Halstrom Posted January 11, 2012 Posted January 11, 2012 I'll take a search through the thread and see what I can find.. last I remember' date=' all of those were either just mentioned, or were simply models or what have you, but no animation files. It's possible some of the posts were updated and I missed it.[/quote'] Ahh maybe they were just models
ZaZ Posted January 11, 2012 Posted January 11, 2012 It Works Thanx , Just Positioning and Prop For the dog Remains Thanx
Guest Donkey Posted January 11, 2012 Posted January 11, 2012 How is the coalition detection in fallout compared like oblivion ?? I tried one of my new dp's in-game it works correctly if the ground is flat and solid but if there obstacles or the ground is not solid it will move the animation out of place.. i still need to tweak it some more, but at least the off-set is 0 not like the others when you need to change hoffset etc..
ZaZ Posted January 11, 2012 Posted January 11, 2012 How is the coalition detection in fallout compared like oblivion ?? I tried one of my new dp's in-game it works correctly if the ground is flat and solid but if there obstacles or the ground is not solid it will move the animation out of place.. i still need to tweak it some more' date=' but at least the off-set is 0 not like the others when you need to change hoffset etc.. [/quote'] Im experiencing sinking on uneven ground on most animations I dont know if it can be corrected Though cheers
Guest Donkey Posted January 11, 2012 Posted January 11, 2012 So it's not just me. Thanks. these dp will make for one problem, because they are placed so close together, they could bounce of each other. maybe that is also part of it. tried a new one for DP it seem to align correctly. Does not support BNB yet, but that is low priority.
prideslayer Posted January 11, 2012 Posted January 11, 2012 The collision detection was a major problem for me when working on NG. Misalignment when you aren't on flat ground is also an issue, and one I don't think I can do anything about, short of making everyone float in the air for sex. During the initial positioning, the actors are moved to the exact same location (location of actor . After that they are spun to face the right direction, and then moved by whatever their offset is set to. Once this is done, they are forcibly moved back to their positions every frame. Not doing this makes them slide part as they collide with each other. The main problem is that between the initial positioning and the adjustment, they may still move a little bit due to collisions, before they are locked in place, since the two steps happen in different scripts. I tried to get around this by putting in 'secret' sexout vars used for just a split second to hold the origin position, but even that doesn't always happen fast enough; especially on uneven ground. Since there's no way to pass data between scripts, finding a permanent solution is pretty tough. This is all caused, by the way, by the damn script size limit. Something I hope is addressed in Skyrim.
Guest Donkey Posted January 11, 2012 Posted January 11, 2012 Well that sums it up for what i was experiencing. anyone care to make a tongue mesh ?? so i can complete this forplay 1Guy 2Girls ??
GSBmodders Posted January 12, 2012 Posted January 12, 2012 Well that sums it up for what i was experiencing. anyone care to make a tongue mesh ?? so i can complete this forplay 1Guy 2Girls ?? There is one already made that is a resource, I forget what is was for but i'll see if i can dig up.
iron_jack Posted January 12, 2012 Posted January 12, 2012 For the record, to test your anims without small objects and uneven slopes fucking it up, turn off footIK ("tfik" in console, no quotes).
Guest Donkey Posted January 13, 2012 Posted January 13, 2012 here are 4 new once. please test them in game: http://www.loverslab.com/showthread.php?tid=3935 I can't promise i will keep the offset at 0 for all animations it takes to much time, and lot of times nifscript craps out.
Guest Donkey Posted January 13, 2012 Posted January 13, 2012 no creature in them it will be easier to identified. since i have many files here,
Guest Donkey Posted January 13, 2012 Posted January 13, 2012 what mods currently uses DP ?? i only know the one from chekist but is there anymore ??
prideslayer Posted January 13, 2012 Posted January 13, 2012 what mods currently uses DP ?? i only know the one from chekist but is there anymore ?? I added a DP scene to the opening sequence of SewerSlave. HowAbout has them, and maybe SexoutSex but I don't recall.
prideslayer Posted January 13, 2012 Posted January 13, 2012 Success on all four! I owe you a 6pack of beer for getting this offset business figured out as well. My one small criticism, the 3rd one, which is now 5304, the male hands on the tits are moving around with his torso; is it possible to 'pin' them so they don't move that way, and flex at the elbows instead? Either way, these will all be in the next release. Great work!
Guest Donkey Posted January 13, 2012 Posted January 13, 2012 thanks for reporting i will see what went wrong with the third one and release a fix on my next batch.
Bromm83 Posted January 15, 2012 Posted January 15, 2012 what mods currently uses DP ?? i only know the one from chekist but is there anymore ?? SexoutSex uses 3somes. This includes whatever prideslayer labels as 3somes.
Halstrom Posted January 15, 2012 Posted January 15, 2012 Anyone seen animations for those alien dudes?
Guest Donkey Posted January 16, 2012 Posted January 16, 2012 Anyone seen animations for those alien dudes? What alien dudes ?? Here is a new cazador i am working on.
Halstrom Posted January 17, 2012 Posted January 17, 2012 What alien dudes ?? Those ones in leftover from FO3 Mothership Zeta I assume, they are in the NV assets list. And there seem to be a few mods using them on Nexus, no rush, was just wondering if someone had already done stuff for them for Sexus.
ZaZ Posted January 17, 2012 Posted January 17, 2012 Cazadore Animation Fixed Fixes that curling Issue of the actorb ....... Please test first B4 Adding it to the main data pack This is Donkeys animation all credit goes to him ....... I just fixed a few frames and the text keys that was causing the problem. Cheers
GSBmodders Posted January 17, 2012 Posted January 17, 2012 What alien dudes ?? Those ones in leftover from FO3 Mothership Zeta I assume' date=' they are in the NV assets list. And there seem to be a few mods using them on Nexus, no rush, was just wondering if someone had already done stuff for them for Sexus. [/quote'] toss me the mesh's and textures and i'll give them a penis or six
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