Antono Posted April 6, 2015 Posted April 6, 2015 As you said, crawling animations are also an obvious starting point (I could even swear I'd seen a mod doing it but I might be mistaken). One crawl animation I know of is this sneak replacer: http://www.nexusmods.com/skyrim/mods/33097/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D33097%26preview%3D&pUp=1 Thanks, I had a look at this but it seems it just overwrites the default animations. It doesn't come with any scripts included. Still, the author has given permission to include it in any mod, so all is good .
Antono Posted April 6, 2015 Posted April 6, 2015 Zaz, as I said I'm excited with that HDT chain between the ankle cuffs that you showed. Here's an idea to combine it with: You can make an alternative animation for walking with cuffed ankles. It would be more like a hobble. A modder could easily replace the standard walking animation with this one, using PapyrusUtil. And it can allow you to make the chain shorter, both for realism and for better animation. Is that possible ? If so some one should start with crawl animations as a starter I will make them eventually , just have a lot of Issues RL atm Cheers all Possible? Of course! Easy? Dead-easy! It's done through the animation override system in PapyrusUtil. It's on the ObjectUtil script. Here you can replace animations on objects by animation event name. Idle Property laughIdle Auto ; "IdleLaugh" here from CK SetReplaceAnimation(akTarget, "moveStart", laughIdle) Now whenever this character tries to move they start laughing instead. This replacement persists through save games. To be honest, I haven't tried this yet but haven't heard of any bugs with it either. As you said, crawling animations are also an obvious starting point (I could even swear I'd seen a mod doing it but I might be mistaken). And, of course, please don't feel pressured to do it, I just threw out an idea. What I find very fortunate is that through my comment you learned that this is indeed possible . Me and ZaZ tried the animation replacement system weeks ago, and it works out nicely. It'll be included at some point. The scripting is already done to make it work, we just have to find the time to get the final touch ups on the animation. And... to release the next version. Edit: We did it differently than what you proposed so I actually have no idea how that particular suggestion works out in practice. It does look interesting for some other ideas that I have in mind though.... Really? The game doesn't cease to amaze me: it seems we can do anything, some things with more than one method! I wonder how you guys did it, can't wait to read your code! Which means, since we can do anything with this game, hurry up and make me a visible chain/leash!
xaz Posted April 6, 2015 Posted April 6, 2015 Zaz, as I said I'm excited with that HDT chain between the ankle cuffs that you showed. Here's an idea to combine it with: You can make an alternative animation for walking with cuffed ankles. It would be more like a hobble. A modder could easily replace the standard walking animation with this one, using PapyrusUtil. And it can allow you to make the chain shorter, both for realism and for better animation. Is that possible ? If so some one should start with crawl animations as a starter I will make them eventually , just have a lot of Issues RL atm Cheers all Possible? Of course! Easy? Dead-easy! It's done through the animation override system in PapyrusUtil. It's on the ObjectUtil script. Here you can replace animations on objects by animation event name. Idle Property laughIdle Auto ; "IdleLaugh" here from CK SetReplaceAnimation(akTarget, "moveStart", laughIdle) Now whenever this character tries to move they start laughing instead. This replacement persists through save games. To be honest, I haven't tried this yet but haven't heard of any bugs with it either. As you said, crawling animations are also an obvious starting point (I could even swear I'd seen a mod doing it but I might be mistaken). And, of course, please don't feel pressured to do it, I just threw out an idea. What I find very fortunate is that through my comment you learned that this is indeed possible . Me and ZaZ tried the animation replacement system weeks ago, and it works out nicely. It'll be included at some point. The scripting is already done to make it work, we just have to find the time to get the final touch ups on the animation. And... to release the next version. Edit: We did it differently than what you proposed so I actually have no idea how that particular suggestion works out in practice. It does look interesting for some other ideas that I have in mind though.... Really? The game doesn't cease to amaze me: it seems we can do anything, some things with more than one method! I wonder how you guys did it, can't wait to read your code! Which means, since we can do anything with this game, hurry up and make me a visible chain/leash! Yes, it's on my todo list, and I have a pretty good idea of how I _think_ I can do it. We'll see. .... I can't promise until I know if it's working well.
