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Posted

I am pretty new to adult modding, so maybe I do not have everything I need. Only have Flower girls, not sure what else I may need , or what may be better.  When I start a scene. The NPC and the player stand in the same place, So I can see boobs coming out of the player.. Once it start, they separate, but still do not mesh together well. Sorry if this is a noob question. I tried to search, but kind of hard to explain in a search.

 

THX

Posted

Did you run FNIS/Fores New Idles?

 

If you don't know what that is, you need to read some of the sticky comments here in the Skyrim forum about how to set up your game.

 

Gopher and Gamer Poets are also good resources on youtube about modding basics.

Posted

This is probably going to seem very lengthy, and likely going to sound a bit more complex than it is once you actually get on the bicycle and ride it, but presuming you're new to this, a thorough read will help you avoid many of the frustrations we usually have to make by trial and error. Nor is it end-all-be-all, but it should give you a process to follow, one you can modify to suit you and due to any new info you get.

 

1) The normal setup portion of an animation sequence starts with the participants being placed in the same position, as a "zero" reference point, from which their offsets are applied to begin the first animation sequence step. This ensures some basic alignment in most cases.

 

2) Animation sequences are designed using specific body models by the designers. The short takeaway from that is that one size does NOT fit all.

 

So what that means is that either a player uses only bodies that have identical shapes and sizes to the animation author's models, or at least initially, a player usually has to perform some positioning to get some/many animations to work with their player and NPCs with a reasonable degree of correct looking alignment (right down to schlong angle for those NPCs capable of that adjustment).

The first option is pretty unrealistic for most of us., so...

 

Sexlab  stuff - in the SL  Animation settings MCM entry

 

for starters, one can try using Even Actors Heights, after unchecking the disable scaling/ctd fix. That can account for disparate sizes sometimes. Some use it, some don't, there are reasons. Not important too much for now unless you're a stickler, in which case, you'll just have to be patient. first things first. Eventually, you may want to opt for not using it at, but when new, probably a a good fallback to make it less painful.

 

Also, make sure race/gender adjustments is checked. This will ensure that positioning adjustments that you make, will be saved for future encounters with the same body, at the least reducing any need for gross adjustments in future encounters using that animation sequence, although due to slight variations in size, some will usually be needed for at least "random" encounters with NPC in the wild. (not so with named characters who stay exactly the same no matter what). In addition, any future changes you make, unless you have undecked this option after establishing all your primary alignments

 

So on the repositioning issue (which will still be an issue for many or most) ...

 

To do this you'll want to disable autoadvance stages, to prevent the game from cycling through stages, so you can establish and close alignment for each animation stage.

 

SL by default uses the K, L, ; , and ' keys for positioning (shift key affects direction)

K/k - toggle/cycle-through participants for adjustment

L/i - forward backward (normally, some animation sequences swap it with left right)

;/: - up/down

'/" - left/right (normally, some animation sequences swap it with up down)

 

Note that you will not always get 1:1 registration of everything, for instance you may get the goodies aligned but mouths don't quite. or hands are a bit off, or arms, or legs.  Again, use the models an author used - if you can identify them in the first place - or cope as best you can.

 

Over time, more and more animations will get aligned reasonably, and you'll have to do less and less, or even nothing. Some will work correctly right out of the box if the other actor(s) is(are) the same height. Some just don't. Some are even totally kerfuffled (Imo, ime) and tbh, I'm not even sure how to align them (a very small handful)

 

You can always turn autoadvance back on at any time when you're not in an animation sequence, or visa versa (turn it back off). Just don't try to make changes to SL's configuration (aside from positioning changes) while in-animation, since they won't be detected by SL until it's idle again, or maybe better said, until it's called fresh again outside an active animation sequence. (it doesn't autorefresh its core settings while in process and only update/saves position info afaik)

 

It really becomes a simple thing, a near mindless task of tweaking here or there as needed, but I don't think you can get away from at least a little unless you have a very specific group of participants that share near identical shapes and sizes. And have been aligned of course.

