Bad Dog Posted February 21, 2021 Author Posted February 21, 2021 That unsheathing werewolf is quite something. I'll have a look. @jdave99 I don't know what's happening, but there is likely to be oddness from equipping the schlongs. E.g. I had to jump through a few hoops because SOS adds slot 52 to armors so if you equip a schlong, it strips the character. I can imagine that equipping might screw up other things. Try equipping nothing, or a non-hoodie schlong and see what happens. The non-hoodie schlong should work. Equipping nothing might not... I'm not sure I disable the schlong owner effect if you swap out the schlong.
Frosferes Posted February 21, 2021 Posted February 21, 2021 @Bad Dog@Blaze69@MadMansGun Not sure if there's really a better place to post this but hey ho. Animal SOS uses the same mechanism as base SOS and the names of all the auxbones files are the same between them, with a specialised folder for each creature ASOS supports. I've messaged olebronkosrak the author to see if he could provide any insight into the auxbones workflow. Admittedly a lot of the stuff he said went over my head since I'm very inexperienced at animation and I suffer from the age old affliction of not having access to 3ds Max. I'll transcribe what he told me: Quote Description in pictures You need convertUi if you want to edit Behaviors To create Skeleton for this you need Autodesk 3ds Max 2011 and HavokPcXsContentTools_X64_2010-2-0_20101115 To create Animations this requires Autodesk 3ds Max 2011 and HavokPcXsContentTools_X64_2010-2-0_20101115 download the skeleton and animations in Havok Preview Tool and view them for problems edit .xml animations and convert them to .hkx using convertUi Correctly name the animations and place them in folders Add to meshes BSBehaviorGraphExtraData BGED KIT_Animal_SOS_v04.7z All this is based on SOS - Schlongs of Skyrim b3lisario However, I did not communicate with him, just looked at the original files and made some conclusions. For example animation SOSBendUp NPC GenitalsBase [GenBase] (Notes frime start -name SOSBendUp -at y) Starting point 0 frame ending 1 frame SOS uses the coordinates of the bones attached to the NPC GenitalsBase [GenBase] maximum (1 frame) and minimum (0 frame) for lifting. Same for lowering SOSBendDown NPC GenitalsBase [GenBase] (start -name SOSBendDown -at y) SOS uses the coordinates of the bones attached to the NPC GenitalsBase [GenBase] maximum (1 frame) and minimum (0 frame) for lowering. SOSErect animation NPC GenitalsBase [GenBase] (Notes start -name SOSErect -at y) SOS uses the coordinates of the bones to position the erection. SOSFlaccid animation NPC GenitalsBase [GenBase] (Notes start -name SOSFlaccid -at y) Starting point 0 frame ending 1 frame SOS uses the coordinates of the bones attached to the NPC GenitalsBase [GenBase] maximum (0 frames) and minimum (1 frame) for retraction. SOSFastErect animation NPC GenitalsBase [GenBase] (Notes start -name SOSFastErect -at y) Starting point 0 frame ending 30 frame SOS uses the coordinates of the bones attached to the NPC GenitalsBase [GenBase] maximum (30 frames) and minimum (0 frames) to animate the rise. SlowErect animation NPC GenitalsBase [GenBase] (Notes start -name SOSSlowErect -at y) Starting point 0 frame ending 798 frame SOS uses the coordinates of the bones attached to the NPC GenitalsBase [GenBase] maximum (798 frames) and minimum (0 frames) to animate the rise. SOSOffset animation NPC GenitalsBase [GenBase] (Notes start -name SOSOffset -at y) SOS uses NPC GenitalsBase [GenBase] to adjust the position of the bone itself. If you use the same animations for different characters, you only adjust the position in space. I did not use it. Just added animation. Also note that it is possible to use the bones after NPC GenitalsBase [GenBase], which were not part of SOS. Here's more SOS - Building new Addons.pdf Any of you able to make something of this? I'd love to try my own hand at it but I guess that won't be happening unless I get ahold of 3ds, or there's some sort of workaround.
