RockMic Posted October 16, 2013 Posted October 16, 2013 For example RandomAttack works well. MFradiantProstitution are the actors bounce.
floranais Posted October 16, 2013 Posted October 16, 2013 fnis 4.0.1 and sexlab 1.22 aren't compatible... all wolves are freezed. sorry for my bad english, and kiss to Ashal for his good work
Angelvine Posted October 16, 2013 Posted October 16, 2013 ashal have waiting and check for new fnis 4.0.1 if fnis isn't work for 1.20 to 1.22 animation behavior ashal will work for new 1.23 update give us or if fnis is work well for sex lab from 1.20 to 1.22, ashal will work new 1.30 update next ok thank you
JuliusXX Posted October 16, 2013 Posted October 16, 2013 I haven't tested that FNIS V4.0.1 yet and don't know about the freezed wolves. So this might be a stupid question but have you guys also updated the FNIS Creature Pack to V4.0.4?
Angelvine Posted October 16, 2013 Posted October 16, 2013 i have complete to test for new fnis 4.0.1 version with sex lab 1.22 still a problem for npc behaviour action still stand long time hour it is hard for me it is best old version turn for 1.15b. This is leader sexlab mod name first nude dangerous is work right for sex lab have good new update as sex lab has effects all sex lab mod can be work is well it is true because i love public sex and nake around where go that is why i need it
Dayelyte Posted October 16, 2013 Posted October 16, 2013 I haven't tested that FNIS V4.0.1 yet and don't know about the freezed wolves. So this might be a stupid question but have you guys also updated the FNIS Creature Pack to V4.0.4? Yup. New FNIS 4.0.1 and CP 4.0.4 will have em standing rock solid. To unfreeze them, I simply renamed the wolfbehavior_FNIS.hkx file back to wolfbehavior_FNISXXX.hkx ( and rerun FNIS so it removes the generated .hkx files ) They still won't play nice with SL, but at least they act like wolves again Curious how the .hkx behavior files are initially generated. Would love to look at the source files that generate the final ones. *Found a tool that will convert the .hkx to .xml. Perusing the differences between the 4.0.3 and 4.0.4 wolfbehavior files now*
JuliusXX Posted October 16, 2013 Posted October 16, 2013 I haven't tested that FNIS V4.0.1 yet and don't know about the freezed wolves. So this might be a stupid question but have you guys also updated the FNIS Creature Pack to V4.0.4? Yup. New FNIS 4.0.1 and CP 4.0.4 will have em standing rock solid. To unfreeze them, I simply renamed the wolfbehavior_FNIS.hkx file back to wolfbehavior_FNISXXX.hkx ( and rerun FNIS so it removes the generated .hkx files ) They still won't play nice with SL, but at least they act like wolves again Curious how the .hkx behavior files are initially generated. Would love to look at the source files that generate the final ones. Thanks. Just wanted to know before I do anything. EDIT: Still haven't tested this, but what will happen if I copy the wolfbehavior file, rename it to that *XXX and keep both?
