fejeena Posted March 18, 2022 Posted March 18, 2022 I made new horse animations with "combinations" ( horse fuck player , There are only 2 ) I use the horse Off kf and Def kf files from human-human sex. In the Ani ini you adjust the Player/NPC forward backwards. That the Minotaur kf works for a Ogre is luck, It's made for another skeleton, and the body usually distorts too much.
LongDukDong Posted March 18, 2022 Posted March 18, 2022 1 hour ago, fejeena said: I made new horse animations with "combinations" ( horse fuck player , There are only 2 ) I use the horse Off kf and Def kf files from human-human sex. In the Ani ini you adjust the Player/NPC forward backwards. It works? Well, I'm expanding slots to a degree. There are some creatures that have only ONE additional animation beyond their initial sPos value, and I'm looking to have at least another per creature within the governing .esp file. I already made an extra aggressive DEER animation sPos value in the .esp and ran a test to make sure nothing breaks. It would require the inclusion of the related Ini and kf files, and altering the Creatures INI file itself to take effect. 1 hour ago, fejeena said: That the Minotaur kf works for a Ogre is luck, It's made for another skeleton, and the body usually distorts too much. Pure luck indeed. But it was done merely for testing purposes, and I figured it was a close enough match. Incidentally, the TROLL seems to be similar, though the troll itself is rotated 90 degrees and has some spacing. By chance, the motion INI file for it might be able to adjust this... I never looked into them so much other than cleaning.
fejeena Posted March 18, 2022 Posted March 18, 2022 I told you more than once we need more free ani in the esp. In LC1 most creatures had only one ani In LC2 all had at least 2 ani, because there was MotionsNT. MotionsNT did not add one new ani to allcreature. All motionNT creatures had the second ani filled with a copy of the vanilla LC ani, so you can install motionsNT without rename kf and ini files. After the installation the MotionsNT ani are the 201+ numbers and the vanilla LC are the 501+ numbers Then gregathit started the "Creatures Overhaul - Workshop" and the LoversIdleAnimsPriority.esp started to grow. Baliwog 4 ani ; Bear 3 ani ; Boar 4 ani ; Clannfear 6 ani ; Daedroth 3 ani ; Dog 5 ani ; Ogre 3 ani ( not all are new, some are reworked vanilla or motionsNT ani with ani-penis) Creatures motionNT and/or "Creatures Overhaul - Workshop" Baliwog Bear Boar Clannfear Daedroth Dogs FleshAT FrostAT Gatekeeper Grummite Horses* Imps Lich Minotaur Mountain Lion Mudcrab Murk Dweller Ogre Rat Scamp Shambles Skeleton Spider Daedra StormAT Troll* Will-o-the-wisp Wraith/Ghost Xivilai Zombie ( * there was a horse and Troll pack, but the animations were buggy. Not all 4 stages, mabe with combinations of KF files can be done a few new ani ) And with LC 2.5 we got some def ani for creatures ( first the LC 2.5 PM version then published version ) I don't know the lasted LC 2.5 version, but in the first published version the "Creatures Overhaul - Workshop" were not included. So most/all creatures now should have 3 ani numbers in the LoversIdleAnimsPriority.esp (two + one free) Or Baliwog 7 ( 6 + one free) Xivilai 17 (16 + one free ) Zombie 12 ( 11 + one free ) my dogs have 20 (19 + one free) These are all dog animations ever released: LC 1, LC 2 , motionsNT and "Creatures Overhaul - Workshop" The "Creatures Overhaul - Workshop" reworked some old animations, but I never overwrote animations. I have all dog ani and can enable/disable in the xLoversCreature.ini Better would be 2, or more, free ani numbers, so you don't have to change the esp every time we get new animations (if we ever get any. One can still hope )
LongDukDong Posted March 19, 2022 Posted March 19, 2022 (edited) Some creatures only had two... the base sPos (the 201-243 range), and only one other like 3401. So yes, I am working on preliminary expansions, ensuring that they have more than one in the secondary lists. For example, the BEAR had sPos 202 and the extended sPos of 601. Now, I have sPos 602 available if anyone wishes to have fun. ...on release.... And in addition, I am setting it up so there are at least two defensive poses... even if we don't have any as yet. After that... more. Right now, I'm pacing myself to make sure things work smoothly... two per, and then add more later. How does a 5-Aggressive minimum and 3-expansion from current sound? Also, I have them ordered ... literally from motion01 to motion6000 ... actually in freakin' order. However, using TES4Edit bonks up the order. I won't be able to work on it for a couple days... But currently, I have set up at least 1 defensive pose slot for every 'stock vanilla' creature (not touching Hitode/mushroom/tentaclegirl). And in the 'pacing myself' venue, I am going through and adding 1 more OFF to the extendeds when only 1 exist, and one more DEF. Right now, I have gone through up to the Gnarls at the 1900 extended sPos, adding both a 1902 and 1951 which previously did not exist. The rest to continue at a leisurely pace... Edited March 19, 2022 by LongDukDong
fejeena Posted March 19, 2022 Posted March 19, 2022 Bear: Creatures workshop: 202/601 is a new missionary type animation. 602 is a forced blow job animation. So at least 4 numbers 3 + one free. And your 2 def ani 202 , 601. 602 , free 603 and def 650, 651 if there are people who also want to have the original Ani ( vanilla LC and motions NT ) we need 202 , 601. 602 , 603, 604 , free 605 and def 650, 651
LongDukDong Posted March 20, 2022 Posted March 20, 2022 Apologies. Yes, Bear has 202, 601 and 602. When you are doing things methodically yet monotinously... :P I seriously need to play something in the background during all this. Step one is making sure a bear bare minimum 2 'extended' per slot. Just that there's a lot to go through. Grummites only have 2101 extended, hunger 2301, and Jyggylag 2501... I haven't gotten to them yet as I have been otherwise occupied since my last post. Step one consists of defining 2 extended offensive sPos minimums and 2 extended defensive sPos minimums, this being merely a starting point. Going to five sounds okay (if perhaps suicidally more than five).
