M.BISON Posted April 15, 2013 Posted April 15, 2013 you dont have to use only one set of motions from wappyone and motionnt do you? you can use a mix of both cant you?
gregathit Posted April 16, 2013 Author Posted April 16, 2013 you dont have to use only one set of motions from wappyone and motionnt do you? you can use a mix of both cant you? You "can" mix and match the animations that are included with this plugin and those that you prefer from MotionsNT but you have to swap out both the kf files and the ini files. If you don't know how to do that then it is best you don't mess with it.
M.BISON Posted April 17, 2013 Posted April 17, 2013 is this how you do it choose the associated ini file from the folder LoversCreaturesExtraIni in your mod and then get the kf file from motionnt and replace with existing so just say i chose baliwog motion 201 1. put ini motion 201 in "ini" folder 2 put kf files for 201 in meshes>creatures>baliwog>idleanims>ani2 does this mod only includes motionnt ini folder? in case i missed it
WappyOne Posted April 17, 2013 Posted April 17, 2013 is this how you do it choose the associated ini file from the folder LoversCreaturesExtraIni in your mod and then get the kf file from motionnt and replace with existing so just say i chose baliwog motion 201 1. put ini motion 201 in "ini" folder 2 put kf files for 201 in meshes>creatures>baliwog>idleanims>ani2 does this mod only includes motionnt ini folder? in case i missed it The simplest way to do it is get the MotionNT package (Not hosted on LoversLab, but there is a link in the relevant thread), extract the meshses\ and sound\ directories into Data, then copy LoversCreaturesExtraIni\MotionNT contents into Data\ini. That adds in all the MotionNT animations and the adjusted Lovers Creature .ini to use animations copied so as not to be overwritten by NT.
iggypop1 Posted April 21, 2013 Posted April 21, 2013 I have this problem with animation1108 In the third face the ani freezes (both dog and toon) and she stands or kneel until climax. Am i the only one having thi problem? And what to do about it? I forgot have to hide my pictures(spoilertag sorry
fejeena Posted April 21, 2013 Posted April 21, 2013 Ah Pictures! You must have something installed wrong. All 4 human animations must look like the first Picture, your third and/or fourth Def ani must be wrong. Meshes\characters\_male\IdleAnims\ani2\ 1108_DefMotionx3.kf and 1108_DefMotionx0.kf All 4 kf files have the same size 134KB And all Off anis in the creatures\dog\IdleAnims\ani2\ have 59KB Here are my animations (old INI but changed, should be work with LoversCreature2) Dog1111.7z You say your 1111 ani never played. You use LoversCreatures2? Did you changed the INI (Data\INI\) open the xLoversCreature.ini you mst see ;===Dog==============================================================set xLoversCreatureQuest.CreatureDogposes to sv_Construct "207=100,1101=100,1102=100,1103=100,1104=100,1105=100,1106=100,1107=100,1108=100,1109=100,1110=100,1111=100" That's the original. All anis are played.
iggypop1 Posted April 21, 2013 Posted April 21, 2013 Ok I havent installed creatures2. Can i just put it in my data folder and let it overwrite Edit: Ok installed Creatures2 and now the ani works, Thank you I have been gone for a while(skyrim) and didnt notice this Creatures2 Thank you for this. Ive got another thing then. Now the animations doesnt pick randomly but allways pick ani NT207 is there a way to change this? So it picks randomly again? It was fun to see what the dog was up to next Thanx for the help Iggy
gregathit Posted April 21, 2013 Author Posted April 21, 2013 Ive got another thing then. Now the animations doesnt pick randomly but allways pick ani NT207 is there a way to change this? So it picks randomly again? It was fun to see what the dog was up to next Thanx for the help Iggy You need to adjust your lovers creatures ini file found at: Oblivion\Data\ini\xLoversCreature.ini Change the weights of all Dog animations to be "100" and that should set things to be pretty random.
iggypop1 Posted April 22, 2013 Posted April 22, 2013 You need to adjust your lovers creatures ini file found at: Oblivion\Data\ini\xLoversCreature.ini Change the weights of all Dog animations to be "100" and that should set things to be pretty random. thanx but all positions are allready set to 100 But the problem is only in the dog-shop dogs.Outside the dogs pick positions randomly....
gregathit Posted April 22, 2013 Author Posted April 22, 2013 Then it has nothing do to with Lovers Creatures and you need to post in the thread for the plugin that has the dog-shop dogs as that mod must have an issue.
erc1971 Posted April 24, 2013 Posted April 24, 2013 Lovers Creatures 2.0 uses the standard dog as opposed to the Skinned Hound. I had modified the esp to make it use the Skinned Hound instead, but I had since done a fresh install of Oblivion. Now I can make the Skinned Hound appear, but his head is missing. Any idea what I can do to correct this? I am using the Skinned Hound with penis from the Lovers Creatures Mesh patch available here on Lovers Lab. In the CS I open up the Lovers Dog and in ModelList I select skeletalhoundarmor.nif. Am I missing something? Thanks, Eric Edit: Aha. I needed to check houndface.nif as well. Problem solved.
