RyanBlazeheart Posted October 24, 2013 Posted October 24, 2013 I love how they look. Especially when I added the Horny of Dogs of Skyrim stuff. Terrifyingly cute.
Jexsam Posted October 25, 2013 Posted October 25, 2013 Are the skeletons actually distinct from other canines? I can't remember if there was a reason Gone didn't do Death Hounds or if it was just something he didn't think about.
Adam Jensen Posted October 25, 2013 Posted October 25, 2013 I love how they look. Especially when I added the Horny of Dogs of Skyrim stuff. Terrifyingly cute. Cute is not a word I would use to describe them.....
Shade115 Posted October 25, 2013 Posted October 25, 2013 Are the skeletons actually distinct from other canines? I can't remember if there was a reason Gone didn't do Death Hounds or if it was just something he didn't think about. In truth that is why I said until animations for it are done because I do believe it has a different skeleton. (because of the different body type, mouth and tail. It'd make sense for them to have a different skeleton to animate those features)
Cyndi Posted October 26, 2013 Posted October 26, 2013 Are the skeletons actually distinct from other canines? I can't remember if there was a reason Gone didn't do Death Hounds or if it was just something he didn't think about. In truth that is why I said until animations for it are done because I do believe it has a different skeleton. (because of the different body type, mouth and tail. It'd make sense for them to have a different skeleton to animate those features) Nope, Dogs wolves huskies and deathhounds share between 2 skeletons. The wolf one, and the dog one, which has 1 extra node (#99 "MagicEffectsNode [44]" on a vanilla model) and slightly different ragdoll constraints. It was probably passed over, because of the weirdness with dogs/wolves with the 4.w/e.beta versions of fnis.
75575 Posted October 26, 2013 Posted October 26, 2013 The canine animations work for Deathhounds but there are some scaling problems, and you have to manually adjust. The penis for the deathhound is slightly too big
Guest mayaktheunholy Posted October 27, 2013 Posted October 27, 2013 Deathhounds use the wolf behavior/skeleton, so they will not work by default (dogs are enabled by default). If wolves are enabled, Deathhounds will animate just fine.
Cyndi Posted October 27, 2013 Posted October 27, 2013 Deathhounds use the wolf behavior/skeleton, so they will not work by default (dogs are enabled by default). If wolves are enabled, Deathhounds will animate just fine. That's if you are using the beta's of fnis, That issue is fixed as of 4.0.2 (non-beta) with 4.0.4 creature pack.
GrimReaper Posted October 27, 2013 Posted October 27, 2013 The canine animations work for Deathhounds but there are some scaling problems, and you have to manually adjust. The penis for the deathhound is slightly too big Sorry to derail this thread a bit, but what body is that? I don't notice the squished fingers in your pictures.
Guest mayaktheunholy Posted October 27, 2013 Posted October 27, 2013 Deathhounds use the wolf behavior/skeleton, so they will not work by default (dogs are enabled by default). If wolves are enabled, Deathhounds will animate just fine. That's if you are using the beta's of fnis, That issue is fixed as of 4.0.2 (non-beta) with 4.0.4 creature pack. I didn't realize fnis updated, thanks. That could be Riku1990's problem too.
75575 Posted October 27, 2013 Posted October 27, 2013 The canine animations work for Deathhounds but there are some scaling problems, and you have to manually adjust. The penis for the deathhound is slightly too big Sorry to derail this thread a bit, but what body is that? I don't notice the squished fingers in your pictures. UNPB body.
Cybermann Posted October 28, 2013 Posted October 28, 2013 Hi Cyndi how did you get it to work with deathhounds. I get dogs and wolf working, but if I use matchmaker on the D hounds, I get a message "the spell fizzles out" . I get the same message on frost trolls and I seem to remember a post here stating no animation for frost trolls as they are a different troll species
Caturday Posted October 28, 2013 Posted October 28, 2013 Im actually guessing that he used the deathhound model on dogs.