LongDukDong Posted March 20, 2022 Posted March 20, 2022 16 hours ago, LongDukDong said: Step one consists of defining 2 extended offensive sPos minimums and 2 extended defensive sPos minimums, this being merely a starting point. Going to five sounds okay (if perhaps suicidally more than five). STEP ONE: COMPLETE Within the LC25+ system (newest version not yet released), each creature now has no less than two 'extended' offensive pose animatics assigned within the .esp file, and no less than two submissive poses. This actually includes Hitode and Mushroom, though any means to screw a male mushroom would require some inventiveness. And whilst I worked on Step One, I went through and made sure each one was properly defined in the list of idle animations. This aided me as I had accidentally placed a submissive pose list for the Spider Daedra within a folder for its offensive actions. As it was entered, there would 'still' not have been any working submissive code. This has been corrected. On 3/19/2022 at 1:11 AM, fejeena said: if there are people who also want to have the original Ani ( vanilla LC and motions NT ) we need 202 , 601. 602 , 603, 604 , free 605 and def 650, 651 Step Two will likely focus on increasing the number of 'extended' offensive poses. Bringing them up to a 5 minimum would not be of any bother. The manner I have the animations listed should make it easier to do them in consecutive order. It just takes time and a few albums playing so I don't go stir crazy with the monotony. Hell, my fingers basically go into remote control when I get like this. Oh, and for anyone unaware... The Will of the Wisp has no physical mesh at all and thus no physical difference between males or females except where TamagoClub would consider (if in use). Since there is no mesh.... um.... one could consider that nearly any sex animation KF fileset would work. How would you know it didn't unless the NPC is like 5 feet away from the Wisp? It's a mass of light effects!!!!
LongDukDong Posted March 21, 2022 Posted March 21, 2022 (edited) STEP TWO... beginning. Currently the creatures from Baliwog to Clanfear (extended sPos 500-900 range) now have a minimum five(5) extended aggressive animations each. However, the Baliwog already had gone beyond 5. Given that, I increased the Baliwog's extended sPos animation settings by one... if anyone could come up with a new aggressive animation It does take a while. Meanwhile, allow me to display the revised XXXX_Motion.Ini file layout. It is a hybrid of the three found within the package, and includes a number of grammatic corrections. Spoiler ;============================================================================== ; Animated Penis Updated Ini file - http://www.loverslab.com ; - Credits to Acedouble and Donkey ;============================================================================== ;============================================================================== ;sposgroup ... Group Number Positions ; 0 = Cowgirl ; 1 = From Behind ; 2 = Facing laying down positions ; 3 = Standing Facing ; 4 = Blow job position (or others not under 1 to 3) ; 5 = Foreplay position LPK Extender ; 7 = Lovers Rapestruggle (if LPK Extender v 2.4+ doesn't work ; ; New Structure for creatures based on IDs. ; OFF DEF+ OFF DEF+ ; 201/ 501+ - 550+ = Baliwog | 224/2801+ - 2850+ = Mehrunes Dagon ; 202/ 601+ - 650+ = Bear | 225/2901+ - 2950+ = Minotaur ; 203/ 701+ - 750+ = Boar | 226/3001+ - 3050+ = Mountain Lion ; 204/ 801+ - 850+ = ClanFear | 227/3101+ - 3150+ = MudCrab ; 205/ 901+ - 950+ = Daedroth | 228/3201+ - 3250+ = Scalon ; 206/1001+ - 1050+ = Deer | 229/3301+ - 3350+ = Ogre ; 207/1101+ - 1150+ = Dog | 230/3401+ - 3450+ = Rat ; 208/1201+ - 1250+ = Elytra | 231/3501+ - 3550+ = Scamp ; 209/1301+ - 1350+ = Flame Atronach | 232/3601+ - 3650+ = Shambles ; 210/1401+ - 1450+ = Flesh Atronach | 233/3701+ - 3750+ = Sheep ; 211/1501+ - 1550+ = Frost Atronach | 234/3801+ - 3850+ = Skeleton ; 212/1601+ - 1650+ = GateKeeper | 235/3901+ - 3950+ = Slaughter Fish ; 213/1701+ - 1750+ = Ghost | 236/4001+ - 4050+ = Spider Daedra ; 214/1801+ - 1850+ = Gnarl Dementia | 237/4101+ - 4150+ = Spriggan ; 215/1901+ - 1950+ = Gnarl | 238/4201+ - 4250+ = Storm Atronach ; 216/2001+ - 2050+ = Goblin | 239/4301+ - 4350+ = Troll ; 217/2101+ - 2150+ = Grummite | 240/4401+ - 4450+ = Will of the Wisp ; 218/2201+ - 2250+ = Horse | 241/4501+ - 4550+ = Wraith ; 219/2301+ - 2350+ = Hunger | 242/4601+ - 4650+ = Xivilai ; 220/2401+ - 2450+ = Imp | 243/4701+ - 4750+ = Zombie ; 221/2501+ - 2550+ = Jyggalag | 301/4801 - 4850 = Hitode ; 222/2601+ - 2650+ = Land Dreugh | 302/4901 - 4950 = Mushroom ; 223/2701+ - 2750+ = Lich | 303/5001 - 5050 = Tentacle Monster set xLoversPkrQuest.sposgroup to 4150 ;============================================================================== ; [X-Axis & X-Scale] ;============================================================================== ;xymov... more options for offensive side. ; Determine the distance towards the defensive side ; - Negative number = moves the offensive side back ; - Positive number = moves forward ; - Key numbers are 1 and 2 set xLoversPkrQuest.xymov to 95.0 ;------------------------------------------------------------------------------ ;xyscale ... xymov Multiply the type ; 0 = Disable scaling(both keep heights, animations may not align) ; 1 = Relative to the scale of the attacker (xme.GetScale) ; 2 = Reversed relative to the scale of the attacker (1/xme.GetScale) ; 3 = Relative to the scale of the receiving end (zme.GetScale) ; 4 = Reversed relative to the scale of the receiving end (1/zme.GetScale) ; 5 = Determines what each heights are(xme.GetScale * zme.GetScale) ; 6 = Make sure both sides are scaled to 1 ( 1/xme.GetScale ) * ( 1/zme.GetScale ) set xLoversPkrQuest.xyscale to 0 ;============================================================================== ; [Y-Axis & Y-Scale] ;============================================================================== ;xaddz... more options for offensive side and determines the height ; - Negative number = moves down ; - Positive number = move up ; - Key numbers are 3 and 4 set xLoversPkrQuest.xaddz to 0.0 ;------------------------------------------------------------------------------ ;xzscale ... the attack: xaddz type for multiplication ; (Same values used by xyscale) ; 0 = Disable scaling(both keep heights, animations may not align) ; 1 = Relative to the scale of the attacker (xme.GetScale) ; 2 = Reversed relative to the scale of the attacker (1/xme.GetScale) ; 3 = Relative to the scale of the receiving end (zme.GetScale) ; 4 = Reversed relative to the scale of the receiving end (1/zme.GetScale) ; 5 = Determines what each heights are(xme.GetScale * zme.GetScale) ; 6 = Make sure both sides are scaled to 1 (1/xme.GetScale) * (1/zme.GetScale) set xLoversPkrQuest.xzscale to 0 ;============================================================================== ; [Z-Axis & Z-Scale] ;============================================================================== ; zaddz ... more options for defensive side and determines the height ; - Negative number = moves defender side down ; - Positive number = moves the defensive side up ; - Key numbers are 9 and 0 set xLoversPkrQuest.zaddz to 0.00 ;------------------------------------------------------------------------------ ; zzscale ... recipient: zaddz type for multiplication ; (Same values used by xyscale) ; 0 = Disable scaling(both keep heights, animations may not align) ; 1 = Relative to the scale of the attacker (xme.GetScale) ; 2 = Reversed relative to the scale of the attacker (1/xme.GetScale) ; 3 = Relative to the scale of the receiving end (zme.GetScale) ; 4 = Reversed relative to the scale of the receiving end (1/zme.GetScale) ; 5 = Determines what each heights are(xme.GetScale * zme.GetScale) ; 6 = Make sure both sides are scaled to 1 (1/xme.GetScale) * (1/zme.GetScale) set xLoversPkrQuest.zzscale to 0 ;============================================================================== ; [Chinupo - Boner/Futa Setting] ;============================================================================== ;Only be available if the meshes and textures for boners and Futa are installed ;Defaults are Slofs Boners v3 & v4 ;============================================================================== ;Penis/Futa ... Settings ; -1 = No penis/futa ; 0 = Horizontal ; 1 = upward ; 2 = downward set xLoversPkrQuest.chinupo to 0 ;============================================================================== ; [UMID - Unique Motion ID] ;============================================================================== ;umid ... motion will be identified by ID numbers within lovers with pk script ; 0 = Disabled (motion unique ID is not used - Not recommended / Error prone) ; You can use the numbers 1� to 2147483647 = for a unque number ID set xLoversPkrQuest.umid to 14153 ;============================================================================== ; [Bed Rotation] ;============================================================================== ; basezangle ...... Specifies the degree of rotation when required. ; basefrontback ... This option specifies the position as you slide back and ; forth how far apart they are. set xLoversPkrQuest.basezangle to 0 set xLoversPkrQuest.basefrontback to 0 ;============================================================================= ; [Motion Effects Flag] ;============================================================================= ;motionflag ... Defines the sounds and visual effects based on actions taken ; Values may be added together (cumulative) ie 21 (1, 4, &16). ; ; -1 - Use predefined standards ; 0 - All audio disabled ; 1 - stop outside (not into the