Lincoln1234567890 Posted January 2, 2024 Posted January 2, 2024 (edited) 10 hours ago, Kastagir said: Make sure you downloaded the correct file. There is no MCM. If you downloaded something with SLAL in the name, it's just animations and not poses. Only the file with poses adds rings. The script that adds rings is \Data\scripts\FNISRingAddScript.pex. If you don't have that file then you either didn't download the correct file or you haven't installed it properly. I downloaded GSPoses SE 20 03.7z, didnt touch any SLAL files. Tried both manual and Vortex installation method and I have FNISRingAddScript.pex. The whole problem is that there should be no difficulties with installation, drop files+use FNIS, but somehow its not working. Edit: the problem solved itself, I just abandoned this mod for a while and started installing other mods, when I returned to these animations and tried to install them again they worked. Edited January 2, 2024 by Lincoln1234567890
dippity dip Posted January 3, 2024 Posted January 3, 2024 Thanks for these animations! When using the sword or dagger animations, when I move left or right with the weapon drawn, my character glides / ice skates with the first step. Is that normal? It doesn't happen with bow, crossbow, or sword + destruction magic. When running or walking with bow drawn, the arrow sort of levitates near my character's left arm. It's in the right place when standing or when aiming. Anyone have any experience with that? Finally, anyone have any recommendations for a sexy run/walk/sneak that isn't quite so sexy? These are great but a little over the top for my character at this stage in her journey.
Alessia Wellington Posted January 3, 2024 Posted January 3, 2024 2 minutes ago, dippity dip said: Finally, anyone have any recommendations for a sexy run/walk/sneak that isn't quite so sexy? Take a look at Verolevi's Vanargand animations. Might be something for you. 2
Ichigo3924 Posted January 3, 2024 Posted January 3, 2024 Love all the poses, and I'm looking forward to checking out your animations more. Did have a question if anyone is willing to answer. I'm using OAR and a number of the hkx poses to make some dependent idles. Currently, I'm trying to use a number of poses with when I have a greatsword equipped and unsheathed. Unfortunately, either the sword is facing the wrong way or in the wrong hand. Does anyone know how I might be able to adjust the weapon to by in a different hand or reverse its direction? The poses in question are GS76, GS222, and GS410. GS409 works as intended!
Pandoriux Posted January 3, 2024 Posted January 3, 2024 Does anyone still have gs khajiit texture from previews? There was one in the reply in his profile before but he deleted it? He also closed DM. Much appreciated!
Kastagir Posted January 3, 2024 Posted January 3, 2024 (edited) 22 hours ago, Ichigo3924 said: Love all the poses, and I'm looking forward to checking out your animations more. Did have a question if anyone is willing to answer. I'm using OAR and a number of the hkx poses to make some dependent idles. Currently, I'm trying to use a number of poses with when I have a greatsword equipped and unsheathed. Unfortunately, either the sword is facing the wrong way or in the wrong hand. Does anyone know how I might be able to adjust the weapon to by in a different hand or reverse its direction? The poses in question are GS76, GS222, and GS410. GS409 works as intended! The swords in GS76 and GS222 are animobjects (note the "o" at the beginning of the line and the name of the animobject at the end). You can edit those animobject .nif files by rotating along the appropriate axes. You can even replace them with different weapons. This almost always requires experimentation. Animations that use an animobject attach that object to a specific node in the skeleton, in this case a hand node. To change which hand it is attached to, you'd have to edit the animation directly. Alternatively you can remove or rename the animobject .nif so it isn't loaded by the animation and then just equip whichever weapon you want. o -h,md GS76 GS76.hkx _GSSteelgreatsword01 o -h,md GS222 GS222.hkx _GSDaedricgreatsword01 GS 410 does not include the weapon as an animobject so it's up to you to equip an appropriate weapon in the correct hand. b -h,md GS410 GS410.hkx Edited January 4, 2024 by Kastagir
