kziitd Posted January 9, 2020 Posted January 9, 2020 19 hours ago, SirNibbles said: To add on "Aequus" comment: Adding Objects/furniture requires basically 2 things. Please note before doing this, this will add a object/furniture on the x=0 y=0 z=0 position. But these steps I'll describe are mandatory anyways. These objects will be static but before diving any further into objects you will need to know this anyways. Loading a nif into 3ds max or Blender or whatever is only for reference material to build your animation around it or just as a position check. 1 is to add a file with an unique name within Creation Kit, you don't really need a lot of information about the Creation Kit to do this though. Step 1: Open Creation Kit Step 2: Click on "Data" and click "Skyrim.esm" and afterwards on "OK" to load it in, this may take a little while since the creation kit loads in everything from base skyrim (Cancel everything it asks for while loading..Yes to all warnings or something like that, this is a bug from Creation Kit....Thanks mr. Howard) Step 3: From the Object Window go to: - Miscellaneous - AnimObject - AnimObjects Step 4: Click any Object from within this folder and duplicate it Step 5: Edit the object, rename it to an unique name and remember or note this name somewhere, and change the model location...either pick an existing base model or a custom model. (Base models can be found within the "meshes.bsa" from within the "Data" folder of Skyrim. You can extract these with fallout mod manager for example). After editing your duplicate make sure to NOT create a new form but edit it. Step 6: Click on file in the upper left corner and save it, this will create an esp with your edits, rename it to whatever unique name you want to use SLALPsyche for example. Step 7: As per usual, activate the esp before starting the game with whatever mod manager you're using and go to the next step for SLAL 2 is to add a line within the source file from SLAL like this for example: Reveal hidden contents Animation( id="Pillory", name="Pillory", tags="Penis,Pussy,Vaginal,AnimObject,Furniture,Doggy,Doggystyle,Aggressive,Dirty,Pillory,Behind", sound=Squishing, actor1=Female(add_cum=Vaginal,object="Pillory01"), actor2=Male(strap_on=True), ) I made an unique file within Creation Kit with the name "Pillory01" (This is the unique name I named within Creation Kit) and now it just had to be added to the source file for SLAL to include it in the animation. After doing these steps you will have a furniture/object into your scene. Before wanting to go further to animated objects, please experiment with this first. CK is always a mess and slow loading for me. Is it possible, in theory, to use tes5edit to edit the copied examples to change into the necessary data structure of new animation and animated objects Of course, this does not include the specific position of the animated object or whether it follows the skeleton.
monkeypox Posted January 9, 2020 Posted January 9, 2020 damn, good job. Looking forward to SE version.
SirNibbles Posted January 9, 2020 Posted January 9, 2020 2 hours ago, kziitd said: CK is always a mess and slow loading for me. Is it possible, in theory, to use tes5edit to edit the copied examples to change into the necessary data structure of new animation and animated objects Of course, this does not include the specific position of the animated object or whether it follows the skeleton. Not really sure since I haven't used tes5edit a lot. But it would mean editing an existing .esp anyways for as far as I know. Creating one from scratch would still be the better option.
kziitd Posted January 9, 2020 Posted January 9, 2020 1 hour ago, SirNibbles said: Not really sure since I haven't used tes5edit a lot. But it would mean editing an existing .esp anyways for as far as I know. Creating one from scratch would still be the better option. Okay, I'll try There has been no "official" animated object tutorial. In the past, the CEO's tutorial on Tumblr, the author of 0sex, also said "to launch animated object tutorial later". There are also some animation tutorials I have seen that are very good, but all stop abruptly in the animated object part and say they will come soon, ha ha.
kziitd Posted January 9, 2020 Posted January 9, 2020 1 hour ago, SirNibbles said: Not really sure since I haven't used tes5edit a lot. But it would mean editing an existing .esp anyways for as far as I know. Creating one from scratch would still be the better option. After all, people who are interested in animation objects have crossed the threshold of posing, animating, exporting and writing slal, Here's a gesture, a man holding up his hand, dragging an apple in his hand It doesn't take five minutes to pose a character or put an apple in the scene~ If it's an animation, let the apple follow the skeleton? Then? Export the apple as you export the female or male parts? Or export apple to a NIF? Or both? Then use nifskope to copy the NIF structure of other animation objects to it? Look at the JSON of a successful slal that contains animated objects to understand how to make it appear with animation. Could it be that simple? But I always thought it wasn't If there is a tutorial to put the above 12345... It's good to say it simply and clearly.