vagina) ; 2 - play aggressor's side ; 4 - play submissive's side ; 8 - play aggressor's side during orgasm ; 16 - play submissive's side during orgasm ; 32 - play ejaculation SFX ; 64 - apply the sperm splash/bukkake effect ; 128 - apply twitching/Bikunbikun effects (hit shaders) ; 256 - play standard female voice (oohs, ahs) ; 516 - play standard sounds blowjob (Smack) ; 1024 - play only pose a direct call UMID set xLoversPkrQuest.motionflag to -1 ;============================================================================= ; [180 ° turn / / Rotate 180 deg] ;============================================================================= ; xmeRotate180 ... Corrective when angle seems completely wrong. ; modifed by Acedouble Rotation ; 0 - no change ; 1 - rotate the entire animation 180 degrees set xLoversPkrQuest.xmeRotate180 to 0 The INI on display is that of a Spriggan's 'submissive' animations. Specifically it is file 4153_Motion.ini, its sPosGroup number is 4150, and any INI set to 4150 as a group number is a submissive Spriggan animation, much like 237 for an aggressive spriggan or sposGroup 4 which is for NPCxNPC Oral sex. Yes, the top section contains more detailed information about the sPos group values for Creature animations, but this isn't too far from another layout which did exist... and I made this one 2-column where the original sporting Creature sPos group values was single... and thus double in length. Yeeesh. In actuality, this INI file is more complete than most, handling what I perceive to be all INI values that may be passed into the LAPF system when loaded. However, there are some values that should not be touched. So why are they here? I like to be complete. The chinupo value is never used as the creatures are not utilizing Slofs Boners. It would suck for a horse to compare its human wong to another stallion whose 'hung like a horse.' And both Hungers and Daedroth have penile tongues. Wow... blowjob and suck face all in one. While I WOULD say the bed rotate values shouldn't be touched, I admit that some creature INIs already had some of these values adjusted. BUT, most have these set to 0. The motionflag system handles audio coming from the participants. The participants vocals are coded into the actual KF files, so it is typically unnecessary to alter these. I found that some motionflag entries for oral sex might be incorrectly set (the female moaning instead of the male when the female is 'giving' a blowjob). However, leave the motionflag setting at -1 for any creature motion file and you should be fine. And the xmeRotate180 value? NEVER touch it. It is made for NPCxNPC animations and mishandles the distances between the NPC and creature participants. Yes, I could erase the entry from the INI altogether, But I prefer to be complete. Just leave this value set to 0 and all will be good. A more detailed chapter on it may end up within the LoversCreatures help file. ♦ ♦ ♦ Of an interesting note, I found another error within the collection of Motion INI files. The 3802 motion ini file was improperly configured, not setting its UMID (or Unique Motion ID) value. It was, in fact, commented out. This unique ID value is used to distinguish one motion from another while using the [Z] key to cycle through animations. So while commented out, one may have experienced issues running through aggressive Skeleton animatics. Edited March 21, 2022 by LongDukDong 2
Melamkish Posted March 22, 2022 Posted March 22, 2022 I finally have had some success, though limited, but now I am headed in the right direction.? As I have worked on this it brought back a lot of old memories of why I decided not to do clothes and instead learned world space building related stuff. Lot’s of extra work to do, not to mention that a lot of old tutorials are not real specific and have to figure out what is really being done. When I was doing clothing for 3D artists, the big difference is the clothing fits over the character. In the game engine, the body mesh is replaced by the clothing. That is why a lot of original outfits also have skin parts attached and closed mesh, like at the wrists, to hide the missing skin. Makes for extra work to either model the missing body parts, or set up the clothing with extra mesh to help with skin partitioning. Anyway, using the female shirt, I finally got the conversion process completed. I used a UV test texture and mainly wanted to get it in game, check the basic fit and rigging, attached it to “upper body”, and it worked, except for the missing upperbody “skin”. (no boobies - crying☹️). Since I use the HGEC female with BBB, at the lower body around the hips, there were some minor fit issues. I modeled against the standard imperial bodies, so suspected this might happen. But I swung the sword a few times, when into sneak mode and the shirt followed as I expected. Been working on this almost non-stop. Gonna take a small break, then I will look at all the GSB, and Speedbuster type outfits I have and figure out the next “skinning the body” part. I did find a template file in all my old stuff for HGEC and scripts to weight map for BBB. And since I’m also using Robert’s Male, will have to refit and “skin” the male outfits, also. It has been done before so I will figure it out. Just gotta do some more research. 1
