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[Beta] Sex Mods All in One *RELEASE*


equicidal

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...

I am currently working on modding mini lovers so that it contains the animations from all the sex mods(asx' date=' AP, ect.). So far I've figured out how to script the buttons, add animations and animobjects with animations(above pic) but it only works when collision is turned off for the player(tcl command). Is there a way to automatically turn off collision for the player or toggle console commands using scripts?

 

[/quote']

 

Yes, but that "tcl" doesn't work well.

 

I made my own 'engine' and am able to combine all types of animations, ML, ASX, whatever ...

 

What I did:

 

a.: for NPC on NPC, at start of effect call:

target.SetRestrained(True)

target.SetDontMove(True)

...

caster.SetRestrained(True)

caster.SetDontMove(True)

 

Not perfect but does the trick. You can also call actor.SetUnconscious(True). They shut eyes, but move even less.

 

Do not call this on PC (PlayerREF, Game.GetPlayer()). It works on PC, but camera gets frozen. I tried to fix this with "camera man" trick, but it doesn't work so great (had problem with SetAngle, only Z coord worked).

 

So for PC(player) on NPC:

 

b.:

Actor aMe = Game.GetPlayer()

...

aClone = aMe.PlaceAtMe(Game.GetForm(7), 1) as Actor ;clone

While aClone.Is3DLoaded() == False

Utility.Wait(0.2)

EndWhile

aClone.UnequipAll() ;clone starts with some armor

 

Create a "clone" of player and translate to (a).

 

It works. I just need to find a good way to hide/move away player.

 

I didn't tested this for long period of time, so I don't know if there are any nasty side effects of cloning Player.

 

[tl;dr]

If NPCs: actor.SetDontMove(), etc.

If Player: create a clone+temporary hide Player, so you have only NPCs

 

P.S:

Do not forget to Disable+Delete clone at the end or it gets ugly.

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Yes' date=' but that "tcl" doesn't work well.

 

I made my own 'engine' and am able to combine all types of animations, ML, ASX, whatever ...

[/quote']

 

Thanks I might try that. I'm using debug.togglecollisions() right now and it works with only one exception. When you hit the "b" key(button that stops the spell) and the idle stage is 0 it toggles collisions when it's not supposed to because of the way it was originally coded, but it works on the other idle stages and you can always stop the animations by ending on the final stage.

 

My only problem now is making one actor rotate instead of both. Here is the furthest I've gotten...

bool SingleReverseKeyFlag = false

If (playerRelated && Input.IsKeyPressed(MLAQuest.SingleReverseKey))		
	SingleReverseKeyFlag = !SingleReverseKeyFlag
EndIf
if (caster != Game.getPlayer())
	NPCCounter += 1
endIf
if (targetLeadsPosition)
	float planeScale = (target.getScale() + caster.getScale())/2
	float axisScale = (target.getScale() - caster.getScale())*caster.getHeight()/6
	float distance = (100.0 + getOff(idleNum, 0) + doff)
	float offset = getOff(idleNum, 1)
	float x = distance * math.sin(target.GetAngleZ() + reverseAngle) + offset * math.sin(target.GetAngleZ() + reverseAngle + 90)
	float y = distance * math.cos(target.GetAngleZ() + reverseAngle) + offset * math.cos(target.GetAngleZ() + reverseAngle + 90)
	float z = 0 - getOff(idleNum, 2)
	If (SingleReverseKeyFlag)
		caster.SetAngle(0.0, 0.0, target.GetAngleZ() + 180.0)
	ElseIf (SingleReverseKeyFlag == false)
		caster.MoveTo(target, -x*planeScale, -y*planeScale, z  + zoff + axisScale)
	EndIf
	if (playerRelated)
		Game.DisablePlayerControls(true, true, false, false, false, false, false, false, 0)
	endIf
else
	caster.setLookAt(target)
	float planeScale = (caster.getScale() + target.getScale())/2
	float axisScale = (caster.getScale() - target.getScale())*target.getHeight()/6
	float distance = (100.0 + getOff(idleNum, 0) + doff)
	float offset = getOff(idleNum, 1)
	float x = distance * math.sin(caster.GetAngleZ() + reverseAngle) + offset * math.sin(caster.GetAngleZ() + reverseAngle + 90)
	float y = distance * math.cos(caster.GetAngleZ() + reverseAngle) + offset * math.cos(caster.GetAngleZ() + reverseAngle + 90)
	float z = 0 + getOff(idleNum, 2)
	If (SingleReverseKeyFlag)
		target.SetAngle(0.0, 0.0, caster.GetAngleZ() + 180.0)
	ElseIf (SingleReverseKeyFlag == false)
		target.MoveTo(caster, x*planeScale, y*planeScale, z + zoff + axisScale)
	EndIf
endIf

The "If" statements with "SingleReverseKeyFlag" are my edits the rest is the original code. This code rotates the target like I want but the positioning keys(x&z) to move the target don't work since I left out the code that updates the target's position. If I try to include it with my setangle code, it will just compensate the new angle and won't rotate the target. I tried "abMatchRotation = false" on the "moveto" script but that didn't do anything. Maybe it has something to do with sin/cos, I dont know, it's been a while since I've learned trigonometry.