Angelvine Posted October 16, 2013 Posted October 16, 2013 now new creature 4.0.4 is sick and can't work for vampiredog behaviour animation thank you
Angelvine Posted October 16, 2013 Posted October 16, 2013 now new creature 4.0.4 is sick and can't work for vampiredog behaviour animation thank you
Angelvine Posted October 16, 2013 Posted October 16, 2013 now new creature 4.0.4 is sick and can't work for vampiredog behaviour animation thank you
Dayelyte Posted October 16, 2013 Posted October 16, 2013 Hmmm, the only difference between the v4.0.3 and v4.0.4 wolfbehavior_FNIS.hkx files seems to be this line: <hkparam name="behaviorName">Behaviors\FNISRoot_Behavior.hkx</hkparam> <hkparam name="behaviorName">Behaviors wolf\FNISRoot_Behavior.hkx</hkparam> *MOST INTERESTING* - I copied all the files in the " Behaviors Wolf " folder into the " Behaviors " folder and let it overwrite any conflicting files and guess what ? Wolves not only seem to be acting like wolves again, but they get all frisky in SL too However, it seems to have broken dogs in the process :| So still playing with it. In copying the files over, the FNISRoot_Behavior.hkx overwrite is what's causing the dog problem now as the rootfile is now pointing to the FNIS_SexLabCreature_wolf_Behavior.hkx file instead of the dog as it should be. ( Not a shock considering this file was originally in the wolf directory ) Thus the reasons the files were in separate folders I'm guessing
PFK Posted October 16, 2013 Posted October 16, 2013 this is video to animation problem with chaurus (and spiders) in my game. http://videobam.com/VPiGU all other animations work correctly. any idea to resolve? What mods do you use to start animations? With Defeat 4.1 I get trembling actors and SexLab is responsible when it concerns animations. The mod needs to be more stable and more compatible with the other mods out there. I use SexLab MatchMaker and Estrus Chaurus, I have not installed Defeat.
realchulo Posted October 16, 2013 Posted October 16, 2013 Hi there, have the same issue with jittering/flying/moving actors some others reported. That doesn't happen when disabling AI with TAI command during act - as soon as next anim starts, all is perfect. So, fucking (oh well aligning..) without brains seem to work much better Hope this helps resolving this really annoying issue.. Cheers
Guest Posted October 16, 2013 Posted October 16, 2013 Ashal, can you please keep the previous version available for download just in case? I don't see how it can hurt.
Dayelyte Posted October 16, 2013 Posted October 16, 2013 For the frozen wolves issue, try this: Assuming you already have the following installed: FNIS v4.0.1 FNIS-CP v4.0.4 SL v1.22 * * I'm testing using SL v1.21, but requires some tweaking to get it working. See if it works with v1.22 for you. Run the FNIS generator as usual to build the files it needs. Copy the file \Data\Meshes\actors\canine\behaviors wolf\FNIS_SexLabCreature_wolf_Behavior.hkx to the \Data\Meshes\actors\canine\behaviors folder and see what happens for you. Once I copied that file into the behaviors folder, the wolves were no longer frozen and both the dogs and wolves play nice with SL.
NYINEGY Posted October 16, 2013 Posted October 16, 2013 I just cleaned a save completely ... used today's version of FNIS ..... installed framework 122 and matchmaker ( by same author)and zaz latest !!!!talk about disaster!scripted companions with their own anim just ignore the framework after start of scene and do what they want!matchmakewr works perfectly first time ... then in same cell and afterwards if u try again u end up flying with no control and frozen out of your own character controls !!!!WOW I guess clean saves are the only way to test this stuff!my load order is boss native ... the companion is Selene (kate) and I tried to do 2 in a row with that result ...how ever .. there is no jitters at all in any of animations and change positions is stable as hellnote : I also have sexlab 1.05 util installed
Angrysmurf Posted October 16, 2013 Posted October 16, 2013 Interesting, I found that if i manually disable collisions during sex (TCL) the warping /sliding problem is does not occur. Others probably already figured this out, but thought i'd mention it.
obesecat Posted October 16, 2013 Posted October 16, 2013 Is there a way to get the 5 draugr on 1 animation or other creature group animations to work?
Guest Posted October 16, 2013 Posted October 16, 2013 Is there a way to get the 5 draugr on 1 animation or other creature group animations to work? http://www.loverslab.com/topic/21480-creature-sex-spell/
warriorsage Posted October 16, 2013 Posted October 16, 2013 Don't bother with the new FNIS guys, wolves are now totally broken. Not that they worked before, mind you. It was, however, fairly amusing to watch Hadvar battle an immortal wolf, give up when I re-sheathed my weapon, walk ten feet, then turn around and kill it with an arrow, though. It's definitely FNIS, mind you. At least before the update they moved around, fought, and attempted quasi-multiverse rape.