SirNibbles Posted January 9, 2020 Posted January 9, 2020 3 hours ago, kziitd said: After all, people who are interested in animation objects have crossed the threshold of posing, animating, exporting and writing slal, Here's a gesture, a man holding up his hand, dragging an apple in his hand It doesn't take five minutes to pose a character or put an apple in the scene~ If it's an animation, let the apple follow the skeleton? Then? Export the apple as you export the female or male parts? Or export apple to a NIF? Or both? Then use nifskope to copy the NIF structure of other animation objects to it? Look at the JSON of a successful slal that contains animated objects to understand how to make it appear with animation. Could it be that simple? But I always thought it wasn't If there is a tutorial to put the above 12345... It's good to say it simply and clearly. Reason why I never really finished my guide with the object part is that I'm still uncertain about my methods of adding objects (especially custom animated objects, like my mimic/tentacle animations). Animating an object so it follows a specific bone isn't that hard though. Just use my method of linking an object to a bone/controller within 3ds max (once again, purely as reference material). You don't need to do any exporting for this unless you animate objects by hand, this one is still a puzzle somewhat to me even though I released 2 animations with it already so I'm not gonna explain this until I understand it better myself. And afterwards you would need to do some nif editing. It's very simple, first get NifSkope if you haven't already to open up nifs. Then click the NiNode from your object>>right click>>Node>>Attach Extra Data>>NiStringExtraData (don't confuse this with "NiStringsExtraData")>>Click the NiStringExtraData>>Edit name to "Prn" (right click, edit string index)>>Edit value to the bone you want to attach it to ("NPC L Hand [LHnd]" for example)....this will let your object follow the left hand of the actor who you attached the object to within the SLAL source file. And that's it, it's a simple edit after you know how to do this. 1/2 minutes work if you've done it before. 1
kziitd Posted January 10, 2020 Posted January 10, 2020 6 hours ago, SirNibbles said: Reason why I never really finished my guide with the object part is that I'm still uncertain about my methods of adding objects (especially custom animated objects, like my mimic/tentacle animations). Animating an object so it follows a specific bone isn't that hard though. Just use my method of linking an object to a bone/controller within 3ds max (once again, purely as reference material). You don't need to do any exporting for this unless you animate objects by hand, this one is still a puzzle somewhat to me even though I released 2 animations with it already so I'm not gonna explain this until I understand it better myself. And afterwards you would need to do some nif editing. It's very simple, first get NifSkope if you haven't already to open up nifs. Then click the NiNode from your object>>right click>>Node>>Attach Extra Data>>NiStringExtraData (don't confuse this with "NiStringsExtraData")>>Click the NiStringExtraData>>Edit name to "Prn" (right click, edit string index)>>Edit value to the bone you want to attach it to ("NPC L Hand [LHnd]" for example)....this will let your object follow the left hand of the actor who you attached the object to within the SLAL source file. And that's it, it's a simple edit after you know how to do this. 1/2 minutes work if you've done it before. Thank you for your further guidance In China, when people ask me where I can learn the animation tutorial of skyrim, I always copy your tutorial link to it.
Joe Pineapples Posted January 10, 2020 Posted January 10, 2020 pardon my ignorance but no ESP ? I did see you have to create your own i one of the posts,any tips ?
WandererZero Posted January 10, 2020 Posted January 10, 2020 On 1/8/2020 at 12:35 PM, Player80 said: This is awesome. I need this for SE On 1/8/2020 at 9:27 PM, PsycheHHH said: I don't know how to make it for SE, are there different exporting way between SE and LE? I need guide:) I'm here to let you know two things: 1. @PsycheHHH : no real need to export things differently because... 2. I quick converted this using Cathedral Assets Optimizer in all of about 4 seconds. It's ezpz. Downloaded it, converted it, repacked it into a zip, dumped it into MO2....ran FNIS, boom. Off we go. No need to fret over any big details.
staspidaras Posted January 10, 2020 Posted January 10, 2020 I have a problem with this animation - for some unknown reason, the role of the receiver turns into agressor. I mark my female PC as "receiver" in matchmaker, random male NPC as "agressor" with this animation and when i start event... my PC equiping strapon and begin fist poor male. Was this originally planned, or is something wrong with my skyrim?
Guest Posted January 10, 2020 Posted January 10, 2020 4 minutes ago, staspidaras said: I have a problem with this animation - for some unknown reason, the role of the receiver turns into agressor. I mark my female PC as "receiver" in matchmaker, random male NPC as "agressor" with this animation and when i start event... my PC equiping strapon and begin fist poor male. Was this originally planned, or is something wrong with my skyrim? yeah I mixed up the actor1 and actor2, it my mistake, but I will fix it in version2 and add the new animation and make it for SE. to fix it temporarily, you can press key '=+' to swap the receiver and aggressor, it may work.