Toucanyoucan Posted April 6, 2015 Posted April 6, 2015 I've always loved this mod, and enjoy the animations and related mods, but lately it hasn't worked for me. the animations don't run at all, and stick, this never used to happen and I don't quite know what's up. load order:skyrimupdateDawnguardHearthfiresdragonbornSOSzazsexlabSkyuiSOSvectorsosRealistic ragdollsimmersivefpImmersivefp for sex labskycasino I've run fnis 1.5, have skse 1.7.2 and xpms extended, but use a unpb body, any advice?
Skyrim1986 Posted April 7, 2015 Posted April 7, 2015 I have some trouble. The animation-test works fine, but I cant ask female NPC for sex, just male where it says "Hey stud...". I did install every SexLab related mod in order, so I dont see any conflicts there. Heres my mods (FIXED, thanks for the warning WaxenFigure )
WaxenFigure Posted April 7, 2015 Posted April 7, 2015 I have some trouble. The animation-test works fine, but I cant ask female NPC for sex, just male where it says "Hey stud...". I did install every SexLab related mod in order, so I dont see any conflicts there. Heres my mods: You have a serious incompatibility, you are running a killable children mod alongside Sex mods. That is NOT SUPPORTED! Such mods remove the "child" flag that the sex mods use to exclude children from their functionality, you may get unintended activities as a result of this unsupported combination. You can have Sex mods OR killable children mods but not both together. Fix that problem first.
Skyrim1986 Posted April 7, 2015 Posted April 7, 2015 Your right, that isnt so smart. I just wanted to see how those thiings worked, so dont get me wrong It makes me wonder (and worried) why the killl able children mods was made and should be banned from the modding community. EDIT: Fixed now, and Im very sorry, wont happend again. But back on topick, I run FNIS and LOOT everytime I install and uninstall a mod. Maybe its just a bug in SexLab itself.
srayesmanll Posted April 7, 2015 Posted April 7, 2015 Sexlab itself has no interaction for sex, it's just a framework. "Hey Stud..." comes from SOS, not sexlab. From your load order, I really don't see any mods that would have dialog based sex. Defeat is combat/rape. Lover's Comfort maybe, but if I remember correctly, it's only with a spouse (and maybe followers) but not a mod that allows interaction with other NPCs. Not familiar with LoversVictim.esp so not sure there. Same with FillHerUp. Mods I know for sure that have dialog based sex options: 1) Submit (make sure to get the "fixed" version - look in the spoiler in WaxenFigure's signature for the link to it). It has a seduction system that gives you a chance to get sex through dialog (persuasion, intimidation, bribery, etc) 2) Solutions is dialog -based but not a general "Let's fuck", mainly just more options for quest resolutions. 3) Amorous Adventures - again, not a general dialog based sex mod, but by completing quests you gain lovers which you can then talk to for sex.
Skyrim1986 Posted April 7, 2015 Posted April 7, 2015 Thanks for your reply. "and maybe followers) but not a mod that allows interaction with other NPCs." That could be it, that it only works on followers. I only finished The Way Of The Voice and that dragonstone quest so far, so that can be the reason for that I dont see any sex-dialogs yet.
WaxenFigure Posted April 7, 2015 Posted April 7, 2015 Thanks for your reply. "and maybe followers) but not a mod that allows interaction with other NPCs." That could be it, that it only works on followers. I only finished The Way Of The Voice and that dragonstone quest so far, so that can be the reason for that I dont see any sex-dialogs yet. I use Sexlab Submit for the sex dialog since the author of that cleverly used exiting voiced responses to carry through the dialogues, I turn off the other parts of that mod since the functions they perform are better done by the Defeat mod. In fact it was finding huge stack dumps from Submit in my log from parts of the mod that I had disabled that caused me to create my patch for that mod. Sexlab submit also doesn't always let you talk anyone into sex either, the less they like you the less likely they'll slip into the sack with you, married people are also less easy to talk into having sex so it adds a bit more realism to the mod.
Skyrim1986 Posted April 7, 2015 Posted April 7, 2015 Thanks for the tips I havent used SexLab for a while, so I must have missed something during the modding.
