gregathit Posted July 27, 2013 Author Posted July 27, 2013 Added Update 7 - Group 2 (laying down\missionary) animations to the downloads page. Total of 23 reworked animations included.  Currently I am working on the final group (four - the oral one) over in the lovers workshop. I should have a BJ pack out before too long.  Cheers, Greg
MrBlazzar Posted August 5, 2013 Posted August 5, 2013 Not sure whats causing this but sense Installing this pack and using its skeleton which as I've read is just growlf's universal skeleton my female character has that breasts into infinity problem when wearing outfits with bbb.  But when I use growlf's skeleton from the nexus this doesn't happen but then ofcourse the mans penis goes into infinity as only the skeleton in the pack has that bone.  Not sure why this is occurring. Would there be anything that would cause this?
gregathit Posted August 5, 2013 Author Posted August 5, 2013 The skeletons included in this pack (skeleton.nif and skeletonbeast.nif) are indeed growlf's universal skeleton 1.81 with penis bones added. I only included the 3rd person skeletons (that is all LPK uses), so you will still need the 1st person skelly from growlf's pack.  As to the outfit, you need to check what skeleton the outfit was made with\for. Upload a copy of the nif file here if you can't figure it out. Most likely the outfit is a UFF one which requires the UFF skeleton. It "could" be a Coronerras skeleton deal but that "should not" be an issue as Growlf's skeleton was built off of Coronerras one.  Bottomline you need to check the nif files as something may be off on them. Let us know what outfits and what plugin the issue is coming from.  It also could be a deal that you have a skeleton in a bsa file that is mucking up the works. If that is the case you will need to archive invalidate to get rid of it.  I have hundreds upon hundreds of bbb outfits in my game and non of them have an issue so it is something on your end. The more info you can give us the better (and faster) we can get it figured out.  Cheers, Greg
MrBlazzar Posted August 5, 2013 Posted August 5, 2013 Fixed it using BSA Redirection from OBMM. A noob move not doing that first my apologies haven't played oblivion in awhile but thanks for your assistance.
movomo Posted September 6, 2013 Posted September 6, 2013 what happens if I replace LL skeletons with UV3 ones Is it ok not to replace them?
fejeena Posted September 6, 2013 Posted September 6, 2013 If you use animated penis you have penis stretching (like BBBreasts without BBB Skeleton) The UV3 Skeleton is Growlf's Universal skeleton (controllable Version) so you can use the AP Skeleton ( Universal skeleton with penis bones) But there is the uvskeletonbeast.nif in UV3 . Does it need penis bones? And the _1stperson UV3 Skeleton has breast bones. To prevent breast stretching during first person view ? Does it need penis bones to prevent penis stretching during first person view?  So here all four UV3 Skeletons with added penis bones. characters.7z  movomo sorry ! I like your work, I like Setbody reloaded, I just do not like the changes to the HGEC bodies.(not your work and only my  opinion) I did not mean to offend you. Sorry ! Â
gregathit Posted September 6, 2013 Author Posted September 6, 2013 Last I had heard the uv3 mod author had switched back to using Growlf's Universal Skeleton due to the massive amount of complaints he had from folks who were not happy about loosing their bouncing breasts with his custom skeleton. Â Â To the best of my knowledge the Universal Skeleton will work just fine with UV3 so that means the AP skeleton (and beast skeleton) will also work just fine, since all they are is a modified version of the Universal Skeleton. Â 1st person skeletons are untouched by the AP resource pack and LPK doesn't bother with 1st person skeletons so it makes no difference what you choose to use there. Â You "may" loose a few of the fancy mutilations that come with UV3, but beheading, cutting in half and cutting hands off should still work just fine. Â DR6 uses that and works just fine with the Universal Skeleton. Â Don't have any clue what the uvskeletonbeast.nif is. Â I would say just make a copy of the AP skeleton and rename it to that and you should be fine.
