highheels skeleton ?? vanilla skeleton only has toe bone. no shoes.

 

Growlf's Universal Skeleton has them in it.  All I can tell you is to avoid them like the plague.  At least for lovers animations anyways.  Using them is an instant CTD if you do.  :(

Posted

 

 

So can we or cannot we start by allowing a new nif equipped during certain animations?

 

After that I can go on but I need to know first.

 

Cheers!!!

 

 

 

Yes, we can

Posted

Perfect. Thanks guys for the answers !  :lol: 

 

 

Do we all agree to use a new chinupo level for our weighted tool then ?

 

Greg: 

Not sure what that gains us versus just using the v1.2 setting which already does point to the weighted nif.  However, for point of discussion I 'think' I am with you thus far.

>>> We want to avoid that, it seems to be a rollback from more flexibility (yes yes, this pun was intended).

 

m I making sense or did I fall out of the boat already?

>> We're progressing  ;) and your job is now lighter. I can have look at the esp and see what I can do but maybe someone with a better knowledge of LPK can jump in? All we want is a new Chinupo level that will point to several meshes :

  •  Futa
  •  Futa with balls --> if you want, I personally don't like it but I'm open.
  •  Strapon
  •  Dick for male type1
  •  Dick for other males.

I hope I'm not making a dick of myself (Yes, this one too was intended).

Posted

Ok, here is the really big question:

 

1. Right now LPK is set up with v3/4 penis settings to be able to switch between 3 male penis settings all controlled by the ini file.  Those same settings apply to the futa as well.  The "issue" is that both the futa and male penis would be linked.  Example:

 

Under v3/v4 penis settings

A. Option 0 - this could be set to standard male penis (one we have right now).

B. Option 1 - this could be set to a 'other sized\shaped' male penis.

C. Option 2 - This can be set to a male wearing a strapon (odd but whatever).

 

The futa would be follow the same example as above, it would just use different meshes ie:

A. Option 0 - standard futa cock

B. Option 1 - futa cock with balls (I am not a fan of this to be honest)

C. Option 2 - female wearing strapon.

 

Now the downsides here is that the end user would have to manually change the ini file for each animation if he decided that he wanted all strapons in his game so he would need to open each 1-200 animation ini file and change it to option 2. The other downside is that once the user picks the dick option (that sounds WAY funny to me for some reason) in the ini file, then he is locked to it.  There is no way "in game" for him to change what dick is used for that animation.  He would have to exit the game to change the ini file to whatever option he wanted.  Further if he picked option 1 then that means he gets the other sized\shaped male penis and the futa cock with balls.  You can't switch and have option 0 for males and option 2 for females.  The only way around this would be to manual rename the mesh files.  This is the limits of the current v3/v4 penis setting. 

 

v5 penis setting is more limited and of course v1.2 is the most limited with just the one option.

 

Sooooooooo.........Is this what you are looking for?  (Sorry....that was a really long fucking question.........).  :blush:

 

--------------

 

If that 'isn't' what you are wanting then we are back to inventing a whole new system and trying to come up with a method for the user to select things.  Further if you don't want the setting to be universal then you have to invent some sort of auto-set-cock (snappy phrase eh!) that would function similar to setbody with arrays and what not that would need its own ini file to give the user some sort of control.  I don't need much of a crystal ball to tell you that you are looking at a shit ton of scripting work on that front.

 

It would be neat as hell, but this type of thing is WAY beyond my current skill set, so all I can do is cheer you on from the sidelines.

Posted

Grrr the editor lost my answer and now I have to leave... More this afternoon (GMT) but I got an idea :)

Cheers!

 

EDIT: ok I'm back.

 

I was saying:

 

We create a new Chinupo section with the usual levels (clone of what is existing) like:

scn xLoversMainScriptModuleGetChinupo

;Rev70 LLab B4P addons

short chinupo            ;0=…•½ / 1=ãŒü‚« / 2=‰ºŒü‚«
short chinupoLevel    ;0=‚¨‚Á‚« / 1=‚Ó‚É‚á / 2=‚Ó‚É‚á‚Ó‚É‚á

ref result

Begin Function { chinupo chinupoLevel }

    if xLoversPkrQuest.Pose1Chinupo == 0        ;Lovers v1.2
        ;chinupo‚É‚æ‚é•ω»‚È‚µ
        ;chinupoLevel‚É‚æ‚é•ω»‚È‚µ
        set result to xBone1
    elseif xLoversPkrQuest.Pose1Chinupo == 1        ;Boners v3/v4
        if chinupo==0            ;…•½
            if chinupoLevel == 0
                set result to xBoneSlofsBoners1
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            endif
        elseif chinupo==1    ;ãŒü‚«
            if chinupoLevel == 0
                set result to xBoneSlofsBoners2
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            endif
        elseif chinupo==2    ;‰ºŒü‚«
            if chinupoLevel == 0
                set result to xBoneSlofsBoners5
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            endif
       elseif chinupo==3    ;B4P
            if chinupoLevel == 0
                set result to xBoneSlofsBoners5
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel == 2
                set result to xBoneSlofsBoners4
            elseif chinupoLevel == 3
                set result to B4PPeen
            elseif chinupoLevel == 4
                set result to B4PBigPeen
            endif
        
        endif
    elseif xLoversPkrQuest.Pose1Chinupo == 2        ;Boners v5 Normal
        ;chinupo‚É‚æ‚é•ω»‚È‚µ
        ;chinupoLevel‚É‚æ‚é•ω»‚È‚µ
        set result to xBoneSlofsBonersNoCut
    elseif xLoversPkrQuest.Pose1Chinupo == 3        ;Boners v5 CUT
        ;chinupo‚É‚æ‚é•ω»‚È‚µ
        ;chinupoLevel‚É‚æ‚é•ω»‚È‚µ
        set result to xBoneSlofsBoners

    endif

    SetFunctionValue result
End
 

Well a bit more complicated than that but you got the idea...

