Zeus_II Posted September 9, 2013 Posted September 9, 2013 A'ight, so... I've been sifting through the topics for a few hours, but I haven't been able to find one that covers my particular issue. And since my own attempts to resolve it have been fruitless so far, I'd like to ask for a little insight. My issue is that when my character is raped by a non-humanoid creature during combat, their animations get misaligned - the creature gets into position alright, whereas my character might be suspended sideways in mid-air for example. Now, I know what you think. This issue has been covered in other threads. However, this only happens to me while my character is in a combat stance. Otherwise the animations align just fine. Needless to say, this is a bit frustrating since the rape is only likely to happen in a combat situation. This here's my current load order: Oblivion.esmLovers with PK.esmLoversCreature.esmOscuro's_Oblivion_Overhaul.esmBetter Cities Resources.esmHorseCombatMaster.esmShieldOnBack.esmDLCShiveringIsles.espBetter Cities .espShield on Back 3.1.esp1HweaponOnBack.espUpdate My Statue.espJOJOeffect.espStandingJOJO.espArmamentariumStaffs.espIron Maiden Set.espzzCCAO.espRogueLeather.espStockClothingArmor-forExnems.espTGND.espTGND_SI.espOscuro's_Oblivion_Overhaul.espShield on Back Plugin - OOO.espMushroomManor.espVypersAstralStorage.espKnights.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espxulAspenWood.espxulSkingradOutskirts.espxulSnowdale.espxulCliffsOfAnvil.espxulSilverfishRiverValley.espBetter dungeons.espRealistic_Weapon_weights-3534.espSupremeMagicka.espSM_ShiveringIsles.espSM_OOO.espSM_Scrolls.espSM_SigilStone.espAR's Hand to Hand - 34.espDeadly Reflex 6 - Timed Block with no damage or durability changes.espCTAddPose_osr1.espCTAddPose_osr2.espCTAddPose_osr3.espCTAddPose_Le01.espCTAddPose_Le02.espCTAddPose_OTpair2.espCTAddPose_Gaff_01.espCTAddPose_Gaff_02.espCTAddPose_glock3.espactors_in_charge.espActorsInMadness.espActorsInEmotions.espEFGAddPose.espgeechan_SimplePose.espPMGSPP2.espSexyWitchPoses.espSP1stPLegs.espKT_CustomRaceFix.espBetter Cities Full.espBetter Imperial City.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Knights of the Nine.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - Unique Landscape Skingrad Outskirts.espBetter Cities - Unique Landscape Imperial Isle.esp_No__persistant_enchantment_glow_fix-1843.espDeadlyReflex 6 - Combat Moves.espSM_DeadlyReflex.espArshes Nei Armor.espDHs Faster Skills X5.espElven Armours.espOblivion_Character_Overhaul.espOblivion XP.espOblivion XP - OOO.espKani's Elves.espFormID Finder4.espAlternative Start by Robert Evrae.espLoversAdultPlayPlus.espjhul_animations_specialanims.espLovers with PK.espLoversFSE.espLoversIdleAnimsPriority.espLoversRaperSGalgat.espLoversAnimObjectsPriority.espLoversPayBandit.espLoversRaperS.espLoversStopCombatEx.espLoversCreature.esp I'm using the latest version of OBSE (v20). Now, if this has been answered before and I've somehow missed it, I apologize for bringing it up again. My only excuse would be that I've been trying to work around this for several hours, and my perception isn't really on top anymore. Otherwise, any ideas about the source of the problem are welcome.
gregathit Posted September 10, 2013 Posted September 10, 2013 Your issue starts with failing to read the either the FAQ or the pinned thread at the top of this section and following the recommended load order posted there. Oblivion is load order sensitive and if you get things too badly out of whack all sorts of add crap starts happening. Creature animations have never been aligned properly and you will need to use the 0-9 number keys at the top of your load order to adjust them. Additionally, if you are too close to an obstacle (wall, uneven ground, chair, creature or another NPC, basically anything that has collision to it) then that can throw the animation out of alignment as well.
