boltaction Posted December 19, 2012 Posted December 19, 2012 I'm running the latest version of LoversCreature (Tentacle fix provided by gretahit) and am wondering if there is any reason why creature on creature animations seem to simply 'freeze' after initiating (I'm manually starting the animations using my own script with a correct motion ID). I'm wondering if there is anything hardcoded in Lovers PK/ Lovers creature preventing creature on creature animations - as everything else seems to work fine. I've had a look through the source myself, but debugging it will take a while - and wondered if any developers could point me in the right direction. I might be creating my own creature in future, so was hoping to solve this sooner or later. Here is a better explanation of the problem: Say I have spawned two sheep (using sheep as they stand still). With a modified version of TachiCat2 (I am using LoversMotionNT/latest animation project w/fejeena's fix.), running the following code with two different sheep targeted causes the issue: Call xLoversCmnInitQuestInterface set xLoversQuest.SPos to 233;Animation for sheep set xLoversQuest.Offence to offence set xLoversQuest.Deffence to defence set xLoversQuest.OffNudeFlag to 128 set xLoversQuest.DefNudeFlag to 128 Call xLoversMainSafeStart However, when running the same code with NPC or player and a sheep (with the creature in offence), this works just fine. When calling the code with any two creatures, they both just stand still staring at each other, no animation playing. However, sounds still continue in the background/they both collapse at the end- hence it is a problem with playing the motion itself? Wondering if I am not the only one to experience this issue, and if so, would there possibly be an easy fix? Here is my load order just in case something is wrong on my end. Oblivion.esm Beautiful People 2ch-Ed.esm Lovers with PK.esm TamagoClub.esm HiyokoClub.esm LoversCreature.esm x117race.esm Chanpon.esm DLCShiveringIsles.esp Knights.esp TamagoPlayerHUDkil.esp LoversTamagoClub.esp HiyokoGenerator.esp HiyokoGeneratorCreature.esp TamagoSetBody.esp Lovers3dorgasm.esp LoversCalm.esp LoversSoundCreature.esp LoversFSE.esp LoversDRader.esp LoversAdultPlayPlus.esp LoversTachiCat2.esp LoversRaperS.esp LoversJoburg.esp LoversBed.esp LoversPower.esp LoversContraception.esp Lovers with PK.esp LoversBitch.esp LoversCreature.esp LoversHelpRapeVPlayer.esp LoversBackup2.esp LoversStopCombatEx.esp LoversSpermSplashEx.esp LoversEscapeRapeVPlayer.esp LoversRapeSlave.esp LoversMB2.esp LoversHideMenus.esp LoversSoundVolumeDown.esp SetBody.esp DiabloEF 6 in 1.esp Beautiful People 2ch-Ed MS Elves - NoSc.esp x117race.esp Lop-ears Elf.esp Bashed Patch, 0.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp LoversJoburg NoDelay Addon.esp Lovers3dorgasmMB2.esp LoversMotionsNT.esp AlternativeStart.esp Thanks.
gregathit Posted December 19, 2012 Posted December 19, 2012 The problem is actually pretty straight forward. Lovers animations are setup in a offensive (4 animation files 0, 1, 2, 3) and defensive (again the same 4 files). Creatures can't have sex with other creatures because.....there are NO defensive animations made for them. Creatures only have offensive animations made for them. Now if you go and make some defensive animations then you will be able to get things going. Now there "may" or "may not" be more to it than this but you can easily find out by make a set of defensive animations and then try to pair two creatures up.
