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Posted

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.

Posted

@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.

Posted

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.

 

Posted
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.

Posted
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

 

 

Posted
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.

Posted
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.)

Posted
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

Posted

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. 

Posted
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.

Posted

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.

Posted
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.

Posted
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.

Posted
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.

Posted
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?

?

 

Posted
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.

Posted

@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.

Posted
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?

Posted
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.

Posted

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.

 

Posted

@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.

Posted
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.

Posted

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. 

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