gregathit Posted April 30, 2013 Author 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? You are probably running the latest version of Estrus and have not turned off the nudeshy\BU function. If that isn't it then you'll have to post your load order. Also make sure you the very latest rev of lovers (rev96v2).
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? You are probably running the latest version of Estrus and have not turned off the nudeshy\BU function. If that isn't it then you'll have to post your load order. Also make sure you the very latest rev of lovers (rev96v2). Oh well I'm using the old 14r2 vesion of estrus so it doesn't have the BU function, though I delete estrus before doing this mod just incase. Well here's the load order, sorry if it's too long of a list. http://puu.sh/2KcyY.png http://puu.sh/2KczK.png http://puu.sh/2KcAd.png http://puu.sh/2KcBc.png http://puu.sh/2KcBH.png
gregathit Posted April 30, 2013 Author Posted April 30, 2013 Not going to bother looking at the pictures as that is hyper annoying. Post your load order in full. If you don't know how then just read this pinned thread: http://www.loverslab.com/topic/4487-please-read-before-posting-here/ And version 14.2 of Estrus is in fact compatible with all lovers plugins.
hunternothunted Posted April 30, 2013 Posted April 30, 2013 Ah right, sorry about that. Should have read that post first. Well here's the load order. Active Mod Files: 00 Oblivion.esm 01 All Natural Base.esm [Version 1.34] 02 Lovers with PK.esm 03 LoversCreature.esm 04 Kvatch Rebuilt.esm 05 CM Partners.esm 06 SPTDiverseGuards-Resources.esm 07 Beautiful_Women_NiceOnly.esp ** Beautiful_Women_DB_Addon.esp ** Beautiful_Women_SI.esp ** Beautiful_Women_Vampires_50.esp ** Beautiful_Women_NotSoNice_Bonus.esp ** Handsome_Gents_Addon.esp ** Handsome_Gents_DB_Addon.esp ** Handsome_Gents_SI.esp ** Handsome_Gents_Vampires_50.esp ** Handsome_Gents_Bonus.esp 08 Unofficial Oblivion Patch.esp [Version 3.4.3] 09 UOPS Additional Changes.esp 0A DLCShiveringIsles.esp 0B Unofficial Shivering Isles Patch.esp [Version 1.5.2] ++ USIPS Additional Changes.esp ** Oblivion Vwalk UOS.esp ** DLCShiveringIsles Vwalk UOS.esp ** DLCShiveringIsles Vwalk DG_DS UOS.esp ** Beautiful_Women_NiceOnly Vwalk UOS.esp ** Beautiful_Women_DB_Addon Vwalk UOS.esp ** Beautiful_Women_SI Vwalk UOS.esp ** Beautiful_Women_Vampires_50 Vwalk UOS.esp ** Beautiful_Women_NotSoNice_Bonus Vwalk UOS.esp 0C LoadingScreens.esp 0D All Natural.esp [Version 1.34] 0E All Natural - SI.esp [Version 1.34] 0F Immersive Interiors.esp [Version 0.8.1] 10 Enhanced Water v2.0 HD.esp ++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.2] 11 All Natural - Real Lights.esp [Version 1.34] 12 WindowLightingSystem.esp 13 Book Jackets Oblivion.esp ++ Dancer_Undress0_6-10194.esp 14 personality_idles2.esp 15 StandingJOJO.esp 16 Crowded Cities 30.esp ** Crowded Cities 30 Vwalk.esp 17 Streamline 3.1.esp 18 DLCHorseArmor.esp 19 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.8] 1A DLCOrrery.esp 1B DLCOrrery - Unofficial Patch.esp [Version 1.0.5] ** DLCOrrery Vwalk.esp 1C DLCVileLair.esp 1D DLCVileLair - Unofficial Patch.esp [Version 1.0.9] 1E DLCMehrunesRazor.esp 1F DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.6] ** DLCMehrunesRazor Vwalk UOP.esp 20 DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] ** EVE_StockEquipmentReplacer.esp 21 VipCxj_HighHeels.esp 22 Alir'sArmor.esp 23 Blackwire.esp 24 BWisteria.esp 25 DFSL Leathery 4.esp 26 ElvenPrincess.esp 27 Featherwynd - Amazon Priestess.esp 28 homura outfit HGEC.esp 29 NexonsArmoryENG.esp 2A Schwertleite Armor.esp 2B ShaiyaOutfit.esp 2C SnowySignatureOutfit.esp 