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SLAL Pack Furniture Mods compatibility problems


Nymra

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Posted

Hi,

 

I am using alot of SLAL packs at once and many of them use furnitures.

 

I use 

 

- Funny Bizness MYSLALPACK (with Btsqan Picks ESP for compatibility with Anubs Furnitures

- Anubs SLAL Pack

- Billy 

- Babo

- Cobalt 

- Proxy

- Nibbles

 

That are the onces with the ESPs at least.

 

I experience all kinds of problems with animations from that mods that include furnitures.

Tables are too small or not present at all, X-Crosses are missing and instead I get some furniture from another mod in that animation and so on...

 

My question is:
1. Is there a suggested Load Order to prevent these mods from interfering with each other?

2. Is there a way to make these mods compatible somehow? Merging the ESP or renaming something?

 

I really like all these mods and dont want to go without any of them. I especially like furniture animations, too.... 

 

Any help is appreciated.

Posted

I gave up to use Anub's SLAL and FunnyBiz SLAL pack in combination for that reason in my load orders.

Load order position will only effect how the furnitures are messed up.

 

Maybe this is a better solution for FunnyBiz:

I includes:

Additions to this SLAL version:

- Compatibility patch for Anubs furniture animations.

- Added new tags to some of the animations so that sound is played properly or mouth opens at some BJ animations which had the mouth closed.

Posted
3 hours ago, donttouchmethere said:

I gave up to use Anub's SLAL and FunnyBiz SLAL pack in combination for that reason in my load orders.

Load order position will only effect how the furnitures are messed up.

 

Maybe this is a better solution for FunnyBiz:

I includes:

Additions to this SLAL version:

- Compatibility patch for Anubs furniture animations.

- Added new tags to some of the animations so that sound is played properly or mouth opens at some BJ animations which had the mouth closed.

I already use this and it did not seem to work. 

At least for both anims things are still messed up the same way. 

 

If there is no fix already, maybe someone knows how to make a fix? 

From what I understand it is just about some keywords? 

 

Posted
3 hours ago, Nymra said:

I already use this and it did not seem to work. 

At least for both anims things are still messed up the same way. 

Damn, I had the same Issue with Btasqan's pack.

Just hoped it was just me ☹️

Posted

Really nobody else? 

 

I cant believe I am (we are) the only ones with that problem?

 

The SLAL packs are out there forever mostly and still no compatibility fixes between them yet? :(

And nobody knows how to fix it? 

Posted

Currently I've not got Anub's installed and I use the regular FunnyBiz. One of the FunnyBiz table animations goes haywire with the camera zooming in and out - bam, bam, bam. Also, judging by the style of the table it is a dining table but is only about half-size. I usually don't have it registered but must have missed it this time. Had it earlier today but missed the actual name of it.

Other than that I can't think of any other problem animations.

Currently running

Babo

Billyy

FunnyBiz

MNC

Nibbles

Plus any that don't have an esp for a total of

8718 animations for 34 mods successfully included (character).
 2768 animations for 11 mods and 41 creatures successfully included

Posted

I use those:

as soon as I add FunnyBiz some furniture animations get funny (mostly only the table animations from Anubs and FunBiz, and maybe some animations with toys (they loose texture)

81 SLAnimLoader.esp

82 AnubAnimObj.esp

83 SLAL_AnimationsByLeito.esp

84 SLAL_AnimationByBakaFactory.esp

85 NibblesAnimObjects.esp

86 SLAL_SHanimAnimObj.esp

87 CobaltAnimations.esp

88 SLALAnimObjBillyy.esp

90 HDTSextoys.esp (for Leito SLAL => repairs lesbian dildo play)

 

Posted

EDIT: Look my next post.

 

The problem happend because the AnimObject inside the ESP's files have the same name.

 

If we look the ESP's from Anubs(AnubAnimObj.esp) and Funny Bizness(SLALAnimObj.esp) with Tes5Edit we can not see any conflict... but they have it...

Spoiler

image.png.c84db8e016e6587b5d668a418aba262b.png

image.png.52e2b73a6975d77dbefdc49256fbf081.png

 

If we open the ESP's from Anubs(AnubAnimObj.esp) and Funny Bizness(SLALAnimObj.esp) with Creation Kit we get a lot of alerts about "Duplicated anim object... Object has been renamed to xxxxDUPLICATExxx" and when look with detail we can see this:

Spoiler

image.png.df743033ae0b3ebd949017c05aebd459.png

 

If we look with detail we can see that AOTable and AOTableDUPLICATE001 are not the same object.

One come from Aubs and the other come from FB and refer to diferent tables.

 

The game can have only one AnimObject with that name. When the CK or the game load that two ESP's automatically rename the second object.

 

In that way, if we load Anubs before FB, when we play the animation from Anubs with the table we see the correct table but when we play the animation from FB that use the AnimObject called AOTable we see the table from Anubs but the animation from FB and, of course, not match.

If we invert the load order we have the same problem but in inverse way.

