Guest Loogie Posted February 14, 2012 Posted February 14, 2012 Yeah, you'll have that when you first start learning scripting. It's the hardest part. Eventually it goes from not making any sense at all, to like reading foreign languages on product packaging, then to being able to understand what you're seeing. The final step is figuring out how to actually write scripts from scratch. It's like learning any other language. It's taken me 10 months to get this far and I'm not very good. But that's also with no real previous programming background.
ZaZ Posted February 14, 2012 Posted February 14, 2012 @prideslayer Does the orientation , for actorc change for 3p animations ? I dunno if its a bug or is it set that way ? Cheers
saladboy21 Posted February 14, 2012 Posted February 14, 2012 Yea me either but it is my hope to give back to the forum that is giving me so much cool stuff. Both because of the stuff I am getting for free here and how cool the people are I am interacting with compared to nearly any adult forum I have ever been on, much less adult gaming forum.
astymma Posted February 14, 2012 Posted February 14, 2012 @prideslayer Does the orientation ' date=' for actorc change for 3p animations ? I dunno if its a bug or is it set that way ? Cheers [/quote'] In a threesome, ActorA always faces the opposite of ActorB and ActorC. Imagine A receiving oral while B gives oral and receives doggy from C. That is the typical facing layout. A faces B's front, C faces B's back.
ZaZ Posted February 14, 2012 Posted February 14, 2012 Thanx Interesting , I Have to see If can salvage this by switching A and C Cheers
ZaZ Posted February 14, 2012 Posted February 14, 2012 Nope , Tried it I will have change the orientations manually in blender Sigh Is there a work around or console command ? Cheers and thanx
prideslayer Posted February 14, 2012 Author Posted February 14, 2012 What is happening? All the other animations work fine, it sounds like something was exported wrong... position should not move much, if at all. orientation should be 'zeroed out' / not touched, meaning all the .kf's should either not have orientation / rotation data in them, or if they do they should all be zero.
ZaZ Posted February 14, 2012 Posted February 14, 2012 For Example Two 2p animations - Now I Use the Same animations For 3p Cheers and Thanx
astymma Posted February 14, 2012 Posted February 14, 2012 For Example Two 2p animations - Now I Use the Same animations For 3p Cheers and Thanx You can zero it out in nifskope as well. Check out here for the Bip01 NonAccum information.
prideslayer Posted February 14, 2012 Author Posted February 14, 2012 masterchris, are you trying to just use the existing 2p one and add a 3p guy in within the GECK? That is almost certainly not going to work -- you need to have all three of the actors in blender, and create the animation as a whole. You can load up all three there, but (as you will see) one of them is going to be in the wrong place/orientation. Move him to the right place and export just him again. For Example Two 2p animations - Now I Use the Same animations For 3p Cheers and Thanx You can zero it out in nifskope as well. Check out here for the Bip01 NonAccum information. That's helpful!
ZaZ Posted February 14, 2012 Posted February 14, 2012 Yea , Will Do it blender only the orientation needs to be changed Thanx Cheers
astymma Posted February 14, 2012 Posted February 14, 2012 Yea ' date=' Will Do it blender only the orientation needs to be changed Thanx Cheers [/quote'] Yeah that link contains both the Blender and NifSkope fixes.
ZaZ Posted February 14, 2012 Posted February 14, 2012 The thing was that both animations were made by me anyways I thought the orientation would not change Thats why , Its cool Fixed now Cheers
prideslayer Posted February 14, 2012 Author Posted February 14, 2012 Nicely done! Sometimes they work the way you tried to do it, sometimes not. I'm not sure what dictates that, probably the orientation of the first skeleton you added or some shit like that. Best to just do them all together anyway. Otherwise you end up with them getting out of sync in more subtle ways -- like in one of the supermutant ones, the supermutants hands move the wrong way in comparison to the character body, so they are not stationary on the character, but instead are sliding up and down the character as the character slides up and down the supermutant superrod.
Halstrom Posted February 14, 2012 Posted February 14, 2012 Quick Question that just occured to me' date=' would I be right to assume Animations involving a tongue or dildo/post object to the rapee/recievers Vagina are treated as Vaginal in the Notify formlists? [/quote'] Yes that is correct. Source of oral pregnancy? Hmm... You can check the anim number with GetItemCount (for 2p at least). Oral is 200 - 600. Ah I just remembered I also check the Partner is male or a creature for pregnancy to occur, are there any vaginal licking animations for creatures? Haha no not yet.. but males can do the licking. We can't put the "Penis in Vagina" animations in formlists by chance I suppose so I could just check if the animation playing on the Primary Actor is a "Penis in Vagina" type? I'm still wondering how we work things for Hermafradites & Futa later too. Or do we do something like make any any animation not using a Penis entering a Vagina as just oral?