2D BisSP_RHH_2.esp 2E VipCxjHHTest.esp 2F ANBMiniMicroBikini.esp 30 LustyBretonnianMaid.esp 31 Lusty Bretonnian Maid V2.esp 32 R18PN - Lingeries.esp 33 Gloria Armor.esp 34 DLCThievesDen.esp 35 DLCThievesDen - Unofficial Patch.esp [Version 1.0.11] 36 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.11] ** DLCThievesDen Vwalk UOP.esp 37 Abriael_Human.esp 38 Kvatch Rebuilt.esp 39 Kvatch Rebuilt Weather Patch.esp ** Kvatch Rebuilt Vwalk.esp 3A 24HrArenaAliveV2.esp 3B 24HrArenaAliveV2Towers.esp 3C DLCFrostcrag.esp 3D Kvatch Rebuilt_Frostcrag.esp 3E DLCFrostcrag - Unofficial Patch.esp [Version 1.0.8] ** DLCFrostcrag Vwalk.esp 3F Knights.esp 40 Knights - Unofficial Patch.esp [Version 1.1.3] ** Knights Vwalk UOP.esp ** EVE_KnightsoftheNine.esp 41 xuldarkforest.esp [Version 1.0.5] 42 xulStendarrValley.esp [Version 1.2.2] 43 xulTheHeath.esp 44 XulEntiusGorge.esp [Version 1.2.1] 45 xulFallenleafEverglade.esp [Version 1.3.1] 46 xulColovianHighlands_EV.esp [Version 1.2.2] 47 xulChorrolHinterland.esp [Version 1.2.3] ** xulChorrolHinterland Vwalk.esp 48 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5] 49 xulBravilBarrowfields.esp [Version 1.3.4] ** xulBravilBarrowfields Vwalk.esp 4A xulLushWoodlands.esp [Version 1.3.2] 4B xulAncientYews.esp [Version 1.4.4] 4C xulAncientRedwoods.esp [Version 1.6] 4D xulCloudtopMountains.esp [Version 1.0.3] 4E xulArriusCreek.esp [Version 1.1.4] 4F xulPatch_AY_AC.esp [Version 1.1] 50 xulRollingHills_EV.esp [Version 1.3.3] ** xulRollingHills_EV Vwalk.esp 51 xulPantherRiver.esp 52 xulRiverEthe.esp [Version 1.0.2] 53 xulBrenaRiverRavine.esp [Version 1.1.1] ** xulBrenaRiverRavine Vwalk.esp 54 xulImperialIsle.esp [Version 1.6.8] ** xulImperialIsle Vwalk.esp 55 xulBlackwoodForest.esp [Version 1.1.0] 56 xulCheydinhalFalls.esp [Version 1.0.1] 57 KvatchRebuilt-CheydinhalFalls patch.esp 58 xulAspenWood.esp [Version 1.0.2] ** xulAspenWood Vwalk.esp 59 xulSkingradOutskirts.esp [Version 1.0.2] ** xulSkingradOutskirts Vwalk.esp 5A xulSnowdale.esp [Version 1.0.5] 5B xulCliffsOfAnvil.esp [Version 1.12] ** xulCliffsOfAnvil Vwalk.esp 5C xulSilverfishRiverValley.esp [Version 1.0.3] 5D xulJerallGlacier.esp [Version 1.0.1] 5E xulTheEasternPeaks.esp [Version 1.0] ** xulTheEasternPeaks Vwalk.esp 5F EVE_ShiveringIslesEasterEggs.esp 60 Kosai's Welkynd Armor.esp ++ Sexy Dark Seducer & Golden Saint Armour.esp 61 bondage_sex.esp 62 Eroblivion.esp 63 SPTDiverseGuards-Core.esp 64 SPTDiverseGuards-Combined-Human.esp ++ SPTDiverseGuards-Core Vwalk.esp 65 Alternative Start by Robert Evrae.esp 66 BasicInstinct.esp 67 SetBody.esp 68 MidasSpells.esp 69 Oblivion XP.esp 6A CTAddPose_v_1.esp 6B CTAddPose_ bondage_sex.esp 6C actors_in_charge.esp 6D 77_Umpa_Animation.esp 6E EFGAddPose.esp 6F Chain it!.esp 70 shinyEmotions.esp 71 Slof's Sexy Anims.esp ++ Specialanims.esp 72 UChainBeast.esp 73 CM Partners.esp 74 Moonshadow Elves - Sc.esp 75 _Ren_BeautyPack_full.esp 76 eyja.esp ** eyja Vwalk.esp 77 Synx.esp 78 Lovers with PK.esp [Version 96] 79 LoversSlaveTrader.esp 7A LoversCreature.esp ** CM Partners Vwalk.esp 7B CM Partners Special NPCs.esp ** CM Partners Special NPCs Vwalk.esp 7C CM Partners NPC.esp ** CM Partners NPC Vwalk.esp 7D CM Partners More NPCs.esp 7E CM Partners Marker NPCs.esp ** CM Partners Marker NPCs Vwalk.esp ** CM Partners More NPCs Vwalk.esp 7F CM Partners Extra NPCs.esp ** CM Partners Extra NPCs Vwalk.esp 80 cmBellenia.esp 81 CM Partner Franziska.esp 82 CM Partner Isabell.esp 83 LoversIdleAnimsPriority.esp 84 LoversAnimObjectsPriority.esp ++ EVE_KhajiitFix.esp ++ TentaclePlant.esp ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.34] 85 Bashed Patch, 0.esp
