greenmango12 Posted December 29, 2021 Posted December 29, 2021 10 hours ago, vwzv4tf8kw said: I had the mod working perfectly fine, but now I am getting "no furniture animations" message when I try to start a scene using the spell (and it doesn't ask to use furniture if I use the dialogue initiation any more). Tried to rebuild the sexlab anim registry + update furniture animations, but it didn't help. In the MCM menu I have active checkboxes for the furniture, and the detect furniture spell marks the furniture in the game. Anyone knows how to fix it? I may double check in sexlab mcm menu,>> toggle animations, the animation are actually activated. Then SL anim loader MCM >>rebuild registry seems simply reset all animations for me.. . so if you re-build usually I need to Register animations again..
vwzv4tf8kw Posted December 29, 2021 Posted December 29, 2021 8 hours ago, greenmango12 said: I may double check in sexlab mcm menu,>> toggle animations, the animation are actually activated. Then SL anim loader MCM >>rebuild registry seems simply reset all animations for me.. . so if you re-build usually I need to Register animations again.. Nah, I always import back my sexlab settings after resetting the registry, they are all turned on.
shardoom Posted December 29, 2021 Posted December 29, 2021 @shyguy570 Could you please look at your code for the filter of invisfurn anims? I use Amorous adventures, Sexlab Eager NPC's and Spouses Enhanced. Now unfortunately, I am regularly getting the invisfurn anim showing up in place of 'normal' animations.
vwzv4tf8kw Posted December 29, 2021 Posted December 29, 2021 3 hours ago, vwzv4tf8kw said: Nah, I always import back my sexlab settings after resetting the registry, they are all turned on. I figured it out, I toggled furniture animations in the aggressive tab and they stop working even you trying to start a normal scene, not an aggressive one.
greenmango12 Posted December 30, 2021 Posted December 30, 2021 (edited) 11 hours ago, shardoom said: @shyguy570 Could you please look at your code for the filter of invisfurn anims? I use Amorous adventures, Sexlab Eager NPC's and Spouses Enhanced. Now unfortunately, I am regularly getting the invisfurn anim showing up in place of 'normal' animations. I think,,, (sorry if I miss understand). when we install invisfurn anim json,, most of them use original animation. then it overwrite anim object of them too. Billy kindly separate,, invisfurn anim and normal anim (not invisibile), so his animation can use different mesh. for invis and normal (load them) so it can show anim objects, when this frame work not over-write.. But many other animation pack not set different anim object nif. for invis and normal. so if invis version overwrite anim object as only Fadenode version,, it means, original anim object change too. then even though this frame work filter animation,, (then not overwrite as invis version),,, original animation anim object change as None = we see invis animation . To avoid it,, we need to set different anim object path, for each animation pack.. so invis anim only load NON mesh anim object, but default animation load anim object as same as before... Then if we make it so,,after all we need to make 2 set animations for all pack I think.. because anim object ID is decided, by FNIS xxx list.txt files. then we set nif in esp... we can not set different nif for animobject about 2 animation which use same hkx.. in json... we need to edit FNIS animation list. === I actually now make new FB furniture inv anim list, and generate behavor,, which set different nif as new anim object ID. So I suppose,, when furniture frame work manage animation it use empty nif (only Face node), but usuall animation Can load anim object which FB offered. Though I do not know if framework fail to filter animation for near by furniture which you disable in MCM menu... I may check the animation file name,, when I see inv furniture animation, near by furniture which I fliter (disable).. if it is actually inv furn animation name, (not default furniture animation name),,it seems this mod problem I feel.. Edited December 30, 2021 by greenmango12
shyguy570 Posted December 30, 2021 Author Posted December 30, 2021 13 hours ago, shardoom said: @shyguy570 Could you please look at your code for the filter of invisfurn anims? I use Amorous adventures, Sexlab Eager NPC's and Spouses Enhanced. Now unfortunately, I am regularly getting the invisfurn anim showing up in place of 'normal' animations. I think lead-in animations likely cause the filter to not take effect. For now disable lead-ins.