Guest Posted January 10, 2020 Posted January 10, 2020 2 hours ago, WandererZero said: I'm here to let you know two things: 1. @PsycheHHH : no real need to export things differently because... 2. I quick converted this using Cathedral Assets Optimizer in all of about 4 seconds. It's ezpz. Downloaded it, converted it, repacked it into a zip, dumped it into MO2....ran FNIS, boom. Off we go. No need to fret over any big details. OK, I will try in next version. thanks
Lillithcometh Posted January 11, 2020 Posted January 11, 2020 amazing! its on par with gsposes in terms of motion and fluidity!! keep it up!! you could be the next gspose or billy animations
Lillithcometh Posted January 12, 2020 Posted January 12, 2020 also please please tell em what hair mod that is, is it smp??
NoJoker Posted January 13, 2020 Posted January 13, 2020 Some brutal Fallout 4 animation perhaps? Like pistol execution and player half dead getting raped.
zhuguannan123 Posted January 15, 2020 Posted January 15, 2020 which enb you are using? those pics looks amazing!
howiefelterpuss Posted January 15, 2020 Posted January 15, 2020 These are a bit much for me...but I have to say you definitely have a lot of talent lol
TarnisMartell Posted January 20, 2020 Posted January 20, 2020 On 1/16/2020 at 12:35 AM, howiefelterpuss said: These are a bit much for me...but I have to say you definitely have a lot of talent lol Same here. good work without a doubt -although I d like to see some less bloody/snuff and fisting. And more of the "usual" rough stuff. 2
thedarkone1234 Posted January 20, 2020 Posted January 20, 2020 Once this mod accumulates enough animations this is going to be probably a must in my load order (though I will probably wait until there are several before I redownload it all. I don't get raped by trolls often enough to see it anyway XD). Keep up the amazing job!
Asgad25 Posted January 20, 2020 Posted January 20, 2020 Wow, very good animations ?. Do you plan in future some oral man/female and female/female animations. That would be great.
qin1860 Posted January 20, 2020 Posted January 20, 2020 I like it very much. You are a genius! Look forward to continuing……
Kalthen Posted January 20, 2020 Posted January 20, 2020 For your question about enb and the drops: Here is the good news… yes you can make them look better. And here is the bad news… you have to change them on every weather, too. In the main enbseries.ini there is a section called [PARTICLE] there you can adjust the intensity and the lighting influence. Try that first. There are other settings in [ENVIRONEMENT] that affect the particle lighting , too. Again, bad news… because if you just change it in the enbseries.ini you wont see the effect change because the weather settings override the enb settings. You can find the weathers in the enbseries folder. If you are running a lot of weathers… you have to do all the changes on each… rain, clear, fog… ect. That's why making an enb preset takes soooo long and most of them have crappy settings, because most of the creators give up midway. I've been working on mine for over a year.
Kalthen Posted January 20, 2020 Posted January 20, 2020 Ohh and don't go bonkers with the particle settings. High values like over 5.0 will tax your system. Also if you have high bloom settings they will flare and be bright as sh***.
Kalthen Posted January 20, 2020 Posted January 20, 2020 Lip color controlled via [SUBSURFACESCATTERING] Epidermal and Subdermal settings. Just google and you will find some values you like... I like a value around 0.8. Good news… it is only in enbseries.ini
Guest Posted January 21, 2020 Posted January 21, 2020 7 hours ago, Kalthen said: For your question about enb and the drops: Here is the good news… yes you can make them look better. And here is the bad news… you have to change them on every weather, too. In the main enbseries.ini there is a section called [PARTICLE] there you can adjust the intensity and the lighting influence. Try that first. There are other settings in [ENVIRONEMENT] that affect the particle lighting , too. Again, bad news… because if you just change it in the enbseries.ini you wont see the effect change because the weather settings override the enb settings. You can find the weathers in the enbseries folder. If you are running a lot of weathers… you have to do all the changes on each… rain, clear, fog… ect. That's why making an enb preset takes soooo long and most of them have crappy settings, because most of the creators give up midway. I've been working on mine for over a year. Thank you but still no luck. I delete all enbseries.ini of all weather to make the origin one not be override but when I open enb menu in game to change [environment] and [particle], it didn't work, ?
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