movomo Posted September 7, 2013 Posted September 7, 2013 No problem fejeena. Thanks for the info's and the skeleton, anyway. Â By the way Greg, what do you think about switching LL skeleton to the modder version? I was using LL skeleton modder version(57Kb) before, but then noticed that anim no.06 causes immediate crash with it so I replaced it with the current AP skeleton. Since we don't have too many anims yet that require AP skeleton rather than the modder's version, we could modify them not to use AP skeleton maybe. Just a suggestion, because the modder's version is more compact.
gregathit Posted September 7, 2013 Author Posted September 7, 2013 No problem fejeena. Thanks for the info's and the skeleton, anyway. Â By the way Greg, what do you think about switching LL skeleton to the modder version? I was using LL skeleton modder version(57Kb) before, but then noticed that anim no.06 causes immediate crash with it so I replaced it with the current AP skeleton. Since we don't have too many anims yet that require AP skeleton rather than the modder's version, we could modify them not to use AP skeleton maybe. Just a suggestion, because the modder's version is more compact. Â Â When you say "modder version" I am assuming here that you are talking about the skeleton that Gerra6 made for animating. Â If that is what you are talking about it is not a good idea for the following reasons: 1. Â The modder skeleton is a bare minimum skeleton that doesn't have any scale bones. Â It was intended for creating\modifying animations only. Â Meaning that if folks have clothes\armor\animations that have bones that aren't covered......CTD. 2. Â Growlf's Universal skeleton is "THE" skeleton for 90+ percent of armors\clothes\animations. Â It is backwards compatible with Coronerras max skelly. Â Changing something that is so universally accepted and will not yield any performance gain (that I am aware of) is a bit silly IMHO. Â The AP skeleton is Growlf's universal skeleton with penis bones added. Â That is it. Â As to the animations. Â I have finished all of the 11-200 animations that were in the 11-200 bbb animations pack now and all of them are set up to use the AP skeleton. Â Next weekend I am planning on issuing a combined framework pack with everything included. Â Â I am willing to entertain any and all changes, but I will not do something that potentially will break peoples games, or will force them to disable a large chunk of their existing plugins. Â As much as possible, I want to make things universally compatible.
kingkong Posted September 7, 2013 Posted September 7, 2013 i have a skeleton with ragdoll constraint with penisroot bones i do not remember from where i got that (it is funny to see moving brest even if the npc is dead) i can provided if you want.   a question do you intend to extend this ap to creatures ?
gregathit Posted September 8, 2013 Author Posted September 8, 2013 a question do you intend to extend this ap to creatures ?   I don't want to commit to anything until I start the creature overhaul. Adding bones to skeletons is very easy.  Weight painting dozens of individual meshes is not.  Unfortunately that weight painting would have to be done for each and every creature.  You are talking about a very large task.  I doubt I can accomplish something like that on my own.  Just overhauling the animations to add bbb to the NPC side, fix clipping and the alignment is going to be a major task that I expect to take 3-4 months.  If I try to tackle redoing all the meshes by myself along with the rest, that could add another 3 months very easily.  Bottom line, probably won't happen unless folks volunteer to help me.
kingkong Posted September 8, 2013 Posted September 8, 2013 my big probleme is that i know nothing in animation i am going to start looking at this but i am no sure to be able to.  In the other hand i can volunteer for any weight painting this part is almost the easy part that some times ask a lot of time and patience.
gregathit Posted September 8, 2013 Author Posted September 8, 2013 my big probleme is that i know nothing in animation i am going to start looking at this but i am no sure to be able to.  In the other hand i can volunteer for any weight painting this part is almost the easy part that some times ask a lot of time and patience.   If you are up to doing the weight painting then that will make it possible for me to go forward.  I will happily modify the skeletons and rework the animations to use the weight painted meshes.  Example: Bears - their current cocks are terrible.  The loversmotionsNT animation for the bear is great, however the cock placement is terrible.  This isn't the animators fault but rather the current bear mesh.  Give me a week to assemble some creature meshes that I have been collecting and I will PM them to you for you to look at doing some weight painting.  Some came from Fejeena, Galgat, and various other sources.  All parties have given me permission to use them.  I'll try to have them assembled and sent to you on either Friday or Saturday (13th or 14th).  You can then start in weight painting things.  Don't worry about trying to rush through them.  It will take quite a bit of time to do the creature overhaul.  I'll pick the worst creatures (like the bear) and get those done.  Some of the other creatures won't necessarily need to be done, so that may save us some time.
