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Posted

Custom Moans

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Good evening or whatever time it is in your neck of the woods,

 

a while ago I uploaded a voice fix for the female on female xmls added to Leito's animations by the One Patch. The problem with that animation mod and others is that the name of the voice set for sexy moaning is baked into the hkx animation files, which leads to male voices on female NPCs and other oddities if you mix up the gender combinations in the AAF xmls.

While the approach I used to fix that worked it also wasn't very elegant and took way too much time to fix just one gender combination for one animation pack.

 

Now thanks to @Rufgt I found a better solution, which is also documented in the AAF Wiki, but who reads manuals, right? ^^

Instead of editing all these hkx animation files and then the sound descriptor entries in the esp too I simply prepared a universal voice package mod that can be called upon in the AAF  animation xmls and where you can easily replace the voice files if you don't like them.

 

Right now this mod is still unfinished, but fully functional.

I will add support for the different sex animation mods in the following days/weeks. Custom Moans 1.1 covers 2 patched versions of Leito's Animations (Polistiro's patch and The One Patch 1.1.1) and the original Atomic Lust 2.6.1b.

 

Instructions:

 

This mod won't do anything on its own. For it to work you need AAF and at least a few animations of course, and if I didn't do it already then you also have to edit animationdata.xml files.

 

In the case of Atomic Lust (which I already edited so you don't need to do it in this case) that would mean simply replacing the value for an action.

 

one example:

 

<animation id="Atomic Spork" frames="304">
    <actor gender="F">
        <idle form="0204D0BA" id="AtomicSporkF"/>
        <value path="action" value="CustomMoans01 Action" target="0" loop="true" from="1" to="0" frames="8.555"/>
    </actor>
    <actor gender="M">
        <idle form="0204D0BB" id="AtomicSporkM"/>
        <value path="action" value="CustomMoans01 Action" target="1" loop="true" from="1" to="0" frames="8.555"/>
    </actor>
</animation>

 

 There are 3 actions you can call upon in this version, CustomMoans01 Action (female voice set 1 and male voice set 1), CustomMoans02 Action (female voice set 2) and CustomAggMoans Action (female voice set for aggressive animations and BDSM).

The action doesn't just add moaning to an actor, it also adds an arousal bar. The voice set will switch from normal to orgasm if the arousal value exceeds 70. As soon as it reaches 100 the arousal value will reset to 30 to make sure that the character won't use the orgasm voice set exclusively during very long animations, gangbangs or scenarios with more than one animation in a row.
Timings for the arousal increase speed can be adjusted in the Custom Moans_actiondata.xml, the decay rate in the Custom Moans_actorStatData.xml.

 

If you don't like the voices you can easily replace the files, just use either the wav or fuz file format (which adds lip movement) and make sure to not change the number of sound files per folder (10 in each topic folder)

Also keep the naming convention, the file names are basically formIDs with some noise added, and they need to stay the same. So basically replace the files, but keep the same number of files and the same file names.

 

 

Credits:

@dagobaking for AAF and his help setting this up

@Rufgt for giving me the idea

@Leito86, @Rufgt@Gray User and others for the animations and voice files


  • Submitter
  • Submitted
    09/20/2019
  • Category
  • Requires
    AAF, animation mods for AAF

 

Posted

Hello Bazinga

 

Good initiative but I am too bad to modify the xml files of all the packs of animations that I use
I will wait for your mod to grow to have the right configurations!


in any case thank you for this idea continue like this

 

cordially

Posted

Pretty cool! This is definitely the type of thing I had in mind for many of AAF's sub-features (people making sound, narration, name, etc. packs that could be interchanged and/or built upon).

Posted

I like it! I had custom sounds for Sexlab in Skyrim, seems like it was setup in a similar manner. I liked the ability to change them, no shortage of women moaning on the interwebs, so easy to tailor to your liking.  Not sure why AAF doesn't use a similar system, maybe a design choice or limitation, but imho this is a better system than baking them into the animations themselves.  Animators can animate, others can make soundpacks.

 

PS - Not a design choice then ^^^

Posted

Thanks! now i'm really excited to see what i can do with these.
Do you know if its possible to make AAF recognize an NPC and assign to him a specific moan everytime an animation starts with him?

Posted

Cool! Thanks to you for making this.

 

I didn't have good luck doing this in AAF when I was starting to animate, but yes, this is a better way to do it than baking the voices into the anims. Lemme know if there's anything I can do to make this easier on your end.

Posted
2 hours ago, Gray User said:

Cool! Thanks to you for making this.

 

I didn't have good luck doing this in AAF when I was starting to animate, but yes, this is a better way to do it than baking the voices into the anims. Lemme know if there's anything I can do to make this easier on your end.