 

TL;DR

I don't know how to edit the original code to make it rotate one actor instead of both and keep the target's position updated.

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This Is Why ML Is Frustrating In an animators Point Of View .

When Loading the 2 Animations in Blender or 3ds Max There is a Distance Set Apart From the 2 actors .I don't the what code is used to Bring them together in Game .But It doesn't use the AP Method probably

 

Eg

post-8726-13597881636778_thumb.jpg

This is when I Import the animation into Blender ,

 

The Problem here is that it Uses Weird Positioning , Making the other animators weary of this and avoiding it a all costs

 

Cheers

Link to comment

This Is Why ML Is Frustrating In an animators Point Of View .

When Loading the 2 Animations in Blender or 3ds Max There is a Distance Set Apart From the 2 actors .I don't the what code is used to Bring them together in Game .But It doesn't use the AP Method probably

 

Eg

 

This is when I Import the animation into Blender ' date='

 

The Problem here is that it Uses Weird Positioning , Making the other animators weary of this and avoiding it a all costs

 

Cheers

[/quote']

 

Each animation has a trio of offset values that have to be applied to one of the actors to be pulled into place next to the other actor.

 

I know nothing about animation but if there's any way to align the animations by using the skeleton then that's what I would use. Can you align by skeleton? If it requires the X32 skeleton then so be it, everyone should be encouraged to upgrade to the best skeleton anyway.

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Thanks I might try that. I'm using debug.togglecollisions() right now and it works with only one exception. When you hit the "b" key(button that stops the spell) and the idle stage is 0 it toggles collisions when it's not supposed to because of the way it was originally coded' date=' but it works on the other idle stages and you can always stop the animations by ending on the final stage.

 

My only problem now is making one actor rotate instead of both. Here is the furthest I've gotten...

bool SingleReverseKeyFlag = false

If (playerRelated && Input.IsKeyPressed(MLAQuest.SingleReverseKey))		
	SingleReverseKeyFlag = !SingleReverseKeyFlag
EndIf
if (caster != Game.getPlayer())
	NPCCounter += 1
endIf
if (targetLeadsPosition)
	float planeScale = (target.getScale() + caster.getScale())/2
	float axisScale = (target.getScale() - caster.getScale())*caster.getHeight()/6
	float distance = (100.0 + getOff(idleNum, 0) + doff)
	float offset = getOff(idleNum, 1)
	float x = distance * math.sin(target.GetAngleZ() + reverseAngle) + offset * math.sin(target.GetAngleZ() + reverseAngle + 90)
	float y = distance * math.cos(target.GetAngleZ() + reverseAngle) + offset * math.cos(target.GetAngleZ() + reverseAngle + 90)
	float z = 0 - getOff(idleNum, 2)
	If (SingleReverseKeyFlag)
		caster.SetAngle(0.0, 0.0, target.GetAngleZ() + 180.0)
	ElseIf (SingleReverseKeyFlag == false)
		caster.MoveTo(target, -x*planeScale, -y*planeScale, z  + zoff + axisScale)
	EndIf
	if (playerRelated)
		Game.DisablePlayerControls(true, true, false, false, false, false, false, false, 0)
	endIf
else
	caster.setLookAt(target)
	float planeScale = (caster.getScale() + target.getScale())/2
	float axisScale = (caster.getScale() - target.getScale())*target.getHeight()/6
	float distance = (100.0 + getOff(idleNum, 0) + doff)
	float offset = getOff(idleNum, 1)
	float x = distance * math.sin(caster.GetAngleZ() + reverseAngle) + offset * math.sin(caster.GetAngleZ() + reverseAngle + 90)
	float y = distance * math.cos(caster.GetAngleZ() + reverseAngle) + offset * math.cos(caster.GetAngleZ() + reverseAngle + 90)
	float z = 0 + getOff(idleNum, 2)
	If (SingleReverseKeyFlag)
		target.SetAngle(0.0, 0.0, caster.GetAngleZ() + 180.0)
	ElseIf (SingleReverseKeyFlag == false)
		target.MoveTo(caster, x*planeScale, y*planeScale, z + zoff + axisScale)
	EndIf
endIf

The "If" statements with "SingleReverseKeyFlag" are my edits the rest is the original code. This code rotates the target like I want but the positioning keys(x&z) to move the target don't work since I left out the code that updates the target's position. If I try to include it with my setangle code, it will just compensate the new angle and won't rotate the target. I tried "abMatchRotation = false" on the "moveto" script but that didn't do anything. Maybe it has something to do with sin/cos, I dont know, it's been a while since I've learned trigonometry.