PippinTom Posted December 30, 2021 Posted December 30, 2021 7 hours ago, shyguy570 said: I think lead-in animations likely cause the filter to not take effect. For now disable lead-ins. In case of TDF Prostitution and Pimping disabling leadins in SLF does not help, as that mod forces two staged acts - always with foreplay.
shardoom Posted December 30, 2021 Posted December 30, 2021 9 hours ago, shyguy570 said: I think lead-in animations likely cause the filter to not take effect. For now disable lead-ins. Okay thanks, I'll give that a try.
greenmango12 Posted December 31, 2021 Posted December 31, 2021 (edited) Is there easy way to detect which Furniture tags can be used for each spercific furniture in the scene? To check which furniture can start animation,, I cast magic to high light furntiures .. then I hope to know which tag is compatible or run the animation for each furniture in the scene. I suppose so you assgin tags for each furnitue,, then the furniture can run animations only which have those furniture tags and "invisfarm" so I can add tags, (if it work for the furniture well) as I need in JSON or SLATU... And when I use furniture sex magic to start sex, to confirm all compatible animation, I usually use sexlab tools. (so it will list up animations) No aggressive animation (I made one aggressive seems not in list... But If I start aggressive animation with use other mod,,(eg start aggressive animation with sexlab tool match maker) FSF actually start the aggressive tagged furniture animation which I convert.(FB converted) I test for same furniture in the scene,, so your test magic might only choose non aggressive animation? Edited December 31, 2021 by greenmango12
shyguy570 Posted December 31, 2021 Author Posted December 31, 2021 33 minutes ago, greenmango12 said: Is there easy way to detect which Furniture tags can be used for each spercific furniture in the scene? To check which furniture can start animation,, I cast magic to high light furntiures .. then I hope to know which tag is compatible or run the animation for each furniture in the scene. I suppose so you assgin tags for each furnitue,, then the furniture can run animations only which have those furniture tags and "invisfarm" so I can add tags, (if it work for the furniture well) as I need in JSON or SLATU... And when I use furniture sex magic to start sex, to confirm all compatible animation, I usually use sexlab tools. (so it will list up animations) No aggressive animation (I made one aggressive seems not in list... But If I start aggressive animation with use other mod,,(eg start aggressive animation with sexlab tool match maker) FSF actually start the aggressive tagged furniture animation which I convert.(FB converted) I test for same furniture in the scene,, so your test magic might only choose non aggressive animation? Sneak when you cast the test spell to use aggressive animations.
greenmango12 Posted December 31, 2021 Posted December 31, 2021 4 hours ago, shyguy570 said: Sneak when you cast the test spell to use aggressive animations. Sorry,,, I missed or forget the way to start aggresive animation (you have already described so in top page... ?) Then if you can teach me, how to detect furniture tag which can be used,, (eg,, in the Pic,, FSF run anmation but I do not know which tag of animations can be used clear for the stone bench,,,) very welcom.. so the list count seems change ,, then some furniture can list more animation, but some furniture can only show half of them... I often think if this furniture (in game) can use for other animation with custom json..,, but do not know which tag FSF can recognize for the furniture. how you decide compatible tags for each furnitures in the scene , from tags which you described in tutorial...
shyguy570 Posted December 31, 2021 Author Posted December 31, 2021 32 minutes ago, greenmango12 said: Sorry,,, I missed or forget the way to start aggresive animation (you have already described so in top page... ?) Then if you can teach me, how to detect furniture tag which can be used,, (eg,, in the Pic,, FSF run anmation but I do not know which tag of animations can be used clear for the stone bench,,,) very welcom.. so the list count seems change ,, then some furniture can list more animation, but some furniture can only show half of them... I often think if this furniture (in game) can use for other animation with custom json..,, but do not know which tag FSF can recognize for the furniture. how you decide compatible tags for each furnitures in the scene , from tags which you described in tutorial... The tags are based on the shape of the furniture. The guide describes what the rules for the shapes are. If you want to see the exact tags, you can use CK or TESedit to look at the formlists of this mod's plugin.