Zeus_II Posted September 10, 2013 Author Posted September 10, 2013 Ah, my apologies. It seems I wasn't clear about the issue, or the steps I've already taken. Allow me to explain further. The first thing I did was look at the pinned post, and I started with following the load order. That didn't make a difference, so I followed suggestions I found in other threads and moved around the plugins to see if that would accomplish anything. Which it didn't, evidently. The load order isn't the problem. Perhaps "misalignment" was a poor choice of words, too. I expected some misalignment when I installed the mod, and out of combat I can adjust the positioning just fine. What happens is that, when my character is in a combat ready stance and the rape initiates, her animations appear askew, oddly rotated and misplaced, as though I was using an incompatible skeleton. Hmm, wait... combat... let me try something. ... Okay, I found the culprit. zzCCAO.esp, from Cotyounoyume Combat Animation Overhaul, causes this issue. I had my suspicions about this, since it's the only mod I have that actively affects combat animations in-game, but changing the load order made no difference. Deactivating the plugin does the trick, but I'm reluctant to do that since it's one of my favorite mods. Sorry, let me change the question. Is there any chance of making creatures work with CCAO, or will I have to prioritize?
Guest ThatOne Posted September 10, 2013 Posted September 10, 2013 There is always a way to make things play nice, but - depending on the plugins - you may have to change load orders or edit scripts, or other things. In this case, I suppose the problem is that the mod is trying to modify the animations while Lovers is working. Placing a simple check to see if Lovers is indeed working on the mod should do the trick - the problem is that those mods are often script heavy and may require said check to be placed in various places to be completely rid of the glitch. It all depends on how badly do you want to use the two mods to work together and - more importantly - how much time are you willing to spend on it.
varenne Posted September 10, 2013 Posted September 10, 2013 Well I just downloaded to do a quick review and noticed this immediately: "This mod needs OBSE 0020 ( not equal OBSE 0020b6 )" So I'd also make sure you are using 0020, and best I can determine from the above text, NOT 0020b6. From the main page of the MOD "CCAO added the following definitions.For instance, whenever you want always to apply the same motion to your companion, you can set it by defining the profile.Moreover, when there is NPC that doesn't want to apply CCAO, you can register FormID of NPC in DisabledNpcList" There may be additional clues and optional functionality by defining these profiles and then conducting in-game tests to see what works and doesn't. Sadly though the MOD author has not yet produced full English documentation, so it will be a even greater challenge to make changes to it, if that was is needed to make it compatible with Lovers. The Japanese readme seems to have more info, but translation to English always leaves a lot to be desired; grammar often suffers. And based on memory, Cotyounoyume has used some rather non-mainstream approaches for MODs, Estrus for example, which also doesn't play so nice with other MODs. Good luck with it.
Zeus_II Posted September 10, 2013 Author Posted September 10, 2013 So, no snap-of-the-fingers solution then? Shame... most of the time the way to fix this kind of problem is deceptively simple. Oh well, thanks for the input. Guess I'll start reading... about time I learned scripting anyway. EDIT: I tried disabling the CCAO plugin and replacing a vanilla combat idle with one provided by CCAO. The result was the same as having the plugin installed, so it rather seems that the issue is a direct conflict with the .kf files.
gregathit Posted September 10, 2013 Posted September 10, 2013 Did you start a new game after changing your load order and disabling CCAO? If you used an existing saved game then the scripts that most likely are causing the issues are still in it and causing havoc. I seriously doubt kf files alone are causing a conflict. That has a snowball's chance in hell of happening.
Zeus_II Posted September 10, 2013 Author Posted September 10, 2013 Really? I've had plenty of kf conflicts over the years. Guess I'm just really unlucky, then. However, it turns out the solution was deceptively simple after all. Well, more like a way to avoid the issue rather than solving it, but still... apparently, the misaligned animations only happen when my character is unarmed. With a weapon equipped, the combat animations reset to vanilla right when it unequips at the start of the rape, allowing the new animations to display properly. I apologize for the oversight - I've been playing a hand-to-hand character and didn't think to try with a weapon first. >.< In any case, I'm satisfied with knowing that I can work around the issue. Thanks for the feedback, and sorry for the hassle. ^^'
gregathit Posted September 10, 2013 Posted September 10, 2013 I doubt very much the kf files are the issue. It is the scripting that fires them that is the issue 99.9% of the time. The only time animations (kf files) are an issue is if you have the wrong skeleton, bad weight painting on a mesh or something is broken inside said animation. If there is any other incident that causes a conflict, I have just never encountered it. Glad you are working now.
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