drnewcenstein Posted June 29, 2019 Posted June 29, 2019 I've not really dabbled in quest-making. The most I've done is set up idle markers and patrol markers for custom NPCs, but I'm wanting to make a mod, or at least a Sandbox package, where followers have sex with each other (player participation is not a priority at this point) when sandboxing. Nothing too strenuous like "retrieve my object" or "win my affections" type of thing. Just a basic "while we're chilling at home, let's fuck" package attached to the persons I wish to be involved in such activities, by means of moving from one idle marker to another. I've done this previously with Animated Prostitution in Oldrim, where I dropped an Idle marker in a map and attached an idle to it, and Linked it to an NPC, who performed the idle in the game, then upon completion moved to a different marker and performed another idle. I have the following: SexLabFrameworkSE_v163_BETA6 SLAL_AnimationsByLeito_v1.6 SLAL_Billyy_Animations_v2.2SE (and 2.0SE - I think 2.0SE had animations not in 2.2SE? Or was it the other way around?) SLAL_SE JContainers64-v4.1.9 XP32 Maximum Skeleton Special Extended-1988-4-51 (not sure if this is required? Anyway, I have it loaded and my CBBE body has HDT SMP and all things jiggly do jiggle) FNIS - I run FNIS for Users and everything's fine. No warnings, no errors, all animations are acknowledged. In-game, once leaving Helgen, I do get the notifications that SexLab is doing its thing. I run through the MCM and it says the animations are registered and the count seems right to me (but WTF do I know about it? LOL). I do not use a mod manager. I read the readmes and install manually. I have been making mods for a few years, and have made as many mods as I've downloaded, so I do understand the directory structures and what goes where and why, so I'm pretty sure everything I've downloaded is where it's supposed to be. The animations I've installed are: -Leito's 01-NonCreature and 05-AnimObjects folder, and the ESP from this folder (only one in the download, so I'm assuming it's right) -Billyy's AnimObjects folder (and the ESP from it), and the Human, HumanDD, HumanFuta, and HumanLesbian folders -SexLab and SexLabAP animations folders (even though I don't have AP - I had it for Oldrim, however) First question: Should these folders be in the "animations" folder, or should the contents of these folders be in the "animations" folder? I would assume they are fine in their own subfolders, since they came that way, and because many vanilla animations are in their own folders under the "animations" folder. The behaviors files came in a "behaviors" folder, and are all in the vanilla behaviors folder. I'm assuming they were not supposed to be in subfolders here? I do have the bInvalidateOlderFiles=1 line in my CreationKit.Ini, which allows recognition of loose files. However, I'm not seeing these animations in the list when I try to add one to an idle marker. So, since these animation/behavior files are loose, what do I need to load up when making the mod, aside from the vanilla Skyrim masters? I have read this tutorial for Oldrim SexLab, so I'm assuming it's mostly similar for SE, however, it's very incomplete.
Fotogen Posted June 29, 2019 Posted June 29, 2019 You use Sexlab(SL) framework function(s) to start SL animations. Even if you'd play idles it would not be good. Collisions, position, Schlong management, actors just going away to listen to bards, ...
drnewcenstein Posted July 1, 2019 Author Posted July 1, 2019 Well, I'm not trying to make machinima porn, so "money shots", POV, and collisions, at least in regards to tits mashing against each other and whatnot, is not a priority. Positioning can be dealt with by placing 2 idle markers - one with a "give" and the other with a "receive" animation - in the right spots. It's tedious, but once you know where the animation is centered on the idle marker, you can adjust their positions accordingly. However, while collisions aren't important, timing is, and I know that I'd need some way to ensure complimentary animations began and proceeded and ended in sync - you'd want the receiver's reaction to a thrust at the end of the thrust, not during the retraction. I'll deal with that once I figure out how to attach an animation to an idle marker. Thanks, though. That's still more info than I started with.
Fotogen Posted July 2, 2019 Posted July 2, 2019 Ah, you want to skip SL engine and just use animations for your own projects. Lots of work. If it helps: 1. - FNIS adds animations - FNIS does not add "idles" - to get Idle you have to do it yourself. CK\Gameplay\Animations\, find Actors\Character\Behaviors\0_Master.hkx, LOOSE, add, pick Anim Event. This is for ActorTypeNPC, humanoids - FNIS basicaly does that "Anim Event" but not "Idle" 2. you can start animation without Idle object with console: select an actor, type: SendAnimationEvent "Anim Event name" or in script: Debug.SendAnimationEvent(actor, "Anim Event Name") 3. Script: Actor.SetRestrained(true) Actor.SetDontMove(true) will lock NPCs in place. Dont move, ignore collisions, ... Does NOT work on Player 4. Some say that Actor.SetVehicle(Marker) is also usefull. Its supose to be used for "put actor on a cart, inside another object with collisons, where it doesn't move", tho it does have other uses. 5. (old way). ObjectReference.TranslateTo(...) ignores collision while object is on the move(translating). Trick is that you translate(rotate) object so slow it cant be seen by you and object never really gets to destination 6. its good if you put actors under DoNothing behavior, so that Skyrim engine doesnt decide they should, lets say start cooking or choping wood.
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