gregathit Posted April 30, 2013 Author Posted April 30, 2013 Ok, much better. First off you need to get rid of this: Eroblivion.esp - it is not compatible with lovers. A list of non-compatible plugins can be found here: http://www.loverslab.com/topic/12494-mods-that-are-not-compatible-with-lovers/ Next, you need to adjust the bottom of your load order to this: Bashed Patch, 0.esp LoversIdleAnimsPriority.espLoversAnimObjectsPriority.esp Finally, when you built your bashed patch did you disable all lovers with PK esm\esp files? If not then you need to do so and rebuild your bashed patch. If you made your bashed patch prior to installing lovers then you are fine. Be wary of any sex system plugin as that can conflict with lovers.
Fomebs Posted May 1, 2013 Posted May 1, 2013 Uhm, there used to be some improved animations, like the "Rat on top", "Minotaur holding the person's legs" etc. Are they not included in this? I thought the reason that there are at least two animations for every creature was that they were supposed to be different animations. But for a large number of creatures (rat, minotaur, imp are among those), the two animations are the same. Pressing the grab button cycles between the two animations, as can be seen on the console and a slight jerk on the sprites; but there is no difference in the animation.
gregathit Posted May 1, 2013 Author Posted May 1, 2013 Uhm, there used to be some improved animations, like the "Rat on top", "Minotaur holding the person's legs" etc. Are they not included in this? I thought the reason that there are at least two animations for every creature was that they were supposed to be different animations. But for a large number of creatures (rat, minotaur, imp are among those), the two animations are the same. Pressing the grab button cycles between the two animations, as can be seen on the console and a slight jerk on the sprites; but there is no difference in the animation. Guess you didn't read the OP. The animations you are referring to are the ones from MotionsNT. They can't be included in this mod as the author refused to allow it. They "can" be easily added to it as the instructions tell you. The reason for the duplicate animations is it was "assumed" folks would install the MotionsNT animations and it would overwrite one of the duplicates. Thus you would not lose anything.
Fomebs Posted May 1, 2013 Posted May 1, 2013 Uhm, there used to be some improved animations, like the "Rat on top", "Minotaur holding the person's legs" etc. Are they not included in this? I thought the reason that there are at least two animations for every creature was that they were supposed to be different animations. But for a large number of creatures (rat, minotaur, imp are among those), the two animations are the same. Pressing the grab button cycles between the two animations, as can be seen on the console and a slight jerk on the sprites; but there is no difference in the animation. Guess you didn't read the OP. The animations you are referring to are the ones from MotionsNT. They can't be included in this mod as the author refused to allow it. They "can" be easily added to it as the instructions tell you. The reason for the duplicate animations is it was "assumed" folks would install the MotionsNT animations and it would overwrite one of the duplicates. Thus you would not lose anything. Ooh, so that's what MotionsNT is. I had downloaded it so long ago that I had completely forgotten what the name refers to. Thank you for the clarification. Luckily I still have its rar with the animation files. Are they still accessible on the net though? IIRC the links given in Daedra Sutra for those animations were dead.
