Guest Donkey Posted November 12, 2011 Posted November 12, 2011 I have fixed all and repacked the anims for sexout. This is just npc part. allot of anims still had clamp instead loop. This should fix some of the animation from stopping and then standing up during sex scenes. Just extract in your newvegas\data folder. make backup first. I am off installing skyrim now.
prideslayer Posted November 13, 2011 Posted November 13, 2011 Donkey thanks a ton for those files.. now I have a question though and possibly another stupid tedious request.. Is the actor orientation stored in the .kf as well? It seems like it might/must be. I imagine it should always be 0 or something, but that doesn't seem to be the case. Some of the anims are turning the actors on their own, without me telling them to in the scripts. Obviously this is causing problems when I'm trying to use two anims together where one is 'turned' and one is not -- I'm doing all the orientation stuff myself in the code and don't need/want the anims doing it. An example is the a pair od doggy-style anims: sex\Vaginal\32.kf (male) and sex\Vaginal\50.kf (female). Both of them turn the actors to the right, by different amounts! Now these anims probably don't belong together, but my goal is to be able to 'pair up' any anims I like, within reason, for the participating actors. Without having to make all kinds of oddball adjustments for each individual set in the scripts. So.. is that orientation stored in the .kf, and if so, how much work is it to just 'zero them all out' so the actor orientation remains unchanged when the anim starts?
prideslayer Posted November 13, 2011 Posted November 13, 2011 EDIT: I think I answered my own question. The .kf's are fine I believe. I wasn't setting the NPCs restrained and I think they were getting pushed around by the collision detection. Maybe. No alignment issues with the player any more, but NPCs still sometimes 'slide' out of position after being placed. Oh, I realize the above change will completely ruin those anims in the existing sexout. That's fine. I've come to accept that I'm going to have to make a new datapack as well, and store all the anims in new directories to avoid conflicts. This is just for the sake of my sanity. It's a "huge" issue to try and hunt through all these different directories with weirdly named files. Sometimes they are just numbers that don't match up with the anim number. Other times they have crazy names giving no indication of what they do. Some in there are some kind of 'strike a pose' vogue stuff, one has the actor flying off into the distance like superman or something.. it's weird haha. So I'm going to reorganize them all into a SexoutNG folder, broken up by giver/receiver, and then by position and stance, or something to that effect, so nobody else has to go through this nonsense again.
monolith Posted November 15, 2011 Posted November 15, 2011 ... So I'm going to reorganize them all into a SexoutNG folder' date=' broken up by giver/receiver, and then by position and stance, or something to that effect, so nobody else has to go through this nonsense again. [/quote'] For that alone you deserve a million and fifty internetz man. A look at my oblivion animation folder is enough to strike terror in my heart. At least with NV there aren't as many anims yet. I just hope that future anim updates will adhere to your sorting convention. It would make updates, changes and bugfixes soo much easier. But i guess thats a drawback that a modcommunity with multiple contributors has to live with.
prideslayer Posted November 15, 2011 Posted November 15, 2011 ... So I'm going to reorganize them all into a SexoutNG folder' date=' broken up by giver/receiver, and then by position and stance, or something to that effect, so nobody else has to go through this nonsense again. [/quote'] For that alone you deserve a million and fifty internetz man. A look at my oblivion animation folder is enough to strike terror in my heart. At least with NV there aren't as many anims yet. I just hope that future anim updates will adhere to your sorting convention. It would make updates, changes and bugfixes soo much easier. But i guess thats a drawback that a modcommunity with multiple contributors has to live with. Yeah. I think few, if any of these, were actually created for Sexout. They were copied from a bunch of different places, and their structures left alone. My pre-alpha download has no organization really right now, but it will. At least all the .kf's are in the same directory, and their name matches the anim # that uses them.
Halstrom Posted November 16, 2011 Posted November 16, 2011 Just a thought, but I'm thinking it's near impossible to have a hands cuffed/tied behind back blowjob animation, and ideally a walk & run animation to match?