Cyndi Posted October 28, 2013 Posted October 28, 2013 Hi Cyndi how did you get it to work with deathhounds. I get dogs and wolf working, but if I use matchmaker on the D hounds, I get a message "the spell fizzles out" . I get the same message on frost trolls and I seem to remember a post here stating no animation for frost trolls as they are a different troll species I don't actually have death hounds "working" That just needs to be set up in the animation factory scripts if I'm not completely mistaken (and Im sure as **** not messing with them). Why they, and frost trolls don't work, and probably lots of custom creatures, that use the same behaviors as other monsters, is because: (from what I understand that is) Sexlab, when it's making a scene, identifies each of the actors as male, female or creature. When it's a creature, it picks out the animations it can use from a list, associated with each race of creature. So what happens is, on say a frost troll, is that a frost troll isnt a "trollrace" so it fails because it has no spot in a list to get a set of possible animations from (it's probably frosttrollrace or some such). Just as a death hound is not technically a wolf, or dog race. Deathhounds are dlc01deathhoundrace and aren't in SL's list for wolf or dog animations, same with huskies etc although huskies have I think it was 4 separate races.... come to think of it, there are actually 2 separate death hound races as well.... Frost trolls, I imagine were just missed in the troll list, I'm fairly sure they don't have an entirely separate behavior, but then again I never really looked at that specific instance, so they might but w/e. You could create an actor in the ck though, set it as a wolf race, and have it use a death hound "skin", but the behavior and attack data won't be quite right. Then placeatme the actor, or make it a summon or some such just to see how it will work. What I mean by skin, is that every creature, actor, or whatever has an armor, and armor add-on that is just its "nude" skin. This is also the reason why things that just add *cough* "equipment" to vanilla creatures, don't work with all custom creature mods (like immersive creatures for instance), that don't actually draw on a vanilla model for all of the skins being used.
Cybermann Posted October 28, 2013 Posted October 28, 2013 Thats very helpful Cyndi looks like i will just have to kill Deathhounds at the moment
Ashal Posted October 31, 2013 Posted October 31, 2013 For the record, current development build of sexlab already has deathound and huskies are both added the creature list for dog animations. Same with frost trolls on troll animations, and the additional draugr races from the 2 expansions packs are added to their appropriate animation lists as well.
Arizona_Steve Posted November 2, 2013 Posted November 2, 2013 Riekling sex. We must have riekling sex. That would be hilarious.
Cybermann Posted November 4, 2013 Posted November 4, 2013 For the record, current development build of sexlab already has deathound and huskies are both added the creature list for dog animations. Same with frost trolls on troll animations, and the additional draugr races from the 2 expansions packs are added to their appropriate animation lists as well. Will these be added in 1.3 or will there be an earlier "fix" prior to that release ?
Stiletos Posted November 8, 2013 Posted November 8, 2013 For the record, current development build of sexlab already has deathound and huskies are both added the creature list for dog animations. Same with frost trolls on troll animations, and the additional draugr races from the 2 expansions packs are added to their appropriate animation lists as well. Will these be added in 1.3 or will there be an earlier "fix" prior to that release ? Indeed. I have installed the creature pack and the most recent version of Sexlab and Defeat and a slew of other mods to pretty up my victi... err character. Everything works awesome except for the clear lack of certain creature types not doing what they should. Frost trolls were the first I noticed and I thought all trolls were messed up. I luckily stumbled into some regular trolls and was quite surprised when they actually started an animation. The death hounds were another mob I tried to start animations with quite a lot but they would simply attack me to death even with 100% to both health limits and chance on hit of rape. The drauger were a clear ommision as well and that sucked because next to the falmer they are one of the more interesting rape monsters.
RyanBlazeheart Posted November 10, 2013 Author Posted November 10, 2013 So I haven't been here since October. I'm happy that it's possible for Death Hounds to work. Been Playing Pokemon X and Persona 4 Golden. Speaking of Death Hounds you can use Console Commands turn the Combat AI off.
Cyndi Posted November 11, 2013 Posted November 11, 2013 For the record, current development build of sexlab already has deathound and huskies are both added the creature list for dog animations. Same with frost trolls on troll animations, and the additional draugr races from the 2 expansions packs are added to their appropriate animation lists as well. So spawning a deathhound and using the wolf animation on him does not work for me. What am I missing? The development build where they are added, isn't SL 1.24 You can check it out from the development thread however, or hold out until the next SL update.
rylasasin Posted November 12, 2013 Posted November 12, 2013 What i'm curious about is why the Raptors in Tropical Skyrim don't seem to work (or at least they don't for me. Using Enchantress for creature sex). They run on the werewolf skeleton so they should in theory work.
Cyndi Posted November 13, 2013 Posted November 13, 2013 What i'm curious about is why the Raptors in Tropical Skyrim don't seem to work (or at least they don't for me. Using Enchantress for creature sex). They run on the werewolf skeleton so they should in theory work. If the Raptors don't have "werewolfbeastrace" in the ck race entry, then Sexlab has no idea that they should use those animations. With any/all thing(s) that add monsters etc to the game: If they were added as a "skin" to an already supported race, they should work fine. As Sexlab thinks they are the supported race. If they were added as a new race that uses the same hkx and skeleton behavior etc, they won't work. As Sexlab has no reference to the creatures race. You would have to either mod the part of sexlab that tells it which races for which animations, or make a plug-in to add them to that list or add lists to the factory (if that's even possible, Ashal or someone who knows more about scripting would have to tell you that). Or change the plug-in that added those monsters itself, to use race entries that work.
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