Antono Posted April 7, 2015 Posted April 7, 2015 Zaz, as I said I'm excited with that HDT chain between the ankle cuffs that you showed. Here's an idea to combine it with: You can make an alternative animation for walking with cuffed ankles. It would be more like a hobble. A modder could easily replace the standard walking animation with this one, using PapyrusUtil. And it can allow you to make the chain shorter, both for realism and for better animation. Is that possible ? If so some one should start with crawl animations as a starter I will make them eventually , just have a lot of Issues RL atm Cheers all Possible? Of course! Easy? Dead-easy! It's done through the animation override system in PapyrusUtil. It's on the ObjectUtil script. Here you can replace animations on objects by animation event name. Idle Property laughIdle Auto ; "IdleLaugh" here from CK SetReplaceAnimation(akTarget, "moveStart", laughIdle) Now whenever this character tries to move they start laughing instead. This replacement persists through save games. To be honest, I haven't tried this yet but haven't heard of any bugs with it either. As you said, crawling animations are also an obvious starting point (I could even swear I'd seen a mod doing it but I might be mistaken). And, of course, please don't feel pressured to do it, I just threw out an idea. What I find very fortunate is that through my comment you learned that this is indeed possible . Me and ZaZ tried the animation replacement system weeks ago, and it works out nicely. It'll be included at some point. The scripting is already done to make it work, we just have to find the time to get the final touch ups on the animation. And... to release the next version. Edit: We did it differently than what you proposed so I actually have no idea how that particular suggestion works out in practice. It does look interesting for some other ideas that I have in mind though.... Really? The game doesn't cease to amaze me: it seems we can do anything, some things with more than one method! I wonder how you guys did it, can't wait to read your code! Which means, since we can do anything with this game, hurry up and make me a visible chain/leash! Yes, it's on my todo list, and I have a pretty good idea of how I _think_ I can do it. We'll see. .... I can't promise until I know if it's working well. Intriguing and exciting news!
Dexter78 Posted April 8, 2015 Posted April 8, 2015 Hi, other than then main characters, all the other character's hands and feet do not stay bound when they start moving. Any idea how to fix the problem?
RockMic Posted April 9, 2015 Posted April 9, 2015 Latest version 0604 is not able to record animations inside Sexlab.What can be.
srayesmanll Posted April 9, 2015 Posted April 9, 2015 Latest version 0604 is not able to record animations inside Sexlab. What can be. 2 things: 1) You did install all 3 files, correct? main v6, textures v6, then the patch v604? 2) There is a 125 limit to the number of animations, so if you have the Non-Sexlab Animation Pack installed AND you have added all of those animations, then there just isn't any room for the zaz animations. You either need to reduce the number of added animations from NSLAP then try reregistering zaz, or wait for the new version of SexLab which increases the number of available animations (no word yet on a release, still in testing phase). However, from my understanding, the zaz animations are not required to be registered with sexlab for them to be used by other sexlab mods (xaz - let me know if I'm wrong here). Registering the zaz animations only allows them to be as part of the random animation selection when a sex animation is requested by a sexlab mod. To be clear, the 125 limit is the for the total number of animations that are in the list, NOT the total number of selected animations in SexLab. So if you have 125 in the list and only selected 5 animations to use, you still cannot add the zaz animations. You have to go into the MCM for NSLAP, turn off the animations from there that you do not want, then go into SexLab's MCM and reregister animations, then go into zaz and register it's animations. If you are below the 125 limit after the SL reregister, then the zaz animations will be added.
RockMic Posted April 9, 2015 Posted April 9, 2015 Latest version 0604 is not able to record animations inside Sexlab. What can be. 2 things: 1) You did install all 3 files, correct? main v6, textures v6, then the patch v604? 2) There is a 125 limit to the number of animations, so if you have the Non-Sexlab Animation Pack installed AND you have added all of those animations, then there just isn't any room for the zaz animations. You either need to reduce the number of added animations from NSLAP then try reregistering zaz, or wait for the new version of SexLab which increases the number of available animations (no word yet on a release, still in testing phase). However, from my understanding, the zaz animations are not required to be registered with sexlab for them to be used by other sexlab mods (xaz - let me know if I'm wrong here). Registering the zaz animations only allows them to be as part of the random animation selection when a sex animation is requested by a sexlab mod. To be clear, the 125 limit is the for the total number of animations that are in the list, NOT the total number of selected animations in SexLab. So if you have 125 in the list and only selected 5 animations to use, you still cannot add the zaz animations. You have to go into the MCM for NSLAP, turn off the animations from there that you do not want, then go into SexLab's MCM and reregister animations, then go into zaz and register it's animations. If you are below the 125 limit after the SL reregister, then the zaz animations will be added. Oh yes you are right that was the number of animations, solved by deleting 21 animations from non Sexlab animations. I did not know this limit. Thank you for your help.