hinugundam Posted November 16, 2011 Posted November 16, 2011 Just a thought' date=' but I'm thinking it's near impossible to have a hands cuffed/tied behind back blowjob animation, and ideally a walk & run animation to match? [/quote'] Well someone need to make them and animators for sexout are either busy or playing skyrim(which also qualifies as busy I think)
Halstrom Posted November 16, 2011 Posted November 16, 2011 Well someone need to make them and animators for sexout are either busy or playing skyrim(which also qualifies as busy I think) Yeah just adding it to the wishlist, not easy I understand for the walk & run bit
prideslayer Posted November 16, 2011 Posted November 16, 2011 Well someone need to make them and animators for sexout are either busy or playing skyrim(which also qualifies as busy I think) Yeah just adding it to the wishlist' date=' not easy I understand for the walk & run bit [/quote'] Adding the anims for this wouldn't be too difficult, but tying the effect in is a little more involved then your average anim. The first person anim wouldn't change. The 3rd person anim would just need the arms moved. If someone could quickly come up with the .kf files needed, I could get them plugged into the new sexout no problem. The 'issue' would be that basically they would only work (walk and run that is, BJ is easy) when the actor is tagged as 'bound'. I'll have to add at least two new tokens to support this (for hands in front and hands behind). The calling script/mod would have to disable using any weapon including fists and disable the pipboy too, just to make it 'authentic'.
Halstrom Posted November 16, 2011 Posted November 16, 2011 Well someone need to make them and animators for sexout are either busy or playing skyrim(which also qualifies as busy I think) Yeah just adding it to the wishlist' date=' not easy I understand for the walk & run bit [/quote'] Adding the anims for this wouldn't be too difficult, but tying the effect in is a little more involved then your average anim. The first person anim wouldn't change. The 3rd person anim would just need the arms moved. If someone could quickly come up with the .kf files needed, I could get them plugged into the new sexout no problem. The 'issue' would be that basically they would only work (walk and run that is, BJ is easy) when the actor is tagged as 'bound'. I'll have to add at least two new tokens to support this (for hands in front and hands behind). The calling script/mod would have to disable using any weapon including fists and disable the pipboy too, just to make it 'authentic'. Sounds exactly like what I'd expec, it would be a good thing to allow for later once everything else is up & running, same with the crawl animation someone mentioned, I'm not sure there's enough demand for the work required for a "catapiller" animation for legs & hands bound Ow when all you bored aniimators have time inbetween doing all that a "hand milking" animation for each of the creatures so we could do a plugin later that requires the player to use a collecting device to get sperm samples from various sources
prideslayer Posted November 22, 2011 Posted November 22, 2011 Still finding several that don't work right donkey, not sure what the issue is. The only common thing I can find between them is that in the GECK idle editor, I can't select the "loop forever" checkbox; it's greyed out on the broken ones. I don't have the courage (yet) to go into blender/nifskope/etc to try and figure out what's going on. What I can do is brute force the anim by calling pick idle in the animator every xx milliseconds, just have to figure out the right value. Original sexout does this as well which is probably why so many appear to work. An example of a "broken" one is anim 59, which is Dog\Doggy1F.kf and Dog\Doggy1M.kf -- doggy style, not doggy woof. 605 in the new sexout. I don't want to ask you to fix all of these again or try to, but if you could tell me what causes this, I can take a stab at it myself and see what happens.
Guest Donkey Posted November 22, 2011 Posted November 22, 2011 Those are johnheads animations. If he is been using update all tangents spaces in niftools that would grey them out within geck because they are already looping. Those other once that is not greyout need to be set loop forever in geck. 59 to 77 should all be greyout.
prideslayer Posted November 22, 2011 Posted November 22, 2011 Those are johnheads animations. If he is been using update all tangents spaces in niftools that would grey them out within geck because they are already looping. Those other once that is not greyout need to be set loop forever in geck. 59 to 77 should all be greyout. ahhh ok, thanks! I'll doublecheck all of them in the geck then.
prideslayer Posted November 24, 2011 Posted November 24, 2011 Those are johnheads animations. If he is been using update all tangents spaces in niftools that would grey them out within geck because they are already looping. Those other once that is not greyout need to be set loop forever in geck. 59 to 77 should all be greyout. ahhh ok' date=' thanks! I'll doublecheck all of them in the geck then. [/quote'] Just an FYI, I thought I updated already, but they aren't looping properly. I need to try to "undo" this on one of the animations to try to fix it. Is that just a 'check box' I can undo in nifskope/niftools? I'll look around and see if I can find it. Busy trying to pull your dog and cazadore anims in now!
prideslayer Posted November 24, 2011 Posted November 24, 2011 Donkey, I believe I have all your anims in the new download (0.0.13 + datapack). There are a few issues though. 1. The four new doggystyle anims (631 - 634) all look the same except the last one, which seems a bit faster. I used your "full pack" download. 2. The female in the cazador anim (1601) is all twisted and not working right. Maybe I did something wrong. I added a friendly Cazadore rapist for testing, ID ..035bb4 (console: player.placeatme ..035bb4) where '..' is the sexout mod load order value. 3. The new dog anim (1002) doesn't have a penis. This is probably my fault. I think the dog anims are using a penis prop that I forgot to assign to 1002. 4. The new dog anim is also WAY out of position. When you start it, or preview, he runs forward a long ways. I had to use an offset of about 110 to get him back into position. If/when you have a minute to look at these issues, if there's an easy fix just let me know and/or post the new .kf files. If you need changes in the ESM, since the anims are all assigned, just send me a fresh ESP that modifies whatever values are wrong and i'll merge it in.