hunternothunted Posted May 1, 2013 Posted May 1, 2013 Ok, much better. First off you need to get rid of this: Eroblivion.esp - it is not compatible with lovers. A list of non-compatible plugins can be found here: http://www.loverslab.com/topic/12494-mods-that-are-not-compatible-with-lovers/ Next, you need to adjust the bottom of your load order to this: Bashed Patch, 0.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp Finally, when you built your bashed patch did you disable all lovers with PK esm\esp files? If not then you need to do so and rebuild your bashed patch. If you made your bashed patch prior to installing lovers then you are fine. Be wary of any sex system plugin as that can conflict with lovers. Ah nice, thanks alot man. Works like a charm now. Probably next time I should read post first though :/ New guy syndrome I guess. Also I notice some of the dogs are missing their texture and go purple, guess I should download the Lovers Bitch texture as well then? And one more question if you don't mind, will this mod work with Lovers Bitch since the quest A Lonely Husband kinda makes you train Rena Bruiant into a sex slave?
artichoketea Posted May 1, 2013 Posted May 1, 2013 Which zombie animation is the one that makes use of the idle object? Where the actor's head is placed?I'm having a problem with that object sticking to the actor after the animation is cycled or the act is complete - I don't really need it anyway so I wouldn't mind getting rid of it. Just don't know which one it is...
WappyOne Posted May 1, 2013 Posted May 1, 2013 Which zombie animation is the one that makes use of the idle object? Where the actor's head is placed? I'm having a problem with that object sticking to the actor after the animation is cycled or the act is complete - I don't really need it anyway so I wouldn't mind getting rid of it. Just don't know which one it is... Animation #4704 places the defender in stocks. This is the sentence where Greg would have told you to look at the pictures in the Daedra Sutra to find out for yourself.
artichoketea Posted May 1, 2013 Posted May 1, 2013 Haha oops! Thank you And a brilliant job done too! You guys have really surprised us all. Well me at least.
gregathit Posted May 1, 2013 Author Posted May 1, 2013 Ah nice, thanks alot man. Works like a charm now. Probably next time I should read post first though :/ New guy syndrome I guess. Also I notice some of the dogs are missing their texture and go purple, guess I should download the Lovers Bitch texture as well then? And one more question if you don't mind, will this mod work with Lovers Bitch since the quest A Lonely Husband kinda makes you train Rena Bruiant into a sex slave? Yes, grab the texture files for the dogs and you should be good. Yes, Lovers creatures will work just fine with any of the Lovers Bitch versions.
hunternothunted Posted May 1, 2013 Posted May 1, 2013 Ah nice, thanks alot man. Works like a charm now. Probably next time I should read post first though :/ New guy syndrome I guess. Also I notice some of the dogs are missing their texture and go purple, guess I should download the Lovers Bitch texture as well then? And one more question if you don't mind, will this mod work with Lovers Bitch since the quest A Lonely Husband kinda makes you train Rena Bruiant into a sex slave? Yes, grab the texture files for the dogs and you should be good. Yes, Lovers creatures will work just fine with any of the Lovers Bitch versions. Awesome man, thanks. Gonna try that mod as well. Also after sometime playing your mod I think I miss a race since the healer/necromancer in the clinic and a girl near Onan in Training Guild seems to be getting the purple face. What race is he using, cute elves?
gregathit Posted May 1, 2013 Author Posted May 1, 2013 You are talking about a completely different plugin now. Onan and the Training guild are from Bravil Underground. That plugin requires you to have MBP v1.4a and MBP++ v98a. Don't remember what races they are. Sorry.
hunternothunted Posted May 2, 2013 Posted May 2, 2013 Yeah should have put that one on the Bravil Underground I guess. I'll post that one there then. Thanks for your time.