Bad Dog Posted February 21, 2021 Author Posted February 21, 2021 Thing is, is an auxbone really anything different or are they just additional bones in the skeleton, which XPMSE has a million of? Then the BGED file provides animations which uses them the way SOS does, or the way tails do. I don't have 3ds max either, but I've successfully created a dummy animation to substitute for a vanilla animation. Doing the same thing for the SOS animations, I believe SOS has 20 going all the way from -9 to +10. Plus maybe 2 for slow erect and slow flaccid. If each of those were changed for an animation that did things to a sheathed schlong, I believe it could "be" an SOS schlong, just with a different BGED file.
Blaze69 Posted February 21, 2021 Posted February 21, 2021 8 minutes ago, Bad Dog said: Thing is, is an auxbone really anything different or are they just additional bones in the skeleton, which XPMSE has a million of? Not completely sure and MadMans may be able to help with it instead, but I don't think it's anything "different" or "special". Tail bones don't have anything weird going on for them, and neither do SOS ones, I think. Quote Then the BGED file provides animations which uses them the way SOS does, or the way tails do. I don't have 3ds max either, but I've successfully created a dummy animation to substitute for a vanilla animation. Doing the same thing for the SOS animations, I believe SOS has 20 going all the way from -9 to +10. Plus maybe 2 for slow erect and slow flaccid. If each of those were changed for an animation that did things to a sheathed schlong, I believe it could "be" an SOS schlong, just with a different BGED file. My whole takeaway here is "behaviors are key". Problem is actually making heads or tails of them and being able to edit them or generate new ones to achieve what we're after.
Jaxon Hellsing Posted February 21, 2021 Posted February 21, 2021 On 2/20/2021 at 9:24 AM, Bad Dog said: LoAd OrDeR ik but I'm having trouble trying to fix the load order. this is what mine is rn 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 254 FE 0 ccbgssse002-exoticarrows.esl 254 FE 1 ccbgssse010-petdwarvenarmoredmudcrab.esl 254 FE 2 ccmtysse001-knightsofthenine.esl 254 FE 3 ccqdrsse001-survivalmode.esl 5 5 cceejsse001-hstead.esm 254 FE 4 ccqdrsse002-firewood.esl 254 FE 5 ccbgssse018-shadowrend.esl 254 FE 6 ccfsvsse001-backpacks.esl 254 FE 7 cceejsse002-tower.esl 254 FE 8 ccedhsse001-norjewel.esl 254 FE 9 ccvsvsse002-pets.esl 254 FE a ccbgssse034-mntuni.esl 254 FE b ccbgssse036-petbwolf.esl 254 FE c ccffbsse001-imperialdragon.esl 254 FE d ccmtysse002-ve.esl 254 FE e ccvsvsse001-winter.esl 254 FE f cceejsse003-hollow.esl 6 6 ccbgssse016-umbra.esm 254 FE 10 ccbgssse058-ba_steel.esl 254 FE 11 ccbgssse063-ba_ebony.esl 254 FE 12 ccbgssse062-ba_dwarvenmail.esl 254 FE 13 ccbgssse060-ba_dragonscale.esl 254 FE 14 ccbgssse057-ba_stalhrim.esl 254 FE 15 ccbgssse013-dawnfang.esl 7 7 Unofficial Skyrim Special Edition Patch.esp 8 8 SexLab.esm 9 9 SexLabAroused.esm 10 a BadDogSchlongCore.esm 11 b Schlongs of Skyrim - Core.esm 12 c devourment.esm 13 d BSAssets.esm 14 e BSHeartland.esm 15 f arnima.esm 16 10 RaceCompatibility.esm 17 11 CellanRace.esm 18 12 BS_DLC_patch.esp 19 13 Falskaar.esm 20 14 SkyUI_SE.esp 