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Posted
15 hours ago, bluemilk42 said:

I'm using SGO4 and the animation seems to be infinite.

Same for me. 

 

 

Posted

I use EggFactory and this works great. Anyone know of any mod that utilizes creatures to impregnate PC with eggs with Eggfactory instead of finding the "Suspicious" ones? Huan made a mod but I was never able to get it to work on my SSE 1.56.7

Posted
22 hours ago, Coom Dust said:

I'm using SGO4 and the animation seems to be infinite.

Aaaaaand one more. Great animations, but something is borked. Whether its one gem or all, infinite loop.

Posted
6 hours ago, TonTon95 said:

I use EggFactory and this works great. Anyone know of any mod that utilizes creatures to impregnate PC with eggs with Eggfactory instead of finding the "Suspicious" ones? Huan made a mod but I was never able to get it to work on my SSE 1.56.7

1.56.7? Do you mean 1.5.97? If so, Huan works on mine.

Posted
9 hours ago, ebbluminous said:

1.56.7? Do you mean 1.5.97? If so, Huan works on mine.

My bad, I was half asleep when posting that lol. Is it the version he posted for SE?

Posted (edited)

Regarding SGO4 Compatibility, You cannot simply replace the animation. The default mod is waiting for a event sent from the animation.

Specifically "SGO4.ActorSpawnGem" And "SGO4.ActorDone"

If you replace said animation without adding the event, the animation will play infinitely.

SGO4 uses 3 different animations for birthing., One intro, One repeating and one for Outro. For full compatibility, you would have to add the "SGO4.ActorSpawnGem" event somewhere in the animation you are using to replace the "repeating" animation, And "SGO4.ActorDone" in the animation you are using to replace the "outro" animation. The intro animation does not have any event related to it (to my knowledge.)

 

Edited by Murphiee
Posted

Only issue I have seen with eggfactory even if alt animations is used is the PC/npc still goes into a sneak, then goes into your animations which seems to function like it should, I will let you know on fertility mode

 


It never really bothered me, but I'll see if I can replace the sneak idle animation during labor, that should work.

 

I wasn't sure if you had tried to remove it or not and it really didn't bother me either. It is nice to have something else besides that sneak animation, which would not really be completely real even 1 to 300 years ago. Seen some discussion one the topic a few weeks ago.

 

How hard would it be to show physics of the birth? where do you get you models from? and are they different from the models they use in the sex animations? been wanting to learn to do animations but have not found a source for the models.

Posted (edited)

Right lads I added the animation events for SGO4IF following a distar tutorial. OP feel free to do whatever with this or tell me to delete. To install merge this with the SGO4 patch from this page.

 

 

 

Thanks to @Murphiee for providing directions.

 

Notes for future development: In my testing only birth01-02.hkx was ever played even without any OAR patch. Not sure whether that's just a problem in my set-up of SGO4IF. But my guess is that replacing birth01-02.hkx is enough. I put SGO4.ActorMoanLoud and SGO4.ActorSpawnGem in there. I also patched birth01-03.hkx with SGO4.ActorDone just in case this one fires in other contexts. There are no lead-in or lead-out animations so it looks a bit janky but still great to have variety over the standard SGO4 animation.

 

Edited by reuad6
this is now integrated
Posted
3 hours ago, reuad6 said:

Right lads I added the animation events for SGO4IF following a distar tutorial. OP feel free to do whatever with this or tell me to delete. To install merge this with the SGO4 patch from this page.

 

labor-anims-sgo4-patch.7z 165.56 kB · 1 download

 

Thanks to @Murphiee for providing directions.

 

Notes for future development: In my testing only birth01-02.hkx was ever played even without any OAR patch. Not sure whether that's just a problem in my set-up of SGO4IF. But my guess is that replacing birth01-02.hkx is enough. I put SGO4.ActorMoanLoud and SGO4.ActorSpawnGem in there. I also patched birth01-03.hkx with SGO4.ActorDone just in case this one fires in other contexts. There are no lead-in or lead-out animations so it looks a bit janky but still great to have variety over the standard SGO4 animation.

 

Hello, 

I've tested merging your patch into the main file like you've said to do, but there's a few issues

 

First off, it seems to be fairly inconsistent. There's still a few times (both single and all gems being birthed) that it gets stuck.

 

Secondly, throughout all animations, there's no "actor moan" for any of them - even with the option toggled on. 

 

Posted (edited)
1 hour ago, Shieldy16 said:

Hello, 

I've tested merging your patch into the main file like you've said to do, but there's a few issues

 

First off, it seems to be fairly inconsistent. There's still a few times (both single and all gems being birthed) that it gets stuck.

 

Secondly, throughout all animations, there's no "actor moan" for any of them - even with the option toggled on. 

 

 

Edit: I think that was the wrong folder...my bad. Checked all in this and anim events should be there in all. Please try again.

 

That's weird. Have you checked with OAR (Shift+O) that it picked up all the replacements? If you open console, click on the player, then activate the OAR log (shift+O, click on animation log) you should see birth01-02.hkx getting replaced by dse-soulgem-oven. Make sure there's no script lag when doing this (wait 10s after loading save). Can also use Animation Event Logger to check that the events actually get sent. On my setup they do, including moans.

 

 

Edited by reuad6
Posted
1 hour ago, reuad6 said:

That's weird. Have you checked with OAR (Shift+O) that it picked up all the replacements? If you open console, click on the player, then activate the OAR log (shift+O, click on animation log) you should see birth01-02.hkx getting replaced by dse-soulgem-oven. Make sure there's no script lag when doing this (wait 10s after loading save). Can also use Animation Event Logger to check that the events actually get sent. On my setup they do, including moans.