kingkong Posted September 8, 2013 Posted September 8, 2013 no probleme as i installed lovers creature in my game for creatures testings like this i can see what i am doing looking forward as i have no other haevy project.
kingkong Posted September 9, 2013 Posted September 9, 2013  Example: Bears - their current cocks are terrible.  The loversmotionsNT animation for the bear is great, however the cock placement is terrible.  This isn't the animators fault but rather the current bear mesh.   My character, bear, and boar are livid from testing them in game, reading back again your topic now it make sense you are absolutely right about that there is something wrong with the weight painting the bones like pelvis spine spine0 and spin1 are a little bit messy (the pelvis is too high spin and spin 0 are doing nothing ) i understand now your concerns i am going to see if i can modify anything without ruining oblivion animation.
Northern Posted September 10, 2013 Posted September 10, 2013 Thanks for the help Greg, this is the project of the year imo
kingkong Posted September 11, 2013 Posted September 11, 2013 i look at the bear and boar   how i am not an animator    i do not see the skeleton as you and i have tweaked slightly the body weight paint to meet animation included in creatures v96 . and added one of the dicks provided in this AP package (have no idee what sort to add) a little bit modifyed. --+  --+  you need to see if you can handel this a little bit more for AP animations.  second as each creature has his own skeleton each creature will need a different weight painted dick addapted as some bones are more important in one cas for key shap than others.  the animation of what i did can not be easily copied and adapted to all creature due to 4 or 2 legs skeletons and what work for one is not working for other creatures.(better seen in game not in nifskope)     Â
Sarnaath Posted September 13, 2013 Posted September 13, 2013 I'm having a problem with mismatched lower body parts on males during some sex animations. I recently switched to Robert's Heavy Muscular body. I installed the Heavy Musc alternated animated penis files that you provided. I currently have LwPK 96v4, the Animated Penis Resource Pack, the BBB 11-200 Animation Pack, the AP combo packs, the alternate RMB animated penis files for Heavy Musc, Lovers Creatures 2.0 beta 1 - installed in that order.  For at least 1 human sex animation (I think it was an oral one) and the 2 creature sex animations I've seen so far (troll and mudcrab) I get a mismatched lower body part on my male player character. Most of the human sex animations with the animated penis work beautifully.  Is there a mesh file I'm missing that I need to swap a Heavy Musc version for? I don't think it's the animations. I swaped out the slof v5 files for Heavy Musc variants (got the meshes from Setbody Reloaded 1.2) and when I change the lovers settings in game to use "solf's v5 normal" the creature animations are fine (not sure how to test specifically the human oral one). But when I switch back to the v3/v4 setting I get the wrong lower body used. The penis size is smaller too, it's not that gigantopenis used in the updated animated penis animations.  I also didn't notice a problem when I was using Robert's Musc body. I don't know about other Robert's bodies but I may play around with them and see what happens.  From what I can tell, the animations updated to use the animated penis work perfectly. And look awesome. (Good work on that.)  edit: the other body sizes are fine, did not see any problems with creature (well, mudcrab at least) sex. Installing Robert's Bulky body, and the alternate animated penis files for Heavy Musc results is no gap during creature (this time troll) sex. I suspect one of the Heavy Musc meshes provided in the RMB alternate patch is actually the Bulky mesh. For now I'll use another body mesh.
