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Posted (edited)

I can't even begin to describe how lost i am with this.

 

Here are a few things i don't understand at all.

 

1)

So i have dynamic animation replacer installed,

plus all the other required mods, SKSE, SkyUI for MCM etc.,

i downloaded this mod and installed it thru vortex mod manager.

Ran FNIS.

Is that it? Anything else i should have done?

 

2)

After playing like mentioned in 1) for a few days now, with visible but very little changes in the game.

Mod seems to be installed, MCM is there.

99% of the time NPCs use idle animations, i see some sexy walking n sitting every now and then, only seems to happen if the npc is at 100 arousal, and even then the animation doesnt even last more than one second.

I use "my home is your home" and put all female followers inside jorvaskr, and only 1 or 2 of them randomly display some animations,

 

3)

Now i have noticed the spreadsheet in the mod's file folder, am I supposed to change anything in there?

Or just follow all the different links and install additional animations from other mods by myself?

If yes, where do i put those????

 

4)

I went to the folder where vortex stores the mod

Inside "Auto_LA" are these files:

grafik.png.e5d3c8601eea001af87fe592a32c150b.png

 

I ran "extract and rename", bunch of cmd windows popped up but after a quick look at those, they dont seem to have done anything


grafik.png.aa0e5a0035df637b5bb59f2aa825b47d.png

 

Still, i got a whole bunch numbered folders, and i copy paste them into the "\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions"

But Into the live action mod's "meshes" or "meshes" from the game's data folder ???

 

 

5)

Opened those condition.txt files in both mod's folder and game's data folder, and changed all the Random(***) lines' value to 0.9, hoping to see the animations more frequently, no changes.

 

 

 

A tutorial is much appreciated!!

Edited by bluetortoise
Posted

Development note: Scripts are functional, except the actor select hotkey is not registering NPCs and the scanner picks up NPCs and creatures...

 

I've been busy with RL so I make no promises to release immediately. I do hope to make progress this weekend.

 

It's the last hurdle to overcome to release the improved bugfixed and fully functional version of the mod.

 

I know that many of you are confused by the .bat process so a picture guide is on the way.

 

On 3/21/2022 at 9:07 PM, bluetortoise said:

Uhm... before i go deeper into what problem im encountering. This mod does work on skyrim special edition, right? The version that comes with survival mode and fishing..

 

 

The mod kinda works, but somehow not as well as i was hoping for. I dont have any other mods that changes the idle animation, or any animations beside sexlab stuff. So sometimes, in very very rare moment, one or two npc will display some idling poses (sofar only standing n sitting), thats why i can tell the mod is working at least. But everything else is still vanilla, walking running sneaking still all the same. MCM menu is there too, but enable/disable anything doesnt do anything either. (Sexlab aroused redux horny animation is disabled)

 

This mod works on both the Legendary and the Special edition.

Check the arousal levels of your NPCs. If they're below 20 arousal then the chance is very low for triggering the aroused animations.

 

The walking running etc you have to install separately by downloading the mod listed in the spreadsheet, then placing it inside the auto_la folder and running the .bat file. The spreadsheet lists what exactly is or is not included with the mod.

 

Cut-paste the generated folders into data\meshes\...\ so they match the numbered folders. Choose to overwrite when asked as it's safe to do so.

 

On 3/23/2022 at 9:25 PM, clesh2311 said:

I feel a bit dumb asking this, but how do you enable the idles for the player character? It works on the npcs, but my status is still inactive actor I enabled all the options. Do I need the mt.idle.hkx in my meshes folder for animations to play?

 

The animations should play for the player just like for the NPCs. There is no need to add mt_idle.hkx anywhere.

 

Try version 0.2.4b and tell me if that works. 0.2.4b does not contain scripts, but is fairly similar otherwise.

 

On 3/24/2022 at 7:58 AM, bluetortoise said:

I can't even begin to describe how lost i am with this.

 

Here are a few things i don't understand at all.

 

1)

So i have dynamic animation replacer installed,

plus all the other required mods, SKSE, SkyUI for MCM etc.,

i downloaded this mod and installed it thru vortex mod manager.

