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[Outdated] New and improved animation project version 2.4


Guest Donkey

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Posted

They come with pk extender. I really only remember there only being two. Now you "could" add additional animations to this by looking at the group and changing some other animation ini files to that group.

Posted

Is there a way of getting these animations without having shivering isles installed?

 

It would involved you removing shivering isles from being a master and also removing all shivering isles content from the the esp. In short, it will probably be a VERY long, tedious and frustrating deal to do.

Posted

Here's a cheap and cheesy screen grab of all the kf files that came with the version of PK Extender (for Rev93) that I'm using.

 

My math sucks, but it looks like there's four animation loops...

 

A couple of these I almost never see - like the legs wrapped around the dude one. I get "floor snuggling" and "face boob motorboating" pretty well all the time. I'll have to check - something might have overwritten them (I've been playing around with The Daedra Sutra)

Posted

Here's a cheap and cheesy screen grab of all the kf files that came with the version of PK Extender (for Rev93) that I'm using.

 

My math sucks' date=' but it looks like there's four animation loops...

 

A couple of these I almost never see - like the legs wrapped around the dude one. I get "floor snuggling" and "face boob motorboating" pretty well all the time. I'll have to check - something might have overwritten them (I've been playing around with The Daedra Sutra)

[/quote']

 

They "might" be triggered only to occur in rapes or from say the back angle (sneak back attack).

Posted

Excuse me.

I found two NPC records in the esp.

Is this intentional?

 

Not sure anyone can answer this. The guy who made the plugin (Donkey) is not around any longer.

Posted

Excuse me.

I found two NPC records in the esp.

Is this intentional?

 

I'm no huge modder - nowhere near Donkey's level - but every mod I make I create 2 test NPCs (1 male, 1 female) so I can experiment with animations, AI packages, clothing, races, etc. without messing up my main NPCs.

 

Short answer: Maybe Donkey used those NPCs to test the animations.

Posted

Excuse me.

I found two NPC records in the esp.

Is this intentional?

 

I'm no huge modder - nowhere near Donkey's level - but every mod I make I create 2 test NPCs (1 male' date=' 1 female) so I can experiment with animations, AI packages, clothing, races, etc. without messing up my main NPCs.

 

Short answer: Maybe Donkey used those NPCs to test the animations.

[/quote']

 

Sorry I didn't make it clear. They are vanilla named NPCs: Antoinetta Marie and Adrienne Berene, not some testing sort.

 

I think it should be safe to delete these records?

 

 

Excuse me.

I found two NPC records in the esp.

Is this intentional?

 

Not sure anyone can answer this. The guy who made the plugin (Donkey) is not around any longer.

 

Unregistered? What happend?

Posted

Sorry I didn't make it clear. They are vanilla named NPCs: Antoinetta Marie and Adrienne Berene' date=' not some testing sort.

 

I think it should be safe to delete these records?

[/quote']

 

As long as you make a backup somewhere before doing so, it certainly is worth a try.

 

 

 

Unregistered? What happend?

 

His reasons are his own. Suffice to say he isn't around, but is always welcome to return.

Posted

If memory serves, he moved on to different projects, so he didn't have time for this forum. Cant say for certain, of course, but that's what I remember seeing.

Posted

Sorry I didn't make it clear. They are vanilla named NPCs: Antoinetta Marie and Adrienne Berene' date=' not some testing sort.

 

I think it should be safe to delete these records?

[/quote']

 

As long as you make a backup somewhere before doing so, it certainly is worth a try.

 

 

 

Unregistered? What happend?

 

His reasons are his own. Suffice to say he isn't around' date=' but is always welcome to return.

[/quote']

 

Thank you, I'll give it a try.