fejeena Posted September 13, 2013 Posted September 13, 2013 Did you install it right? Not the "Roberts Male Heavy Muscular" Folder ! the meshes Folder inside of this folder in your data folder. And there is only the NormalAnimPenis Version for Heavy Muscular, not the huge Version. Don't know if any animations are set to use the huge Version, I think no. So only use the normal Version Setting.  Edit: NifSkope check. Yes the  ashardware1.nif to ashardware5.nif are not Heavy Muscular. The NormalAnimPenis.nif is Heavy Muscular.
gregathit Posted September 13, 2013 Author Posted September 13, 2013 The main animated penis mesh you need to switch out is located & named thus: Oblivion\meshes\clothes\as\NormalAnimPenis.nif  You need to pull the heavy muscular mesh files out of the extra bodies archive and overwrite all the mesh files located in the Oblivion\meshes\clothes\as\  folder. It includes the following files: ashardware1.nif ashardware2.nif ashardware3.nif ashardware4.nif ashardware5.nif NormalAnimPenis.nif  Additionally you MUST use this Roberts body version:  http://oblivion.nexusmods.com/mods/40532/? Other versions of Robert's male body are different, especially Roberts male body version 4.  They won't match up to the above bodies very well.  You MUST use the penis setting v3\v4 for the animated penis meshes to work!!!!!!  You can NOT use the penis setting v5 (slof's) as that BREAKS the animated penis configuration!!!!
fejeena Posted September 13, 2013 Posted September 13, 2013 The ashardware1.nif to ashardware5.nif are not the Heavy Muscular Body V52 the NormalAnimPenis.nif is OK. Folder "Roberts Male Heavy Muscular". (I checked it in NifSkope.) So human-human sex is fine but creature Sex with gap. Here the corrected meshes Roberts Male Heavy Muscular.7z Â
Sarnaath Posted September 13, 2013 Posted September 13, 2013 Thanks fejeena.  Gregathit:  I just threw your extra bodies archive (the Animated Penis files - includes default Muscular.7z file) into my Bash Installers folder and checked the sub-folder I wanted installed in Wrye Bash's installer tab. I didn't mess with the folder structure you provided as it all seemed good. This worked for the other body sizes, just not Heavy Musc.  I've only ever used Roberts v5 body.  edit: Sorry if I didn't make this clear in my first post: with Lover penis setting v3/v4, with Roberts v5 Heavy Musc mesh installed, with the alternate animated penis files for the Heavy Musc body correctly installed, I still saw gaps with creature sex animations (and one human sex animation I noticed). Most other human sex animations I saw were fine. I shouldn't have mentioned all the things I tried to determine wether it was a mesh issue or animation issue, I was just trying to troubleshoot. In retrospect I need get more familiar with nifskope.  fejeena has supplied corrected meshes, I'll test them out in my game. edit2: they work. Thanks again fejeena
gregathit Posted September 13, 2013 Author Posted September 13, 2013 Well fuck me sideways! Â Â The Heavy Musc meshes are indeed fucked up. Â Now here is the really fucked up part: Â I used the fullbody mesh example that comes with Robert's v52 to check everything and the heavy musc fullbody.nif is ALSO is screwed up, which of course made the heavy musc meshes off. Â I'll double check the mesh package Fejeena posted and update the main download for alternate bodies if all checks out. Â Makes me wonder if some of the other bodies could be off...... Â As to gaps in sex with creatures - that is more than likely a whole other story as I have not started the overhaul of animations or meshes with it. Â Thus it is likely using something mesh-wise that it probably shouldn't. Â Until I start the creatures overhaul it is just something you will have to put up with. Â Sorry.
fejeena Posted September 13, 2013 Posted September 13, 2013 During creature sex the ashardware1.nif to ashardware5.nif are used and the Heavy Muscular upperbody with the wrong ashardware nif's have a gap. The Heavy Muscular upperbody with correct lowerbody is fine, so no gap during human or creature sex with the right lowerbodies. Gap problem solved. right and wrong lowerbody with Heavy Muscular upperbody.
Sarnaath Posted September 13, 2013 Posted September 13, 2013 Yeah, with fejeena's corrected meshs I'm not having any gap issues with the Heavy Musc meshes.
Recommended Posts