greenmango12 Posted December 31, 2021 Posted December 31, 2021 (edited) 20 hours ago, shyguy570 said: The tags are based on the shape of the furniture. The guide describes what the rules for the shapes are. If you want to see the exact tags, you can use CK or TESedit to look at the formlists of this mod's plugin. Thanks it seems enough. , yes I need the exact tag name which will be used by FSF, ,, for each furniture..I might expect if I can add new tags for specific furniture. (eg zaz furniture torture etc) === OK so I check formlist, and can detect which furniture ID are set for each, then in script source I can detect it.. (as future request for this framework test option ^^; (as log option), if I cast magic (serch and highlight), in console window, ,it show furniture ID (in scene which be higlhlight, and show FSF tags name ,, which used for the furniture, as list, really welcom,,,) Edited January 1, 2022 by greenmango12
Zagrus the old Posted January 2, 2022 Posted January 2, 2022 ATTENTION, there is a possible incompatibility with (Pause After Loading Screens) from nexus that causes the spells to not be added at the beginning of character creation, and its seems to mess the mod later on causing to not show the windows to use furniture (at least for me)
shyguy570 Posted January 4, 2022 Author Posted January 4, 2022 New minor update: Fixed the sexlab filter function not working when a lead-in animation is played 3
shiagwen Posted January 4, 2022 Posted January 4, 2022 (edited) Where to place the furnanim folders manually or to say better which one ? the name only or the name with AG or the name with LE ? What about agressive animations from different authors ? zB Funbizz ? Edited January 4, 2022 by shiagwen
twillinator1 Posted January 4, 2022 Posted January 4, 2022 so does this CTD if you have SL privacy installed along side this?
moody132 Posted January 5, 2022 Posted January 5, 2022 I cannot use furniture after having sex on it. I'm using v0_14_2 LE, I have also Utility+, but Furniture Sex Framwork overwrites it. For now, i cannot use my alchemy table, workbench, and bed. didn't check rest. Pretty sure that chairs still works. So it looks like its only more advanced object. Also, when i enabled go to speep, beacuse i have it installed for like forever, but disabled, i actually was able to sleep. Any ideas?
Martok73 Posted January 6, 2022 Posted January 6, 2022 1st time using mod, downloaded and installed the newest file on the download page. I have all the animation packs except for Milky. Made sure all furniture related animations were registered per instructions, and then updated furniture types. When using the Highlight Furniture Marker spell the only furniture that is marked are beds even tho several different types got check marks after clicking on update furniture types in the MCM. There are several different furniture animations in the packs listed on the download page and I have all of them enabled. Chair, Table, Wall etc all have check marks in the Furniture Sex MCM, but for whatever reason the only furniture types that are highlighted by the spell are beds and it doesn't matter where my pc is at in game when I cast the spell it still only shows bed markers and nothing for any other type of furniture and even when standing right beside furniture that I know works with several animations it still won't pick it up and use it. Please help, I'd really love to be able to use furniture during sex without having to manually move and adjust positions after starting. Thanks.
moody132 Posted January 6, 2022 Posted January 6, 2022 9 hours ago, Martok73 said: 1st time using mod, downloaded and installed the newest file on the download page. I have all the animation packs except for Milky. Made sure all furniture related animations were registered per instructions, and then updated furniture types. When using the Highlight Furniture Marker spell the only furniture that is marked are beds even tho several different types got check marks after clicking on update furniture types in the MCM. There are several different furniture animations in the packs listed on the download page and I have all of them enabled. Chair, Table, Wall etc all have check marks in the Furniture Sex MCM, but for whatever reason the only furniture types that are highlighted by the spell are beds and it doesn't matter where my pc is at in game when I cast the spell it still only shows bed markers and nothing for any other type of furniture and even when standing right beside furniture that I know works with several animations it still won't pick it up and use it. Please help, I'd really love to be able to use furniture during sex without having to manually move and adjust positions after starting. Thanks. Maybe it's are modded non-vanilla furniture? In Luxury Suite it detects only alchemy and enchant tables, as they are vanilla, and every other object furniture is modded, so not recognizable. At least i think so.