Dayelyte Posted October 16, 2013 Posted October 16, 2013 Don't bother with the new FNIS guys, wolves are now totally broken. Not that they worked before, mind you. It was, however, fairly amusing to watch Hadvar battle an immortal wolf, give up when I re-sheathed my weapon, walk ten feet, then turn around and kill it with an arrow, though. It's definitely FNIS, mind you. At least before the update they moved around, fought, and attempted quasi-multiverse rape. See post #3017 for a possible workaround.
KGRam Posted October 16, 2013 Posted October 16, 2013 Thanks, that worked for me, using SL 1.22 on a fresh game. I did have 1 frozen fox after implementing this fix, but I have seen atleast a dozen roaming about. I know the dog, atleast Stump in Riverwood was fine. I still get some NPC's bouncing around during anims via MF_Pro, and it seems maybe it may have to do with npc AI trying to take over during sex. Also, I get this occasional soft popping sound accompanied by an accented movement as if it reached it's snap and click sweet spot (LOL) during animation that I don't remember seeing in previous revs. For the frozen wolves issue, try this: Assuming you already have the following installed: FNIS v4.0.1 FNIS-CP v4.0.4 SL v1.22 * * I'm testing using SL v1.21, but requires some tweaking to get it working. See if it works with v1.22 for you. Run the FNIS generator as usual to build the files it needs. Copy the file \Data\Meshes\actors\canine\behaviors wolf\FNIS_SexLabCreature_wolf_Behavior.hkx to the \Data\Meshes\actors\canine\behaviors folder and see what happens for you. Once I copied that file into the behaviors folder, the wolves were no longer frozen and both the dogs and wolves play nice with SL.
tanktakach Posted October 16, 2013 Posted October 16, 2013 To the people saying they are having "jittery" or "sliding all over the place" issues with 1.22, define what you actually mean. As in are characters just sliding about as if going about their day instead of being locked into position? Or are they constantly sliding/warping back and forth as if SexLab can't decide where to put them? So far nobody has really been descriptive of what the problem is, and I'm having neither of those issues in my game, everybody I try it with works perfectly fine, even tried it with people in combat on uneven terrain and everybody was held in place perfectly. If what other people are experiencing is what I think it is though, then the "fix" for it is also what causes the SOS side bend penis problem. They are constantly sliding/warping back and forth or in a circle but that's only with SoS, which people doesn't seem to understand so they continue using it. If we take this information into account it seems the author of SoS is the only one who can fix it. I tried it with both SOS and Betters Males, but the problem continues.. So i no the issues is not with SOS.
Ailsa Posted October 16, 2013 Posted October 16, 2013 After 4 hours of in-game sexual activity I have not been able to get any jittering or sliding around at all and I am running 198 mods at the moment. This is with latest FNIS (no creature pack), SexLab, MF_Radiant Prostitution, Zaz Animation Pack (despite it not registering itself properly) and SexLabZz (?)
Nomenklacher Posted October 17, 2013 Posted October 17, 2013 For the frozen wolves issue, try this: Assuming you already have the following installed: FNIS v4.0.1 FNIS-CP v4.0.4 SL v1.22 * * I'm testing using SL v1.21, but requires some tweaking to get it working. See if it works with v1.22 for you. Run the FNIS generator as usual to build the files it needs. Copy the file \Data\Meshes\actors\canine\behaviors wolf\FNIS_SexLabCreature_wolf_Behavior.hkx to the \Data\Meshes\actors\canine\behaviors folder and see what happens for you. Once I copied that file into the behaviors folder, the wolves were no longer frozen and both the dogs and wolves play nice with SL. This worked for me also setting defeat to no transition got rid of the floating. Most animations arent correctly lined up and still having problems with dragons, chaurus, and spiders but nothing im concerned about for the time being.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now