srayesmanll Posted April 9, 2015 Posted April 9, 2015 Oh yes you are right that was the number of animations, solved by deleting 21 animations from non Sexlab animations. I did not know this limit. Thank you for your help. No problem. That 125 limit is biting a lot of people in the ass recently. Especially after NSLAP added all of those furniture animations. Personally I never add them so I never run into limit. The furniture (and the "stocks" from zaz) always seemed out of place to me: "Here we are traipsing around this forest in the middle of nowhere. Hmm let's do it here Lydia. OK, let's pull that 1-ton throne out of my backpack and use that... No not that one, the OTHER 1-ton throne... Or wait while I build this set of stocks out of surrounding material..." Just never fit with my style of play. However, I will say that the furniture animations make for great screenshots.
ZaZ Posted April 10, 2015 Author Posted April 10, 2015 There is a Little Clip in between showing how I animate in blender for most ZAP animations Skyrim animation using Blender 2.49b and export to Skyrim, animations in 3dsMax are tough for low end PC users , So I stick to Blender. The video mostly shows the Use of the Animated Cam, It can be always done better same with the animation, but I lack the time to due to RL commitments Will Post my converted rig for 3dsmax users, Have converted just need to align the camera.Maybe in a few days , So Max Users can animate as well. The animations would be released with next FNIS Mostly , once I make some more CAM actions and try to make custom generic animations to align Race Size
germanicus Posted April 10, 2015 Posted April 10, 2015 There is a Little Clip in between showing how I animate in blender for most ZAP animations Skyrim animation using Blender 2.49b and export to Skyrim, animations in 3dsMax are tough for low end PC users , So I stick to Blender. The video mostly shows the Use of the Animated Cam, It can be always done better same with the animation, but I lack the time to due to RL commitments Will Post my converted rig for 3dsmax users, Have converted just need to align the camera.Maybe in a few days , So Max Users can animate as well. After such a great fist fighting animations nobody will need weapons any more.
Dexter78 Posted April 11, 2015 Posted April 11, 2015 Hi, when i equip cuffs or armbinders on npcs, their hands do not stay bound. Anyway to fix this issue?
ODell22d Posted April 11, 2015 Posted April 11, 2015 Hello its been awhile since I've been modding and I was very new to it still so I'm alittle rusty and would like to ad the skyrim slavery system to my game and this is a requirement of it... I already had a zaz animation pack from a long time ago and it works with everything or I should say everything ran off of it and with it nice... My question here is 1. Do I need to uninstall my old zaz animation pack and update it basically to this? 2. when it says Install the Packs in this order 1. ZazAnimationPack_Main_V0600.7z 2. ZazAnimationPack_Textures_V0600.7z 3. ZazAnimationPack_Patch_V0604.7z Do I unpack these into a folder called zaz animation pack starting with the main and then extract the other textures and patch into that same folder then use my manager to install it? Or do I make one for zaz animation pack place only the main into it and then another called zaz textures and place textures in it and then do the same with the patch? Sorry if I'm lost on this but any help would be super Thanks for your time and this cool mod
ZaZ Posted April 11, 2015 Author Posted April 11, 2015 Hi, when i equip cuffs or armbinders on npcs, their hands do not stay bound. Anyway to fix this issue? I'm not sure as well , can Someone Help this Guy out Till XaZ is back ?
Dexter78 Posted April 11, 2015 Posted April 11, 2015 Hi, when i equip cuffs or armbinders on npcs, their hands do not stay bound. Anyway to fix this issue? I'm not sure as well , can Someone Help this Guy out Till XaZ is back ? Yah i really appreciate any help. I have already check through my mods, there are no other idle animations mod installed. I have the latest zaz animation pack installed. But still there the npcs with cuffs and armbinders do not stay bound, only for the first few second when equiped.
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