DemonKnightRaziel Posted February 14, 2012 Posted February 14, 2012 Tried boinking geckos with the latest version, spits out 9.2 error. Checked folder, nvgecko anims are there. Confusion ensues.
Guest xalien Posted February 14, 2012 Posted February 14, 2012 I get 9.2 from combat rape with all non-humans, used to work fine a few versions ago. Stalker rape sometimes works with dogs and SM's, sometimes not (got stalker-raped by Tabitha but other SM's on black mountain gave 9.2, Jacobstown worked fine). Spore carriers don't seem to be raping at all anymore, don't even give 9.2 unless I use rape-punch on them. BTW, seeing boners on something that is defined as female (Tabitha, Lily, Violeta etc.) is kinda weird, especially if also getting impregnated.
prideslayer Posted February 14, 2012 Author Posted February 14, 2012 We can't put the "Penis in Vagina" animations in formlists by chance I suppose so I could just check if the animation playing on the Primary Actor is a "Penis in Vagina" type? I'm still wondering how we work things for Hermafradites & Futa later too. Or do we do something like make any any animation not using a Penis entering a Vagina as just oral? I cannot put numbers or animations into formlists, but I do have a plan to make that detection easier. It's going to be a little while though. There's no separation in the anims because vagina and ass are close enough for it not to matter.
Halstrom Posted February 14, 2012 Posted February 14, 2012 We can't put the "Penis in Vagina" animations in formlists by chance I suppose so I could just check if the animation playing on the Primary Actor is a "Penis in Vagina" type? I'm still wondering how we work things for Hermafradites & Futa later too. Or do we do something like make any any animation not using a Penis entering a Vagina as just oral? I cannot put numbers or animations into formlists' date=' but I do have a plan to make that detection easier. It's going to be a little while though. There's no separation in the anims because vagina and ass are close enough for it not to matter.[/quote'] Cool, I can wait
astymma Posted February 14, 2012 Posted February 14, 2012 There's no separation in the anims because vagina and ass are close enough for it not to matter. Yeah, tell that to a RL girl
Stormsone Posted February 15, 2012 Posted February 15, 2012 There's no separation in the anims because vagina and ass are close enough for it not to matter. Yeah' date=' tell that to a RL girl [/quote'] I was thinking similar things. To go back to the tried but true saying but with a little tweak, in response to what prideslayer said that is most definitely not what "she said".
littleman Posted February 15, 2012 Posted February 15, 2012 I feel like a moron posting this but, I have been having the issue where when sex initiates it will go to the default vanilla skin instead of the Dimonized body i have. I know for a fact you have something written somewhere regarding this but i am blind a s a damned bat to it. I have also had trouble with positioning but that's not that big a deal to me if i hold at certain angles just seems the male is further back then he should be. Also, Id like to ask How hard would it be to do a super mutant gangbang? And do you need beta testers still?
ZaZ Posted February 15, 2012 Posted February 15, 2012 I feel like a moron posting this but' date=' I have been having the issue where when sex initiates it will go to the default vanilla skin instead of the Dimonized body i have. I know for a fact you have something written somewhere regarding this but i am blind a s a damned bat to it. I have also had trouble with positioning but that's not that big a deal to me if i hold at certain angles just seems the male is further back then he should be. Also, Id like to ask How hard would it be to do a super mutant gangbang? And do you need beta testers still? [/quote'] I think U can adjust your settings in MCM for the body type issue mutant gangbang? Possible dont see why not cheers
Kashked Posted February 15, 2012 Posted February 15, 2012 I feel like a moron posting this but' date=' I have been having the issue where when sex initiates it will go to the default vanilla skin instead of the Dimonized body i have. I know for a fact you have something written somewhere regarding this but i am blind a s a damned bat to it. I have also had trouble with positioning but that's not that big a deal to me if i hold at certain angles just seems the male is further back then he should be. Also, Id like to ask How hard would it be to do a super mutant gangbang? And do you need beta testers still? [/quote'] It's in the MCM, under SexoutNG, choose "No bodysuit" to use your standard body, can be set independently for Male & female NPC and for player.
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