astymma Posted January 22, 2012 Posted January 22, 2012 Will it work just having them in the skeleton? I thought the upperbody mesh only went up to the start of the neck' date=' and you had to use a different thing entirely to control the head? If they can be worked into the anim files themselves that would be pretty awesome. If not, I was thinking it would be enough to get the lipsync files to go along with the moaning; wouldn't that let the engine handle it itself? Just need to find the right 'words' to make the o-face. [/quote'] I know I'm gonna regret this, but can you guys test something for me? First, go get FAFF from FO3Nexus here. Second, install only the Expressions folder that's inside IdleAnims, do NOT install anything else from FAFF, just the expressions folder. Third, put my NV FAFF port esp in your data folder. Fourth, bakcup your skeleton.nif from _male and put the one here in its place. Start NV, while looking at yourself, open console and type "player.playidle fa01". If your face gets stuck, use "player.playidle resetface". I just tested this and got facial anims to play without any problem using the skeleton I just added the FAFF HeadAnims blocks to. All the FAFF anims are supported, but fa01 is a great example of one of the FAFF facial animations.
astymma Posted January 22, 2012 Posted January 22, 2012 Based on my testing, our animators just need to pop open the FAFF animations, find the headAnims section that's a child of NiControllerSequence and copy-paste blocks to existing anims.
Guest Loogie Posted January 22, 2012 Posted January 22, 2012 Is your skeleton also required for the face anims calls to existing anims to work? Looks like this guy hasn't been on Nexus since August of 2011, and there's no way to contact him. He also never setup permissions. I say we include the facial expressions in the datapack, give him credit, and if he complains, we work something out.
astymma Posted January 22, 2012 Posted January 22, 2012 Is your skeleton also required for it to work? Yes, FO facial anims require the head nif support it in the tri, the animation call it in the kf and the skeleton to support it in the nif. Wasn't true in oblivion...sigh. Er just the 3rd person skeleton needs to suuport it obviously, can't see your 1st person facial anims hehe
astymma Posted January 22, 2012 Posted January 22, 2012 Is your skeleton also required for the face anims calls to existing anims to work? Looks like this guy hasn't been on Nexus since August of 2011' date=' and there's no way to contact him. He also never setup permissions. I say we include the facial expressions in the datapack, give him credit, and if he complains, we work something out. [/quote'] In his mod description it says "I'm not bothered about ratings or credit so use this mod however you like, I'll just be glad if someone can find a use for it." so I can add it to my skeleton and publish it on the nexus as the new version once it's tested.
Guest Donkey Posted January 22, 2012 Posted January 22, 2012 i think it will be pretty hard' date=' the tutorials are only for oblivon, the way it worked can't be used for fallout 3 and new vegas. I am not even sure how to work with tri files. but the command to export them from blender, don't recognise the way it was used for oblivion. If there is very small well explained tutrial on how to do it. i have not found it yet. Other once require allot of reading. i tried one, from bethesda but quickly stopped because that did nothing. [/quote'] what about this?Not sure it works but sounds like it should. http://wiki.tesnexus.com/index.php/Facial_expressions_in_custom_animations actually that is the one i used. it did nothing, only wasted a full days work.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 Hi PrideSlayer' date=' Just wondering if you can leave the old SexoutNV Script 00SexoutQuestScript in when cleaning the old stuff out, I'm going to use it to add a message for people using old versions of SexoutNV, you could delete everything else in there except the version number bit if you wanted. Can you update it in your version to a stupidly high date number like 99999999 so we know NG is present? Or any better ideas how to check this? I suspect if the Scripts aren't present the Checking script will lockup providing no message. I'm looking at running a seperat check quest for NG & NV and if they don't return something other than zero to my main quest I will show a message. [/quote'] I'm not planning on deleting that quest or script. I will raise the value in the next release to the current date.
Guest Donkey Posted January 22, 2012 Posted January 22, 2012 Is your skeleton also required for it to work? Yes' date=' FO facial anims require the head nif support it in the tri, the animation call it in the kf and the skeleton to support it in the nif. Wasn't true in oblivion...sigh. Er just the 3rd person skeleton needs to suuport it obviously, can't see your 1st person facial anims hehe [/quote'] anychance you could make a step by step guide that actually work ?? in oblivion i had no problem doing this part, since there is nothing else explicitly to make it work correctly in fallout there is too much step to go through, and i hate working with nifscope. is this possible within blender like oblivion ?? in oblivon there is is way with txt to make it work where you initilize the start and end sequence, somehow the commands don't work for fallout.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 V1.3.46 Plugins in the OP. - Added second supermutant anim (1402) to random anim picker. - Donkeys new FFM 3way animation needs gender checks. - Stuffed an 'actor*.playgroup idle 1' in the conversation callback. - Fixed a bug' date=' actorC's dialog callback was being called on actorA. - Backpack (slot 1) removal - Weapons and Slot1 items can be added to the 'safe for sex' lists by mods. - Fixed the raper/rapee flags for 3ways. This version has two previous versions as .bak files in the zip. I think the next release might be an actual FOMOD so I can ask the user which version they want to install, defaulting to the most recent. May reduce some confusion. [/quote'] Just to clarify, the rapers.esp has 3ways just like in brutal rapers where stalkers can initiate a 3way? No, there are no 3ways in rapers. That bug fix is for the 3way animations; when raper was set to one of them, both of the other two were set to victims. I fixed it so that if A *or* C are the rapist, the other is also a rapist, and B is the victim.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 Got the latest download' date=' you guys are all awesome with how fast you put out updates, and started a new game, getting animation couldn't be picked, SexoutNGSAN: Aborting due to 9.2 as well as 8.1 when fighting geckos and Sexout Rapers combat rape is enabled. Also got 9.2 with feral ghouls as well. [/quote'] Hmmm.... 9.2s should all be solved. Where were the geckos and ghouls you were fighting that resulted in a 9.2? I could have missed some in the formlists. 8.1 means that calling conventions were mixed, which doesn't actually happen. What it usually means is that two sexout mods were fighting over the sexout variables at the same time. Did you see that one just once, or often?