Guest Donkey Posted November 25, 2011 Posted November 25, 2011 The four doggy style is only the faces between stages. It makes animation faster then previous one, just like oblivion lovers with pk E key. The female for the Cazador animation is using a bnb skeleton. from thaumx BNB Project. For the bouncing breast effects. SO if you don't have that skeleton i am not sure if it will work right. The 4th one is something directly ported from oblivion to fallout. So it is the same for oblivion, it just the way the creator created it. Not sure why he would make the distance so far away. But i think the dogs animations all do this. Especially the news once who where later released. The major problem with dog animation is they used the command bake constraints, and that makes changing this a real pain, because i will have to recreate every scene one by changing distance again. Some animations have over 150 frames. you will have to do this for both deffence and offence. Right now i am still playing Skyrim. So have not done anything related to any animation yet for either fallout 3 or new vegas.
prideslayer Posted November 25, 2011 Posted November 25, 2011 The four doggy style is only the faces between stages. It makes animation faster then previous one' date=' just like oblivion lovers with pk E key. [/quote'] Gotcha. Have never played oblivion, so I'll take your word for it. Will see what I can do about stages. The female for the Cazador animation is using a bnb skeleton. from thaumx BNB Project. For the bouncing breast effects. SO if you don't have that skeleton i am not sure if it will work right. I have the skeleton and have for a while now, as it's required by Tryouts. I think you might have just included the wrong .kf in the zip file; it works fine, the pose is just wrong. The 4th one is something directly ported from oblivion to fallout. So it is the same for oblivion, it just the way the creator created it. Not sure why he would make the distance so far away. But i think the dogs animations all do this. Especially the news once who where later released. The major problem with dog animation is they used the command bake constraints, and that makes changing this a real pain, because i will have to recreate every scene one by changing distance again. Some animations have over 150 frames. you will have to do this for both deffence and offence. The previous dog animation (25 in old sexout, 1001 in ng) only has an offset of 6, the current one is much different. I understand the difficulty in fixing it if they've baked. Maybe someone else has an easier way. It will probably be easier to tweak the close ones animation to match the new female anim than to fix the new dog one. Creatures\Dog\IdleAnims\SpecialIdle_DogErect2.kf is the 'close' one. Right now i am still playing Skyrim. So have not done anything related to any animation yet for either fallout 3 or new vegas. No problem, and no hurry. I've spent time here and there trying to get that looping thing figured out, still no luck. None of those "auto looping" animations actually work right. Can explain in detail if/when you actually have time to look at it. Until then, I'll just keep trying to figure out how to get them back to a state where I can use that setting in the geck -- that is what must happen for them to work right.
Guest Donkey Posted November 25, 2011 Posted November 25, 2011 Can you select loop in geck for Cazador and dogs ?? or are they greyed out too ??
prideslayer Posted November 25, 2011 Posted November 25, 2011 Can you select loop in geck for Cazador and dogs ?? or are they greyed out too ?? Cannot select it for cazdor or either of the dog anims. In fact it seems I can't select it for any creatures. It's hit or miss with the human anims. Some I can, some not, and I haven't found a difference between them as to why.
prideslayer Posted November 25, 2011 Posted November 25, 2011 As an example, yes: sex\Vaginal\20.kf no: XXXAnims\SpecialIdle_x01m.kf Those are both human doggy style animations, male side. I can't select it on any of the ones you uploaded (the 4 stage doggy) either.
JohnHead444 Posted November 26, 2011 Author Posted November 26, 2011 Those are johnheads animations. If he is been using update all tangents spaces in niftools that would grey them out within geck because they are already looping. Those other once that is not greyout need to be set loop forever in geck. 59 to 77 should all be greyout. ahhh ok' date=' thanks! I'll doublecheck all of them in the geck then. [/quote'] Just an FYI, I thought I updated already, but they aren't looping properly. I need to try to "undo" this on one of the animations to try to fix it. Is that just a 'check box' I can undo in nifskope/niftools? I'll look around and see if I can find it. Busy trying to pull your dog and cazadore anims in now! I'm going to try re exporting some of the animations and not update tangnet spaces and see if this fixes the issue. I don't want the anims to be screwing things up. Also I don't want you to have to fix them either if it was my mess up. So if that would work it wouldn't take to long to export them all if it fixes the looping with in the geck. The other anims that I noticed the same issue could be loaded back into the geck and fixed as well pretty easily. If that works that is. So some time tomorrow I'll give it a shot and put the animation in the geck and see what happens. Any hoo I'll post back and hope for the best. Unless I'm just completely stupid and don't no what hell I'm talking about. Which is most likely the case.