21 15 SMIM-SE-Merged-All.esp 22 16 ShakeIt!.esp 23 17 YiffyAgeConsolidated.esp 24 18 iNeed.esp 25 19 iNeed - Extended.esp 26 1a Immersive Weapons.esp 27 1b Devourment Female And Male Patch.esp 28 1c Schlongs of Skyrim.esp 29 1d BadDogSchlongCore.esp 30 1e SexLabDefeat.esp 31 1f UIExtensions.esp 32 20 LykaiosReborn.esp 33 21 LykaiosSchlongs.esp 34 22 YiffyAgeInvisBoots.esp 35 23 SexTalk.esp 36 24 YiffyAgeSchlongs.esp 37 25 BeastKnights.esp 38 26 UFO - Ultimate Follower Overhaul.esp 39 27 Immersive Patrols II.esp 254 FE 16 BikiniRobesStandalone.esp 254 FE 17 3BBB.esp 40 28 DevourmentApproach.esp 41 29 DevourmentInvoluntaryBurps.esp 42 2a DevourmentScanner.esp 43 2b DevourmentINeed.esp 44 2c Devourment Dialogue.esp 45 2d BDDeerRace.esp 46 2e CellanNPC.esp 47 2f LykaiosNPC.esp 48 30 FennecRace.esp 49 31 SOS - Shop.esp Animals and monsters merge patch.esp 50 32 Devourment Burps and Bellies.esp 51 33 BDDeerNPC.esp 52 34 CommunityOverlays3.esp 53 35 AddItemMenuSE.esp 54 36 My Home Is Your Home.esp 55 37 BDDeerFuta.esp 56 38 CBBE.esp 57 39 FNIS_PCEA2.esp 58 3a FNIS.esp 59 3b RaceMenu.esp 60 3c RaceMenuPlugin.esp 61 3d RaceMenuMorphsCBBE.esp 62 3e BDDeerHoodie.esp 63 3f CellanBBSchlong.esp 64 40 RaceCompatibilityUSKPOverride.esp 65 41 SOS - VectorPlexus Muscular Addon.esp 66 42 CellanHoodieSchlong.esp 67 43 CellanSOSSchlong.esp 68 44 dD - Enhanced Blood Main.esp EBT - IC PATCH.esp 69 45 dD-Larger Splatter Size.esp 70 46 CrossTattoos.esp 71 47 BRB_BeastRaceBodypaints.esp 72 48 RaceMenuPluginSAM.esp 73 49 SLAnimLoader.esp 74 4a Alternate Start - Live Another Life.esp Mega merge patch.esp
Frosferes Posted February 21, 2021 Posted February 21, 2021 1 hour ago, Bad Dog said: Thing is, is an auxbone really anything different or are they just additional bones in the skeleton, which XPMSE has a million of? I think (and I do stress THINK) the way that it works is that you have your base skeleton which contains all the bones including the ones that are going to be animated separately. (Bare in mind that the werewolf in the gif I showed earlier isn't using the standard XPMSE skeleton, but a custom one from ASOS containing all the bones used in the new erection animation) skeleton.nif Then you have your main auxbone file (in this case SOSNPC.hkx) which the BGED links to and defines the branch of your skeleton that you want to be animated separately, starting with an arbitrary bone such as GenBase and then going through all of it's children nodes. From there this separate branch is animated via the behavior and animation (erection, flacid etc.) files in the subfolders surrounding the main auxbone file, in the same way the base skeleton is. I believe you absolutely could get an SOS addon working with this method. Functionally, the way that the unsheathing animation works is exactly the same as erection animations in base SOS, just with more bones.
Bad Dog Posted February 21, 2021 Author Posted February 21, 2021 1 hour ago, Humanbonnie898 said: ik but I'm having trouble trying to fix the load order. this is what mine is rn Yeah, okay, go back and read what the OP has to say about load order and do it. (Hint: YiffyAgeConsolidated absolutely has to come AFTER anything that touches bodies. Put it right before LiveAnotherLIfe.)