 

---

 

Side note. Another related mod (not sure if it works in AE-1.6x or not) SL Triggers offers a script that can be attached to animation sequence start, that allows SGTM (global animation speed) speed control of an animation using hotkeys. Not the check boxes in its MCM config, they won't work for SE and are only legacies of its Skyrim LE origins., but the sequence-attachable script that it provides fills in for the desired purpose.

 

The idea is that positioning is far easier in many cases if you can slow the animation speed down. SGTM can do this from console, but this SL Triggers script hooks into SGTM via console commands attached to pre-assigned numpad hotkeys, allowing for in-game animation speed adjustment in SE.

 

(- & + for slower and faster (step is 0.1) , then two more, / for speed reset to STGM = 1.0, and * for saving animation-stage speed). Also of note: it affects subsequent calls of that animation sequence btw, so it can be of added value is defining the basic speed of a given animation sequence.

 

if interested, and once installed, in SL Triggers MCM, select the stage1-5 entry

 

STAGE 1

On Event  - Begin

Chance - 100%

Command 1 - Time Control.json

all other settings for the stage 1 config left at default values.

 

It will self-terminate the Time control script at the end of the animation sequence and reset to SGTM 1 for normal play.


Anyway, SL Triggers maybe a bit more advanced, but fwiw... I find it incredibly useful both for alignment positioning and for its ability to save overall sequence speed.

 

TMI? Sorry. 

 

Posted
6 hours ago, travelmedic said:

Did you run FNIS/Fores New Idles?

 

If you don't know what that is, you need to read some of the sticky comments here in the Skyrim forum about how to set up your game.

 

Gopher and Gamer Poets are also good resources on youtube about modding basics.

Yes I ran FNIS... I will check out the youtube videos... thanks

Posted
6 hours ago, anjenthedog said:

This is probably going to seem very lengthy, and likely going to sound a bit more complex than it is once you actually get on the bicycle and ride it, but presuming you're new to this, a thorough read will help you avoid may of the frustrations we usually have to make by trial and error. Nor is it end-all-be-all but it should give you a process to follow, one you can modify to suit you and due to any new info you get.

 

1) The normal setup portion of an animation sequence starts with the participants being placed in the same position, as a "zero" reference point, from which their offsets are applied to begin the first animation sequence step. This ensures some basic alignment in cost cases.

 

2) Animation sequences are designed using specific body models by the designers. The short takeaway from that is that one size does NOT fit all.

 

So what that means is that either a player uses only bodies that have identical shapes and sizes to the animation author's models, , or initially, a player usually has to perform some positioning to get animations to work with their player and NPCs.

The first option is pretty unrealistic for most of us....

 

Sexlab  stuff - in the SL  Animation settings MCM entry

 

for starters, one can try using Even Actors Heights after unchecking the disable scaling/ctd fix. That can account for disparate sizes sometimes. Some use it, some don't, there are reasons. Not important too much for now unless you are a stickler, in which case, you'll just have to be patient. first things first. Eventually, you may want to opt for not using it, but when new, probably a a good fallback to make it less painful.

 

Also, make sure race/gender adjustments is checked. This will ensure that positioning adjustments that you make, will be saved for future encounters with the same body, at the least reducing any need for gross adjustments in future encounters using that animation sequence, although due to slight variations in size, some will usually be needed for at least "random" encounters with NPC in the wild. (not so with named characters who stay exactly the same no matter what). In addition, any future changes you make, unless you have undecked this option after establishing all your primary alignments

 

So on the repositioning issue (which will still be an issue for many or most) ...

 

To do this you'll want to disable autoadvance stages, to prevent the game from cycling through stages so you can establish and close alignment. for each position

 

SL by default uses the K, L, ; , and ' keys for positioning (shift key affects direction)

K/k - toggle particpant for adjustment

L/i - forward backward (normally, some animation sequences swap it with left right)

;/: - up/down

'/" - left/right (normally, some animation sequences swap it with up down)

 

Note that you will not always get 1:1 registration of everything, for instance you may get the goodies aligned but mouths don't quite. or hands are a bit off, or arms, or legs.  Again, use the models an author used - if you can identify them in the first place - or cope as best you can.

