Jump to content

Recommended Posts

Posted

they really screwed up.. the animation is only 10 frames long it is set to 1801 frames.. i will have to fix this or else they will never work right.. not for this mod nor sexus..

 

 

Do you have full list of the numbers are you used in sexoutNG since they will be priority.. it is just simple procedure but this needs fixing..

 

 

Quickfix for that animation since it is set to 60, it needs to be 0.3000

I will se about fixing the other once..

Posted

well the 2 npc rapes I seen were female vs female using a pipe or something OUCH! and all sex poses on my char (wo tfc on in sexout) resulted in me just standing like a zombie so for me it isn't just 1 position..

 

Which mod caused the sex to happen' date=' do you know? Was it rapers, brutal rapers, a tryout.. what?

[/quote']

 

Nevermind / doesn't matter. Yes, one of the toy ones right off the bat is wrong in the kf, with endloop of 59.9999 and end of 60, but runtime of only 0.3. So it will play for 0.3 seconds then sit for 59.6 seconds before looping.

 

If I could get my hands on whoever did this to these, it wouldn't be pretty. I'll let you all know when there's a new anim pack for download again.

 

This is probably my fault ;(

Those startloop/endloop with .9999 and .0001 are set by me.. When I was setting endloops I took End key as the reference, didnt look into header for actual length. Will recheck them all for wrong looping.

Posted

Those aren't your fault.. The creator should have set the anim settings correctly. like start and END loop. These are actually more important then loop. without the start and end there is no way of telling how many frames they used within blender.

Posted

Are you guys saying you're going to fix all these and I don't have to finish this program I'm writing to do it automatically? Not that I'm complaining, but if so, you should probably collaborate so I don't get multiple copies of the same file from you both, with different fixes. :)

Posted

mine doesn not need nifscope fixing. unless it is to set to specialidle and loop

 

start startloop endloop end are now basic defines within my version of blender.. :D it is easier in blender since you can see how many frames there are.. those numbers are different from within nifscope.

Posted

 

Do you have full list of the numbers are you used in sexoutNG since they will be priority.. it is just simple procedure but this needs fixing..

 

In the plugins zip, there is a docs directory with a .CSV inside (open with MS Excel or Openoffice Calc) that has a list of all the animations.

 

The columns are:

old animation number, new animation number, position description,halign used, valign used, original female .kf filename, original male .kf filename, creature .kf file name or comment, prop .nif file name.

 

The last two columns are blank in most of them.

 

So you will see something like this:

1   721   spoon   0   0   sex\Vaginal\46.kf   sex\Vaginal\19.kf

 

That means its old anim ID 1, new anim ID 721, it's a 'spoon' animation, aligned with 0H and 0V offset, etc.

 

The new anim files follow the naming convention. Female anims are all under 'idleanims\SexoutNG\taker' directory, and are suffixed with 'b' (like 721b.kf), males are all in 'idleanims\SexoutNG\giver' and are suffixed with a and or c.

 

 

Posted

Those aren't your fault.. The creator should have set the anim settings correctly. like start and END loop. These are actually more important then loop. without the start and end there is no way of telling how many frames they used within blender.

Yeah' date=' but actually I could have thought that End wasn't set right and could use header data to check, but didnt do it.

 

Are you guys saying you're going to fix all these and I don't have to finish this program I'm writing to do it automatically? Not that I'm complaining, but if so, you should probably collaborate so I don't get multiple copies of the same file from you both, with different fixes. :)

 

I'll check them out, have nothing to do at work, so... xD (If only my boss/collegues knew how I use my worktime)

 

Posted

mine doesn not need nifscope fixing. unless it is to set to specialidle and loop

 

start startloop endloop end are now basic defines within my version of blender.. :D it is easier in blender since you can see how many frames there are.. those numbers are different from within nifscope.

 

Nifskope shows what's actually in the .kf file, which is a floating point value in seconds for the animation length, start, and end (the controller settings, not txt). All .kfs by default are 30FPS @ frequency 1.0.

 

If you set the frequency differently (also in controller) it will play slower or faster. Nifskope (and fallout) don't care how many frames the animation is, but how long it is in clock time (seconds).

 

This is to make sure that the kf plays at the right speed no matter what FPS your game is running at, so a 1s animation is always done in 1s, even if it has to 'slow down' or skip frames to finish in time.

Posted

if you want to do it ok, be my guest. from a quick look most of those animation from sexus all are around 0.3000 so they are very short animations clips..

Posted

mine doesn not need nifscope fixing. unless it is to set to specialidle and loop

 

start startloop endloop end are now basic defines within my version of blender.. :D it is easier in blender since you can see how many frames there are.. those numbers are different from within nifscope.

 

Nifskope shows what's actually in the .kf file' date=' which is a floating point value in seconds for the animation length, start, and end (the controller settings, not txt). All .kfs by default are 30FPS @ frequency 1.0.

 

If you set the frequency differently (also in controller) it will play slower or faster. Nifskope (and fallout) don't care how many frames the animation is, but how long it is in clock time (seconds).