Nah, thank you, but you already helped me plenty by putting together the NSFW Sound Pack. :)

 

One thing that would be great though is if animators in general would come to a consensus on if they add lip movement to the animations themselves or not. @Leito86 did so, @Rufgt and I think most others didn't. Or rather Rufgt did but with fuz voice files.

It's probably better if the animators wouldn't add it to the animation hkx though, because it can still be added with lip or fuz files and then you can better make it fit the voices. Doesn't apply to opening the mouth for blowjobs of course, that should be in the hkx.

Posted
4 hours ago, Bazinga said:

Nah, thank you, but you already helped me plenty by putting together the NSFW Sound Pack. :)

 

One thing that would be great though is if animators in general would come to a consensus on if they add lip movement to the animations themselves or not. @Leito86 did so, @Rufgt and I think most others didn't. Or rather Rufgt did but with fuz voice files.

It's probably better if the animators wouldn't add it to the animation hkx though, because it can still be added with lip or fuz files and then you can better make it fit the voices. Doesn't apply to opening the mouth for blowjobs of course, that should be in the hkx.

Woah. There's a way to add lip movement with AAF that syncs with the AAF sounds?

Posted

Yes, there is. Stumbled upon it while extracting the voice files from @Rufgt's Atomic Lust. He ... or she ... does a lot of fancy stuff like that btw, and a lot of the credit for this mod here goes to him/her too (even more goes to @dagobaking of course) because Atomic Lust uses the same method to add voices and that's how I found it.

Anyway, these audio files are in fuz format and when you feed them to a tool like LazyAudio the output will be wav plus lip files. These lip files tell the game what lip movements to do each time the wav file is playing. Dunno if it works if I just put the lip files in the same folder as the wav ones and give them the same file name but if that doesn't work you can still reconvert them to fuz format. I didn't add them yet though, will probably do so in the next version.

I don't think that this is limited to AAF btw, should work the same way if you use the Sound Descriptor plus link in animation file method.

Posted
On 9/22/2019 at 4:20 AM, Ulfbearth said:

Thanks! now i'm really excited to see what i can do with these.
Do you know if its possible to make AAF recognize an NPC and assign to him a specific moan everytime an animation starts with him?

Maybe there's a way using the conditions inside the reaction xmls, but so far the only condition there that I know of is isfemale="true" or "false".

... Wait a sec, this might be helpful.

 

So I'd say use something like this in the reactiondata.xml:

<reactionSet id="PiperExclusive">
    <condition formID="....">
        <sayTopic stat="Arousal" range="0-70" groupID="Piper Topic"/>
        <sayTopic stat="Arousal" range="71-" groupID="PiperOrgasm Topic"/>
        <setStat stat="Arousal" range="99-" targetStat="Arousal" setTo="30.0"/>
    </condition>
</reactionSet>

 

...

Or even better, just take a look at Atomic Lust. From the reactiondata xml there:

<reactionSet id="Female Voices">
    <condition name="Cait">
        <sayTopic stat="Happiness" range="0-" groupID="Cait Sounds"/>
    </condition>
    <condition name="Curie">
        <sayTopic stat="Happiness" range="0-" groupID="Curie Sounds"/>
    </condition>
    <condition isPlayer="true">
        <sayTopic stat="Happiness" range="0-" groupID="Player Female Sounds"/>
    </condition>
    <condition name="Piper">
        <sayTopic stat="Happiness" range="0-" groupID="Piper Sounds"/>
    </condition>
    <condition name="Connie Abernathy">
        <sayTopic stat="Happiness" range="0-" groupID="Female Boston Sounds"/>
    </condition>
    <condition name="Lucy Abernathy">
        <sayTopic stat="Happiness" range="0-" groupID="Female Even Toned Sounds"/>
    </condition>
    <condition name="Trashcan Carla">
        <sayTopic stat="Happiness" range="0-" groupID="Female Old Sounds"/>
    </condition>
    <condition name="Trudy">
        <sayTopic stat="Happiness" range="0-" groupID="Female Rough Sounds"/>
    </condition>
</reactionSet>

Posted

Does AAF give priority to the condition in this case? 

Lets say for the same reactionSet we have a groupID with condition for isplayer: True and another groupID with no condition. Will AAF give priority to the player condition if any of the actors is a player or something?

Posted
6 hours ago, Ulfbearth said:

Does AAF give priority to the condition in this case? 

Lets say for the same reactionSet we have a groupID with condition for isplayer: True and another groupID with no condition. Will AAF give priority to the player condition if any of the actors is a player or something?

It will apply the actions in every node that the conditions are true. So, in your example it would try to start the audio for both.