 

TL;DR

I don't know how to edit the original code to make it rotate one actor instead of both and keep the target's position updated.

[/quote']

 

Look at the GetOFF function, it provides the x, y and z offsets used to move the actors together.

Link to comment

When Loading the 2 Animations in Blender or 3ds Max There is a Distance Set Apart From the 2 actors .I don't the what code is used to Bring them together in Game .But It doesn't use the AP Method probably

...

The Problem here is that it Uses Weird Positioning ' date=' Making the other animators weary of this and ...avoiding it a all costs

 

[/quote']

 

Inside ML code theres a line:

float axisScale = (target.getScale() - caster.getScale())*caster.getHeight()/6
float distance = (100.0 + getOff(idleNum, 0) + doff)
float offset = getOff(idleNum, 1)

 

That "distance = (100.0 + " is important. Im not animator, but what i have seen is, that ML animations are shifted by 100 units to avoid collision. Actor collision is stil there, but one of actors is not, is moved by just enough that skyrim doesn't starts bumping them around.

 

It's a pretty cool way to avoid collision problem (from a scripters pov), just add/substract 100.0, but I guess a nightmare for animator.

 

 

Thanks I might try that. I'm using debug.togglecollisions() right now and it works with only one exception.

Does "tfc" (toggle free camera) works with debug.togglecollisions? If not' date=' then its not so good. People want to "watch" :P

 

 

My only problem now is making one actor rotate instead of both. Here is the furthest I've gotten...

...I tried "abMatchRotation = false" on the "moveto" script but ...

 

After target.MoveTo(..., abMatchRotation = false) call

   target.SetAngle(caster.GetAngleX(), caster.GetAngleY(), caster.GetAngleZ() + 180)

- Swap target/caster variable based on targetLeadsPosition.

- that "+ 180" is for when you mix ML and none-ML animations. ML anims would have "+ 0" as ML anim match other ML anim. Mixing ML and none-ML is annoying at best.

 

 

TargetLeadsPosition variable (MLA script way) and "tfc vs tcl" is why I use clone method. That targetLeadsPosition has to do with "player". You don't want to call MoveTo on a player much. It jumps/sttuters. If you move, you move NPCs. Many functions don't work good on Player. Also no need for debug.togglecollisions as SetRestrained+SetDontMove(+setUnconscious) works reasonably good enough.

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Does "tfc" (toggle free camera) works with debug.togglecollisions? If not' date=' then its not so good. People want to "watch" :P

[/quote']

Yes it works with tfc.

 

After target.MoveTo(...' date=' abMatchRotation = false) call

[/quote']

Ok, it worked. For some reason I thought it would automatically make the target face the opposite way by default. I didn't know you needed to include the setangle code with it.

 

Look at the GetOFF function' date=' it provides the x, y and z offsets used to move the actors together.

[/quote']

 

That function only sets the initial positions specific to the current animation. It doesn't do anything to the rotation of the actors and is only useful for specific body types/sizes. I could index the rest of the animations to line up with my body mods but I want this mod to work with any body mods. The abMatchRotation thing works for me now, thanks for the help anyway.

Link to comment

I'm definitely watching this thread intently. I haven't a coder's bone in my body, but often wondered what it would take to finally take all of the animations in ASX, AP and ML and bring them all together into one package. There are things I love about each package, but ML/XLV has to be my favorite.

 

I've been playing around with using FRAPS to create Machinima porn using the various adult mods, but the differing mechanics of the three mods makes things difficult. The spell method of ASX is perfect ... when it works. AP has the best RP qualities to its mod, but the cooldown is a pain when filming. XLV's ability to pair up any two NPCs is a major game changer, but the limit to 1 cycle and position is a pain. Not to mention the inability to move the characters around with any precision. ML is perfect for player & NPC relations. Being able to adjust the character placement and positioning on the fly and the ability to control the animations for as long as you want is great for FRAPS filming.

 

I'm not sure what you envision your finished product looking like, but if you kept the basic mechanics of MiniLovers, the NPC on NPC functions of XLV and the extra animations of the other mods, I'd be a very happy man.

