Guest Donkey Posted July 12, 2011 Posted July 12, 2011 I am calling this one experimental since rev 90 has broken my full randomizer. I had to fully invent new implementation on how to target several animations without 1 animations be played to many times 1 After the other. So far it does work dogs well so if 3 person are targeted by dogs every single one will have different animation playing instead of all 3 the same 1.
Guest syrevo Posted July 12, 2011 Posted July 12, 2011 switching is possible between various dog/zombie/goblin...etc sex positions same as with humanoid, just change spos group for each creature to a unique number and set nudeflags sample video http://www.mediafire.com/?96k99mtv2pdmhxr
Guest Donkey Posted July 12, 2011 Posted July 12, 2011 No this will not work well, you have already seen it in your movies. Why is it completely misaligned ?? and only 0 to 4 can be used for shuffling key. that is why every animation is placed in between these try adding the sposgroup to 6 or 11 1101 1200 none will work with the shuffle key z. And placing any of these creature animation in between 0 and 4 is really bad idea. because if you keep shuffling that is where the problem starts. Also try using additional animations in you lovers with pk spell tab. see if it still shuffles. That is also the reason why they gave the creatures 100 for spos group.
Guest syrevo Posted July 12, 2011 Posted July 12, 2011 No this will not work well' date=' you have already seen it in your movies. Why is it completely misaligned ?? and only 0 to 4 can be used for shuffling key. that is why every animation is placed in between these try adding the sposgroup to 6 or 11 1101 1200 none will work with the shuffle key z. And placing any of these creature animation in between 0 and 4 is really bad idea. because if you keep shuffling that is where the problem starts. Also try using additional animations in you lovers with pk spell tab. see if it still shuffles. That is also the reason why they gave the creatures 100 for spos group. [/quote'] The animation misaligned because i totally disabled lovers movement script and created new one where you can move zme and xme not only forward and backword but also left and right in addition to rotation to make use of other animations such F&L group animation. What i did was setting spos group for all dog ini to 1101, lovers system will now cycle normally between them same as humanoid, it will shuffle at the start of the act then it will continue normally to cycle in order between dog animations from 1 to 11, it doesn't matter what spos group is used for specific creature. For example if edit lover main script to nullify nudeflags and left all creature spos group set to 100 then lovers will switch between all creatures animation, if you started with dog 207 it will go up or down all way as long there are ini's with spos group of 100. Humaniid works pretty much the same, if you for example set xLoversQuest.SPos to 5 and 05_Motion.ini has the spos group of 2 then lovers sytem will cycle between all ini's which has spos group to set to 2. One bad side effect to this though as it will break the concept of rape, rape will start normally but the player will be able to break it or change position/stage.
Guest Donkey Posted July 12, 2011 Posted July 12, 2011 tempering with lovers with pk is usually a bad thing. It is best to make new plug-in and add your changes in that for compatibility reasons. Or else every time a new update comes for lovers with pk you will have to recreate everything from scratch again. Now all you need to do is make small update. and you can continue where you left. That is why they made lovers with pk extender instead of building it in lovers with pk directly.
RobynHood Posted July 12, 2011 Posted July 12, 2011 I just wanted to say I love many of these new animations and appreciate all your work Donkey. I'm sorry to hear you are concentrating on Fallout As I would prefer more creature animations than animals. But they are your projects so you should do what you like . I still just wanted to say thanks.
Guest Donkey Posted July 12, 2011 Posted July 12, 2011 btw i just noticed that lovers with pk extender is not compatible with latest rev 90 try turning it off and see if the animation now reset correctly after sex ends ?
Guest syrevo Posted July 13, 2011 Posted July 13, 2011 Yep, that's what i do as i have both lovers with pk and pk extender heavily edited via third plug-in, but still had to delete few lovers scripts and re-edit them from scratch when rev 90 came out. Also wanted to ask you about the idle object nifs found in your project BSA file, do they have a propose or simply are null nifs for a future addition? i did replace few of them with girl cum squirt spry from Estrus which turned out not bad, here's a sample vid: http://www.mediafire.com/?t0u002rdegde0hs
Guest Donkey Posted July 13, 2011 Posted July 13, 2011 Except for a few. the others are all null nifs. these can be filled with any new additions. It tried to convert some of those pillory for zombie version they turned out pretty well. only thing left is getting them aligned correctly. Any chance you will release lovers with pk extender for the newer rev 90 ?? i have noticed the current one actually isn't compatible. And is actually the cause why dog will keep walking after the animations ends. the original author is currently AWOL due to real life.
