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Creature combat rape animation misalignment


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Posted

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.esm
Lovers with PK.esm
LoversCreature.esm
Oscuro's_Oblivion_Overhaul.esm
Better Cities Resources.esm
HorseCombatMaster.esm
ShieldOnBack.esm
DLCShiveringIsles.esp
Better Cities .esp
Shield on Back 3.1.esp
1HweaponOnBack.esp
Update My Statue.esp
JOJOeffect.esp
StandingJOJO.esp
ArmamentariumStaffs.esp
Iron Maiden Set.esp
zzCCAO.esp
RogueLeather.esp
StockClothingArmor-forExnems.esp
TGND.esp
TGND_SI.esp
Oscuro's_Oblivion_Overhaul.esp
Shield on Back Plugin - OOO.esp
MushroomManor.esp
VypersAstralStorage.esp
Knights.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
xulSilverfishRiverValley.esp
Better dungeons.esp
Realistic_Weapon_weights-3534.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_OOO.esp
SM_Scrolls.esp
SM_SigilStone.esp
AR's Hand to Hand - 34.esp
Deadly Reflex 6 - Timed Block with no damage or durability changes.esp
CTAddPose_osr1.esp
CTAddPose_osr2.esp
CTAddPose_osr3.esp
CTAddPose_Le01.esp
CTAddPose_Le02.esp
CTAddPose_OTpair2.esp
CTAddPose_Gaff_01.esp
CTAddPose_Gaff_02.esp
CTAddPose_glock3.esp
actors_in_charge.esp
ActorsInMadness.esp
ActorsInEmotions.esp
EFGAddPose.esp
geechan_SimplePose.esp
PMGSPP2.esp
SexyWitchPoses.esp
SP1stPLegs.esp
KT_CustomRaceFix.esp
Better Cities Full.esp
Better Imperial City.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Knights of the Nine.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Cities - Unique Landscape Imperial Isle.esp
_No__persistant_enchantment_glow_fix-1843.esp
DeadlyReflex 6 - Combat Moves.esp
SM_DeadlyReflex.esp
Arshes Nei Armor.esp
DHs Faster Skills X5.esp
Elven Armours.esp
Oblivion_Character_Overhaul.esp
Oblivion XP.esp
Oblivion XP - OOO.esp
Kani's Elves.esp
FormID Finder4.esp
Alternative Start by Robert Evrae.esp
LoversAdultPlayPlus.esp
jhul_animations_specialanims.esp
Lovers with PK.esp
LoversFSE.esp
LoversIdleAnimsPriority.esp
LoversRaperSGalgat.esp
LoversAnimObjectsPriority.esp
LoversPayBandit.esp
LoversRaperS.esp
LoversStopCombatEx.esp
LoversCreature.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.

Posted

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.

Posted

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?

Posted

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.

Posted

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.

Posted

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. :P

 

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.

Posted

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.

Posted

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. ^^'

Posted

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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