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Posted

I'm having an issue where these animations won't override some walking animations that OAR sees as "original".  Anyone else having a problem like that?  I am entirely new to using OAR so it's likely something stupid I am missing.

 

There are some files included in the estrus mod as walking animations, and it seems like this mod defers to those as being higher priority?  I've tried setting the priority higher but that doesn't seem to do anything at all.

 

The sexy move animations are, as far as I can figure, installed correctly with the batch file.  I ran FNIS to process them.  FNIS sexy move is installed, though disabled in my load order in MO2.  Gave my character the correct number of move coins, OAR recognizes the objects in inventory so I think that's all set correctly.

 

What am I missing here folks?  Help me find where I turned dumb, please.

 

 

walkinProblems.jpg

Posted

Thanks to some assistance in the DDNG support thread, I think I have this fixed.  Or at least mitigated.

 

The estrus mod creates some bizarre animations that OAR sees as original, and since the sexy move files do not match the name of the estrus walking/running animation files, it doesn't know to replace them.  (Why the estrus animations are played as default, I don't understand.  That mod is janky as fuck anyway so I'm not going to read too much into it.)

 

 

Create a zzestrus folder in the OAR sexy move file structure like so:

\\mods\OAR Sexy Move\meshes\actors\character\animations\OpenAnimationReplacer\OAR Sexy Move\fsm5\zzEstrus

FSM5 was the sexy move "Set" that I wanted to make use of, so I started there.

 

Copy the 3 mt_walk / run / sprintforward.hkx files from the fsm5\female\ folder into the new \fsm5\zzestrus folder and rename them with the est0_ and est1_ prefixes (obviously this means copying the files again).

 

Starting up skse and checking the OAR log, it appears to be working fine.  The correct animations play as I had hoped. 

 

Needs further testing, but at least it's not silly now.

  • 1 month later...
Posted

Just a quick thank you for this mod.

 

I spent quite some time trying to make "fnis sexy move" work with the armbinder animations from devious devices -

I swear, at some point I heard laughter when my char took her arms out of the armbinder as soon as she started walking.

 

Thank you for your time and effort and for sharing this with us!

  • 2 months later...
  • 3 weeks later...
Posted

Trying to get OAR sexy move to work on my game...

I think I have everything installed correctly with the fsm files in the input folder and I've run the .bat file.

I don't see any noticable difference although the female NPC's may be using moveset #1.

Is there anything I need to to with OAR in-game to get it to work, or is it an incorrect installation issue?

I am using vortex and nemesis, after running the .bat file, I run nemesis and deploy mods. But I've tried not doing this as well without success.

OAR sexy move shows up in OAR in-game, but I am completely new to OAR so no idea what I should do/troubleshoot next. Any help is welcome.

edit: I have identified the ID for move coins and tried giving them to myself and NPCs but no change.

  • 2 weeks later...
Posted (edited)

Thank you! This mod is absolutely necessary if you want to go away from FNIS and keep ‘Sexy Move’.

I tested it and here are my notes:

 

1. The bat file doesn’t work because the structure of ‘meshes’ folder is incomplete.
To fix this it’s necessary to either manually create ‘female’ sub-folder in each ‘fsmX’ folder then launch the bat
or insert the line
mkdir "%output%\fsm%%x\female"
in the bat file after the 4th line.
If the bat file worked correctly then the ‘input’ folder becomes empty.

 

2.

The type of walk is defined by number of “Move coins”.
But if number of coins is not in range of (0..8) then this mod may not work correctly.
So for changing type of walk, it’s necessary to completely remove coins from inventory first,
using ‘removeitem’ console command with high number, then add necessary number of coins.

 

3.

The current SPID configuration file gives to NPC items from leveled list.
The alternative is to distribute items by SPID directly.

New line in the configuration file must replace old line and only one line can be used.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|8|100
Give to all females 8 coins. It’s useful for this mod testing. You will see if the mod is working for NPC right away.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-4|100
Gives to all females from 0 to 4 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|5-8|100
Gives to all females from 5 to 8 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-8|100
Gives to all females from 0 to 8 coins

 

Edited by ZubZaZub
Posted (edited)
On 7/2/2024 at 6:02 PM, blabber98 said:

Trying to get OAR sexy move to work on my game...

I think I have everything installed correctly with the fsm files in the input folder and I've run the .bat file.

I don't see any noticable difference although the female NPC's may be using moveset #1.

Is there anything I need to to with OAR in-game to get it to work, or is it an incorrect installation issue?

I am using vortex and nemesis, after running the .bat file, I run nemesis and deploy mods. But I've tried not doing this as well without success.