Ran FNIS.

Is that it? Anything else i should have done?

 

2)

After playing like mentioned in 1) for a few days now, with visible but very little changes in the game.

Mod seems to be installed, MCM is there.

99% of the time NPCs use idle animations, i see some sexy walking n sitting every now and then, only seems to happen if the npc is at 100 arousal, and even then the animation doesnt even last more than one second.

I use "my home is your home" and put all female followers inside jorvaskr, and only 1 or 2 of them randomly display some animations,

 

3)

Now i have noticed the spreadsheet in the mod's file folder, am I supposed to change anything in there?

Or just follow all the different links and install additional animations from other mods by myself?

If yes, where do i put those????

 

4)

I went to the folder where vortex stores the mod

Inside "Auto_LA" are these files:

grafik.png.e5d3c8601eea001af87fe592a32c150b.png

 

I ran "extract and rename", bunch of cmd windows popped up but after a quick look at those, they dont seem to have done anything


grafik.png.aa0e5a0035df637b5bb59f2aa825b47d.png

 

Still, i got a whole bunch numbered folders, and i copy paste them into the "\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions"

But Into the live action mod's "meshes" or "meshes" from the game's data folder ???

 

 

5)

Opened those condition.txt files in both mod's folder and game's data folder, and changed all the Random(***) lines' value to 0.9, hoping to see the animations more frequently, no changes.

 

 

 

A tutorial is much appreciated!!

 

1) The installation procedure seems alright. You do not have to run FNIS for the vast majority of this mod, but I recommend to do it for your other mods.

 

2) The animation length depends on the particular .hkx, as some are only a few seconds long. The random() line in _conditions.txt affects the probability of triggering animations, where 1 is 100% and 0.1 is 10%. An easy way to increase the chance of animations triggering is to generate more arousal. You can also change the arousal decay and exposure parameters in SL Aroused Redux to retain arousal for longer.

 

The arousal monitor widget mod allows you to see the exact numbers of nearby NPCs.

 

3) The spreadsheet is for information only. It lists what is included and what you have to download yourself. Anything with a red X is not included and has to be processed using the .bat files. I wrote how to do so under point 4).

 

4) In order to automatically populate the folders with .hkx files you have to first download those mod archives. Then, paste the archives into the Auto_LA folder. Run the .bat file. Cut-paste the folders into the mod's directory with the numbered subfolders.

 

The error messages indicate that you are missing some mod archives, which is normal if you are not installing all of the archives.

As long as .hkx files are generated you can ignore those messages.

 

Always paste the generated folders into Live Action's subfolders if you are using a mod manager, as it makes life easier.

 

5) Something is blocking the conditions from triggering. Is your human animation count over 16384 or 32768 (with patch)?

Another DAR set with a higher priority could also be overriding this mod. Also, scripted animation mods override DAR.

 

Do you see NPCs T-posing when standing/running for a few seconds when you load the game? If you do, then DAR is working.

Posted
6 hours ago, slizer40000 said:

4) In order to automatically populate the folders with .hkx files you have to first download those mod archives. Then, paste the archives into the Auto_LA folder. Run the .bat file. Cut-paste the folders into the mod's directory with the numbered subfolders.

 

The error messages indicate that you are missing some mod archives, which is normal if you are not installing all of the archives.

As long as .hkx files are generated you can ignore those messages.

 

Always paste the generated folders into Live Action's subfolders if you are using a mod manager, as it makes life easier.

 

5) Something is blocking the conditions from triggering. Is your human animation count over 16384 or 32768 (with patch)?

Another DAR set with a higher priority could also be overriding this mod. Also, scripted animation mods override DAR.

 

Do you see NPCs T-posing when standing/running for a few seconds when you load the game? If you do, then DAR is working.

Thanks for the reply!

 

One day before i started using this mod, i tried the dynamic idle mod, which worked perfectly, i could see every npc doing new idle poses, changing from one to another. Then i unstalled that mod and got this one. Before all this i never used any animation mods. So im not sure if anything is overwriting anything.