 

Note that i have some DUPLICATE001 and 002 and 003... the problem is not only in AOTable...

 

As you can see, the AnimObject are inserted inside 0_Master.hkx by FNIS. The AnimObject is referenced in:

Spoiler

' FB_BoundTableRape
s FB_BoundTableRape_A1_S1 BoundTableRapeA1_s1.hkx
+ FB_BoundTableRape_A1_S2 BoundTableRapeA1_s2.hkx
+ FB_BoundTableRape_A1_S3 BoundTableRapeA1_s3.hkx
+ FB_BoundTableRape_A1_S4 BoundTableRapeA1_s4.hkx
+ FB_BoundTableRape_A1_S5 BoundTableRapeA1_s5.hkx
s -o FB_BoundTableRape_A2_S1 BoundTableRapeA2_s1.hkx AOtable
+ -o FB_BoundTableRape_A2_S2 BoundTableRapeA2_s2.hkx AOtable
+ -o FB_BoundTableRape_A2_S3 BoundTableRapeA2_s3.hkx AOtable
+ -o FB_BoundTableRape_A2_S4 BoundTableRapeA2_s4.hkx AOtable
+ -o FB_BoundTableRape_A2_S5 BoundTableRapeA2_s5.hkx AOtable

 

As you can see use the name inside the ESP's and that is AOTable. When the game play the animation search inside the ESP's the object with that name and show it.

 

---------------------

SOLUTION:

Rename all the AnimObject inside the ESP's and change the name inside FNIS_xxx.txt and regenerate the behaviors with FnisForModders. I think this work must be made by the creators of the Animation Packs.

 

EDIT: Look my next post.

Posted
29 minutes ago, GenioMaestro said:

SOLUTION:

Rename all the AnimObject inside the ESP's and change the name inside FNIS_xxx.txt and regenerate the behaviors with FnisForModders. I think this work must be made by the creators of the Animation Packs.

Very good explanation and solution ?

Posted

I take a more detailed look and seem that the animators are using the same name for the AnimObject because a lot times the object are exactly the same, a file compare of the nif's say that are equal. In that cases, the load order is indiferent.

 

But others times, the object have the same name and look the same in NifSkope but the files are diferent, probably by diferent properties inside the nif. In this case we can have problems with the textures or the colors.

 

Only in some cases the object are totally diferents, in the case of AOTable are diferent tables of diferent size. In this situation we can have weird results.

 

But i'm not animator. I can manage CK and search for the problem but i'm not totally sure about if rename the AnimObject can cause others problems in the animations. Another user whit more experience in animations and nif structure must look this problem whit more detail.

 

Seems that only some AnimObject must be renamed and is not necesary rename ALL the objects.

Posted
5 hours ago, GenioMaestro said:

 

But i'm not animator. I can manage CK and search for the problem but i'm not totally sure about if rename the AnimObject can cause others problems in the animations. Another user whit more experience in animations and nif structure must look this problem whit more detail.

 

doesn't matter

but it's because of that iron armor armor addon is called ironarmorAA

 

dragonborn replace idle childsomething by a new one

heartfire replace idle childsomething by a new one

with heartfire after dragonborn, you get the wrong idle in dragonborn quest that use it

 

there was a patch after skyrim release, to boost performance, because a tool had an huge impact, because bethesda didn't optimise their .exe, and with that available, they had to do something about it

in his readme, he said there was a lot of stuff left to optimize, that's one of them

 

it's faster to look for xxyyyyyy, than npc general tulius maximus beridius optimus, or scene lydia following dragonborn, or whatever is most of the time longer than 8 characters (and recordid are unique, unlike editorid, another purpose of those recordid)

 

Posted

This is one of the reason I always make unique id's for pretty much everything I add in mods. But to fix it you would have to run fnis for modders after editing the animObject names, then change all the names in the esp to match.

 

Just to be clear, to fix it properly:

 

1 edit the names of the animObject files

2 edit the names in the slal source files and delete the FNIS list and behaviour file (to make sure it updates)

3 Run the SLAL python thing

4 Run fnis for modders

5 edit the names of the animObjects in the esp

6 done

 

7 you could also try my animations, plenty of furniture including zap ones ^_^

Posted
On 8/21/2019 at 3:16 AM, RohZima said:

This is one of the reason I always make unique id's for pretty much everything I add in mods. But to fix it you would have to run fnis for modders after editing the animObject names, then change all the names in the esp to match.

 

Just to be clear, to fix it properly:

 

1 edit the names of the animObject files

2 edit the names in the slal source files and delete the FNIS list and behaviour file (to make sure it updates)

3 Run the SLAL python thing

4 Run fnis for modders

5 edit the names of the animObjects in the esp

6 done

 

7 you could also try my animations, plenty of furniture including zap ones ^_^

 

Thank you very much. 
I will try this when I have some energy left. I had little success yet with using tools that are for modders. CK wont compile, python wont run properly. I will see :)

7: I am already using your animations :) they are in fact great. thank you :)

 

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