perfectioncat Posted December 19, 2012 Posted December 19, 2012 I'm running the latest version of LoversCreature (Tentacle fix provided by gretahit) and am wondering if there is any reason why creature on creature animations seem to simply 'freeze' after initiating (I'm manually starting the animations using my own script with a correct motion ID). I'm wondering if there is anything hardcoded in Lovers PK/ Lovers creature preventing creature on creature animations - as everything else seems to work fine. I've had a look through the source myself' date=' but debugging it will take a while - and wondered if any developers could point me in the right direction. I might be creating my own creature in future, so was hoping to solve this sooner or later. Here is a better explanation of the problem: Say I have spawned two sheep (using sheep as they stand still). With a modified version of TachiCat2 (I am using LoversMotionNT/latest animation project w/fejeena's fix.), running the following code with two different sheep targeted causes the issue: Call xLoversCmnInitQuestInterface set xLoversQuest.SPos to 233;Animation for sheep set xLoversQuest.Offence to offence set xLoversQuest.Deffence to defence set xLoversQuest.OffNudeFlag to 128 set xLoversQuest.DefNudeFlag to 128 Call xLoversMainSafeStart However, when running the same code with NPC or player and a sheep (with the creature in offence), this works just fine. When calling the code with any two creatures, they both just stand still staring at each other, no animation playing. However, sounds still continue in the background/they both collapse at the end- hence it is a problem with playing the motion itself? Wondering if I am not the only one to experience this issue, and if so, would there possibly be an easy fix? Here is my load order just in case something is wrong on my end. Oblivion.esm Beautiful People 2ch-Ed.esm Lovers with PK.esm TamagoClub.esm HiyokoClub.esm LoversCreature.esm x117race.esm Chanpon.esm DLCShiveringIsles.esp Knights.esp TamagoPlayerHUDkil.esp LoversTamagoClub.esp HiyokoGenerator.esp HiyokoGeneratorCreature.esp TamagoSetBody.esp Lovers3dorgasm.esp LoversCalm.esp LoversSoundCreature.esp LoversFSE.esp LoversDRader.esp LoversAdultPlayPlus.esp LoversTachiCat2.esp LoversRaperS.esp LoversJoburg.esp LoversBed.esp LoversPower.esp LoversContraception.esp Lovers with PK.esp LoversBitch.esp LoversCreature.esp LoversHelpRapeVPlayer.esp LoversBackup2.esp LoversStopCombatEx.esp LoversSpermSplashEx.esp LoversEscapeRapeVPlayer.esp LoversRapeSlave.esp LoversMB2.esp LoversHideMenus.esp LoversSoundVolumeDown.esp SetBody.esp DiabloEF 6 in 1.esp Beautiful People 2ch-Ed MS Elves - NoSc.esp x117race.esp Lop-ears Elf.esp Bashed Patch, 0.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp LoversJoburg NoDelay Addon.esp Lovers3dorgasmMB2.esp LoversMotionsNT.esp AlternativeStart.esp Thanks. [/quote'] There is the motion file for Creature in the following places. Data/meshes/Creatures The name of a certain subfolder supports the name of Creature under this folder. There is a usable motion file in a certain ani2 folder under the folder of applicable Creature in Creature. You check it, and, please confirm the motion file which is not played normally. When there is only a motion file for the offenses, the motion of the guard side is not revitalized.
perfectioncat Posted December 19, 2012 Posted December 19, 2012 I write the naming convention of the motion file. A naming format: XXX_YYYMotionZ.kf XXX: A motion number. YYY: In the case of the offense, it is "Off". In the case of the guard side, it is "Def". Z: It is the number indicating the progress state of the act. In the case of 0, I mean a state of Finish. In the case of 1, I mean the stage of the beginning of act. In the case of 2, I mean a middle stage. In the case of 3, I mean a stage in front of Finish.
boltaction Posted December 19, 2012 Author Posted December 19, 2012 I write the naming convention of the motion file. A naming format: XXX_YYYMotionZ.kf XXX: A motion number. YYY: In the case of the offense' date=' it is "Off". In the case of the guard side, it is "Def". Z: It is the number indicating the progress state of the act. In the case of 0, I mean a state of Finish. In the case of 1, I mean the stage of the beginning of act. In the case of 2, I mean a middle stage. In the case of 3, I mean a stage in front of Finish. [/quote'] So, if I create 4 animations for the creature (sheep) as 223_DefMotionx0.kf,233_Defmotionx1.kf, etc etc it should work? Should simply duplicating the off animations (and changing filenames to Def work? Or do I need to edit the KF files?) I tried duplicating the Off files, renaming as Def, but no go - the sheep are still not moving/frozen.