SangriusDarkblade Posted April 24, 2013 Posted April 24, 2013 Something in this mod is preventing animations with furniture components from displaying the furniture.
gregathit Posted April 24, 2013 Author Posted April 24, 2013 Something in this mod is preventing animations with furniture components from displaying the furniture. Wrong. This plugin contains ONLY animations with creatures and there is NO furniture in it WHATSOEVER. See the DS thread where you posted a similar comment for further clarification.
Someone92 Posted April 24, 2013 Posted April 24, 2013 I've tried to add the Spider Deadra's Deadra Sutra's animation to Creatures 2.0 by renaming it to 2360 (in the first try) and 250 (in the second try) and changing the associated line in the .ini file to set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100,2360=100" respectively set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100,250=100" yet for some reason the animation is never played. I've then replaced the NT animation with the Daedra Sutra one and it played flawlessly. However adding the NT animation as a different number again caused it to not be played. Only the animation with the number 236 is played, other animation numbers are not played (the actors just stand upright). Either the way I've changed the above line is incorrect or something about adding your own animations via the .ini file is faulty.
fejeena Posted April 24, 2013 Posted April 24, 2013 Spider Daedra have Animation 236 and 4001. No other numbers work. You can see it in the INI ;===Spider Daedra====================================================set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100,4001=100" If you want more than 2 different animations you must change the esp (add extra animations)
WappyOne Posted April 25, 2013 Posted April 25, 2013 Each creature has certain numbers that will function, this is a limitation in how the whole Lovers system/animation work, they have to be set in the .esp. The spare Spider Daedra animation slot is #4001, use that.
SangriusDarkblade Posted April 25, 2013 Posted April 25, 2013 Actually, some testing confirms my problem. The version of LoversAnimObjectsPriority.esp and.bsa packaged with the download prevents any furniture used in extra animations from displaying. Installing everything but those files completely solves the issue. I installed my animations just fine, thank you. I'm not sure what to tell you, other than those those specific files are causing issues on my specific set-up. I figured someone might want to look into it.
gregathit Posted April 25, 2013 Author Posted April 25, 2013 Actually, some testing confirms my problem. The version of LoversAnimObjectsPriority.esp and.bsa packaged with the download prevents any furniture used in extra animations from displaying. Installing everything but those files completely solves the issue. I installed my animations just fine, thank you. I'm not sure what to tell you, other than those those specific files are causing issues on my specific set-up. I figured someone might want to look into it. Don't know what to tell you then, as furniture shows just fine for me and the other 15,000 plus folks who downloaded it. I hate to say it, but I think the problem is somewhere on your end.
DontBotherMe Posted April 25, 2013 Posted April 25, 2013 Actually, some testing confirms my problem. The version of LoversAnimObjectsPriority.esp and.bsa packaged with the download prevents any furniture used in extra animations from displaying. Installing everything but those files completely solves the issue. I installed my animations just fine, thank you. I'm not sure what to tell you, other than those those specific files are causing issues on my specific set-up. I figured someone might want to look into it. Some pc seem to be problematic when it comes to the use of bsa. lovers creatures 2 itself should never have problems with LoversAnimObjectsPriority.esp This mod is dependent on LoversIdleAnimsPriority.esp just like loversCreatures2 does. that is why LoversAnimObjectsPriority.esp needs to be lower then LoversIdleAnimsPriority.esp all it does is adding pillory and meshes to animations files. if you see it still not working try this: extract the bsa to your oblivion\data folder. and delete the bsa file. this will force the game to look for the meshes on your harddrive instead of the bsa file. or else try the use of archiveredirection within your OBMM (Oblivion mod manager)
Someone92 Posted April 25, 2013 Posted April 25, 2013 Spider Daedra have Animation 236 and 4001. No other numbers work. You can see it in the INI ;===Spider Daedra==================================================== set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100,4001=100" No .ini file I've downloaded has this line, it must be from one of the more recent versions. Is there any list of which creature has which spare animation number(s) in case you want to add them?
gregathit Posted April 26, 2013 Author Posted April 26, 2013 The ini he has posted was merely a customized one and is not any any download. There is no list of extra animation slots. WappyOne put in 1 extra slot (maybe 2 for some) per creature. This is a manual entry that is done in the LoversIdleAnimsPriority.esp file and is very tedious to do (if you are asking why he didn't put more). At some point I "may" update this to include 2-4 more open slots per creature when I get around to messing with creature animations but it won't be anytime soon. I am WAY behind as it is right now with human animations.