 

The animation count indeed reached its limit at some point, i got an ingame notification about that, then i saw the .dll file by chance and replaced the one inside "Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynamicAnimationReplacer.dll", the notification about exceeding the limit stopped showing.

 

Never seen any NPC t-posing recently in my game, only times when that happened is when i forgot to run FNIS.

Posted
On 3/23/2022 at 2:24 PM, clesh2311 said:

It's inside the mod folder

thank you! for anyone else reading this and confused, inside the core folder there is also a read me file with better instructions on how to install

  • 2 weeks later...
Posted
On 4/5/2022 at 9:15 PM, Baddg said:

Hey, does this work with OSL Aroused? And if it doesn't, is it something that will happen in the future?

 

OSL Aroused replicates the required functionality of SL Aroused Redux, so that part works 100% out of the box without any changes needed.

 

OSLAroused.esp could be linked via magic effects at 5, 10, 20, 40 and 80 arousal. This part would have to be manually done, but it's doable, just tedious... That's the singular reason why I haven't done it yet.

Posted
On 4/7/2022 at 9:10 PM, slizer40000 said:

OSL Aroused replicates the required functionality of SL Aroused Redux, so that part works 100% out of the box without any changes needed.

 

OSLAroused.esp could be linked via magic effects at 5, 10, 20, 40 and 80 arousal. This part would have to be manually done, but it's doable, just tedious... That's the singular reason why I haven't done it yet.

Ah ok, i got 

to work with OSL Aroused and Ostim by changing the esp name in the conditions .txt to Oaroused. Yours is a little more complex though.

Posted
14 hours ago, Baddg said:

Ah ok, i got 

to work with OSL Aroused and Ostim by changing the esp name in the conditions .txt to Oaroused. Yours is a little more complex though.

 

Good to know.

 

Hooking into OSLAroused is a bit more complex, as the arousal value must be called from OSLArousedNative.pex via the GetArousal(actor) function.

 

I could add a soft dependency to check for the arousal in OSLAroused, which forwards OAroused Arousal, and mirror to a faction rank in Live Action.esp. It would mean adding one OR line to the _conditions.txt file that is backwards compatible with SL Aroused users.

 

 

Posted
2 hours ago, slizer40000 said:

 

Good to know.

 

Hooking into OSLAroused is a bit more complex, as the arousal value must be called from OSLArousedNative.pex via the GetArousal(actor) function.

 

I could add a soft dependency to check for the arousal in OSLAroused, which forwards OAroused Arousal, and mirror to a faction rank in Live Action.esp. It would mean adding one OR line to the _conditions.txt file that is backwards compatible with SL Aroused users.

 

 

That would be great! If its as simple as you say, this system seems really flexible.

Posted
On 4/10/2022 at 6:43 PM, Baddg said:

That would be great! If its as simple as you say, this system seems really flexible.

 

I switched over to OSLAroused and as far as I can tell, SLAroused is still working exactly as before. The .esp must be enabled of course.

Thus, OSLAroused is compatible by default and requires no extra work on my side.

I checked with the Arousal widget mod and all is as should be, animations and all.

Posted

New version is released.

 

I am confident that it works properly this time.

 

As always, if you notice something strange or outright broken let me know.

 

Posted

also OSLAroused doesn't currently work with alot of mods. so best to have its support on back burner but ready if they do get everything working

 

Posted

So ugh can i use this mod without nuking my game? i have sexlab, osa and a lot of animations.

Does this count for the animations limit? I have fnis xxl

I have custom walking running and some iddles should i remove those before installing?

My save and load order are 100% without problems and i dont want to nuke it and then try to fix it for 4h even if i enojoy fixing stuff haha thats why im asking

 

 

Posted

Any chance for LITE version that doesn't use scripts, ESP files, BAT files and doesn't require any additional downloads other than DAR? :)

Posted
1 hour ago, thegrimreaper2 said:

Using the new version with only the animations already included. Can confirm that the Gunslicer walk animation plays when characters are above an arousal level, but so far thats the only animation I've seen play. Haven't seen any sit idles, sleep idles, stand idles, or anything else play, despite meeting the conditions for them.