 

 

Under B4P v4 penis settings

A. Option 0,1,2 - unchanged

B. Option 3 - this could be set to Weighted B4P Penis

C. Option 2 - This can be set to Weighted B4P Big Penis.

 

The futa would be following the same example than above, it would just use different meshes ie:

A. Option 0,1,2 - unchanged

B. Option 3 - futa Weigthed B4P Penis

C. Option 2 - futa Weighted B4P Big Penis

 

Now during the install (or we can provide a "patch esp that overwrite default), player can choose SO instead of Futa or Futa with balls.

 

So it seems easy no?

 

 

Posted

Again, to me scripting is like trying to conduct precision surgery whilst being kicked in the balls with an iron boot so bear with me on this.

This would not be right I don't think (probably wrong here).  Instead you would want:

 

elseif chinupo==3    ;B4P
            
if chinupoLevel == 0
                set result to B4PBigPeen
            elseif chinupoLevel == 1
                set result to xBoneSlofsBoners3
            elseif chinupoLevel
== 2
                set result to xBoneSlofsBoners4 
            endif

 

You ALWAYS want your primary cock position to be at the top of the heap as that is what will be displayed during the animations.

 

B4PBigPeen - this is your animation controlled stiffy

xBoneSlofsBoners3 - this is a semi limp (or semi hard) dick - used primarily for the downwards pointing dick situations.

xBoneSlofsBoners4 - this is the normal default limp dick

 

The other boner positions:

xBoneSlofsBoners1 - straight out boner

xBoneSlofsBoners2 - upwards pointing boner

xBoneSlofsBoners5 - a repeat of xBoneSlofsBoners3 - I don't know why there are two of these and can only postulate there was at one time a different cock type for this.

 

---------------------------------

 

 

Right now, the way I understand it lovers does this:

If you choose the new chinupo 3 setting then at the start of the animation lovers goes with 'if chinupoLevel == 0' (fully erect), then after the animations finish lovers quickly cycles the other two 'elseif chinupoLevel == 1' (semi-hard) and finally to ' elseif chinupoLevel == 2' (limp).

 

At least that is how I think it is "supposed" to work.  I don't know enough about scripting to verify this so one of you guys would have to look through all the Lovers scripts to verify it.

 

I agree on the futa with balls being an optional install patch, who is going to create that mesh by the way?  Not me..... :blink::P

 

------------

 

There is a HUGE danger in having multiple sized cocks here.  Many animations are geared in such a way that they won't look good if the cocks are too big.  Case in point is Nusbies most excellent BJ animation (Daedra Sutra Animation number 19.1).  Too long of a cock (futa or penis) will poke right out of the pack of the poor receivers head.  This type of issue will also apply to some of the normal sex animations as well.  The massive futa cocks you have in CLS while really freaking cool, could lead to quite a bit of clipping.  This is just a heads up and nothing more.  It may be better to offer this as a patch (like the futa balls) with the disclaimer that clipping may occur.  This is just a heads up note and I am fine going either way.

Posted

Ok fellow animators, I am really getting my ass kicked here and I don't understand what the problem is.  I made some changes to the included animation and exported everything same as I always have.  The animation is a BJ animation of Nusbie's and I tailored it for the new animated dick.  Here is the strange part, if I play another animation first like a from behind or laying down one, let it finish and then go up to the same NPC and select the BJ option it will play just fine.  IF however I start off with by selecting the BJ option with any new NPC it immediately crashes to desktop.  WTF?!?! 

 

I don't know if it is the animated cock that is causing this or the actual animation itself.  I will try the animations with the v3\v4 non animated cocks to see if they crash in the same manner or if they are fine.  It is really kicking my ass.  I am all ears to hear what the heck could be causing this.

Posted

Again, to me scripting is like trying to conduct precision surgery whilst being kicked in the balls with an iron boot so bear with me on this.

 

Thanks for this image I'll have in my head the entire day now! :P

 

I agree on the futa with balls being an optional install patch, who is going to create that mesh by the way?  Not me..... :blink::P

 

Rule 36 Greg... (http://www.urbandictionary.com/define.php?term=Rule%2036)

 

here is a HUGE danger in having multiple sized cocks here.  Many animations are geared in such a way that they won't look good if the cocks are too big.  Case in point is Nusbies most excellent BJ animation (Daedra Sutra Animation number 19.1).  Too long of a cock (futa or penis) will poke right out of the pack of the poor receivers head.  This type of issue will also apply to some of the normal sex animations as well.  The massive futa cocks you have in CLS while really freaking cool, could lead to quite a bit of clipping.  This is just a heads up and nothing more.  It may be better to offer this as a patch (like the futa balls) with the disclaimer that clipping may occur.  This is just a heads up note and I am fine going either way.

 

Ok let me then be clearer as I won't feel comfortable being kicked in the balls either...

 

Let's say we decide that our standard is option X (you have to tell me which one it really is).

It is my understanding that the Chinupo is decided in LPK menu by the user. If I got it well, ChinupoLevel is per animation and is contained in the .ini.

If I'm right, all we have to do is add 2 Chinupo levels to include weighted dick and weigthed giant dick. Then our new esp will be totally backward compatible with every existing animation.

 

In our new B4P animations, however, we will have to edit the .ini to use our new B4P Chinupolevel and that's it. The rest of choice is, I imagine, handled by sex but we will just need to edit the other script the same way.

As for our weighted .nifs, we will name them something else in order to NOT overwrite non weighted ones and keep compatibility.

 

I stop there to see behind my back, do I still have followers here ? :P

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