  • 2 weeks later...
Posted

In the changelog Donkey posted

2.3 09/July/2011 added 3 new animation for dogs 1109 to 1111 now they will switch between 1104 to 1111 i temperary switched off 1101 to 1103 so if you want those 2 just load up tes with obse and change the line called :

;Dog 1101 to 1200

 

Code:

if(me.Modelpathincludes "\Dog\" == 1)

setFunctionValue rand 1104 1111 ; to 1101 111

endif

main link updated

 

I'm assuming by load up tes with OBSE, he meant load up the ConstructionSet, unless there's some way to edit this piece of code from within Oblivion.

If he did mean to edit this with ConstructionSet, do any of you know which esp file this script is under? I checked the LoverFSM and it's not there, would it be under LoversCreature/Bitch or would it be under LoversIdleAnimPriority/LoversObjectsAnims? Any help would be appreciated.

Posted

Hey did you read this.

2.3Fix 09/July/2011 made a small of fix had disabled the best cursed armor animation this esp brings them all back 1101 to 1111

Posted

Yeah, just saw the script and the parts where I was supposed to add the 1101 to 1111 were commented out. I was just about to post saying that we need to add that in there but I guess I didn't see that part.

 

Also this is pretty specific but do you know if the iRandom number that returns from:

 

set n to SetFunctionValue

set iRandom to GetRandomPercent

;The creature immediately return 0

if me.GetIsCreature == 0

return

endif

;Model obtained from the path of the creature creature

 

 

Is a number from 1-60 or a number from 1-100? From the code it looks like a number from 1-100, but from all of his if/elseif statements, he only uses random numbers up to 60. Anything above that is in a catchall statement (if >60 do this)

Posted

Don't understand your question.:huh:

But when you are using the Version from the first side, all dog anuimations are working, no need to change the script.

And the script; I don't understand scripting.

 

;Dog 1101 -- 1200

 

;; if(me.ModelPathIncludes "\Dog\" == 1) && iRandom < 70

; SetFunctionValue rand 1102 1106 ; 1101 to 1103 can still be turned on. just change the value 1104 to 1101 and it should use all other motions.

; elseif (me.ModelPathIncludes "\Dog\" == 1) ;&& iRandom < 70

; SetFunctionValue rand 1107 1111

; elseif (me.ModelPathIncludes "\Dog\" == 1)

; SetFunctionValue 1101

; endif

 

if(me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 5

SetFunctionValue 1101

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 10

SetFunctionValue 1102

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 15

SetFunctionValue 1103

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 20

SetFunctionValue 1104

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 25

SetFunctionValue 1105

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 30

SetFunctionValue 1106

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 35

SetFunctionValue 1107

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 40

SetFunctionValue 1108

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 45

SetFunctionValue 1109

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 55

SetFunctionValue 1110

elseif (me.ModelPathIncludes "\Dog\" == 1)

SetFunctionValue 1111

endif

 

 

Don't know why he use 5 to 55 Percent, and not up to 100.(????)

Is animation 1111 playing above 55 Percent????:huh:

Sorry that I can't help you.

Posted

Because the code in which it ends comment has made a mistake in the use of rand, some return values are not appropriately processed.

An effective code returns 1111 at 56% or more, and the return value within the range specified with iRandom is returned besides.

 

The use of rand is as follows.

rand minvalue maxvalue

However, maxvalue doesn't contain the value.

Therefore, for the following use.

rand 0 100

The return value becomes 99 from 0.

Posted

OK so just looked in the ini folder and there is NO 247.ini file and there is NO 1200 files?

 

Why are you looking for those two specific animations?

Posted

Help, help i must need to know what is the connection between animations and Idleobjects (tables, chairs, semen etc.) Because im working on new stuff but i simply can't figure out how to put things into animations! If anybody can help me out that would be wonderful. Making an Idleobject with proper name doesn't work, it needs something extra to appear in animation. This is irritating! Im using 3DSmax 2012 if it is important. No clues in ini-s, Nifskope shows nothing useful. This is madness! Where is the trick?! Maybe a reference script somewhere?

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