LongDukDong Posted March 22, 2022 Posted March 22, 2022 (edited) STEP TWO: Now closing in on the halfway point, I worked upon extended aggressive animation from the Deer to the Gnarl (1000-1900 range). Of these, only the Dogs had more than five(5) animations. As that be the case, I added one 'additional' extended for the mutts. Screenshot of IdleAnimation List As you can see, the idle animations I am working on have been arranged consecutively. Yes, that took QUITE a bit of time to manage. And the names of the Creatures are now attached to the ID for a given animation folder, this to make it easier to recognize what I am working on. The naming is really for 'OUR' sake and not the system's, so I could have named it anything. Pity 'spaces' are not allowed. And as you can see, I have certain animations flagged with 'D' (or vD) to signify where Defensive animations are defined. Quite organized indeed, eh? Now time for a little break. I may resume more today or just resume tomorrow. But now? Chicken Barbecue Time. Edited March 22, 2022 by LongDukDong
Melamkish Posted March 22, 2022 Posted March 22, 2022 This just got easier! ? Will still take a bit of work, but have found all the necessary supporting files. Looked in the CSE to check a few things. Some clothing sets use tail slots, but didn’t really want to do that. Got on the Nexus and looked at tuts and resources. One thing that had concerned me is whether I had the most up-to-date scripts for Blender 2.49b, since there are so many variations. Turns out that there is a portable version that runs off a USB stick that has been kept up to date and only need to add the BBB weighting scripts for HGEC, which I have. Also got the full HGEC bodies already in Blend files that I can use to size, fit, and weight. Also found a Robert's Male body to do the same thing. With this portable version of Blender, I won't have to go back and forth between machines, which I did to avoid loading a bunch of old python, etc on Windows 10 and possibly causing conflicts with newer versions. Shouldn't, but you never know. 7 hours ago, LongDukDong said: Now time for a little break. I may resume more today or just resume tomorrow. But now? Chicken Barbecue Time. I know how you feel!
LongDukDong Posted March 23, 2022 Posted March 23, 2022 My eyes are fuckin' BUGGY now... As of now, I went through animations from Grummite to Rat (2100s to 3400s) and ensured a minimum 5 aggressive animations each. The Goblins I didn't need to worry about as I already added beyond their existing numbers, and I added to both the Minotaur and Mountain Lion. All of these have the appropriate pathways to their specific KF file locations, whether they are in the _male or their own specific mesh folders. After that, I did preliminary work on all remaining creatures (3500s to 5000s). Nearly done, the only thing to make them functional are the paths to their .kf files. Technically, the Editor IDs are just for us... That's the last step I take. However, I have spent FIVE HOURS on this... That's enough for today. 1
Melamkish Posted March 24, 2022 Posted March 24, 2022 A word of caution about the stand alone USB package. ....Figured it out. Spoiler I was getting a python script error “access denied” when trying to import my obj files. Why it worked initially, but not the second day??? It was late last night when this wasn’t working. This morning started the Win7 worked fine. Back to W10 machine, tried Run as Administrator on both the blender-x launcher and blender itself. No go. Went through all the system logs in the Event Viewer and found one System Security error about “Guest Account”. I realized that the package was set up for Guest Account access, which I have disabled, and could not get into the “My Documents” folder, where I have these files. After I copied them to the USB stick, everything worked as expected. Clothes update! Before the above problem slowed me down, I got both male and female outfits resized for HGEC and Robert’s Male so I could test the basic setup. Had planned to NIF the shirts and attach to the tail slots just to check basic refits, etc, before adding the Skin Partitions. I did have to remodel the panties and drop the front hemline on the skirt to match the body split between upper and lower body seam. Once I have a basic test done, will add the skin parts that I have seen used and make sure they work with the proper body slots. Getting close!