galgat Posted May 6, 2013 Posted May 6, 2013 Found something, don't know if its a problem for some mods. The Tentacle-creature have a different ID number than in the old LoversCreature esm/esp. Old (Lovers Creatures 1.4.1 revised) IDxx0224EB ; new IDxx0015DE I don't remenber a mod that use the LoversCreature tentacle monster, only own tentacle monster (they only use the meshes/textures folders) This should not be an issue as tentacle creature was a creation of Donkey and I don't now of any plugin that he made, other than lovers creatures, that contains her. To my knowledge, the only way you ever see her is through the summons spell. I used it in my LoversCrowning Isle, when in the {id} realm.. but I never used the tentacle animation, just the creature its self, and I re textured it, and I think [actually about the third installment of it, the original only had the mushroon creature] I converted its animations from human animation, or fudged the animation a little, has been some time sense I looked at it. It was from the original lovers creature esp. I think, as I remember you summoned it from there, but It might have been donkeys animation, I do know he did all the original translations of that mod, as I remember, and he may have added it. I have not installed this yet, I am looking at it, i may do a complete back up, just to be safe first.. I have such a house of cards built right now in my load order..LOL I don't use bash patch, or any load order helpers, as a rule, so I have to be careful, or I will have a big mess..to resort
gregathit Posted May 7, 2013 Author Posted May 7, 2013 Galgat, A backup prior to installing this would probably be a very good idea. One thing to note is that ALL 201 and up ini files of the old creatures and new improved animations pack by donkey are now obsolete. Lovers Creatures 2.0 uses a completely different set pose group and that is what allows you to switch animations on the fly (provided that creature does have multiple animations). I do recommend you install the LoversMotionsNT animations along with Lovers Creatures 2.0 as that will give pretty much all the animations that exist. Lovers Creatures 2.0 after being installed should not need a clean save, nor should it require special placement in your load order. If it worked in a certain place before, it should still work after upgrading. The main upgrade was to the esp files (Loverscreature.esp and LoversIdleAnimsPriority.esp) as well as changed ini files. The animations did not change much as we just combined the animations from the original lovers creatures and Donkey's new and improved animations pack. Cheers, Greg ------------------------------------------------ All sexual organs plugin users, Ok, stupid question, I have been looking at the sexual organs plugin and it does not seem to have any scripting in it at all. Basically as it looks to me, the sexual organs plugin just gives all vanilla creatures a hardon that is always there. Is that true or does it actually switch out during sex. The reason I am asking is I am working on an update to lovers creature to add two animations and a bunch of mesh\texture updates and I was thinking about trying to add in support for non-summoned creatures so that the sexual organs plugins could become obsolete (since they would be built into lovers creatures). I have to plead a bit of ignorance regarding the sexual organs plugin, as I have not used the plugin in a very long time and doubt I even have the latest version. Those of you who do use the plugin please holler and try to give me as much information as you can regarding how sexual organs works. Thanks, Greg
gregathit Posted May 7, 2013 Author Posted May 7, 2013 I guess what I am looking for is how it operates. Is the armor mesh switched out during sex to have the dick or is the dick always there? I had already peeked in the esp to see what was in it but that really didn't help me much. If it is switched out then I need to look further into lovers creatures and see how to incorporate the vanilla creatures. If it is just substituting the mesh with dick to always be visible (during sex and not during sex) then that would entail a different approach.
gregathit Posted May 7, 2013 Author Posted May 7, 2013 If the Great WappyOne can spare the time I may ask him to look into writing a swap out script to see if we can make it work similar to how it works on humans. My preference would be to have the dick appear only during sex and not be present (ie use the vanilla meshes) outside of sex. Having this feature would do away with sexual organs completely. If WappyOne agrees to write the script then I thought I would do things via an ini file. This way if folks use a mod like OOO or MMM or even FCOM that adds creatures they can just pop the path to armor mesh that has a dick and add creatures that way. I'll have to see how complicated the whole thing would be and what type of time WappyOne has....assuming he even is interested in tackling it. Cheers, Greg
gregathit Posted May 7, 2013 Author Posted May 7, 2013 Reads like a definate improvement to me. Curious though. Would that still allow for having say something like animated creature genitalia? Not sure yet how complicated or even feasible adding bones and new animations to creature genitalia would be. Blender is still kicking my ass as I never seem to be able to get enough time to get even a little decent at it. Yes. The animated dick would be a factor of the mesh, skeleton and animation. It would have nothing at all to do with this as this is just framework. It is my intention to rework some of the creatures "tools" to more or less get them to properly line up in the animations. Right now for example the bear's dick looks terrible and doesn't come anywhere close to looking right with the LoversMotionNT animation. The animations and adding movable tools overhaul won't happen for quite a while however as I have to finish human animations first. I am so damn late on this as it is that I refuse to specify any kind of date for me taking on creature animations. It is on the list and that is about as far as I can commit to at this point.