Guest Posted January 3, 2024 Posted January 3, 2024 (edited) 15 hours ago, dippity dip said: Thanks for these animations! When using the sword or dagger animations, when I move left or right with the weapon drawn, my character glides / ice skates with the first step. Is that normal? It doesn't happen with bow, crossbow, or sword + destruction magic. When running or walking with bow drawn, the arrow sort of levitates near my character's left arm. It's in the right place when standing or when aiming. Anyone have any experience with that? Finally, anyone have any recommendations for a sexy run/walk/sneak that isn't quite so sexy? These are great but a little over the top for my character at this stage in her journey. > Hi there. I'm not sure if this will help, but you may see if the problem goes away after installing the patches in FNIS Behavior for Users. I mean the first three at the top which are listed in this tool: "GENDER Specific Animations" "SKELETON arm fix" "xp32's Exclusive Aniamtion Path" (PCEA) The names of these patches may be slightly different if you are using Skyrim - Secendary Edition (SE) for 64-bit operating systems.? I had Legendary Edition (LE) installed on my 32 bit Vista.?♀️ EDIT: > Once again, many thanks to @Gunslicer for making a large collection of animations that sensually shapes the body posture of bombshells and I apologize for share a mod from exterial source with my friend.? Spoiler > Breasts bent forward, butt to backward and legs bent at the knees - I doubt any of the crawl / sneak animations for women wouldn't look sexy.? My characters liked to do it on all fours, as shown in this video. Edited January 3, 2024 by smartfon
Ichigo3924 Posted January 4, 2024 Posted January 4, 2024 (edited) 12 hours ago, Kastagir said: The swords in GS76 and GS222 are animobjects (note the "o" at the beginning of the line and the name of the animobject at the end). You can edit those animobject .nif files by rotating along the appropriate axes. You can even replace them with different weapons. This almost always requires experimentation. Animations that use an animobject attach that object to a specific node in the skeleton, in this case a hand node. To change which hand it is attached to, you'd have to edit the animation directly. Alternatively you can remove or rename the animobject .nif so it isn't loaded by the animation and then just equip whichever weapon you want. o -h,md GS76 GS76.hkx _GSSteelgreatsword01 o -h,md GS222 GS222.hkx _GSDaedricgreatsword01 GS76: Reveal hidden contents GS222: Reveal hidden contents GS 410 does not include the weapon as an animobject so it's up to you to equip an appropriate weapon in the correct hand. b -h,md GS410 GS410.hkx GS410 with a 1h sword: Reveal hidden contents Thank you for the reply and the information, Kastagir. Unfortunately, I'm not quite sure what you are referring to in some areas, my apologies for not understanding. To begin, I'm only using the hkx files, and I'm storing them separately in folders to denote them as submods to use with liveaction OAR/DAR like so: Spoiler I have no .nif files currently in there. Unless they're already in the .hkx files, which if so, apologies for misunderstanding. Effectively, OAR uses a scriptless framework via a JSON to allow me to store the animations and have them replace other animations as variants, I believe. My issue is that only three of these mods work properly with the greatsword I'm using. GS76: Spoiler GS222: Spoiler GS409: Spoiler GS410: Spoiler As you can see, two merely have the sword pointing the wrong direction, the other has it in the wrong hand. I'm interested in the lines of code you mentioned, they can most likely help me resolve this, but I'm unsure as to where they're located, and I'm currently having trouble identifying the proper software to use to open and edit the hkf files, which I believe would be the most direct option, if possible. If I'm completely wrong here, let me know. Regardless, how did you get to those line of code, Kastagir? Was that in the hkx files? I couldn't find that text when I opened them in VS Code. I'm assuming due to the code in hkx isn't compatible outright with VS. Edited January 4, 2024 by Ichigo3924
Kastagir Posted January 4, 2024 Posted January 4, 2024 1 hour ago, Ichigo3924 said: I'm interested in the lines of code you mentioned, they can most likely help me resolve this, but I'm unsure as to where they're located, and I'm currently having trouble identifying the proper software to use to open and edit the hkf files, which I believe would be the most direct option, if possible. If I'm completely wrong here, let me know. Regardless, how did you get to those line of code, Kastagir? Was that in the hkx files? I couldn't find that text when I opened them in VS Code. I'm assuming due to the code in hkx isn't compatible outright with VS. Every animation pack (static or otherwise) that is meant to be registered with FNIS (or I suppose Nemesis - I don't use it) must have a .txt file that lists the animations so that the "Generate FNIS for Users" tool can retrieve the list, register the animations and generate behavior files. For this mod, it is located at: \Data\meshes\actors\character\animations\GSPoser\FNIS_GSPoser_List.txt. Any animobjects referenced within this file are going to be located in \Data\meshes\animobjects\GStuff. These are all installed by this mod. You should open the mod archive and explore the contents to understand what resources it uses. The .hkx file format is what is used by Skyrim. They are not meant to be edited directly. For that you'd need to convert them - or get the original files from Gunslicer to edit them in a tool like 3DS Max. These poses are not meant for what you're trying to do, though you may have some success with some weapons but likely not all.
