Guest Posted February 1, 2019 Posted February 1, 2019 View File Introduction: Disabling FootIK can help animations align better and this mod allows you to set the effect on SexLabUtil1. Installation: Just drop the contents into the Data folder or use a mod manager to install it. Load order doesn't matter. If you can't see the "FootIK OFF" effect in the list, make sure to click "Misc -> Reload effects". You are free to set the effect whatever way you want, but I recommend you to use the same settings as the one from the screenshot in "At sex start". Slot doesn't matter. The spell/ability is based off FootIK OFF Spell, but it's not required. I did rewrite it to better function with SexLabUtil1. Uninstallation: Remove the following files from your Data folder: FootIK OFF for SexLabUtil1.esp, scripts\aaaFRFootIKOFFConstantScript.pex, scripts\source\aaaFRFootIKOFFConstantScript.psc and ini\SexlabUtil1.esp\FootIKOFF.ini, or remove it with your mod manager. Known Issues: None. Submitter Hawk9969 Submitted 02/01/2019 Category Sex Effects Requires Sex Animation Framework v1.62 or higher, SexLabUtil1 0.17 or higher Special Edition Compatible Yes View File
AndragonFirefly Posted February 1, 2019 Posted February 1, 2019 Forgive me for my ignorance but what is FootIK?
Guest Posted February 2, 2019 Posted February 2, 2019 ^ https://en.wikipedia.org/wiki/Inverse_kinematics Inverse kinematics is important to game programming and 3D animation, where it is used to connect game characters physically to the world, such as feet landing firmly on top of terrain (see [5] for a comprehensive survey on Inverse Kinematics methods used in Computer Graphics). For an illustrative picture of FootIK ON vs OFF in-game (from the original FootIK Spell OFF):
modball Posted March 2, 2019 Posted March 2, 2019 Nice. Does this replace the foot1k off spell used for poses or would we need to use both?
Guest Posted March 3, 2019 Posted March 3, 2019 Nice. Does this replace the foot1k off spell used for poses or would we need to use both? No, it adds a new ability that SexLabUtil1 will either add or remove to/from the Actor (based on how you configured it in SexLabUtil1's MCM). It also doesn't require the FootIK OFF spell mod as it's a pretty simple mod by itself. All it does: Event OnEffectStart(Actor akTarget, Actor akCaster) targetName = akTarget.GetLeveledActorBase().GetName() akTarget.SetAnimationVariableBool("bHumanoidFootIKDisable", true) PrintConsole("FootIK Disabled: " + targetName) EndEvent When adding. Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetAnimationVariableBool("bHumanoidFootIKDisable", false) PrintConsole("FootIK Enabled: " + targetName) EndEvent When removing.
modball Posted March 3, 2019 Posted March 3, 2019 2 hours ago, Hawk9969 said: No, it adds a new ability that SexLabUtil1 will either add or remove to/from the Actor (based on how you configured it in SexLabUtil1's MCM). It also doesn't require the FootIK OFF spell mod as it's a pretty simple mod by itself. All it does: Event OnEffectStart(Actor akTarget, Actor akCaster) targetName = akTarget.GetLeveledActorBase().GetName() akTarget.SetAnimationVariableBool("bHumanoidFootIKDisable", true) PrintConsole("FootIK Disabled: " + targetName) EndEvent When adding. Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetAnimationVariableBool("bHumanoidFootIKDisable", false) PrintConsole("FootIK Enabled: " + targetName) EndEvent When removing. Great, thanks for clarifying. Will try this out soon!
traen Posted March 5, 2019 Posted March 5, 2019 Sorry, I can't seem to get this mod to pop up on my MCM. Is there something I should be doing to activate it? Aside from the plugin, obviously.
Guest Posted March 5, 2019 Posted March 5, 2019 6 hours ago, traen said: Sorry, I can't seem to get this mod to pop up on my MCM. Is there something I should be doing to activate it? Aside from the plugin, obviously. Did you also add the ini file? The ini file is required for it to be registered within SexLabUtil1, and as the instructions say: "If you can't see the "FootIK OFF" effect in the list, make sure to click "Misc -> Reload effects"." This is required to make SexLabUtil1 read the inis again.
traen Posted March 5, 2019 Posted March 5, 2019 Oh lawd, I'm retarded. Forgot to actually install SexlabUtil1. Ignore me, pls.
_ThreeJackdaws_ Posted April 20, 2019 Posted April 20, 2019 No matter what I do, I can not get this to show up in the effects for SexLabUtil. Where exactly is the ini file supposed to go because I've literally tried every ware.....left it where it is, moved it to the data where the esp is, moved it into the ini folder in SexLabUtil, moved it to the data folder with the SexLabUtil esp...nothing is working. This says it's compatible with SE so I assume SexLabUtil is as well? Anyway, some guidance would be appreciated peoples Thanks
Guest Posted April 20, 2019 Posted April 20, 2019 6 hours ago, MuscleGeek said: No matter what I do, I can not get this to show up in the effects for SexLabUtil. Where exactly is the ini file supposed to go because I've literally tried every ware.....left it where it is, moved it to the data where the esp is, moved it into the ini folder in SexLabUtil, moved it to the data folder with the SexLabUtil esp...nothing is working. This says it's compatible with SE so I assume SexLabUtil is as well? Anyway, some guidance would be appreciated peoples Thanks It's compatible with SSE, but not entirely out of the box. You need to do this first to the ESP: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition#Open_the_mod_in_the_SSE_Creation_Kit And the INI file is supposed to go exactly where all the other SexLabUtil1 INIs go, which is precisely the folder hierarchy as in the download file.
