Jump to content

Recommended Posts

Posted

Hey folks. These are my first animations I made for Skyrim SE. There are only riekling animations yet, but will work on more soon. Each animation has 5 stages so there is 30 new animations for your game overal. I tried to make them longer (500 frames) so its not just the same loop all over again. Their speed is changing dynamicly and fit for a romantic scenarios mostly. I hope you like them and if you want stay tuned for more on my twitter which is my main social platform. Also will provide previews for each animation separately later. Now you can watch a quick preview video of some animations on:  https://files.catbox.moe/jv3010.mp4

 

Riekling Missionary

Riekling Doggystyle

Riekling Cowgirl

Riekling Reverse Cowgirl

Riekling Foreplay (contains blowjob, 69, kissing, boob sucking and titjob)

Riekling Table (no furniture in animation - just stand in front of some dinner table and it should fit)

 

These animations use Animated Beast Cocks so I recommend to have them, but they are not requirement

 

Requirements: Sexlab , Creature FrameworkFNIS and SLAL

...will provide links and other stuff later if forgot some.

 

How to install:

Use mod manager or just unzip into your game Data folder and run FNIS

 

Known Issues: Riekling Table - stage 1 - riekling's left thumb may be glitching

 

Current WIPs: Human (Straight+Lesbian), Horse, Troll, Wolf animations, also when I will have time exporting into LE even though not sure if json and behavior files need any conversion too

 

Follow me on  https://twitter.com/cavalorn13  it will mean a lot. Thanks

 

C13_Animations_01.rar

Posted
16 minutes ago, Seijin8 said:

Beautiful stuff.  Always great to see new animators.  Are you planning to port these to LE?

Thanks. I do not own LE and have no way to test it. But yes i think it would be possible

Posted

Wow nice welcome to LL community, i agree it might be great if you have the LE version too, maybe someone should test it first, anyway thanks for this, keep up the good work

 

 

Edit: Well it doesnt work for LE, my character got T-pose, too bad though ?

Posted
12 minutes ago, Pfiffy said:

So that's new: SE only Anims. 

This will be a task for the ppl that made Cathedral: Backporting....

You cant backport things as easily? Always thought there would be no issues with that

 

 

Posted
21 minutes ago, Scrab said:

You cant backport things as easily? Always thought there would be no issues with that

 

 

As far as I know there is no tool to convert SE anims for LE. Only the other way around. 

Posted
8 hours ago, Scrab said:

You cant backport things as easily? Always thought there would be no issues with that

7 hours ago, Pfiffy said:

As far as I know there is no tool to convert SE anims for LE. Only the other way around. 

6 hours ago, enormousdick said:

You can try Havok Content tool x64  to convert  animation havok file to different platform.

 

as far as i know its just the FNIS behavior files that need to be changed out, i directly exported my own hkx files with HCT x64 (2010 version) and on there own they seem to work fine in both games, it's just the FNIS & hkxcmd generated hkx files that crap out between game versions.

 

Posted

I use simple bat file for converting the anims from LE to SE and I don't think that there is something similar to convert SE anims back to LE. But generating the behaviours with the LE version of FNIS might work. Can someone check this?

Posted
1 hour ago, Pfiffy said:

I use simple bat file for converting the anims from LE to SE and I don't think that there is something similar to convert SE anims back to LE. But generating the behaviours with the LE version of FNIS might work. Can someone check this?

seems like it did not work in this case....at least not on my end anyways, the animations did try to start but they keep resetting to idle (but i did not get any t posing).

Posted

I export them as xml through havok. Then to hkx and to sse hkx. They should be in LE hkx first. But As i wrote, i have no way to test them...I could just re-convert them from XML again into hkx and just not make them for Sse. But idk about json and behavior files.

Posted
8 hours ago, Cavalorn13 said:

I export them as xml through havok. Then to hkx and to sse hkx. They should be in LE hkx first. But As i wrote, i have no way to test them...I could just re-convert them from XML again into hkx and just not make them for Sse. But idk about json and behavior files.

I don't think you would have trouble finding volunteers to test it out ;).

Posted
8 hours ago, Cavalorn13 said:

I export them as xml through havok

fyi: with 2010 you can directly export hkx files and skip the xml step.

  • 11 months later...
Posted (edited)
On 9/25/2020 at 2:23 AM, MadMansGun said:

 

as far as i know its just the FNIS behavior files that need to be changed out, i directly exported my own hkx files with HCT x64 (2010 version) and on there own they seem to work fine in both games, it's just the FNIS & hkxcmd generated hkx files that crap out between game versions.

 

 

Could you please share how did you manage to do this conversion? Or post a link to the manual/etc? Even when the anims are converted with havok2010 and run through FNIS, the models in-game T-pose.

Edited by Nexussux!
Posted
1 hour ago, Nexussux! said:

 

Could you please share how did you manage to do this conversion? Or post a link to the manual/etc? Even when the anims are converted with havok2010 and run through FNIS, the models in-game T-pose.

you missed this post

On 9/24/2020 at 5:12 PM, MadMansGun said:

seems like it did not work in this case....at least not on my end anyways, the animations did try to start but they keep resetting to idle (but i did not get any t posing).

i could not get this mod to backport.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...