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Psyche Animation (LE/SE) (2021-12-1)


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Posted
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.

Posted
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.

Posted
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.

:love:

Posted
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.

:love:

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.

Posted
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.

Posted
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.

 

 

Posted

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?

Posted
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.

Posted
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

Posted
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.

Posted

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! :)

Posted

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.

Posted

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***.

Posted

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

Posted
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, ?

Posted

Great animation you have there, and i saw giant animation in your folder, could be this is for the next update? anyway keep up the great work

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