Jaxon Hellsing Posted February 22, 2021 Posted February 22, 2021 1 hour ago, Bad Dog said: Yeah, okay, go back and read what the OP has to say about load order and do it. (Hint: YiffyAgeConsolidated absolutely has to come AFTER anything that touches bodies. Put it right before LiveAnotherLIfe.) thanks. I still don't understand load orders and everything after years of modding oof
Bad Dog Posted February 22, 2021 Author Posted February 22, 2021 So I did this. Password "baddog": https://vimeo.com/515115514 It's super-stupid, just animating the existing SOS bones with hardly any adjustments to the weights (just cleanly separating the shaft bones from the sheath bones). Still, I think it has promise. The shaft doesn't do much on its own so I think there's actually plenty of bones to play with. I could really just have one for size, angle, and position of the whole thing, and maybe another to make the bulb swell a bit. That would leave the rest to make the sheath behave itself. But really it doesn't do badly now and I haven't even done things like make sure the weights are the same left to right. In fact the mesh is super messy and asymmetric--a cleaner mesh would give a better result right away. I have to be able to animate scale as well as angle and position and I think I may have seen somewhere that that's an issue but I dunno.
MadMansGun Posted February 22, 2021 Posted February 22, 2021 16 hours ago, Bad Dog said: I have to be able to animate scale as well as angle and position and I think I may have seen somewhere that that's an issue but I dunno. yes, scale is a problem.....but i do wonder if this could be the issue: .....guess i could go mess with the tails to find out, but it's 10:30PM right now.
PC881212 Posted February 22, 2021 Posted February 22, 2021 Hey all, just a random question for anybody willing to answer. I have YA10, and was wondering if there was a working patch for M'rissi's tail of troubles. I know there was a patch for YA6, but I doubt that it'll work for the current version.
Frosferes Posted February 22, 2021 Posted February 22, 2021 6 hours ago, Bad Dog said: So I did this. You've done a good job with that so far. I wouldn't fret too much about adding new bones, it's pretty much a forgone conclusion that such animations will need a modified skeleton. Perhaps a ring of 4 to move and open the sheath and a couple more to control the bulb size and position. One thing I want to point out is the way olebronkosrak did the skeleton for his animations, he didn't just add children bones but also changed the positions of GenBase and the other SOS bones. You probably don't want that for yours, especially if you're going to try to get your new bones added to XPMSE.
MadMansGun Posted February 22, 2021 Posted February 22, 2021 13 hours ago, MadMansGun said: yes, scale is a problem.....but i do wonder if this could be the issue: nope, scale still does nothing. it can't be used. 1
Blaze69 Posted February 22, 2021 Posted February 22, 2021 1 hour ago, MadMansGun said: nope, scale still does nothing. it can't be used. Is scaling a hard requirement for the animation to work out, or would the lack of it just mean it would look a bit wonky (e.g. no sheath hole "expansion" when the knot goes through) but would nevertheless still work? I mean, if it works at all (even if it looks wonky) it still can't be worse than item-swapping as we do right now, and not only would it look better but it would perform better since there's no need for Hoodies framework or stage swapping or anything like that, it would all be in the behavior file, just like any other standard SOS addon. Have you tried contacting olebronkosrak? He may be able to help with that.