 

 

1 hour ago, thegrimreaper2 said:

 

 

Posted
On 4/16/2022 at 5:42 PM, sidfu1 said:

also OSLAroused doesn't currently work with alot of mods. so best to have its support on back burner but ready if they do get everything working

 

 

OSLAroused is compatible through SLAroused.esp, as the relevant formids and scripts are untouched.

This mod will work with either mod as long as SLAroused.esp is enabled.

 

8 hours ago, Nazgul115 said:

So ugh can i use this mod without nuking my game? i have sexlab, osa and a lot of animations.

Does this count for the animations limit? I have fnis xxl

I have custom walking running and some iddles should i remove those before installing?

My save and load order are 100% without problems and i dont want to nuke it and then try to fix it for 4h even if i enojoy fixing stuff haha thats why im asking

 

 

 

These animations only matter for the animation counter within DAR. You can safely use over 32768 human animations with the DAR patch linked in the original post, but DAR will stop working.

 

Any other mod is unaffected. FNIS or Nemesis will tell you the exact number of animations installed.

The custom sets you have installed can stay, but you will have to change the folder numbers depending on your preference.

 

I advise to test this mod on a less important save in case you later decide not to continue using it.

In the event you want to uninstall, you can safely remove leftover scripts of this mod using Fallrimtools Savetool.

 

4 hours ago, zax said:

Any chance for LITE version that doesn't use scripts, ESP files, BAT files and doesn't require any additional downloads other than DAR? :)

 

The version 0.2.4b is essentially the lite version without scripts, as nearly all of the animation sets are the same as now.

Bat files are there for your convenience if you want to quickly apply the animations that are not included.

I am unlikely to ever gain permission to include those assets (I've tried), so that's the best I can do.

 

 

2 hours ago, thegrimreaper2 said:

Using the new version with only the animations already included. Can confirm that the Gunslicer walk animation plays when characters are above an arousal level, but so far thats the only animation I've seen play. Haven't seen any sit idles, sleep idles, stand idles, or anything else play, despite meeting the conditions for them.

 

That is strange, as in my own main save the sitting, standing, etc idles play as usual.

Does it happen for NPCs or PC or both?

Have you enabled/disabled any categories in the Global Settings page of the MCM?

The probability is set to a few % so the animations won't occur often below max arousal.

Have you installed any other DAR sets with higher priorities (larger folder number)?

Posted (edited)

Hiya.  This mod works so so well, tyvm slizer. 

My version 3.3 works like a charm.  When I upgrade to 3.4, do I take the old meshes and merge it into the 3.4 meshes?  Do I need to reinstall from scratch or run your script?  I saved all the animations' archives just in case!

 

Edit:  Oh, my question was already answered in the Readme-DAR-LA_Includes_installation_instructions.txt

Quote

To skip reinstalling animations, make a separate slot for the newest DAR - Live Action and let it override the previous package.
 

 

Edited by ez2kill
Posted
9 hours ago, ez2kill said:

Hiya.  This mod works so so well, tyvm slizer. 

My version 3.3 works like a charm.  When I upgrade to 3.4, do I take the old meshes and merge it into the 3.4 meshes?  Do I need to reinstall from scratch or run your script?  I saved all the animations' archives just in case!

 

I have the same question ;)

I expected just to update the ESP and scripts, and start a new game (or clean the save). Will that be enough? (not sure if you changed much of the DAR rules for each animation)

Posted
On 4/18/2022 at 5:16 PM, rmaku said:

 

I have the same question ;)

I expected just to update the ESP and scripts, and start a new game (or clean the save). Will that be enough? (not sure if you changed much of the DAR rules for each animation)

 

The conditions.txt files are identical. You're right about replacing the ESP and scripts.

 

I constantly clean saves with Fallrimtools with no harm done, so it's safe to do so and continue playing the old cleaned save file.

