Qviddhartha Posted October 21, 2023 Posted October 21, 2023 I am working on a mod using about 80 animations from my current SLAL lineup. The final mod may use more. What are my options for including these animations directly in my mod? Ideally, I would not require SLAL or any SLAL animation packs as prerequisites, nor would I require that these animations be in the sexlab registry. Currently, is use getAnimationByRegistry to get the base animation object, then setAnimations with a single-element-array to start the animation thread. I am unsure as to what parts of the SLAL animations pack I need to carry over to my mod, and how.
Qviddhartha Posted January 5, 2024 Author Posted January 5, 2024 What I ended up doing.... It turns out SL does not need animations to be registered, if you have an alternate way of selecting sslBaseAnimation objects. So I made a private registry of sorts, to host a copy of the SLAL animations I use. I use code lifted from SLAL's slalLoader to initialize my private registry using SLAL's json entries (or rather, a private copy of selected SLAL json entries). I looks like this will work for anyone who has the animation packs installed (with or without SLAL itself), provided FNIS is run and finds all the animation lists. I'd still like to include the hkx files in my mod, but I don't know how to make that work with FNIS.... or SL... without renaming all the files and bloating user's install directories with copies of files they already have installed (for those who do), and putting more stress on FNIS's animation limit.
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