Husky1o1 Posted February 22, 2021 Posted February 22, 2021 On 2/19/2021 at 10:47 PM, Bad Dog said: Here's how it works: The schlongs have an enchantment to make the swapping work. But since swapping out your schlong for a happier version means you lose the enchantment for a second, rather that do the real work in the schlong enchantment, it just puts a magic effect on the schlong's owner. That stays there from the time the first schlong gets equipped, forever, and catches all the events that might lead to changing the schlong mesh. If you're wearing concealing (normal) clothes, that means it won't get applied until the first time you get nude. Your log says BDSOSSchlongOwnerEffect, which is that magic effect, is having trouble calling RegisterForKey() because there's no form to use to make the call. But the form is the schlong owner effect, which is obviously running. So this should never happen. But it's skyrim, so sometimes it does. Assuming this happens across saves and reloads, that means this script on this character is borked in some way. So my thought is, kill the effect via the console, let it get re-applied the next time you equip a schlong, and maybe it will fix itself. You can do that with player.removespell in the console, using the magic effect's parent spell. Or, more simply, remove all the hoodie schlongs, clean the save, and then install them again. I actually did that on a recent save and it seemed to work just fine. Hi BadDog, sorry to be such a pain in the ass. I highly highly value you time and effort you are putting into answering and explaining, but for the life of me I still don't quite know what to do, You wrote: "Assuming this happens across saves and reloads, that means this script on this character is borked in some way. So my thought is, kill the effect via the console, let it get re-applied the next time you equip a schlong, and maybe it will fix itself. You can do that with player.removespell in the console, using the magic effect's parent spell." First, I understood that the effect sits on each single NPC to handle their schlong. So would I not have to handle every single Nord NPC with that particular schlong and the effect which sits on each one of their schlongs? Second. "let it get re-applied the next time you equip a schlong" - I am not actively equipping any schlong, neither for my PC nor for the NPCs. SOS applies the schlongs to all Nord. I have "cleaned" this particular schlong before, removing it from all schlonged actors. And then they get a new one the next time I see them. But that did not change anything. Third, "player.removespell in the console, using the magic effect's parent spell." I don't know what you mean, are we talking about a magic effect or a spell? What spell? What is the "Parent spell"? How do I find this out and why would removing a spell on the player change the schlongowner effects on the NPCs around me? You see, I am really lost here ... Then you wrote: "remove all the hoodie schlongs, clean the save, and then install them again" Not entirely sure whyt you mean by "Hoodie schlong". Do you mean by this removing all the various schlongs added by 04_YA_SOS_SE.10.3.0.0 manually in the SOS menu, (that's about 12 or so) then saving, then uninstaliing the 04_YA_SOS_SE.10.3.0.0 ESP, load, save, clean save, re-install? ?
Frosferes Posted February 22, 2021 Posted February 22, 2021 46 minutes ago, Blaze69 said: Is scaling a hard requirement for the animation to work out, or would the lack of it just mean it would look a bit wonky (e.g. no sheath hole "expansion" when the knot goes through) It's worth exploring if scaling is an option, but it's not disasterous if it isn't. For the knot, you could simply have a couple of bones tuck in or out as they pass the sheath. If weighted properly this would look just as natural. Having a ring of, say, 4 bones for the hole would allow it to expand/shrink when needed.
Bad Dog Posted February 22, 2021 Author Posted February 22, 2021 @Frosferes @Blaze69 Yeah, and being able to change the size means the shaft can shrink a bit overall and there's less worry about clipping when it's inside the sheath. But there's 6 bones in addition to base and scrotum. Dedicate one to the shaft and the rest could be used to animate the sheath. No particular reason for the shaft to bend. Or dedicate 3 to the shaft--2 to handle the bulb--and 3 to the sheath. And that's without going into adding extra bones. @Husky1o1 1. Yes, you'd have to do it on every NPC if they are all having the same problem, but right now we're trying to figure out what the problem is. If taking the spell and ME effect off one fixes the problem, then we know. 2. Doesn't matter who does the equipping. When SOS equips the schlong the spell + ME gets applied if they are missing. 3. Both ME and spell. Magic effects have to be applied by something, an enchantment, potion, or spell. This ME is applied by a spell on the character that applies to itself. That's how things like racial buffs are handled. There's no console command I've found to remove the ME directly so you have to remove the spell, which removes the ME. 4. Worse than that. De-install all your hoodie schlongs (which might just be the YA schlongs if you're not using any other races). So: Go to small indoor area; save; de-install; load, let the system settle down for a few minutes; save; clean the save; load, make sure all is well (check that the ME is really gone); save; re-install the schlongs; load and (hopefully) go.
Husky1o1 Posted February 22, 2021 Posted February 22, 2021 22 minutes ago, Bad Dog said: There's no console command I've found to remove the ME directly so you have to remove the spell, which removes the ME Alright, now I am getting it ... sorry ... So I'll test on a single NPC where arousal does not work properly (leading to the entries in my log) to remove the spell which sits on him. The big question is now, how do I go about this? I can get the ID of the actor in the console and then use some command on him (simply "removespell", if his ID is selected?), but how do I find out the ID of the spell which I want to remove? And also, wouldn't that only remove the spell from his inventory but not the effect which is already active, since the spell is already cast?