LongDukDong Posted March 24, 2022 Posted March 24, 2022 (edited) As of now, the esp file that actively triggers and executes the animation .kf files has been expanded for all creatures. No vanilla creature has less than 5 offensive and 2 defensive animation positions available, even if the creature doesn't have animations ready as yet. And those that already had five animation slots or more had their numbers increased. For @fejeena, yep you can now have the pair of horse animatics at ready when I get things going. As to the .ini files.... it appears that some of the values I defined cannot be used by certain critters. I need to look into the LAPF system itself to find default values for the end-user/animator to recognize. But after that, the arduous task of INI cleanup to have every current beastie to have a fully detailed and defined motion configuration file at ready. Additional. Some of the creature animations depict oral sex. At least two available for the canines and one for bears. I need to look into how to define these as oral sex actions since the TamagoClub system triggers the 'ejaculation' system at the end for non-Oral animations... typically sPosGroup 4. As every creature animation is its own sPos group... this may be... fun. EDIT: It took freakin' forever to find the default values for the Motion INI files... these are: ; Initialization set xLoversPkrQuest.xymov to 0 set xLoversPkrQuest.xyscale to 100 set xLoversPkrQuest.xaddz to 0 set xLoversPkrQuest.xzscale to 0 set xLoversPkrQuest.zaddz to 0 set xLoversPkrQuest.zzscale to 0 set xLoversPkrQuest.chinupo to 0 set xLoversPkrQuest.umid to 0 set xLoversPkrQuest.basezangle to 0 set xLoversPkrQuest.basefrontback to 0 set xLoversPkrQuest.motionflag to -1 ; Rev60 Note that the default is -1 instead of 0!! set xLoversPkrQuest.xmeRotate180 to 0 ; Rev90 Russian Edition So, the revised INI file I am going to be utilizing has 'all' noted values. ODDLY... the xyscale value above shows the default setting of 100... this while the system only has a range of 0-6. Edited March 24, 2022 by LongDukDong
Sladen2019 Posted March 24, 2022 Posted March 24, 2022 Will any of the missing animations from previous Lovers Creatures or MotionNT be added to these new slots ? I personally would like the Troll one to be back.
LongDukDong Posted March 24, 2022 Posted March 24, 2022 1 hour ago, Sladen2019 said: Will any of the missing animations from previous Lovers Creatures or MotionNT be added to these new slots ? I personally would like the Troll one to be back. When LoversCreatures 2.5+ was established, it was based upon LoversCreatures 2.0. In that, it used 2.0 as the initial base and utilized or upgraded the original 2.0 animations. By that, none of the original 2.0 animations should have ever vanished. The folder 'LoversCreaturesExtraIni' contains two subfolders: 'MotionNT' and 'WappyOne'. This also from the previous LoversCreatures 2.0. MotionNT contains nothing but motion INI files while WappyOne contains his personal weights for the creatures. Nothing more. Any Troll animation you saw that is not part of LoversCreatures 2.5+ may be part of the Motion NT or Creatures Workshop that @fejeena had stated, or perhaps some custom monster island. However, we now have a base 6 Troll aggressive and 2 submissive slots... five more aggressives (4301-4305) that didn't exist prior. ♦ ♦ ♦ I am currently going through the default .INI files. When verified, I employ the new layout, the hybrid INI format I posted (in the spoiler) the beginning of the week. Now, I have found that the 'chinupo' feature which angles the penis is non-functional for creatures.... at least for bears. And the 'motionflag' feature which controls whether submissive and/or aggressive gasps and sound effects is likewise non-functional. The sounds built into the .kf files are the ones that must play through. For the bear oral pose, the creator of the .kf file set plotted the sound effects correct. However, two oral poses for canines did not, and the motionfile system cannot fix this issue. Meanwhile, a few of the INI files actively use the the xmeRotate180 feature that I previously though useless for creature animations. I spent two hours, performing tests by creature groups (baliwogs first, then bear... boar... and etc), and I have run tests on the Motion ini files up to Gnarl. Yep, it takes a while. However, I have noticed some issues and have fixed a couple where creature positioning was a bit off. And yep, I'm using an Imperial (1.0 scaled) NPC for the tests.