Admittedly I haven't upgraded to the latest version of SGO4 fork, not sure if that had anything to do with it so I did that and played about a bit to test. I'm still not getting any sounds or expressions with both boxes ticked when birthing gems, and as for the still freezing issue, it seems that because of the short-length of some of the animations, some would get stuck. The ones that had a much longer loop time would always produce one gem every loop. I think that's the culprit - the short animation length means that the script(s) don't have time to run?

Posted
8 hours ago, Shieldy16 said:

Admittedly I haven't upgraded to the latest version of SGO4 fork, not sure if that had anything to do with it so I did that and played about a bit to test. I'm still not getting any sounds or expressions with both boxes ticked when birthing gems, and as for the still freezing issue, it seems that because of the short-length of some of the animations, some would get stuck. The ones that had a much longer loop time would always produce one gem every loop. I think that's the culprit - the short animation length means that the script(s) don't have time to run?

 

Sorry for the trouble and thanks for testing. I think I messed up some folders in the first upload. Try the new patch. I tested more and even the shortest animations (400010 is 1.067s) it never got stuck. I think script lag can lead to not getting the gems or moans but it should never get stuck because eventually it will pick up the animation event...probably, idk, just followed a tutorial and have rudimentary papyrus knowledge.

Posted
10 hours ago, reuad6 said:

 

Sorry for the trouble and thanks for testing. I think I messed up some folders in the first upload. Try the new patch. I tested more and even the shortest animations (400010 is 1.067s) it never got stuck. I think script lag can lead to not getting the gems or moans but it should never get stuck because eventually it will pick up the animation event...probably, idk, just followed a tutorial and have rudimentary papyrus knowledge.

Everything seems to be working as intended now, thanks for the update :)

Posted
On 5/20/2024 at 7:00 PM, reuad6 said:

Right lads I added the animation events for SGO4IF following a distar tutorial. OP feel free to do whatever with this or tell me to delete. To install merge this with the SGO4 patch from this page.

 

labor-anims-sgo4-patch2.7z 165.68 kB · 9 downloads

 

Thanks to @Murphiee for providing directions.

 

Notes for future development: In my testing only birth01-02.hkx was ever played even without any OAR patch. Not sure whether that's just a problem in my set-up of SGO4IF. But my guess is that replacing birth01-02.hkx is enough. I put SGO4.ActorMoanLoud and SGO4.ActorSpawnGem in there. I also patched birth01-03.hkx with SGO4.ActorDone just in case this one fires in other contexts. There are no lead-in or lead-out animations so it looks a bit janky but still great to have variety over the standard SGO4 animation.

 


Thanks for your help ! I haven't logged in for over a week so I haven't seen the feedbacks from people having trouble with SGO. I'll replace the folder with yours in the fomod installer.

 

On 5/20/2024 at 1:19 PM, tonitrulupus said:

Only issue I have seen with eggfactory even if alt animations is used is the PC/npc still goes into a sneak, then goes into your animations which seems to function like it should, I will let you know on fertility mode

 


It never really bothered me, but I'll see if I can replace the sneak idle animation during labor, that should work.

 

I wasn't sure if you had tried to remove it or not and it really didn't bother me either. It is nice to have something else besides that sneak animation, which would not really be completely real even 1 to 300 years ago. Seen some discussion one the topic a few weeks ago.

 

How hard would it be to show physics of the birth? where do you get you models from? and are they different from the models they use in the sex animations? been wanting to learn to do animations but have not found a source for the models.


When you say "physics of the birth" you mean the pussy physics reacting to the eggs ? I have personally no experience with physics on Skyrim but it should be feasable, like how it works with schlongs. You should look up Animated Beasts Cocks to see how it creates collisions with virtual models and collisions config files.

Posted
On 5/24/2024 at 10:26 AM, sidfu1 said:

fyi on some of the animations items falling thru the floor is a real issue.


Weird, it's never happened to me, but there is not much I can do about it except remove the culprit animations. If animations are played on a slope it's "normal" since the player model can lightly clip through the floor. Which mod did you encounter the problem with, and which animations?

Posted
6 hours ago, Laethas said:


Weird, it's never happened to me, but there is not much I can do about it except remove the culprit animations. If animations are played on a slope it's "normal" since the player model can lightly clip through the floor. Which mod did you encounter the problem with, and which animations?

it depends on alot of things from type of gems or the items they birthign to the quality of the mesh they are  on. im just mentinong it so you know.

Posted
On 5/24/2024 at 3:26 AM, sidfu1 said:

fyi on some of the animations items falling thru the floor is a real issue.

I have had this happen depending on where I am at, how close to walls and openings, etc. I have also seen them show up later on other times lost to the oblivion void. I this its a skyrim thing and not the animation/sgo issue

Posted

For fertility mod, found a deleted mod that added animations via dar on nexus, here're the conditions it used

 

HasMagicEffect("Fertility Mode 3 Fixes and Updates.esp" | 0x00000CED) OR
HasSpell("Fertility Mode 3 Fixes and Updates.esp" | 0x00000CEC) OR
HasPerk("Fertility Mode 3 Fixes and Updates.esp" | 0x00000802)

Posted (edited)

I an glad you added in SGO4, seems to work very well, I would like to see someone make a animation that shows the female creating the chaurus nest for that that use mods like chaurus life estrus chaurus, kynes blessing - parasite (once you have finished that mods), I have seen some animations that show something like this but when the animation ends it disappears, just not sure how one could accomplish something like that. I would pair great with a mod like this one and the others that I stated.

Edited by tonitrulupus

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