Frosferes Posted February 23, 2021 Posted February 23, 2021 16 minutes ago, Bad Dog said: But there's 6 bones in addition to base and scrotum. Dedicate one to the shaft and the rest could be used to animate the sheath. No particular reason for the shaft to bend. Or dedicate 3 to the shaft--2 to handle the bulb--and 3 to the sheath. And that's without going into adding extra bones. I would advise against repurposing the existing SOS bones to do things they are not intended for. That could have weird unforseen consequences (such as with SOS MCM customisation off the top of my head) and cause possible conflicts with other mods. The safest bet would to leave the existing bones as they are, making sure their fully erect configuration used for sex animations and such matches with other SOS addons and add auxilliary animation bones as needed. This will minimse the risk of mod conflicts, penis misallignment issues etc.
Bad Dog Posted February 23, 2021 Author Posted February 23, 2021 Mmm. Maybe. But it's all my meshes and all my animations (if this works at all). Things like scaling with RaceMenu wouldn't work as expected for those bones, but the sheath + shaft configuration is different enough they wouldn't do much anyway. I'm more worried about being able to ship a new animation set. I have a bad feeling I read that the .hk file that the BGED node points at, which lists the animations, is in some magic format that only the SOS guy figured out.
Bad Dog Posted February 23, 2021 Author Posted February 23, 2021 @Husky1o1 The ID of the spell is xx1F73F0, where xx is the hex load order of BadDogSchlongCore.esp. But it's good to load up MFG Console which allows you to see what's up with the different NPCs, including what magic effects are active on them.
Frosferes Posted February 23, 2021 Posted February 23, 2021 6 hours ago, Bad Dog said: Mmm. Maybe. But it's all my meshes and all my animations (if this works at all). At the end of the day you've got to make them how you see fit. Personally, I would dedicate SOS 1-6 to the shaft and add children bones to GenBase to control the sheath and children to SOS 1/2 to control the bulb. This would have the added benefit of making the shaft more flexible for animating. For example it might extend/compress slightly when emerging/retracting, or it might bend up slightly at high arousal levels, or it could fold away whilst it is inside so it doesn't end up poking out the back if say the sheath rests in a pointing up position when flaccid. It would also satisfy users of floppifyer mods like CBPC. I would recommend loading up Animal SOS so you can see examples of what I'm talking about. Those dinguses are shockingly robust. 6 hours ago, Bad Dog said: I'm more worried about being able to ship a new animation set. I have a bad feeling I read that the .hk file that the BGED node points at, which lists the animations, is in some magic format that only the SOS guy figured out. The kit that olebronkosrak provided contains screenshots of the export process, which should have insight into how the files are formatted. Learning some animation is on my to-do list in terms of projects, but unfortunately the lack of havok tools for Blender is one of the things that cripples it when it comes to Skyrim modding. I'm struggling to find really any useful information when it comes to getting these havok files into and out of Blender in a functional manner. There are external tools around to help in this regard like Skyrim Behavior Editor et al. If not, there's the option of exporting to .kf, having someone else like MadMan import it to Max and export it like shown in the kit. If we're really stuck we can ask olebronkosrak himself since he seems pretty knowledgeable on the subject.
Bad Dog Posted February 23, 2021 Author Posted February 23, 2021 I'd swear the bird wing animations scale some of the feathers on folding. (I don't like it because feathers shouldn't stretch, but I've had to live with it.) I found (again) the unsheathing schlong PaulGreen put together. He added bones to the skeleton on the fly, which seems like a lot of work to get something that could be done with a special skeleton, which is not the end of the world. And that Skyrim Behavior Editor looks interesting, tho there seems not to be a kit.
Frosferes Posted February 23, 2021 Posted February 23, 2021 3 hours ago, Bad Dog said: there seems not to be a kit. Is the ASOS kit not in the quote from olebronkosrak?
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