prideslayer Posted November 26, 2011 Posted November 26, 2011 Those are johnheads animations. If he is been using update all tangents spaces in niftools that would grey them out within geck because they are already looping. Those other once that is not greyout need to be set loop forever in geck. 59 to 77 should all be greyout. ahhh ok' date=' thanks! I'll doublecheck all of them in the geck then. [/quote'] Just an FYI, I thought I updated already, but they aren't looping properly. I need to try to "undo" this on one of the animations to try to fix it. Is that just a 'check box' I can undo in nifskope/niftools? I'll look around and see if I can find it. Busy trying to pull your dog and cazadore anims in now! I'm going to try re exporting some of the animations and not update tangnet spaces and see if this fixes the issue. I don't want the anims to be screwing things up. Also I don't want you to have to fix them either if it was my mess up. So if that would work it wouldn't take to long to export them all if it fixes the looping with in the geck. The other anims that I noticed the same issue could be loaded back into the geck and fixed as well pretty easily. If that works that is. So some time tomorrow I'll give it a shot and put the animation in the geck and see what happens. Any hoo I'll post back and hope for the best. Unless I'm just completely stupid and don't no what hell I'm talking about. Which is most likely the case. Thanks! I hardly know what I'm talking about either, I just know the hoops I have to jump through in the script to get things to work right. I don't think it is only yours, it's donkey's as well (though he followed your instructions?), and perhaps some of the others? If that does it let me know so I can rip through all the others. I don't want to ask anyone to do that in the new datapack, it has tons as I'm not reusing them (yet), so it has all of the .kf from the original sexout duplicated in a new directory, and then some. We're talking around 400 KF files that need checked, not counting the 10 or 12 for creatures.
JohnHead444 Posted November 26, 2011 Author Posted November 26, 2011 Ok I've got it. With in the .kf file there is a NITextKeyExtraData at the end in the block list. In the .kf files that work there are 4 text keys. In the ones that don't work there are 2 text keys. The 2 text keys are start and end. In the .kfs that work there is start then startloop and endloop then end in that order. All I did was add 2 more text keys to the num text key unit and right clicked on the to green arrows next to key . Then chose array update. Then changed the third text key to endloop and put what ever the time float was Example 5.0000. Then changed the last text key to end and just put the same time float in for that one. Then I went to the seconded text key and changed it to startloop and put the time float to 0.0000 and left the 1st text key alone. Then the geck will let you tag loop like normal. I haven't checked the animation yet but will in a little bit to make sure it still works. I also didn't update tangnent space yet. But will test out the anims first and then try updating to see if it mess it up. OK hope this all works and does away with the extra scripting.
prideslayer Posted November 26, 2011 Posted November 26, 2011 Ok I've got it. With in the .kf file there is a NITextKeyExtraData at the end in the block list. In the .kf files that work there are 4 text keys. In the ones that don't work there are 2 text keys. The 2 text keys are start and end. In the .kfs that work there is start then startloop and endloop then end in that order. All I did was add 2 more text keys to the num text key unit and right clicked on the to green arrows next to key . Then chose array update. Then changed the third text key to endloop and put what ever the time float was Example 5.0000. Then changed the last text key to end and just put the same time float in for that one. Then I went to the seconded text key and changed it to startloop and put the time float to 0.0000 and left the 1st text key alone. Then the geck will let you tag loop like normal. I haven't checked the animation yet but will in a little bit to make sure it still works. I also didn't update tangnent space yet. But will test out the anims first and then try updating to see if it mess it up. OK hope this all works and does away with the extra scripting. A similar conclusion was reached in the SexoutNG sticky, and Chekist posted some fixed animations with a demo ESP. I can confirm that it does allow those anims to be ticked off in the geck. Sexout is gonna look a whole lot better once we get all these fixed! So this can all be done in nifskope? If I just rip through all the anims adding the extra strings, and putting them in the right order, that's all I need to do? Going to give it a try now.
JohnHead444 Posted November 26, 2011 Author Posted November 26, 2011 Yup just checked the one that I changed and it seems to be working just fine. I didn't think it would be that easy. So lets just pretend its really hard and make people think it was a lot of work to fix them. I'll go ahead and start adding all the extra keys to the johnhead ones and see how it turns out. But all in all this seems to work. So far that is....
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