 

This is to make sure that the kf plays at the right speed no matter what FPS your game is running at, so a 1s animation is always done in 1s, even if it has to 'slow down' or skip frames to finish in time.

[/quote']

 

Really ?? thanks i did not know that.. That would be handy if you need different speed from the same animation so you don't really need to recreate from scratch to make the faster again.

 

 

The way i did it with the doggystyle animation is to first create them 60 frames, then i wanted to speed them up lower it to 45 or 30 then 20 then 10 for hyper speed. but if the frequency is all that is needed then that is even easier.

Posted

Those aren't your fault.. The creator should have set the anim settings correctly. like start and END loop. These are actually more important then loop. without the start and end there is no way of telling how many frames they used within blender.

Yeah' date=' but actually I could have thought that End wasn't set right and could use header data to check, but didnt do it.

[/quote']

 

I agree, not your fault, but it's also fallouts fault for being dense about it. There is no need for this start, startloop, end, or endloop. All the information they need is in the controller data. It actually has fields called 'start time' and 'stop time' that are always correct, and unless your anim is 'advanced' (none in vanilla fallout are), those are always exactly the same as what start, startloop, endloop, and end are set to.

 

The gamebryo engine should just be using those values and not screwing around with this stupid text list nonsense.

 

So we're all to blame for not looking closer, but really Bethsoft is to blame for not using the right fields in the kf in the first place. :D

 

 

Are you guys saying you're going to fix all these and I don't have to finish this program I'm writing to do it automatically? Not that I'm complaining' date=' but if so, you should probably collaborate so I don't get multiple copies of the same file from you both, with different fixes. :)

[/quote']

 

I'll check them out, have nothing to do at work, so... xD (If only my boss/collegues knew how I use my worktime)

 

 

Thanks! By all do you mean ALL? Or just the sexus ones.. or just NG ones.. or what?

Posted

it is only sexus mods that has the value so high, the others are correctly.

Posted

mine doesn not need nifscope fixing. unless it is to set to specialidle and loop

 

start startloop endloop end are now basic defines within my version of blender.. :D it is easier in blender since you can see how many frames there are.. those numbers are different from within nifscope.

 

Nifskope shows what's actually in the .kf file' date=' which is a floating point value in seconds for the animation length, start, and end (the controller settings, not txt). All .kfs by default are 30FPS @ frequency 1.0.

 

If you set the frequency differently (also in controller) it will play slower or faster. Nifskope (and fallout) don't care how many frames the animation is, but how long it is in clock time (seconds).

 

This is to make sure that the kf plays at the right speed no matter what FPS your game is running at, so a 1s animation is always done in 1s, even if it has to 'slow down' or skip frames to finish in time.

[/quote']

 

Really ?? thanks i did not know that.. That would be handy if you need different speed from the same animation so you don't really need to recreate from scratch to make the faster again.

 

 

The way i did it with the doggystyle animation is to first create them 60 frames, then i wanted to speed them up lower it to 45 or 30 then 20 then 10 for hyper speed. but if the frequency is all that is needed then that is even easier.

 

Yessir.

 

If you want to run them at different speeds, just copy the .kf, then in nifskope set the 'frequency' value.

 

1.0 = normal speed

2.0 = double speed

0.5 = half speed

 

You can use other values of course, those are just examples.

Posted

I have been doing it the hard way could have saved me allot of times.. :D Any chance you will be making new options for different stages ?? Then this will be handy ... :D

Posted

The reason for that is that the game engine (any game engine) is doing that kind of stuff automatically already.

 

You create the animations @ 30FPS (usually), but the game is rendering at a frame rate that's constantly changing. It might be 150 FPS in a quiet area on a fast machine, and then 10FPS when you run into one of those stupid goodsprings dust storms.

 

So the game has to not care about the FPS and just care about the time the animation is supposed to take, since the FPS is constantly changing. So all it cares about is how long the animation runs for, and then this multiplier to make it play faster or slower.

Posted

I have been doing it the hard way could have saved me allot of times.. :D Any chance you will be making new options for different stages ?? Then this will be handy ... :D

 

I absolutely intend to add support for stages. Once all of these are fixed it's actually really easy. Instead of that "loop forever" thing, stage 1 can loop for say 5 times, then stage 2 can loop for 5 times, and so on. It will automatically start over as well from the first stage since the sex animations are higher priority than the other idle animations.

Posted

hey guys thanks for the help, i have one last thing that i think isnt working right. i cant have sex with deathclaws? or any cazadors? not even with rape fists on. did i do something wrong? i set the rape percentage on every level to 100, its like nothing can rape me but ican rape normal men

Posted

What I mean to say is that there is support for stages already. If you want to create one that is in multiple stages, just name the files appropriately for me.. something like 10001aS1.kf, 1001aS2.kf, etc.

 

Also of course tell me how many times each stage should repeat before going to the next one, and understand that after the last stage, it will go back to the first stage.