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All current scripting problems have been solved... that took longer than it should have. Now all I have to do is add all the animations.

 

Does anyone know the other position this sex position(pic) goes with? It's supposed to be a cowgirl animation and it looks like that even when using the AP spell but it doesn't line up at all.

post-91046-1359788175964_thumb.jpg

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It would be to nice to automatically attach the futa cock to the "top" character when it detects two females in in sex, like it did in lovers with pk in Oblivion. Should be possible with a script in CK, add the futa cock to every single female NPC's inventory, hide it at first, then show after sex starts and all clothing is taken off.

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I could release the mod now, but some of the AP animations and most of the ASX animations are a complete mess. Every time I try to match two animations together they decide to change their animation.

 

For example, after testing I find out file "A" is a blowjob give animation and file "B" is a blowjob receive animation. When I put A & B together it shows up as cowgirl & doggystyle in game. This is a very strange and frustrating bug. It makes it impossible to tell what file does what animation and I don't know how to fix it. It could be the AP or ASX scripts interfering with the animations, but the bug is still there even if I remove the ap & asx scripts. It could also be the MLA scripts causing this but I looked through some of them and everything looks in order. I'm out of ideas, I'll probably just release it and fix this some other time since everything else works.

Link to comment

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view, while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

Link to comment

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view' date=' while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

[/quote']

 

+1 for cum animation

Link to comment

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view' date=' while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

[/quote']

 

+1 for cum animation

 

thats gonna b some heavy modding on the puss and the penis but although its been brought up in other threads cum animation i'd like to think u can use the water effects from rivers or something along the line and just re-texture it - a bit much? idk how to go about modding and such but there are tutorials if anyone has to the time to learn and try their hand at it

Link to comment

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view' date=' while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

[/quote']

 

+1 for cum animation

 

thats gonna b some heavy modding on the puss and the penis but although its been brought up in other threads cum animation i'd like to think u can use the water effects from rivers or something along the line and just re-texture it - a bit much? idk how to go about modding and such but there are tutorials if anyone has to the time to learn and try their hand at it

 

We can use this http://www.loverslab.com/showthread.php?tid=13187

Link to comment

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view' date=' while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

[/quote']

 

+1 for cum animation

 

thats gonna b some heavy modding on the puss and the penis but although its been brought up in other threads cum animation i'd like to think u can use the water effects from rivers or something along the line and just re-texture it - a bit much? idk how to go about modding and such but there are tutorials if anyone has to the time to learn and try their hand at it

 

We can use this http://www.loverslab.com/showthread.php?tid=13187

Holy shit that is awesome!

Link to comment

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view' date=' while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

[/quote']

 

+1 for cum animation

 

thats gonna b some heavy modding on the puss and the penis but although its been brought up in other threads cum animation i'd like to think u can use the water effects from rivers or something along the line and just re-texture it - a bit much? idk how to go about modding and such but there are tutorials if anyone has to the time to learn and try their hand at it

 

We can use this http://www.loverslab.com/showthread.php?tid=13187

Holy shit that is awesome!

 

Yup ! All we need to do is add that animation to sex mods

Link to comment

Fixed the script causing the wrong animations to play. Beta release either late tonight or tomorrow.

 

I am very happy and fully support of this. Very grateful of your efforts.

 

I would like to ask some questions not as request but of curiosity

 

1. Is it hard to make and include the cum in the animation? Such as cumming inside a pussy and bits dripping out when the male takes the penis out? Would it difficult to make animations of cumming in female's face or body?

 

2. The MiniLover mod requires tfc command to freely view' date=' while AP mod can freeview with middle mouse button. Which do you think is better, or do you have a better idea?

 

Thanks alot.

[/quote']

1. I don't know I'm not an animator but I can try to make them equip a cum texture after orgasm. I'll see what I can do with the enema mod from UnderwaterTentacles.

2. MLA freeview is the same as AP, I prefer tfc but having both as an option is better.

 

It would be to nice to automatically attach the futa cock to the "top" character when it detects two females in in sex' date=' like it did in lovers with pk in Oblivion. Should be possible with a script in CK, add the futa cock to every single female NPC's inventory, hide it at first, then show after sex starts and all clothing is taken off.

[/quote']

Maybe in a later version I will do this if my mod conflicts with minilovers extended.

 

Kinda offtopic' date=' but you know what would be cool? If someone made an "FNIS ero motion package all in one", kinda like this one.

[/quote']

 

I'm sure that's already been released somewhere. All you have to do is rename the files in the ero motion files so that they replace the animobjects in the FNIS spell.

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