OAR sexy move shows up in OAR in-game, but I am completely new to OAR so no idea what I should do/troubleshoot next. Any help is welcome.

edit: I have identified the ID for move coins and tried giving them to myself and NPCs but no change.

 

The bat doesn't work correctly as it is.

So if you didn't copy animation files manually and didn't fix the bat file then your installation is incorrect.

You can see Sexy Move in OAR because of OAR configuration files that come with this mod.

OAR is independent of FNIS or Nemesis and in most cases doesn't require additional manipulations.

Edited by ZubZaZub
  • 1 month later...
Posted

The install procedure, complex as it is, doesn't work in Vortex, at least.  First, there is no "input" folder.  That seems to be moot, however, because the batch file fails even if the folder is created in the Vortex staging folder and the needed files copied to it before the batch file is run.

 

I had to do everything manually.  No idea if I even got it right, yet.

  • 3 weeks later...
Posted (edited)

Is there any way to also port over the MCM from the original mod? Manually adding coin objects via console does work, but it is a rather inconvenient way to go about things, if you want to change the animations for more than a hand-ful of characters.

Edited by NoNickNeeded
  • 3 weeks later...
Posted (edited)

Hey, in OAR settings, there's no animations in the "Replacement Animations" inside "Replacer Mods" tab in "OAR Sexy Move". I kinda want to just take the 9th sexy move running animation.

 

edited: I just manually added "female" folder and renamed the hkx files and now it works

Edited by Riasnatcher
Solution Found
  • 1 month later...
Posted
On 7/14/2024 at 2:36 AM, ZubZaZub said:

Thank you! This mod is absolutely necessary if you want to go away from FNIS and keep ‘Sexy Move’.

I tested it and here are my notes:

 

1. The bat file doesn’t work because the structure of ‘meshes’ folder is incomplete.
To fix this it’s necessary to either manually create ‘female’ sub-folder in each ‘fsmX’ folder then launch the bat
or insert the line
mkdir "%output%\fsm%%x\female"
in the bat file after the 4th line.
If the bat file worked correctly then the ‘input’ folder becomes empty.

 

2.

The type of walk is defined by number of “Move coins”.
But if number of coins is not in range of (0..8) then this mod may not work correctly.
So for changing type of walk, it’s necessary to completely remove coins from inventory first,
using ‘removeitem’ console command with high number, then add necessary number of coins.

 

3.

The current SPID configuration file gives to NPC items from leveled list.
The alternative is to distribute items by SPID directly.

New line in the configuration file must replace old line and only one line can be used.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|8|100
Give to all females 8 coins. It’s useful for this mod testing. You will see if the mod is working for NPC right away.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-4|100
Gives to all females from 0 to 4 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|5-8|100
Gives to all females from 5 to 8 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-8|100
Gives to all females from 0 to 8 coins

 

Thanks.

Unlike the original, your version works.

Posted
On 12/4/2024 at 7:20 PM, Tzufuru said:

were will i find the formid for move coin?

type "help "Move Coin"" in console

 

or

Look for the “moves.esp” plugin index in your mod manager. That will be the first 5 digits. The last 3 digits are ‘800’.

For example in my Vortex the plugin index is FE(142), so “Move coin” formid will be ‘FE142800’.

Posted (edited)
On 12/1/2024 at 12:42 PM, pzrshrek2 said:

such an increadible fuzz just to make fnis work, just make an plug and play mod already! Bleh..

The rights to animation files belong to ‘fore’.

So 'wareware' can’t add those assets to his mod without permission.

 

 

Edited by ZubZaZub
  • 2 weeks later...
Posted

Yes.  This works.  Thank you!  A few observations about the process I followed --

  1. The input directory and the female directories are in the download archive from LL, but Vortex doesn't seem to think they're necessary because they're empty, so they don't show up if you just grab the LL file and install it "from file" in Vortex, which is how I chose to install it.  I added the input directory manually directly below Skyrim Special Edition\Data and changed anim.bat to add the female directories just before the moves on each iteration, as suggested by ZubZaZub.  Not sure because I didn't test it, but you might not have to do that if you just extract the archive directly into the Data folder with 7-Zip.
  2. I modified Moves_SPID_DISTR.ini in the Skyrim Special Edition\Data directory to use my preferred options, following the examples ZubZaZub provided as a guide.
  3. Once the input directory was there, I downloaded the FNIS Sexy Move main file manually from the Nexus and extracted just the fsm*. hkx files directly to the newly created input directory.
  4. Ran anim.bat as myself in the Skyrim Special Edition\Data directory.  Mentioning this since it seemed kinda vague (to me) as to the where/who in ZubZaZub's post.  Might seem obvious from the layout of the downloaded archive, but I figure some folks might need those details.
  5. Started the game.
  6. Opened the console and ran the help "Move Coin" command as suggested.  Grabbed the oh-so-important ID, which should be constant and thus scriptable until the user adds more mods to the installation, at which point one can simply grab the new ID in the same way they got the old one.
  7. Ran "player.removeitem <ID> 10", followed by "player.additem <ID> 5" in the console.
  8. Exited the console and enjoyed the walk...