 

More advanced staging will have to be done in the mod itself, if you want stage 1 to just play once, and then stage 2 to play 'forever', or something like that.

 

You can also do this in a single .kf without support for staging -- they can be as long as you want them to be now, with the characters changing position and whatever else. Just don't make them TOO long or players might never get to see the whole thing.

Posted

hey guys thanks for the help' date=' i have one last thing that i think isnt working right. i cant have sex with deathclaws? or any cazadors? not even with rape fists on. did i do something wrong?

[/quote']

 

Are you getting a message in the console like "no animation could be picked for ..." when you try?

Posted

What I mean to say is that there is support for stages already. If you want to create one that is in multiple stages' date=' just name the files appropriately for me.. something like 10001aS1.kf, 1001aS2.kf, etc.

 

Also of course tell me how many times each stage should repeat before going to the next one, and understand that after the last stage, it will go back to the first stage.

 

More advanced staging will have to be done in the mod itself, if you want stage 1 to just play once, and then stage 2 to play 'forever', or something like that.

 

You can also do this in a single .kf without support for staging -- they can be as long as you want them to be now, with the characters changing position and whatever else. Just don't make them TOO long or players might never get to see the whole thing.

[/quote']

 

Yeah, thats kinda what I've done with the replacement for 44.kf (Did you get the PM?). Set frequency to 0,5 and 17 sec long anim just to test those multistage possibilities.

Posted

What I mean to say is that there is support for stages already. If you want to create one that is in multiple stages' date=' just name the files appropriately for me.. something like 10001aS1.kf, 1001aS2.kf, etc.

 

Also of course tell me how many times each stage should repeat before going to the next one, and understand that after the last stage, it will go back to the first stage.

 

More advanced staging will have to be done in the mod itself, if you want stage 1 to just play once, and then stage 2 to play 'forever', or something like that.

 

You can also do this in a single .kf without support for staging -- they can be as long as you want them to be now, with the characters changing position and whatever else. Just don't make them TOO long or players might never get to see the whole thing.

[/quote']

 

Yeah, thats kinda what I've done with the replacement for 44.kf (Did you get the PM?). Set frequency to 0,5 and 17 sec long anim just to test those multistage possibilities.

 

I did, haven't downloaded it yet though. I'll check it out soon, promise!

Posted

hey guys thanks for the help' date=' i have one last thing that i think isnt working right. i cant have sex with deathclaws? or any cazadors? not even with rape fists on. did i do something wrong?

[/quote']

 

Are you getting a message in the console like "no animation could be picked for ..." when you try?

 

YES!!! and on coyote it comes up too, infact anything non human :s ive done something stupid i can tell lol

Posted

hey guys thanks for the help' date=' i have one last thing that i think isnt working right. i cant have sex with deathclaws? or any cazadors? not even with rape fists on. did i do something wrong?

[/quote']

 

Are you getting a message in the console like "no animation could be picked for ..." when you try?

 

YES!!! and on coyote it comes up too, infact anything non human :s ive done something stupid i can tell lol

 

It sure sounds like you have haha, but I can't for the life of me guess what it could be..

 

So that means it's probably my fault and I broke something unintentionally.

 

Are you using rapers or brutalrapers?

Posted

hey guys thanks for the help' date=' i have one last thing that i think isnt working right. i cant have sex with deathclaws? or any cazadors? not even with rape fists on. did i do something wrong?

[/quote']

 

Are you getting a message in the console like "no animation could be picked for ..." when you try?

 

YES!!! and on coyote it comes up too, infact anything non human :s ive done something stupid i can tell lol

 

 

 

It sure sounds like you have haha, but I can't for the life of me guess what it could be..

 

So that means it's probably my fault and I broke something unintentionally.

 

Are you using rapers or brutalrapers?

brutalrapers. its not your fault man :D atleast your helping me :)

 

 

*actually i just check my mod list and i have sexoutrapers.est and sexoutraperswip.esp heres my full mod list

 

DeadMoney.esm

ClassicPack.esm

CaravanPack.esm

PipboyRemover.esm

FalloutNV.esm

TribalPack.esm

MercenaryPack.esm

Sexout.esm

Playthings.esm

MikotoBeauty.esm

SexoutProstitutes.esp

SexoutHookups.esp

SexoutRapersWIP.esp

SexoutRapers.esp

YbwCustomClothes.esp

Slave In Pose NV Edition.esp

Bayonatta.esp

FO3 Face Presets.esp

NVLadyoutfit1.esp

AL Black Corsetry and Blanc dress.esp

AsharasHairConversionNV.esp

SKINNY in Vegas Basic.esp

NVWillow.esp

SexoutPregnancy.esp

SexyCorsets.esp

Animated Prostitution.esp

MikotoBeauty.esp

 

Total active plugins: 27

Total plugins: 27

 

Posted

You really should not be trying to use both of those at once, and you certainly shouldn't be using the WIP.

 

Remove 'em both and install the latest non-WIP version of brutal rapers and let me know if the issue persists. :D

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...