UsernameTaken666 Posted January 4, 2024 Posted January 4, 2024 3 hours ago, Ichigo3924 said: Thank you for the reply and the information, Kastagir. Unfortunately, I'm not quite sure what you are referring to in some areas, my apologies for not understanding. To begin, I'm only using the hkx files, and I'm storing them separately in folders to denote them as submods to use with liveaction OAR/DAR like so: Reveal hidden contents I have no .nif files currently in there. Unless they're already in the .hkx files, which if so, apologies for misunderstanding. Effectively, OAR uses a scriptless framework via a JSON to allow me to store the animations and have them replace other animations as variants, I believe. My issue is that only three of these mods work properly with the greatsword I'm using. GS76: Reveal hidden contents GS222: Reveal hidden contents GS409: Reveal hidden contents GS410: Reveal hidden contents As you can see, two merely have the sword pointing the wrong direction, the other has it in the wrong hand. I'm interested in the lines of code you mentioned, they can most likely help me resolve this, but I'm unsure as to where they're located, and I'm currently having trouble identifying the proper software to use to open and edit the hkf files, which I believe would be the most direct option, if possible. If I'm completely wrong here, let me know. Regardless, how did you get to those line of code, Kastagir? Was that in the hkx files? I couldn't find that text when I opened them in VS Code. I'm assuming due to the code in hkx isn't compatible outright with VS. I've always had pretty good luck in searching on how to open "xxx" files, in this case ".hkf" files. Perhaps try that?
Ichigo3924 Posted January 4, 2024 Posted January 4, 2024 2 hours ago, Kastagir said: Every animation pack (static or otherwise) that is meant to be registered with FNIS (or I suppose Nemesis - I don't use it) must have a .txt file that lists the animations so that the "Generate FNIS for Users" tool can retrieve the list, register the animations and generate behavior files. For this mod, it is located at: \Data\meshes\actors\character\animations\GSPoser\FNIS_GSPoser_List.txt. Any animobjects referenced within this file are going to be located in \Data\meshes\animobjects\GStuff. These are all installed by this mod. You should open the mod archive and explore the contents to understand what resources it uses. The .hkx file format is what is used by Skyrim. They are not meant to be edited directly. For that you'd need to convert them - or get the original files from Gunslicer to edit them in a tool like 3DS Max. These poses are not meant for what you're trying to do, though you may have some success with some weapons but likely not all. Ah, okay. I see what you mean. I'll try to give that a go, then, thanks! 1 hour ago, UsernameTaken666 said: I've always had pretty good luck in searching on how to open "xxx" files, in this case ".hkf" files. Perhaps try that? I did that prior to posting my original message and continued doing so today. There's a number of plugins for blender and other 3d animation studios alongside a whole slew of other requirements. I'm wary however as they are for older versions, and in general the animation process of importing a certain file type and then exporting seems complex.
Gav1in Posted January 4, 2024 Posted January 4, 2024 Cant get the Drunk anim to work for SE, I am using SL drunk redux
BluebirdXVO Posted January 11, 2024 Posted January 11, 2024 Thought y'all mite appreciate this, I took Grya's OAR compilation of Gunslicer's animations and ironed out some of the issues, specifically, I fixed the sneak idle not starting until you move, and I also made the two handed sneak apply to warhammers and greatswords. Lastly, I updated it to include some of the new free animations featured on Gunslicer's patreon https://www.patreon.com/Gunslicer He's currently finishing up battleaxes let me know if I made anything worse Gunslicer OAR.7z 13
TheVolcanoGodess Posted January 11, 2024 Posted January 11, 2024 8 hours ago, BluebirdXVO said: Thought y'all mite appreciate this, I took Grya's OAR compilation of Gunslicer's animations and ironed out some of the issues, specifically, I fixed the sneak idle not starting until you move, and I also made the two handed sneak apply to warhammers and greatswords. Lastly, I updated it to include some of the new free animations featured on Gunslicer's patreon https://www.patreon.com/Gunslicer He's currently finishing up battleaxes let me know if I made anything worse Gunslicer OAR.7z 4.05 MB · 4 downloads Nice fix, everything seems to work for me so far.