Garret76 Posted April 26, 2013 Posted April 26, 2013 Here's those animations Greg , sorry I took so long , got caught up in work shit , also they're marked 1103 but I used 1105 , I had to change them so they would work on my game. Animations.rar
gregathit Posted April 26, 2013 Author Posted April 26, 2013 Thanks Garret76, I'll try them out this weekend and see how they work. If all goes well I'll add them to the patch I am working on for Lovers Creatures 2.0. Cheers.
fejeena Posted April 26, 2013 Posted April 26, 2013 Someone92 the INI is from LoversCreatures 2 Here the original and the extra Animation that are in the esp. The extra numbers ( xxx ) Too use the extra numbers you need Animation (rename creature and human ani and the INI, and put them in the right folders) Then Change the xLoversCreature.ini e.g. If you have a second Spider Daedra Animation. renumber creature and human ani and the INI to 4001. and Change the xLoversCreature.ini ;===Spider Daedra====================================================set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100" must be changed to ;===Spider Daedra====================================================set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100,4001=100" ;====================================================================; xLoversCreature.ini;; String format is "Anim1=Weight1,Anim2=Weight2,(etc)"; Example:; "216=100,2001=0,2002=50,2003=200,2004=50"; - Total weight adds up to 400; Anim 216 will play 100/400 times (25.0%); Anim 2001 will play 0/400 times ( 0.0%/Never); Anim 2002 will play 50/400 times (12.5%); Anim 2003 will play 200/400 times (50.0%); Anim 2004 will play 100/400 times (25.0%) gregathit here is an error in the description. must be ;Anim 2004 will play 50/400 times (12.5%);==================================================================== ;===Baliwog==========================================================set xLoversCreatureQuest.CreatureBaliWogposes to sv_Construct "201=100,501=100,502=100" (503) ;===Bear=============================================================set xLoversCreatureQuest.CreatureBearposes to sv_Construct "202=100,601=0" (602) ;===Boar=============================================================set xLoversCreatureQuest.CreatureBoarposes to sv_Construct "203=100,701=0" (702) ;===Clannfear========================================================set xLoversCreatureQuest.CreatureClannFearposes to sv_Construct "204=100" (801) ;===Daedroth=========================================================set xLoversCreatureQuest.CreatureDaedrothposes to sv_Construct "205=100" (901) ;===Deer=============================================================set xLoversCreatureQuest.CreatureDeerposes to sv_Construct "206=100" (1001) ;===Dog==============================================================set xLoversCreatureQuest.CreatureDogposes to sv_Construct "207=100,1101=100,1102=100,1103=100,1104=100,1105=100,1106=100,1107=100,1108=100,1109=100,1110=100,1111=100" (1112,1113) ;===Elytra===========================================================set xLoversCreatureQuest.CreatureElytraposes to sv_Construct "208=100" (1201) ;===Flame Atronach===================================================set xLoversCreatureQuest.CreatureFlameAtronachposes to sv_Construct "209=100" (1301) ;===Flesh Atronach===================================================set xLoversCreatureQuest.CreatureFleshAtronachposes to sv_Construct "210=100" (1401) ;===Frost Atronach===================================================set xLoversCreatureQuest.CreatureFrostAtronachposes to sv_Construct "211=100" (1501) ;===Gatekeeper=======================================================set xLoversCreatureQuest.CreatureGateKeeperposes to sv_Construct "212=100" (1601) ;===Ghost============================================================set xLoversCreatureQuest.CreatureGhostposes to sv_Construct "213=100" (1701) ;===Gnarl Dementia===================================================set xLoversCreatureQuest.CreatureGnarlDementiaposes to sv_Construct "214=100" (1801) ;===Gnarl============================================================set xLoversCreatureQuest.CreatureGnarlposes to sv_Construct "215=100" (1901) ;===Goblin===========================================================set xLoversCreatureQuest.CreatureGoblinposes to sv_Construct "216=100,2001=0,2002=100,2003=100,2004=100" (2005,2006) ;===Grummite=========================================================set xLoversCreatureQuest.CreatureGrummiteposes to sv_Construct "217=100" (2101) ;===Horse============================================================set xLoversCreatureQuest.CreatureHorseposes to sv_Construct "218=100,2201=0,2202=100" (2203) ;===Hunger===========================================================set xLoversCreatureQuest.CreatureHungerposes to sv_Construct "219=100" (2301) ;===Imp==============================================================set