Martok73 Posted January 6, 2022 Posted January 6, 2022 4 hours ago, moody132 said: Maybe it's are modded non-vanilla furniture? In Luxury Suite it detects only alchemy and enchant tables, as they are vanilla, and every other object furniture is modded, so not recognizable. At least i think so. In Whiterun it picks up beds inside the buildings but not the other furniture, can be standing inside the Bannered Mare and it only picks up the beds, not the bench nor the chairs nor counter nor walls, even tho I have animations that work well for those things and they are checked in the MCM. I've even tried Dragon's Reach and still it only picks up the beds so I have no idea why it's not picking up anything but beds as I've been trying in Vanilla locations. I have SLU+ installed and it picks up a few chairs but that's pretty much it for it's furniture system. I'm going to try some of the vanilla houses and the heartfire houses next to see if it picks up anything other than the beds in those locations.
greenmango12 Posted January 7, 2022 Posted January 7, 2022 (edited) 16 hours ago, Martok73 said: for whatever reason the only furniture types that are highlighted by the spell are beds and it doesn't matter where my pc is at in game when I cast the spell it still only shows bed markers and nothing for any other type of furniture and even when standing right beside furniture that I know works with several animations it still won't pick it up and use it. Please help, I'd really love to be able to use furniture during sex without having to manually move and adjust positions after starting. Thanks. Did you test in breeze home? usually you should find marker for one wall place, and chairs. , benches, like this. But if you have mod which may replace and not use vanilla farniture, this mod may not find them I suppose. And I use sexlab + SUP + Furniture sex framework, but when I use this mod, I disable, SUP furnitures in sexlab MCM menu. Edited January 7, 2022 by greenmango12
Martok73 Posted January 7, 2022 Posted January 7, 2022 1 hour ago, greenmango12 said: Did you test in breeze home? usually you should find marker for one wall place, and chairs. , benches, like this. But if you have mod which may replace and not use vanilla farniture, this mod may not find them I suppose. And I use sexlab + SUP + Furniture sex framework, but when I use this mod, I disable, SUP furnitures in sexlab MCM menu. Didn't test in Breezehome because I use Eli's Breezehome and assumed because it was modded that it wouldn't work, so didn't test it there. I will try disabling SU+'s furniture in the SL MCM and see what happens, thanks.
greenmango12 Posted January 7, 2022 Posted January 7, 2022 Actually when I first use this mod, I felt difficulity which furniture will run this frame work. So as you did I use the highlight magic, in many places and check which furniture (and it usually need marker) may run invis animations. You might get some idea, which furniture will be compatible, with these pics in whiterun, I suppose. btw I only use SE runtime, 1.5.97 and comaptible skse versions, and sexlab version (1.63 I suppose), so do not know how it work for AE version runtimes. or LE version. about your case, so you confirmed, in FSF MCM each furniture are checked, so I think you already isntall and up-date correctly.
_._ Posted January 8, 2022 Posted January 8, 2022 (edited) Great mod, starting to look deeper into its workings, and there seems to be a file conflict between meshes/animobjects/milkyobj and some furniture nifs/items. Looking at the files, your meshes are 1kb empty, whilst Milkys furniture nifs are the full nif. Is this how your mod works? - you have an animation execute with an invisible/empty nif? If so, this means when your meshes overwrite milkys meshes, milkys animations are going to execute with your empty nifs. If that is the case, and your mod is working correctly (and milkys) it means they need a patch, so what about editing your ANIOObjects like this > Your current setup points to MilkyAlchemyWorkbench01.nif, - it could be edited so the ANIO points to MilkyAlchemyWorkbench01Invis.nif. That way Mily anims get visible furniture, whilst Furniture Framework gets exclusive inivis nifs. If you think this could work, I dont mind doing the work, but there is also the possibility I have missed the point completely and your mod already takes care of this lol? edit - Same issue for Leito SLAL 1.6SSE - AONobleBedDouble and throneanimobject01.nif at meshes/animobjects/animationsbyleito/ conflicts with invisible furniture nifs Edited January 8, 2022 by _._
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