_ThreeJackdaws_ Posted April 20, 2019 Posted April 20, 2019 1 hour ago, Hawk9969 said: It's compatible with SSE, but not entirely out of the box. You need to do this first to the ESP: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition#Open_the_mod_in_the_SSE_Creation_Kit And the INI file is supposed to go exactly where all the other SexLabUtil1 INIs go, which is precisely the folder hierarchy as in the download file. I am familiar with converting mods and have actually done that already. I'm still not getting anything showing up in the event. As you say, the ini currently resides in "Mods\SexlabUtil\INI\SexlabUtil1.esp\FootIKOFF.ini" along with all the other ini files but still nothing. I've left the structure exactly as is in the download again...nothing. Am baffed EDIT Sidenote - I'm on version 1.5.62 which is SKSE 2.0.12 That's not a problem is it?
Guest Posted April 20, 2019 Posted April 20, 2019 15 minutes ago, MuscleGeek said: I am familiar with converting mods and have actually done that already. I'm still not getting anything showing up in the event. As you say, the ini currently resides in "Mods\SexlabUtil\INI\SexlabUtil1.esp\FootIKOFF.ini" along with all the other ini files but still nothing. I've left the structure exactly as is in the download again...nothing. Am baffed EDIT Sidenote - I'm on version 1.5.62 which is SKSE 2.0.12 That's not a problem is it? Does SexLabUtil1 works for you at all? Is it just this effect that doesn't work? And I wouldn't know, I don't have SSE. But this mod is so simple that as long as SexLabUtil1 works, it will work aswell.
_ThreeJackdaws_ Posted April 20, 2019 Posted April 20, 2019 27 minutes ago, Hawk9969 said: Does SexLabUtil1 works for you at all? Is it just this effect that doesn't work? And I wouldn't know, I don't have SSE. But this mod is so simple that as long as SexLabUtil1 works, it will work aswell. Well, it loads up and comes up with registering events on startup. It shows in the McM but none of the other inis shows up but I would assume that's because I would need to install those.
_ThreeJackdaws_ Posted April 20, 2019 Posted April 20, 2019 Tried it on a fresh install, re-downloaded and re-converted the SexLabUtyil1.esp, removed the esl flag from this esp and still nudda. Maybe it just doesn't work on SE. Sad times.
Guest Posted April 20, 2019 Posted April 20, 2019 9 hours ago, MuscleGeek said: Well, it loads up and comes up with registering events on startup. It shows in the McM but none of the other inis shows up but I would assume that's because I would need to install those. It uses an SKSE plugin to read those INIs, and as you may or may not know, you cannot load 32-bits libraries on a 64-bits application. The plugin's name is extratools.dll, and you can see which native functions it implements by viewing scripts/source/extratools.psc. I don't know whether the source code is available for that plugin or not, but those functions are fairly easy to implement on your own. WinTrace: Pointless, you don't need to implement that (this is just for debugging). WinDirList: Use this https://docs.microsoft.com/en-us/windows/desktop/api/fileapi/nf-fileapi-findfirstfilea and https://docs.microsoft.com/en-us/windows/desktop/api/fileapi/nf-fileapi-findnextfilea or this if you have access to C++17 https://en.cppreference.com/w/cpp/filesystem/directory_iterator Or use SKSE's IDirectoryIterator. Internally, IDirectoryIterator uses FindFirstFile and FindNextFile. StrGetToken: Simple split string-like operation, implement as you wish. WinGetIni: Proper way: Use SimpleIni library; Quick one liner way: https://docs.microsoft.com/en-us/windows/desktop/api/winbase/nf-winbase-getprivateprofilestring WinSetIni: Proper way: Use SimpleIni library; Quick one liner way: https://docs.microsoft.com/en-us/windows/desktop/api/winbase/nf-winbase-writeprivateprofilestringa StrToId: Use std::strtol https://en.cppreference.com/w/cpp/string/byte/strtol -> return std::strtol(_value.data, nullptr, 16);
Nymra Posted May 20, 2020 Posted May 20, 2020 On 4/20/2019 at 7:31 PM, Hawk9969 said: Hey, before making a whole new thread: I wanted to add FootIKoff to my modfied SLAL packs by default, for example all Billy and all Funnybiz (editing the source files and or/FNIS txt) Since that is quite some work I wanted to ask first how exactly it improves an animation and if it can possibly be harmfull if added to all animations without thinking (including creatures and animobjects). thx alot.
Guest Posted May 20, 2020 Posted May 20, 2020 2 hours ago, Nymra said: Hey, before making a whole new thread: I wanted to add FootIKoff to my modfied SLAL packs by default, for example all Billy and all Funnybiz (editing the source files and or/FNIS txt) Since that is quite some work I wanted to ask first how exactly it improves an animation and if it can possibly be harmfull if added to all animations without thinking (including creatures and animobjects). thx alot. You only need to enforce bHumanoidFootIKDisable=true for their behavior files. And no, there is no harm in that; in fact, FootIK should always be disabled for multiple actor non-paired animations to prevent misalignment when on a slope, stairs, etc.
Nymra Posted May 20, 2020 Posted May 20, 2020 25 minutes ago, Hawk9969 said: You only need to enforce bHumanoidFootIKDisable=true for their behavior files. And no, there is no harm in that; in fact, FootIK should always be disabled for multiple actor non-paired animations to prevent misalignment when on a slope, stairs, etc. thx alot
SwagLordSithis Posted February 5, 2022 Posted February 5, 2022 For some reason this mod causes a CTD on load for me
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