Posted

This is interesting. Up till now I've just been taking all the voice files out of each pack, leaving just the sound effects (slap slap slap, plish plish, etc...) This is dead easy to do with Mod Organizer, but I'd certainly be open to a way to get the full experience and easily customize it.

Posted
2 hours ago, dagobaking said:

It will apply the actions in every node that the conditions are true. So, in your example it would try to start the audio for both.

Is there a way around?I mean, i can do isplayer true for player and isplayer false for everyone else... But what about for named npcs? Theres nothing like isDance false. Id like to give some named npcs exclusivity too. Theres nothing like a priority value or something?

 

My idea, is to use the same reactionset + action, so i can make AAF assign the voice accordingly.

Posted

Do not understand a word of anything discussed here, but there is a certain beauty in being totally and blissfully ignorant. Lovin it all.. Bottom line, for the stupid, can I plug and play Bazinga's files right now?

Posted
29 minutes ago, maddadicusrex said:

Do not understand a word of anything discussed here, but there is a certain beauty in being totally and blissfully ignorant. Lovin it all.. Bottom line, for the stupid, can I plug and play Bazinga's files right now?

Sure, but keep in mind that this is still WIP.

 

So if you have Leito's Animations installed and the One Patch 1.1.1 on top of it then choose that in the installer. If you have Atomic Lust plus the One Patch for it installed otoh then don't choose Atomic Lust, because the xmls won't match the modified ones from the One Patch. I didn't add One Patch support for that mod on purpose because the original mod is more up to date and I don't support screwing up updated animation mods by overwriting them with older patches.

 

The solution is easy though, just remove the One Patch, then deactivate Atomic Lust, then reinstall the One Patch and then activate AL again. This way the patch will ignore that animation pack and won't install modified and outdated xmls for it. Now you can choose AL in my installer too.

As soon as The One Patch gets updated to 2.0 I will add support for its Atomic Lust modifications asap.

Same goes for most animation packs that are still in development. In the meantime I'll add Non-OnePatch versions for those and OnePatch versions for older stuff that's not updated anymore like Farelle.

Posted
17 hours ago, Ulfbearth said:

Is there a way around?I mean, i can do isplayer true for player and isplayer false for everyone else... But what about for named npcs? Theres nothing like isDance false. Id like to give some named npcs exclusivity too. Theres nothing like a priority value or something?

 

My idea, is to use the same reactionset + action, so i can make AAF assign the voice accordingly.

Are we certain that there isn't a way to change voice per actor in the CK instead of with the AAF XML?

 

Then it would make the AAF XML part simpler. @EgoBallistic ideas?

 

Otherwise, I'm not seeing a clear solution on this one.

Posted
24 minutes ago, dagobaking said:

Are we certain that there isn't a way to change voice per actor in the CK instead of with the AAF XML?

 

Then it would make the AAF XML part simpler. @EgoBallistic ideas?

Now that you mention it, there probably is.

Let's just take another look at Atomic Lust:

 

ALExample.jpg

 

So how about setting that condition there to GetIsID Cait = 0 ?

Or whatever NPC you want an exclusive voice set for. You'd have to edit all the other voice sets like that, not the one the NPC itself is using. For that the AAF xml conditions are all you need.

Dunno if it would be a good idea to always filter conditions via the CK, to me using xmls appears to be less resource hungry because the process to add the voice set stops earlier (or rather doesn't even start).

Posted

edit:

Deleted because I just realized that what I wrote here doesn't solve shit. Because how do you call other NPCs?

@dagobaking A sort of 'else' condition in the xmls would be cool.

 

some additional info for everyone else, doesn't relate to the issue though:

The AAF xml files work in a sort of chain, the animation calls an action which includes one or more reactions (to stat changes), and the reaction xmls point to topics. And those topic xmls are the interface where the esp entries for the voice sets and dialogue quests are fed into AAF.

...

So if you want to add voice sets, you have to edit the esp, because every voice set that you add to the topicdata.xml has a voiceTypeFormID, which points to a Voice Type entry in the esp:

voicetypeexample.jpg

 

Then you still need to add folders with the same name as these voice types and with wav or fuz sound files with a name similar to the form IDs inside the dialogue quest that you're also calling in the topicdata.xml (topicFormID=...).

Posted

Yeah but... Named npcs will still have a chance to call for generic voice sets, cus i wanted to put everything in a single action.

 

I didnt want to make a exclusive animation just to have a single voiceset to work just for one npc. I wanted to make it work for all npcs and AAF call for the right voiceset for that npc.

Posted
30 minutes ago, Bazinga said:

edit:

Deleted because I just realized that what I wrote here doesn't solve shit. Because how do you call other NPCs?

@dagobaking A sort of 'else' condition in the xmls would be cool. 

Yeah lmao

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