DoctaSax Posted January 22, 2012 Posted January 22, 2012 I give up. Now that I bought all this DLC' date=' how do I stop it from getting preselected every time I open the GECK? Disabling them in FOMM doesn't appear to actually work either, is there a trick I'm missing? [/quote'] If you have .nam files in your data directory, try deleting them. Works for me
muertos69 Posted January 22, 2012 Posted January 22, 2012 Hmmm.... 9.2s should all be solved. Where were the geckos and ghouls you were fighting that resulted in a 9.2? I could have missed some in the formlists. 8.1 means that calling conventions were mixed' date=' which doesn't actually happen. What it usually means is that two sexout mods were fighting over the sexout variables at the same time. Did you see that one just once, or often? [/quote'] Saw 8.1 just once. The 9.2s were geckos in the hills along right hand side of road as going to Primm from Goodsprings for the Geckos. Ghoul was south of Primm just before gas station with all the radscorpions (can't remember name of place). So far had no problems with anyone/anything else.
alpha Posted January 22, 2012 Posted January 22, 2012 I am also getting 9.2 aborts with the same gecko's, ghouls, and also the coyotes in and around goodsprings cave.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 hmmm you know, I may need to check the baseid of the creature as well. I suppose respawning creatures will have different IDs. I'll get a fix in.
alpha Posted January 22, 2012 Posted January 22, 2012 If your still there I think it might be something to do with your rapers plugin because I cant get sex to work with it for humans or anything else ive tried. Even using the rape punch nothing works used to in the .45 but not now. The animations and such still work via tryouts even the dogs in vaults 3 but I cant get anything via rapers. got the newest animation pack datapack and plugins and even tried a new game and just did tmm 1 to add all the mapmarkers to travel around and try different things.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 I haven't touched the rapers plugin for a while now but I'll check it out. Attached a test ESM of .47, with new creature checking for actual ID and BaseID. Let me know if this fixes your creature issues.
alpha Posted January 22, 2012 Posted January 22, 2012 Ok still not working but I no longer get the 9.2, instead I get actora changedto rapist(whatever that happens to be) actorb changedto player actorb changedto then nothing Ill try the brutal rapers plugin and see if it works With brutal rapers It's still not working and I get the 9.2 error again SexoutNGSAN: Aborting due to 9.2 SexoutNGSAN: 9.2 is 00174546 00000000 for a supermutant 0015c7f1 00000000 for a centaur
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 V1.3.47 plugins in OP. - Added base ID checking to random anim picker for creatures. Should reduce 9.2s again. If anyone gets 9.2's anymore, please let me know what the creature was, where you encountered it, and if it was added by a mod.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 Ok still not working but I no longer get the 9.2' date=' instead I get actora changedto rapist(whatever that happens to be) actorb changedto player actorb changedto then nothing Ill try the brutal rapers plugin and see if it works With brutal rapers It's still not working and I get the 9.2 error again SexoutNGSAN: Aborting due to 9.2 SexoutNGSAN: 9.2 is 00174546 00000000 for a supermutant 0015c7f1 00000000 for a centaur [/quote'] Thanks, looking into those IDs.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 Not sure where those IDs are coming from, but the first part of what you posted is normal sexout behavior when it's working. What happened after the actora/actorb messages? Did anything happen at all, as in the creature moving, the player getting undressed, etc? Sounds like maybe something isn't installed right if it got that far and then bailed.
alpha Posted January 22, 2012 Posted January 22, 2012 They run up drug me if human and then nothing. I dont get knocked down undress or anything else then after about 2 seconds they walk away. With combat rape I just get the messages in the console. Tried a new data folder used fomm to install still no joy but used the .42 bak and everything is fine.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 hmmmm ok. In .43 I stopped checking factions and started checking formIDs instead, so something has gone wrong there. Will keep digging, thanks.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 Meh something is definitely broken there. Working on it.
prideslayer Posted January 22, 2012 Author Posted January 22, 2012 V1.3.48 plugins in OP - Back to faction checking for creatures, this time with custom sexout factions. Also, fuck you bethesda, this is such a PITA. Download removed from this post.
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