Posted (edited)

I checked the box, set it for 10 seconds. waited around a minute. still nothing. What did I mess up? using the latest version btw

 

EDIT: In console debug I get the message [LAT][NPCCD] Downgrading to 0.3.4 is not supported

The Elder Scrolls V  Skyrim Special Edition Screenshot 2022.04.23 - 02.17.22.26.png

The Elder Scrolls V  Skyrim Special Edition Screenshot 2022.04.23 - 02.34.19.01.png

Edited by Corvo269
showing settings as well
Posted
4 hours ago, Corvo269 said:

I checked the box, set it for 10 seconds. waited around a minute. still nothing. What did I mess up? using the latest version btw

 

EDIT: In console debug I get the message [LAT][NPCCD] Downgrading to 0.3.4 is not supported

The Elder Scrolls V  Skyrim Special Edition Screenshot 2022.04.23 - 02.17.22.26.png

The Elder Scrolls V  Skyrim Special Edition Screenshot 2022.04.23 - 02.34.19.01.png

 

I didn't explain what everything does yet properly.

 

The bottom three slots in the actor status window are only active when settings for a specific actor have been set and/or saved on the actor settings page. The top three should still appear even in the default state.

 

The settings are applied to the characters, but they are not displayed in the menu for some reason. I'll take a look at this again.

 

Does the console log mention at some point "[LAT][NPCCD] Camilla Valerius processed. X remaining?"

 

The message about downgrading you can safely ignore. I'll revise that part of the code to be less confusing to users.

Posted

848818119_TheElderScrollsVSkyrimSpecialEditionScreenshot2022_04.24-04_19_11_84.png.ae62db78b9ad881ac471a80c1b7508bd.png1416176096_TheElderScrollsVSkyrimSpecialEditionScreenshot2022_04.23-03_31_16_29.png.2a694a84129cf4442d6c09c3798a6656.png

 

Yeah, I set some NPC arousals to 95 through OSL aroused. I didn't find any change in animation. Does this mod conflict with any other mod like EVG animation/conditional idles. I'm also running AE.

Posted (edited)
On 4/24/2022 at 11:03 PM, Corvo269 said:

848818119_TheElderScrollsVSkyrimSpecialEditionScreenshot2022_04.24-04_19_11_84.png.ae62db78b9ad881ac471a80c1b7508bd.png1416176096_TheElderScrollsVSkyrimSpecialEditionScreenshot2022_04.23-03_31_16_29.png.2a694a84129cf4442d6c09c3798a6656.png

 

Yeah, I set some NPC arousals to 95 through OSL aroused. I didn't find any change in animation. Does this mod conflict with any other mod like EVG animation/conditional idles. I'm also running AE.

 

First, do animations from EVG and other DAR mods play normally for you? If yes, the problem lies with this mod. If not, something else is the cause.

 

This mod uses high priority numbers (340000-349999), which should start to override other DAR mods at >20 arousal.

 

On 4/25/2022 at 11:34 AM, hana120 said:

Does the mod work for all loverslab animations or just the ones in the list?

 

The mod only uses the animations that are placed within the numbered folders inside \meshes\...\CustomConditions.

You can replace any animation as you like as long as it's renamed to the vanilla .hkx name, e.g. "something.hkx" to "mt_idle.hkx".

 

On 4/25/2022 at 7:50 PM, The Sage Of the SIx Faps said:

I dont get it, i was able to get 0.2.4b working fine but afterwords, nothing worked, Now it says actor not initialized and the console says downgrading to 0.3.4 is not supported, did i miss something?


 

The global script works all the time unless scanning is disabled. This is enough for the core mod functionality.

The actor is not initialized for the actor specific scripts as long as all settings on the "actor settings" page are disabled. When you enable one setting (toggle ON), then they will start to be processed.

 

This function is there to hand pick settings for the player or NPC irrespective of the globally applied settings.

 

Once you have configured and saved the actor specific profile for the player char or a few NPCs, messages starting with [LAT][NPCR] (i.e. NPC randomization) or [LAT][PCR] (i.e. PC randomization) should begin to appear in the console regularly.

 

The message about downgrading is not an issue. I have to move that line of code inside and not after the IF loop to stop the constant spam.

Edited by slizer40000

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