Sladen2019 Posted March 24, 2022 Posted March 24, 2022 (edited) 1 hour ago, LongDukDong said: When LoversCreatures 2.5+ was established, it was based upon LoversCreatures 2.0. In that, it used 2.0 as the initial base and utilized or upgraded the original 2.0 animations. By that, none of the original 2.0 animations should have ever vanished. The folder 'LoversCreaturesExtraIni' contains two subfolders: 'MotionNT' and 'WappyOne'. This also from the previous LoversCreatures 2.0. MotionNT contains nothing but motion INI files while WappyOne contains his personal weights for the creatures. Nothing more. Any Troll animation you saw that is not part of LoversCreatures 2.5+ may be part of the Motion NT or Creatures Workshop that @fejeena had stated, or perhaps some custom monster island. However, we now have a base 6 Troll aggressive and 2 submissive slots... five more aggressives (4301-4305) that didn't exist prior. It seems to be from LoversMotionNT. Can it be added officially to the next version of LC which will have the new slots ? The animation itself is stable and alligned correctly. Don't know who the author of LoversMotionNT is. LoversMotionsNT_Ver1.9.rar Edited March 24, 2022 by Sladen2019
fejeena Posted March 24, 2022 Posted March 24, 2022 (edited) With LC2 you can have both Troll animations. The original LC and MotionsNT. LC2 and LC2.5 have one free ani number for troll: 4301 You must rename one of the animations. When you have installed LC2 or LC2.5 you can rename the Troll ani 239 to 4301 then you install MotionNT that add a 239 ani Or you install LC2 / LC2.5 and don't change the 239 ani but rename the Troll MotionNT ani to 4301 before you install MotionNT Then you have 239 and 4301 for the troll and enable the 4301 in the xLoversCreatures.ini You already installed MotionsNT, then you have overwritten the original troll ani. You can unpack LC2 / LC2.5 to get the original ani Or download this Troll ori ani.7z That is the original Troll ani renamed to 4301 (kf files and motion.ini) The 4 ...DefMotionx... in meshes\characters\_male\IdleAnims\ani2 The 4 ...OffMotionx... in meshes\creatures\troll\IdleAnims\ani2 the 4301_Motion.ini in data\ini And in the data\ini folder you open the xLoversCreature.ini and change the troll if you have LC2 ;===Troll============================================================ set xLoversCreatureQuest.CreatureTrollposes to sv_Construct "239=100,4301=100" Or with LC2.5 ; Troll ----------------------------------------------------------------------- set xLoversCreatureQuest.weighted_pos to sv_Construct "troll:239=100,4301=100" If you want to block a ani set it to 0 "troll:239=0,4301=100" Or you can set the chance lower to have get 4301 ani more often "troll:239=50,4301=100" Edited March 24, 2022 by fejeena 1
Sladen2019 Posted March 24, 2022 Posted March 24, 2022 (edited) 7 minutes ago, fejeena said: With LC2 you can have both Troll animations. The original LC and MotionsNT. LC2 and LC2.5 have one free ani number for troll: 4301 I know of this. You helped me with it via PM a year or two ago. The thing is, I would like it to be added to the next version of LC, which will have more slots and a different ini structure. The extra slots do nothing unless we add something to them, so why not just add it to LC officially. Edited March 24, 2022 by Sladen2019
fejeena Posted March 24, 2022 Posted March 24, 2022 In LoversCreaturesWorkshop the MotionNT ani are added, some of the ani have been reworked ( original ani and NT ani ) So yes the motionNT animations should be added in LC2.573639 ( hope that is the right version number ) Of course the reworked animations from Workshop should be used for original and NT ani. Unfortunately no troll animations in CreaturesWorkshop but the other new and reworked ani are really good. 1
LongDukDong Posted March 25, 2022 Posted March 25, 2022 (edited) Technically, it isn't a different INI structure. What I did was rewrite the headers and instructions... and have all the INI files uniform. The actual values are in the same placement (sPosGroup first, xymov second, etc). Only that I have all the values listed and with more of their related instructions. If you look at most of the original 201-303 INI files, you get garbage in the comments, something akin to this: ;============================================================================== ;sposgroup ... ‘̈ʃOƒ‹�[ƒv”Ô�† ; 0 = ‹R�æˆÊ �—�«Žå“±‚̑̈ʂ͂±‚±‚É�W–ñ‚µ‚Ä‚‚¾‚³‚¢ ; 1 = ƒoƒbƒN Žl‚‚ñ”‡‚¢ƒoƒbƒN�A—§‚¿ƒoƒbƒN‚È‚Ç ; 2 = ‘ΖÊ�i�Q�j �³�íˆÊ�A‘¤ˆÊ‚È‚Ç ; 3 = ‘ΖÊ�i—§‚¿�j •Б«—§‚¿�A‰w•Ù‚È‚Ç ; 4 = ”ñ‘}“ü ƒtƒFƒ‰�AƒpƒCƒYƒŠ‚È‚Ç�i”ñ‘}“üŒn‚Í‚·‚ׂñ‚±‚É�j ; 100 = ƒNƒŠ�[ƒ`ƒƒ�[ ƒNƒŠ�[ƒ`ƒƒ�[—p‚Ì‘ÌˆÊ set xLoversPkrQuest.sposgroup