Guest syrevo Posted July 13, 2011 Posted July 13, 2011 I'm not sure if the dog keep walking bug related to incompatibility between lovers and lovers extender, i had the same problem since Wolfzq Cursed armor earlier versions before i had lovers installed even, the only solution I know is to disable and re-enable the dog after each sex encounter.
Shebeth Posted July 13, 2011 Posted July 13, 2011 On shy uploader or loda.jp there is sometimes pictures of what look likes animation for creatures, with the name "krms". Do you know if it is just pose mod, private animations, or somethings else ? (the final question is to know if you are planning to upgrade the mod with these animations) horse image Ogre image
Guest Donkey Posted July 13, 2011 Posted July 13, 2011 The answer is no, both where never released. These animations are from private modders and asked many times in the other adult mod section.
merctime Posted July 13, 2011 Posted July 13, 2011 Having recently fell in love the lovers with PK extender mod, I recall reading something that says that this particular mod group isn't compatible with it? Could I ask for a bit of clarification, and if anyone has a way to make it compatible? I appologize ahead of time, as I am sure this was asked probably a dozen times. I just think the work on this mod is very well done and would like to see if it could happen. Also, I in fact DID read the posts, I just am a bit confused here. Please offer some tips or clear up whether it can happen or no? Also, and perhaps not related much, there was something about extender having issues with rev 90? I know the second question shouldn't go here, but could someone post a link to the topic that discusses this or PM me with a way to improve the compatability? Thank you everyone, hope your enjoying your gaming experience. -Merctime
Guest Donkey Posted July 13, 2011 Posted July 13, 2011 You can still play with it. i only noticed after removing lovers with pk extender my dog animation would reset correctly after sex ends. On game source they even stated it was created for rev 89 not rev 90. i been struggling with dog animation bug for a along time, then noticed this fix. after turning with pk extender off. on page 14 of this topic it is discussed.
KindMan Posted July 13, 2011 Posted July 13, 2011 Thanks a lot for the update, I'll deactivate the extender. (btw, I never meant to complain about the lacking "Fuck your creature" implementation, sorry it it sounded that way. What I said was only meant as an explanantion why I never checked it on the tentacle monster.)
Rawne121 Posted July 24, 2011 Posted July 24, 2011 Anyone can upload a full data file with working animations etc...?
Guest Donkey Posted July 24, 2011 Posted July 24, 2011 is this a trick question ?? what do you mean by working ?? these mods works fine.
kageromaru Posted August 9, 2011 Posted August 9, 2011 Hmmm, I'm not sure if this is a dumb question or what not... But which file is it that controls how the dog's look in this mod, because my dog's after I installed it look like hell hounds, and I noticed others have the normal furry dogs. And also How would one get that menu that pops up for the creatures summoned, because I don't have it . Again, sorry if this is a bad question >.
Shimsham Posted August 12, 2011 Posted August 12, 2011 How can I prevent shit like this from happening with0ut taking h0urs t0 manually adjust them all?
weirdtexan Posted August 12, 2011 Posted August 12, 2011 Hey Donkey, finally just did a clean reinstall and got your additional animations working and had to say...wow. Looking at them compared to the old ones, the difference couldn't be stronger. It's obvious how much time and effort you put into all the new animations. The smoothness, the subtlety, the emotions...they're unbelievable. Obviously you're busy but man, I am just always going to wait with baited breath for each little tidbit you create. Thanks a million for making a great mod even greater!
GrimReaper Posted August 12, 2011 Posted August 12, 2011 Hey Donkey' date=' finally just did a clean reinstall and got your additional animations working and had to say...wow. Looking at them compared to the old ones, the difference couldn't be stronger. It's obvious how much time and effort you put into all the new animations. The smoothness, the subtlety, the emotions...they're unbelievable. Obviously you're busy but man, I am just always going to wait with baited breath for each little tidbit you create. Thanks a million for making a great mod even greater! [/quote'] Donkey did not make the animations fyi.
weirdtexan Posted August 13, 2011 Posted August 13, 2011 Hey Donkey' date=' finally just did a clean reinstall and got your additional animations working and had to say...wow. Looking at them compared to the old ones, the difference couldn't be stronger. It's obvious how much time and effort you put into all the new animations. The smoothness, the subtlety, the emotions...they're unbelievable. Obviously you're busy but man, I am just always going to wait with baited breath for each little tidbit you create. Thanks a million for making a great mod even greater! [/quote'] Donkey did not make the animations fyi. Well now I feel like a jerk for not properly thanking those responsible. Would that be you Grim, or somebody else? Want to make sure I thank the right people!
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