boltaction Posted December 19, 2012 Author Posted December 19, 2012 Before I start going through the source, can someone please confirm that they have the same problem? Just want to be sure that it's not something stupid before spending time on this...
perfectioncat Posted December 19, 2012 Posted December 19, 2012 I wrote the naming format of the motion file, but it does not mention it in its working by a system of Lovers now. Because you check the script of the system of Lovers and think that I asked this question, I recommend that you check the following script functions. This function is a function to check whether it is appropriate that the object works by a system of Lovers before a system of Lovers begins an act. xLoversCmnIsReady If you understand how this function functions, as for you, an answer finding should be obtained.
gregathit Posted December 19, 2012 Posted December 19, 2012 It is not enough to rename Offensive animations to defensive. There is one creature that you can have sex with right now. That is the zombie. Now I can't remember off hand what skeleton it uses but you can start looking at those and go from there.
perfectioncat Posted December 19, 2012 Posted December 19, 2012 I add it, but the system of Lovers denies an act with Creature basically. However, I enabled a part of the act with Creature by development of new MOD. However, as for it, it is a premise that Creature is the offense. Therefore, as for the motion file of the creature side, only the thing of the offense is basic. This only says that a system of current Lovers is in such a state. The situation may change in future if a lot of motion files are made, and the function of the system of Lovers is added. The systems of Lovers still evolve among lovers.
perfectioncat Posted December 19, 2012 Posted December 19, 2012 The correspondence of the motion file is defined as a motion number about the motion file assuming basically by the system of Lovers beforehand by animation definition MOD. It may not be registered with MOD where an animation is registered with as one of the reasons not to act even if you add a motion file. About the creature definition, the USA version is somewhat different from a system of Japanese Lovers which I know.
boltaction Posted December 19, 2012 Author Posted December 19, 2012 Hmmm... I've added the idle animations found in LoversIdleAnimsPriority that I would need for a new creature animation into a new ESP, but still no go. These are the current extra forms I have created: DefenseC233 DefC233x00 DefC233x01 DefC233x02 DefC233x03 Each have the exact same settings as required by other idleanim sets exactly (checked using TES4Edit). What would you guys suggest next? So far still absolutely no improvement...
gregathit Posted December 19, 2012 Posted December 19, 2012 Based on comments from Donkey there is no scripting for creature sex, so you will have to add this to RaperS or a plugin like it.
perfectioncat Posted December 20, 2012 Posted December 20, 2012 I want to make one clear. This yearned for you that deficient and should have asked you a question. However, I think that it can be understood if you watch the answer of the member who replied your question so far, but it is specifications under the present conditions and is not malfunction. Is this not the answer to your question? I listed part which how a system of Lovers acts on, but it does not say to you that there is a problem in a system of Lovers of the phenomenon. You should make trial and error by oneself based on shown information if you want to add a new function. May you understand a script used in Oblivion? I intend to contribute necessary information to the person whom it is awkward for that MOD does not commit me for malfunction normally faithfully. However, I think that some what you require are different.
boltaction Posted December 20, 2012 Author Posted December 20, 2012 I'm sorry perfectioncat, it is hard to understand what you are saying. And Thanks gregathit for clearing that up. I've decided to leave it for now and have a go at a completely separate project instead, which I may release here in the future (IE not using Lovers/Oblivion). Things in lovers just seem too glitchy/unrefined, and I know that's due to engine limitations - not to mention the lovers code base is real messy (probably due to translations). If I get anywhere, I'll open up development to the community so others can contribute. Thanks.
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