 

Over time, more and more animations will get aligned reasonably and you'll have to do less or nothing. Some will work correctly right out of the box if the other actor(s) is(are) the same height. Some just don't.

 

You can always turn autoadvance back on at any time when you're not in an animation sequence, or visa versa. Don't try to make changes to SL (aside from positioning changes) while in-animation, as they won't be detected by SL until it's idle again, or maybe better said, until it's called fresh again. (it doesn't autorefresh its core settings while in process)

 

It really becomes a simple thing, a near mindless task of tweaking here or there as needed, but I don't think you can get away from at least a little unless you have a very specific group of participants that share near identical shapes and sizes. And have been aligned of course.

 

---

 

Side note. Another related mod (not sure if it works in AE-1.6x or not) SL Triggers offers a script that can be attached to animation sequence start that allows SGTM speed control of an animation using hotkeys. Not the check boxes in its MCM config, they won't work for SE and are only legacies of its Skyrim LE origins., but the sequence attachable script fills in for the desired purpose.

 

The idea is that positioning is far easier in many cases if you can slow the animation speed down. SGTM can do this from console, but this SL Triggers script hooks into SGTM via console commands attached to pre-assigned numpad hotkeys, allowing for in-game animation speed adjustment in SE.

 

(- & + for slower and faster (step is 0.1) , then two more, / for speed reset to STGM = 1.0, and * for saving a stage speed). Also of note: it affects subsequent calls of that animation sequence btw, so of added value. 

 

if interested, and once installed, in SL Triggers MCM, select the stage1-5 entry

 

STAGE 1

On Event  - Begin

Chance - 100%

Command 1 - Time Control.json

all other settings for the stage 1 config left at default values.

 

It will self-terminate the Time control script at the end of the animation sequence and reset to SGTM 1 for normal play.


Anyway, SL Triggers maybe a bit more advanced, but fwiw... I find it incredibly useful both for alignment positioning and for its ability to save overall sequence speed.

 

TMI? Sorry. 

 

Thanks for the detailed (and patient) information. I will research a bit more and try a few things. One question, is there one mod, that is that is better than the other? As mentioned, I am only using Flower Girls. I chose it because it is included in the "immersive and adult" mod collection on Nexus. I figured they would include one of the best. But willing to try another. Thanks again

Posted

FG is a separate beast. Most of the stuff you'll find around here is based on Sexlab. If you're willing to install it you'll need to get the requirements and double check you're getting versions compatible for your game/skse version of everything. Then get mods to actually use SL, because by itself it doesn't do much. That's a lot of reading and installing things if you haven't done it before. So don't go mad and take it easy.

Posted

I suppose every one is better than others for some. For others, they're just different tools. I'm in the latter camp. I have both FG and SL installed. I used to have OSA OSEX too, (another choice) a long time ago but had problems (it was new) and haven't revisited it. For AE it might be a good route, idk.

 

FG is just fine, but it's canned and not nearly as expansive in its functionality as SL. Not dissing it by a long shot, it's just different. FG is effectively an "all-in-one", and the only real controls you have is advance stage and end.
 

SL is a foundation, an engine, on which a bunch of other "SL-related" addon mods can ride. If you have a look at the Skyrim Special Edition Compatibility thread on the main SE page at LL, you'll probably see that a large number of the mods there are related to a foundation of SL. Not all, but a lot. 

 

If Flower Girls is what you prefer, and you won't need the SL engine for other mods,  then ignore what I was saying before. None of it applies to FG. But if you have any doubts about it,  I'd keep it on hand (cut-n-paste to a notepad file) in case you find you need to know how things work in SL down the road. Threads get lost in a haze of new threads. Files are local. Erm... that is, cut n paste my edited version in a few minutes when I  update it... I'm an atrocious typist and noticed several misspellings in my original after the fact.

 

***Previous post is now edited***

 

And also, it's not an either or. You can use both FG and SL.

 

 

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