to 201 If you took this text and converted it from Unicode into Shift-JIS in a browser, you'd reveal the actual Japanese text... but I digress. And Motion #2003 was an attempt at translating the ini into English... some of the instructions making no sense. Motion 1105 was a re-structured version, changing where certain values were defined than the original, but generally more detailed. It even listed the sPos Group of 5 used by PK Extender and Group 7 used for RapeStruggle. One thing that got on my nerves was that they would show the values at default, then (if you look at 1105's) it relists the xyscale value a second time... the bottom one rewriting the value shown above with the rest. In essence, defined and sloppy combined. And these are just versions in LC 2.0. When making 2.5, there were other formats. I basically made a single format that listed all values that the LAPF system looks for in the INI file. So it's more of a different 'format' than structure. ♦ ♦ ♦ Insofar as adding other animations, I'm all for it. I just hope I can get ahold of submissive animations to work as well. I have some possible mixes.. but nothing definite. My current concern is ensuring that I have the INI values correct. IN FACT, I fixed a couple animations I always thought... problematic and clumsy. Thank you INI settings. Edited March 25, 2022 by LongDukDong 1
Sladen2019 Posted March 25, 2022 Posted March 25, 2022 Thanks for the clarification Dukky. Glad to see that more slots are being added and that you are fixing older ones and hopefully adding some more.
Melamkish Posted March 27, 2022 Posted March 27, 2022 (edited) Finally, major progress!? Has it been painful? - YES! Has it been worth it? - YES! Couple screenshots below. I’ve been going thru old tutorials, both for the clothing as well as the HGEC skin and Nifscope settings. Some were written for earlier versions and I wanted to make sure that the most up-to-date scripts were working properly. Relearning the old Blender interface has been painful, but though out this I have been making a detailed step by step procedure document. Nothing has crashed in game, but sometimes would get strange results. When I tried to do the Outfit as one combined set, the skirt and panties showed up, but nothing else. As I compared various other products, and tried different export settings, everything showed up in Nifscope with almost the same settings between items. Face Palm....? I have been so intent on making sure I had all the right steps in the proper order in both Blender and Nifscope, I forgot one obvious thing. The normal map for the alpha channel. This morning, did that and re-exported the shirt. There is a little clipping at the thigh, but for this last attempt have not body weighted the bottom half to the lower body. But in game the upper portion follows as it should. Only used 1 smoothing level for testing, so once everything in game and tested, can do that if necessary. This stuff is not taking as long now that I have the procedure documented. I also refit the entire outfit to a larger HGEC body. Haven’t done and transparency tweaking to the alpha channel yet, figured I would do that after getting everything to show up in game. Anyway, here’s how it looks. Spoiler Front Back Edited March 27, 2022 by Melamkish Fix spoiler format 2
LongDukDong Posted March 27, 2022 Posted March 27, 2022 Oooh... looks like satin or something. Some clipping of her nice plump thighs can be seen. The red satin kinda fits for a lady in the red light district. Though now you have me wondering if other dyed fabrics could be in play... mebby some gold stitching along the front and cuffs. Is she single? ♦ ♦ ♦ I had to take time off yesterday to focus on non-gaming content. But now I'm back (well, once I get lunch) to continue the LC2.5+ Ini file reworks and cleanup. Now focusing on the Xivilai INI files, the submissive/defensive Xivilai ini files appear merely like this: set xLoversPkrQuest.sposgroup to 4650 set xLoversPkrQuest.xymov to 45.0 set xLoversPkrQuest.xyscale to 0 set xLoversPkrQuest.xaddz to 0.0 set xLoversPkrQuest.xzscale to 0 set xLoversPkrQuest.zaddz to 0.00 set xLoversPkrQuest.zzscale to 0 set xLoversPkrQuest.chinupo to 0 set xLoversPkrQuest.umid to 14650 AKA... no instructions, no definitions of what each performs.... Yuck. Nearly done though, and I will go through them one more time for clarity-sake. SNAGS SOME TUNES TO LISTEN TO WHILE WORKING...
LongDukDong Posted March 27, 2022 Posted March 27, 2022 I JUST LOST MY GAWDAMN ANIMATION FILE!!!! Gonna have to start making new slots and re-verify functionality all over again....
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