NotoriousTree999 Posted January 11, 2024 Posted January 11, 2024 Does anyone know how to get the pose selector rings to work? The player rings work just fine but I can't ever get the pose selectors to work
wower2345 Posted January 17, 2024 Posted January 17, 2024 Hi there @Gunslicer, I'm making a personal edit of a slavery mod called Diary of Mine and wanted to include some petplay options into it. You made some poses that would fit right in for such a thing. Are you cool with me using them there? 1
SliceNDice1 Posted January 24, 2024 Posted January 24, 2024 (edited) Where can we find more anim loops. By more i mean other sites or unknown, can be single one's. edit.. or refs used to import/convert *his hkx in blender. (*because other nsfw anims worked) Edited February 5, 2024 by SliceNDice1
UncleQrow Posted January 27, 2024 Posted January 27, 2024 I'm not sure if this has been asked before but, is there anyway this could ever be ported to Fallout4, I've always loved this mod on my Skyrim runs was always a must have for me, and still is.
asswalker Posted January 27, 2024 Posted January 27, 2024 On 1/11/2024 at 12:26 PM, BluebirdXVO said: Thought y'all mite appreciate this, I took Grya's OAR compilation of Gunslicer's animations and ironed out some of the issues, specifically, I fixed the sneak idle not starting until you move, and I also made the two handed sneak apply to warhammers and greatswords. Lastly, I updated it to include some of the new free animations featured on Gunslicer's patreon https://www.patreon.com/Gunslicer He's currently finishing up battleaxes let me know if I made anything worse Gunslicer OAR.7z 4.05 MB · 68 downloads not the hero we deserve but hero we need, much appreciated
Nek Posted February 5, 2024 Posted February 5, 2024 (edited) I changed the objects in the animations, maybe someone will be interested. SkyrimSE 2023-06-03 15-14-15-35.mp4 Spoiler SkyrimSE 2024_2.mp4 SkyrimSE 2022-10-28 00-39-39-94.mp4 [reMOD][GS]ObjV1.zip Edited February 5, 2024 by Nek delete file 1
skyrimsucks Posted February 6, 2024 Posted February 6, 2024 On 2/5/2024 at 3:12 AM, Nek said: I changed the objects in the animations, maybe someone will be interested. SkyrimSE 2023-06-03 15-14-15-35.mp4 5.5 MB · 0 downloads Reveal hidden contents SkyrimSE 2024_2.mp4 7.89 MB · 0 downloads SkyrimSE 2022-10-28 00-39-39-94.mp4 819.83 kB · 0 downloads why would one put washing machine inside the washing machine btw im making follower thats integrating hundreds of animations including lot of great stuff from GS. hope he dont mind, its wip and i dont plant to include files with it just call for them. @Gunslicer Spoiler
Nek Posted February 6, 2024 Posted February 6, 2024 3 hours ago, skyrimsucks said: why would one put washing machine inside the washing machine What do you mean?
skyrimsucks Posted February 7, 2024 Posted February 7, 2024 11 hours ago, Nek said: What do you mean? i mean vagina is a washing machine ofc
Nuascura Posted February 9, 2024 Posted February 9, 2024 On 1/11/2024 at 1:26 AM, BluebirdXVO said: Thought y'all mite appreciate this, I took Grya's OAR compilation of Gunslicer's animations and ironed out some of the issues, specifically, I fixed the sneak idle not starting until you move, and I also made the two handed sneak apply to warhammers and greatswords. Lastly, I updated it to include some of the new free animations featured on Gunslicer's patreon https://www.patreon.com/Gunslicer He's currently finishing up battleaxes let me know if I made anything worse Gunslicer OAR.7z 4.05 MB · 124 downloads Updated my post with the newer battleaxe animations. Much thanks for keeping it up while I was away! Are you aware of the remaining issues after your fixes?
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