xLoversCreatureQuest.CreatureImpposes to sv_Construct "220=100,2401=0" (2402) ;===Jyggylag=========================================================set xLoversCreatureQuest.CreatureJyggylagposes to sv_Construct "221=100" (2501) ;===Land Dreugh======================================================set xLoversCreatureQuest.CreatureLandDreughposes to sv_Construct "222=100,2601=0,2602=100" (2603) ;===Lich=============================================================set xLoversCreatureQuest.CreatureLichposes to sv_Construct "223=100,2701=0,2702=100,2703=100,2704=100" (2705) ;===Mehrunes Dagon===================================================set xLoversCreatureQuest.CreatureMehrunesDagonposes to sv_Construct "224=100" (2801) ;===Minotaur=========================================================set xLoversCreatureQuest.CreatureMinotaurposes to sv_Construct "225=100,2901=0" (2902,2903,2904,2905) ;===Mountain Lion====================================================set xLoversCreatureQuest.CreatureMountainLionposes to sv_Construct "226=100" (3001,3002,3003,3004,3005,3006,3007) ;===Mudcrab==========================================================set xLoversCreatureQuest.CreatureMudCrabposes to sv_Construct "227=100" (3101) ;===Scalon===========================================================set xLoversCreatureQuest.CreatureMurkDwellerposes to sv_Construct "228=100" (3201) ;===Ogre=============================================================set xLoversCreatureQuest.CreatureOgreposes to sv_Construct "229=100,3301=0" (3302) ;===Rat==============================================================set xLoversCreatureQuest.CreatureRatposes to sv_Construct "230=100,3401=0" (3402) ;===Scamp============================================================set xLoversCreatureQuest.CreatureScampposes to sv_Construct "231=100,3501=0,3502=100" (3503) ;===Shambles=========================================================set xLoversCreatureQuest.CreatureShamblesposes to sv_Construct "232=100" (3601) ;===Sheep============================================================set xLoversCreatureQuest.CreatureSheepposes to sv_Construct "233=100" (3701) ;===Skeleton=========================================================set xLoversCreatureQuest.CreatureSkeletonposes to sv_Construct "234=100,3801=0,3802=100" (3803) ;===Slaughterfish====================================================set xLoversCreatureQuest.CreatureSlaughterfishposes to sv_Construct "235=100" (3901) ;===Spider Daedra====================================================set xLoversCreatureQuest.CreatureSpiderDaedraposes to sv_Construct "236=100" (4001) ;===Spriggan=========================================================set xLoversCreatureQuest.CreatureSprigganposes to sv_Construct "237=100" (4101) ;===Storm Atronach===================================================set xLoversCreatureQuest.CreatureStormAtronachposes to sv_Construct "238=100" (4201) ;===Troll============================================================set xLoversCreatureQuest.CreatureTrollposes to sv_Construct "239=100" (4301) ;===Will O The Wisp==================================================set xLoversCreatureQuest.CreatureWillOTheWispposes to sv_Construct "240=100" (4401) ;===Wraith===========================================================set xLoversCreatureQuest.CreatureWraithposes to sv_Construct "241=100" (4501) ;===Xivilai==========================================================set xLoversCreatureQuest.CreatureXivilaiposes to sv_Construct "242=100,4601=0,4602=100,4603=100,4604=100,4605=100,4606=100,4607=100,4608=100,4609=100,4610=100,4611=100" (4612,4613) ;===Zombie===========================================================set xLoversCreatureQuest.CreatureZombieposes to sv_Construct "243=100,4701=0,4702=100,4703=100,4704=100,4705=100,4706=100" (4707,4708) ;===Hitode===========================================================set xLoversCreatureQuest.CreaturezzzLoversHitodeposes to sv_Construct "301=100" (no) ;===Mushroom=========================================================set xLoversCreatureQuest.CreaturezzzLoversMushroomposes to sv_Construct "302=100" (no) ;===Tentacle Monster=================================================set xLoversCreatureQuest.CreaturezzzLoversTentacleposes to sv_Construct "303=100" (no) ;===We're Done Here===================================================set xLoversCreatureQuest.iniload to 1 !!!!!!! don't copy this and try to use it !!!!! It's not working !!!! It's only for show all available numbers.
hunternothunted Posted April 30, 2013 Posted April 30, 2013 Hey, just downloaded this mod today to try it out. I installed everything plus the latest LoversPK and the resource pack. So far the creatures are working perfectly though the female characters are all just standing there with eyes closed and not doing anything. Idk what's wrong with it, anybody got any ideas where my problem is perhaps?
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