Nothing earth-shattering or particularly difficult, but I thought the added specificity might help others?  My plan is to create a few bat files of my own to be used in-game to manage some of the on-the-fly kinds of changes I seem prone to play with.  One called set_PC_walk.txt that just executes item 7 above will probably be the first.  YMMV, but for me this is a workable solution and easier to implement than it might seem at first blush.

 

  • 4 weeks later...
Posted
On 7/13/2024 at 3:36 PM, ZubZaZub said:

Thank you! This mod is absolutely necessary if you want to go away from FNIS and keep ‘Sexy Move’.

I tested it and here are my notes:

 

1. The bat file doesn’t work because the structure of ‘meshes’ folder is incomplete.
To fix this it’s necessary to either manually create ‘female’ sub-folder in each ‘fsmX’ folder then launch the bat
or insert the line
mkdir "%output%\fsm%%x\female"
in the bat file after the 4th line.
If the bat file worked correctly then the ‘input’ folder becomes empty.

 

2.

The type of walk is defined by number of “Move coins”.
But if number of coins is not in range of (0..8) then this mod may not work correctly.
So for changing type of walk, it’s necessary to completely remove coins from inventory first,
using ‘removeitem’ console command with high number, then add necessary number of coins.

 

3.

The current SPID configuration file gives to NPC items from leveled list.
The alternative is to distribute items by SPID directly.

New line in the configuration file must replace old line and only one line can be used.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|8|100
Give to all females 8 coins. It’s useful for this mod testing. You will see if the mod is working for NPC right away.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-4|100
Gives to all females from 0 to 4 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|5-8|100
Gives to all females from 5 to 8 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-8|100
Gives to all females from 0 to 8 coins

 

I don't really Understand what you're talking about at all. 

(1.) I place all The FNIS Files In its own folder.

Screenshot (1999).png

Posted
On 7/13/2024 at 3:36 PM, ZubZaZub said:

Thank you! This mod is absolutely necessary if you want to go away from FNIS and keep ‘Sexy Move’.

I tested it and here are my notes:

 

1. The bat file doesn’t work because the structure of ‘meshes’ folder is incomplete.
To fix this it’s necessary to either manually create ‘female’ sub-folder in each ‘fsmX’ folder then launch the bat
or insert the line
mkdir "%output%\fsm%%x\female"
in the bat file after the 4th line.
If the bat file worked correctly then the ‘input’ folder becomes empty.

 

2.

The type of walk is defined by number of “Move coins”.
But if number of coins is not in range of (0..8) then this mod may not work correctly.
So for changing type of walk, it’s necessary to completely remove coins from inventory first,
using ‘removeitem’ console command with high number, then add necessary number of coins.

 

3.

The current SPID configuration file gives to NPC items from leveled list.
The alternative is to distribute items by SPID directly.

New line in the configuration file must replace old line and only one line can be used.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|8|100
Give to all females 8 coins. It’s useful for this mod testing. You will see if the mod is working for NPC right away.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-4|100
Gives to all females from 0 to 4 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|5-8|100
Gives to all females from 5 to 8 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-8|100
Gives to all females from 0 to 8 coins

 

(2.) I have already wrote the Moves_SPID_DISTR.ini Prompt.

Screenshot (2000).png

Posted
On 7/13/2024 at 3:36 PM, ZubZaZub said:

Thank you! This mod is absolutely necessary if you want to go away from FNIS and keep ‘Sexy Move’.

I tested it and here are my notes:

 

1. The bat file doesn’t work because the structure of ‘meshes’ folder is incomplete.
To fix this it’s necessary to either manually create ‘female’ sub-folder in each ‘fsmX’ folder then launch the bat
or insert the line
mkdir "%output%\fsm%%x\female"
in the bat file after the 4th line.
If the bat file worked correctly then the ‘input’ folder becomes empty.

 

2.

The type of walk is defined by number of “Move coins”.
But if number of coins is not in range of (0..8) then this mod may not work correctly.
So for changing type of walk, it’s necessary to completely remove coins from inventory first,
using ‘removeitem’ console command with high number, then add necessary number of coins.

 

3.

The current SPID configuration file gives to NPC items from leveled list.
The alternative is to distribute items by SPID directly.