Fomebs Posted May 7, 2013 Posted May 7, 2013 Is it possible to add a second animation to the animation lists of creatures with only one animation In the xLoversCreatures.ini? There are lots of creatures that have a new and old animation, but have only one option in xLoversCreatures.ini. Like Elytra, Grummite, Mudcrab, Mountain Lion, Ghost, etc. Rat is not one of them since the old Rat animation seems to have been renamed as 3401 and put into the ini. For many others, like those I've listed, this has not been done. Is it possible to do it manually? For example, the Ghost. The line for the Ghost is like this: ;===Ghost============================================================set xLoversCreatureQuest.CreatureGhostposes to sv_Construct "213=100" Without MotionsNT files, this is the old, "on all fours" animation. With the MotionsNT files, it's the lifted off the ground animation. However, I felt like I wanted both animations, so I renamed the old 213 files (animation and ini) with a random number (2130) that wasn't occupied by another animation. I've also changed the group line in 2130_Motion ini from "set xLoversPkrQuest.sposgroup to 100" to "set xLoversPkrQuest.sposgroup to 213". And changed the line in creatures ini to: ;===Ghost============================================================set xLoversCreatureQuest.CreatureGhostposes to sv_Construct "213=100,2130=100" However, it didn't quite work, I could switch between 213 and 2130, but they both had no animations playing (both the creature and the person was still). Do I need to do an extra step? Or do you need to modify the .esp to make this work?
WappyOne Posted May 7, 2013 Posted May 7, 2013 Is it possible to add a second animation to the animation lists of creatures with only one animation In the xLoversCreatures.ini? There are lots of creatures that have a new and old animation, but have only one option in xLoversCreatures.ini. Like Elytra, Grummite, Mudcrab, Mountain Lion, Ghost, etc. Rat is not one of them since the old Rat animation seems to have been renamed as 3401 and put into the ini. For many others, like those I've listed, this has not been done. Is it possible to do it manually? For example, the Ghost. The line for the Ghost is like this: ;===Ghost============================================================ set xLoversCreatureQuest.CreatureGhostposes to sv_Construct "213=100" Without MotionsNT files, this is the old, "on all fours" animation. With the MotionsNT files, it's the lifted off the ground animation. However, I felt like I wanted both animations, so I renamed the old 213 files (animation and ini) with a random number (2130) that wasn't occupied by another animation. I've also changed the group line in 2130_Motion ini from "set xLoversPkrQuest.sposgroup to 100" to "set xLoversPkrQuest.sposgroup to 213". And changed the line in creatures ini to: ;===Ghost============================================================ set xLoversCreatureQuest.CreatureGhostposes to sv_Construct "213=100,2130=100" However, it didn't quite work, I could switch between 213 and 2130, but they both had no animations playing (both the creature and the person was still). Do I need to do an extra step? Or do you need to modify the .esp to make this work? The spare ghost animation slot is 1701. Rename either the motion_nt or original files to this and add to the ini alongside 213 and it should work fine. We might need to add the spare animations list to the first post / file description as a FAQ.
Fomebs Posted May 7, 2013 Posted May 7, 2013 The spare ghost animation slot is 1701. Rename either the motion_nt or original files to this and add to the ini alongside 213 and it should work fine. We might need to add the spare animations list to the first post / file description as a FAQ. Aha, thanks. Yeah, a list would be good, I'm thinking of adding a number of old animations.
fejeena Posted May 7, 2013 Posted May 7, 2013 Fomebs ,the list http://www.loverslab.com/topic/14619-lovers-creatures-20/page-8?do=findComment&comment=376698
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