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Is Sexout able to support the Sexus peeing animation?


panthercom

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 I've noticed a lack of actual urination animation with visible fluids, such as what

was seen in Sexus. Is this due to ownership issues for the animations, inability of 

support within the Sexout framework, or simply that no one has gotten around to

it because it's a herculean task to get it work?

 

 I'm inclined to poke around with adapting it, as part of my initial foray into animation;

I see that some of Mavia's mods sorely need something like this, but I won't waste my

time if it's unusable or way over the head of a noob animator.

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 By non-sex animation, are you referring to the animation pertaining

to the stream of urine, or just a general lack of interest in supporting

watersport-related content.

 

 I'm not obsessed with it, it just adds a little color to things ;)  and

it kind of bugs me that some mods reference it but the proper

animations are lacking :( 

 

How can humanity ever reach it's full potential if I can't take a leak on

Caesar's naked, headless corpse?

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I mean the animation categories for sex acts are masturbation, anal, vaginal and oral.  If you put it under masturbation then everyone would run the chance of playing it when some people might not want.  Also, I don't think the people who make the mods - who are very busy - have the time for this.  You always have the option of learning how to add it yourself in an esp.

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 Thanks for the clarification; I can just visualize the name of such a mod:

'Fallout - New Vegas... Really, Really REALLY Essential Needs'

"All that Sunset Sarsaparilla has to go somewhere."

 

Could add a playidle where the characters dance on one foot if they

can't find a toilet :)

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There is a peeing animation in Sexout, number 12003.  It has to be requested specifically by the mod, as mine do.

 

It's a hack of animations that were kind of in the ballpark, so it'd be great if you could replace it with a real pissing animation.  Heck, if you can put up the .kf files I'd be happy to test it out. 

 

(12003 is called for any genders, but ideally there should be versions for male and female pissers.)

 

If you want particle streams, that would require scripting changes to Sexout-- which of course you can do as a mod first before bothering prideslayer.  (Or perhaps it would work as a spell?  But Sexout repositions the actors, so probably not.) 

 

 

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i think that female pissing animation thats in your mod might just be missing a texture for it, because during the animation the textures around the hands looked kinda buggy like when texture is missing.  i dont know much but i found out what it looks like when i forget to install texture lol.   not sure if thats right, i forget how .kf's work.  never mind, i was absolutely wrong about all that.

 

ive forgotten so much since i used to mess around with oblivion.  just opened blender for the first time in years and was i feeling immediately like a professional, followed quickly by feeling like a retard.

 

anyways, hope that helps

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Sexout provides a range of animation numbers specifically for mods to add their OWN animations to the framework and then call them specifically by animation number. That way you can add mod specific animations that don't get used by the random picker in generic sex acts. This is what Mavia is talking about.

 

The range is 10001-20000.

 

Basically you create an idle animation entry and set the path to the skeleton it uses and have it's condition be the number of Sexout animation tokens = animation number you choose (this idle entry does not have a path to a KF file). Then, for each participant in the animation you create a child idle animation entry and have their conditions be the presence of the Sexout animation tokens for actor A, B, C or X (this animation does point to a KF file). If you need props for an actor in a position, create animated object entries and set the animation they attach for as the actor A, B, C or X entries you just made. When you call the animation with sexout, you must specifiy your animation number before calling SexoutNGBegin.

 

As an example, you create a 2 actor peeing animation with A peeing on B. You decide it will be animation number 15001.

 

You create an idle animation entry with the KF file path blank and the condition being equal to, getitemcount, 15001, SexoutNGAnimCounter with the path to the correct skeleton defined. This is your parent entry into the idle animation tree.

 

Since it's a 2 actor, A and B, animation... you create two child idle animation entries.

 

First one... condition is greater than or equal to 1, getitemcount, SexoutNGAnimPositionA. Set the KF path to the animation KF for actor A. Set related idle animation #0 (parent) to the parent idle animation entry you created previously.  The path to the skeleton is also set for this one.

 

Second one... condition is greater than or equal to 1, getitemcount, SexoutNGAnimPositionB. Set the KF path to the animation KF for actor B. Set related idle animation #1 (previous) to the idle animation Actor A entry you just created.  The path to the skeleton is also set for this one.

 

Let's say you need a prop for actor A (an animated pee stream). You create an animated object entry, point the path to the NIF file of the prop, then define the idle animation as the idle animation entry you made above for actor A. Now when an actor playes that idle, the prop is automatically attached to them.

 

Er... no pictures and assumes you know what you're doing with the GECK...but that should help the more technically literate...

 

EDIT: For those curious, if actor A was using a different skeleton than actor B... you create a parent entry for each skeleton and a child entry for each participant using each skeleton. Basically one parent entry per skeleton, containing children entries for the actor positions (a, b, c or x) using that skeleton. The above walk-through assumes both actors use the same skeleton.

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