New line in the configuration file must replace old line and only one line can be used.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|8|100
Give to all females 8 coins. It’s useful for this mod testing. You will see if the mod is working for NPC right away.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-4|100
Gives to all females from 0 to 4 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|5-8|100
Gives to all females from 5 to 8 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-8|100
Gives to all females from 0 to 8 coins

 

(3.) I ran Anim.bat by clicking the file. Blink 1 sec and that's it. Ran the game and the NPC still moving the same, What I'm I doing wrong???? 

Posted
On 7/13/2024 at 3:36 PM, ZubZaZub said:

Thank you! This mod is absolutely necessary if you want to go away from FNIS and keep ‘Sexy Move’.

I tested it and here are my notes:

 

1. The bat file doesn’t work because the structure of ‘meshes’ folder is incomplete.
To fix this it’s necessary to either manually create ‘female’ sub-folder in each ‘fsmX’ folder then launch the bat
or insert the line
mkdir "%output%\fsm%%x\female"
in the bat file after the 4th line.
If the bat file worked correctly then the ‘input’ folder becomes empty.

 

2.

The type of walk is defined by number of “Move coins”.
But if number of coins is not in range of (0..8) then this mod may not work correctly.
So for changing type of walk, it’s necessary to completely remove coins from inventory first,
using ‘removeitem’ console command with high number, then add necessary number of coins.

 

3.

The current SPID configuration file gives to NPC items from leveled list.
The alternative is to distribute items by SPID directly.

New line in the configuration file must replace old line and only one line can be used.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|8|100
Give to all females 8 coins. It’s useful for this mod testing. You will see if the mod is working for NPC right away.

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-4|100
Gives to all females from 0 to 4 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|5-8|100
Gives to all females from 5 to 8 coins

 

Item = 0x800~Moves.esp|NONE|NONE|NONE|F/-C|0-8|100
Gives to all females from 0 to 8 coins

 

ZubZaZub you are a godsend. This should just replace the default mod page. 

  • 2 weeks later...
Posted (edited)
On 1/9/2025 at 1:32 PM, Savior123 said:

I don't really Understand what you're talking about at all. 

(1.) I place all The FNIS Files In its own folder.

 

 

 

On 1/9/2025 at 1:35 PM, Savior123 said:

(3.) I ran Anim.bat by clicking the file. Blink 1 sec and that's it. Ran the game and the NPC still moving the same, What I'm I doing wrong???? 

 

You had to place the original animation files into “input” folder.

The bat script just moves and renames original files.

 

 

This is how the files should be named in the end.

 

.....\OAR Sexy Move\meshes\actors\character\animations\OpenAnimationReplacer\OAR Sexy Move\fsm0\female

 

mt_runforward.hkx

mt_sprintforward.hkx

mt_walkforward.hkx

 

folder.jpg.4aadc0ee9fee882836eb0fb50a6db460.jpg

 

mt_sprintforward.hkx is a copy of mt_runforward.hkx,

 

Edited by ZubZaZub
  • 1 month later...
  • 1 month later...
Posted

Can someone please walk me through how to get Sexy Move to work on my player character ?

 

I believe once i added OAR, sexy move started working for npcs, but my player character still uses vanilla movement. I truly only want Sexy Move 5 (fsm5) for my player character.

 

Ive just returned to the game after about 3-4 years and currently have every other mod i want updated and working, this is the final piece i want before i enjoy my game. Im using Nemesis atm (its old i know but my idle animations that i took much time to hand select are still working and dont want to mess them up?)

Posted
16 hours ago, L00NYT00NS said:

Can someone please walk me through how to get Sexy Move to work on my player character ?

 

I believe once i added OAR, sexy move started working for npcs, but my player character still uses vanilla movement. I truly only want Sexy Move 5 (fsm5) for my player character.

 

Ive just returned to the game after about 3-4 years and currently have every other mod i want updated and working, this is the final piece i want before i enjoy my game. Im using Nemesis atm (its old i know but my idle animations that i took much time to hand select are still working and dont want to mess them up?)

I got Sexy Move to work on my player character. I just had to use console command to add a move coin.

 

player.additem move coin fe00e800 3 in my case, the last number being which move you want.

Posted

Thank you for this @wareware

 

I just have a humble request. It seems that some of the animations Fore added to the original mod is lacking event triggers for footstep sounds.
I'm using Heels Sound 1.5 and it works great, except when walking in 3rd person. Then there's no sound at all. 
I don't know gow to fix this and I'd be glad to do it if I just knew how.
But I just wanted to see if you might have a look at this?
I would have asked Fore on Nexus, but he's retired from modding. 

PS. If you can point me to an OK tutorial on how to edit animations and animation files for Skyrim I might learn to fix it myself eventually. 

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