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AnimObjects in Animation fails to show


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Posted (edited)

Hi, I am sure I can find it somewhere and I have looked for the type of problem I get. My issue is that some object wil fail to show in an animation such as (pillory, x-cross etc.) Now some object to spawn in these kind of animations, but some dont. Maybe my load order is wrong, I don't know I have tried everything.

So the issue is I use Zaz Animation Pack 8+ to start with and I check the animations to see if Pillory objects and such will spawn and they do. Then I the newest release from the Billyy's animation pack and I see it dosent overwrite anything, so I am thinking there will be no problem for the animobjects to show in the animations. I run it through FNIS, run through the game and register the new animations in SLAL. I test out the animations again such as Pillory animations and such, and they dont show. Not in Billyy's and even the ones from Zaz animations pack dosent show anymore. Thats where I am lost, because I dont understand why the objects fail to show. And yes I check whether its an InvisFurn animation or not. So my question does it have something to do with my load order or what's the problem? I am sure I can live with a few animations where object dont show, but I also know if I run across the animation in a playthrough its gonna bother me.

I hope it's clear what my issue otherwise let me know and hope someone have an answer to this. I use Mod Organizer 2 btw. I attached my load order, everything else works fine except the thing with object.

Load order.txt

 

plugins loadorder.txt

Edited by Starinyour
Posted

AnimObjects are defined in plugins so that seems like an avenue you didn't consider. SLALAnimObjBillyy.esp (version 7.3 SE) does not inherit from the ZAZ master and thus can't change its records however.

 

Generally I'd say the animobjects system is a bit hit-n-miss; there's been many times I've had actors stuck with animobjects they shouldn't have. However if you're going from animobjects showing up 100% reliably without Billyy's animations, to 100% failure rate with Billyy's animations I'd say that's abnormal and not related to my previous statement about occasional unreliability.

 

Maybe post the exact name (or id) of one of those animations that lose their animobject so that I can have a look at it here?

Posted

I have no clue how to find the id, but this animation name is one of them B_Billyy_PilloryFuck1 and it seems like animations like ZapPillorySex01 the object wont show up after that when it worked before I put in the new animation pack. 

However I made a complete new save, and the objects are showing, I just wonder if they still when I shut down the game and open the same save again.

Posted

B_Billyy_PilloryFuck1 has an object associated with it:

actor1=Female(add_cum=Vaginal,object="AOPillory"),

 

Not sure what this issue is about. This seems more like a mod/game issue rather than a strictly technical issue - i.e. I'm of little help here.

Posted

How would one check if the animation has an object associated with it. 

And maybe it is a mod/game issue I dunno, I sometimes thought it was because of the Advanced Furniture System option u can turn on under Sexlab -> Beds & Furniture tab. 

Posted
3 hours ago, Starinyour said:

How would one check if the animation has an object associated with it.

 

Given "B_Billyy_PilloryFuck1", remove the "B_" prefix and use a tool like Notepad++ to search through all json and txt files in the SLAnims directory (including its subdirectories):

 

The json file defines the stages and the actual animation names as they would appear in the behavior files. The txt file defines its friendly name (i.e. "Pillory Fuck 1") as well as various other properties, including whether or not there should be an object.

 

The txt file is most likely parsed in SexLabUtil.dll, so how that txt file relates to the animation and the ANIO records in a plugin I do not know, i.e. who adds the animation object, SL or Skyrim? Is it equipped like armor, or otherwise attached to a node? Many questions here, one of them may explain why the objects disappear. Also, one thing I overlooked earlier is that the txt file only specifies the name of the ANIO record, and looking at the ANIO records in Billyy's mod for instance, the names aren't exactly unique. I smell a lot of potential for conflicts/overlap here:

 

AOChairA

AOCoffin

AOPillory

 

Some are named slightly better:

 

AO_BBucket_Fill1

 

I think at this point I'd rename the object in the related SLAnims txt file, and rename the ANIO record for the pillory then test that animation again. If the object suddenly appears you know what to do.

Posted
37 minutes ago, traison said:

 

Given "B_Billyy_PilloryFuck1", remove the "B_" prefix and use a tool like Notepad++ to search through all json and txt files in the SLAnims directory (including its subdirectories):

 

The json file defines the stages and the actual animation names as they would appear in the behavior files. The txt file defines its friendly name (i.e. "Pillory Fuck 1") as well as various other properties, including whether or not there should be an object.

 

The txt file is most likely parsed in SexLabUtil.dll, so how that txt file relates to the animation and the ANIO records in a plugin I do not know, i.e. who adds the animation object, SL or Skyrim? Is it equipped like armor, or otherwise attached to a node? Many questions here, one of them may explain why the objects disappear. Also, one thing I overlooked earlier is that the txt file only specifies the name of the ANIO record, and looking at the ANIO records in Billyy's mod for instance, the names aren't exactly unique. I smell a lot of potential for conflicts/overlap here:

 

AOChairA

AOCoffin

AOPillory

 

Some are named slightly better:

 

AO_BBucket_Fill1

 

I think at this point I'd rename the object in the related SLAnims txt file, and rename the ANIO record for the pillory then test that animation again. If the object suddenly appears you know what to do.

Alright well, I found the SLAnims txt files under SLAnims -> Source -> and the related animations and I could see where you got it. So by change the ANIO record for the pillory u mean I go into anio folder and change the name i.e AOPillory.nif to something different and change it in SLAnims txt file to the same name that I changed the nif file? I mean even after I have shut down the game and opened it again the objects works now, but I would def try what you suggest if I come into the problem again. Honestly I don't know if it is true, but seems like I don't have the same problem anymore when I don't touch the Advanced Furniture system in Sexlab, ofc I can be mistaken which is a shame cuz I liked how the system worked. 

Posted

Not the nif file. Rename the editor id of the ANIO record in Billyy's plugin, then rename the object name in the txt file that defines the animation.

Posted (edited)

Is that what you need Creation kit for rename or? Im sorry for being stupid here. How do you edit the editor id?

Edit:
Nvm I figured you could use SSEdit to rename the editor id

Edited by Starinyour

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