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KomAnim_T2_AIO_31.36.16c and SE_32.36.16c


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Posted

KomAnim_T2_AIO_31.36.16c and SE_32.36.16c

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Hosted at the request of Komotor.

It's not to be rehosted anywhere else, and Komotor is to be contacted for permission for further modification, derivation, adaptation etc.

Requires Sexlab, SLAL and whatever they need.


  • Submitter
  • Submitted
    07/29/2024
  • Category
  • Requires
    Sexlab,SLAL
  • Special Edition Compatible
    Yes

 

Posted

good new. How he's going ?

 

By the way, you should add some screenshots. You can pick some in deadly pleasures mod thred (the mod is based on Komotor anim pack V15).

Posted

An official hosting of Kom's animations? Splendid!

Does this version by chance fix the animations that were broken in Kom's last known release? Namely the Orc animation which still had green placeholder references, and the Behomet animation which would outright crash the game.

Posted

Well I just tried them in SE (Well AE) and.... they work. The Orcs, and the other "broken" animations... all displayed correctly.  I remember his work from LE, the author is definitely up there with the rest of the animators... even if these are "old". I hope things get better for him and we see more of him. 

Posted
4 hours ago, B3juc0 said:

Well I just tried them in SE (Well AE) and.... they work. The Orcs, and the other "broken" animations... all displayed correctly.  I remember his work from LE, the author is definitely up there with the rest of the animators... even if these are "old". I hope things get better for him and we see more of him. 

 

How did you install it, please?

 

I use MO2 and, using the one described as 'SE',  when activated on my game which had no plugin slots left - I was planning to exchange this mod for a 'redundant' mod - there were 2 esps arrived, one of which gets added to the MO2 R/H Pane Plug In list, making it go over the limit, as expected, from FE to FF, but the other also gets added, but always lands up marked as for slot '100', which doesn't exist, nor is it shown as an .esl file

 

TIA for any clues that might help 🙂

 

DQW

Posted
14 hours ago, DuskWanderer said:

An official hosting of Kom's animations? Splendid!

Does this version by chance fix the animations that were broken in Kom's last known release? Namely the Orc animation which still had green placeholder references, and the Behomet animation which would outright crash the game.


Looks like the Behomet animation was outright removed in this version. A shame, as I would have liked to have seen it functional, but removing it is also a solution.

Posted
On 7/30/2024 at 10:02 PM, DonQuiWho said:

 

How did you install it, please?

 

I use MO2 and, using the one described as 'SE',  when activated on my game which had no plugin slots left - I was planning to exchange this mod for a 'redundant' mod - there were 2 esps arrived, one of which gets added to the MO2 R/H Pane Plug In list, making it go over the limit, as expected, from FE to FF, but the other also gets added, but always lands up marked as for slot '100', which doesn't exist, nor is it shown as an .esl file

 

TIA for any clues that might help 🙂

 

DQW

I install it like any other mod in MO2. 2 esp in the right pane, activate them (probably form 43... but I turn off that warning in MO2), then ran FNIS. After go to SLAL and register. Basically like any other mod. 

Posted
2 hours ago, B3juc0 said:

I install it like any other mod in MO2. 2 esp in the right pane, activate them (probably form 43... but I turn off that warning in MO2), then ran FNIS. After go to SLAL and register. Basically like any other mod. 

 

Thanks for that.  It was the bahaviour of one of the two esps, in how it was placing itself weirdly in the plug-in order, that was giving me doubts 

 

I'll give it a whirl and see what happens

 

DQW

 

 

Posted
On 7/30/2024 at 1:21 PM, B3juc0 said:

Well I just tried them in SE (Well AE) and.... they work. The Orcs, and the other "broken" animations... all displayed correctly.  I remember his work from LE, the author is definitely up there with the rest of the animators... even if these are "old". I hope things get better for him and we see more of him. 

If people looked beyond their own noses and paid more attention to what the true original authors are saying rather than listening to those who know nothing, speculate, or spread incorrect or distorted information, they would know that 'Kom' has never stopped creating and is doing much more today.
'Kom' is a keen observer, he sees everything and knows everything that happens here and elsewhere.

Posted
On 8/1/2024 at 7:21 PM, Lulasmut said:

If people looked beyond their own noses and paid more attention to what the true original authors are saying rather than listening to those who know nothing, speculate, or spread incorrect or distorted information, they would know that 'Kom' has never stopped creating and is doing much more today.
'Kom' is a keen observer, he sees everything and knows everything that happens here and elsewhere.

 

That's what I did, and I know that Kom has been working on a big project since about 2022.
Ah ! And I also know that... it's you Kom. ;)

 

Ps: Ca fait plaisir de voir un projet comme celui-là créé par un Français.:thumbsup:

Posted
6 hours ago, Steak Barbare said:

 

That's what I did, and I know that Kom has been working on a big project since about 2022.
Ah ! And I also know that... it's you Kom. ;)

 

Ps: Ca fait plaisir de voir un projet comme celui-là créé par un Français.:thumbsup:

Je ne suis pas français...

  • 5 months later...
Posted

a lot of the animations sets the camera in the height of the floor, the floor is in the midddle.  the camera cant be set back, so a lot of animations are broken (LE) 

  • 1 month later...
Posted

mod super er how to run
AOKMSHorseS1.nif

AOKMSHorseS2.nif

AOKMSHorseS3.nif  ...
There are no animations for them and they are not written

  • 6 months later...
Posted

I apologize for seeing this page late. Komotor is the best. I previously had a package with the Behemot animation.
I'm writing to share my experiences. Maybe I can help someone.

 

The Behemot animation is giving a CDT error due to the texture file. If you have the Behemot animation:

If you open the DDS files I've listed below in Photoshop, rotate them 180 degrees to the right, and save them, the Behemot animation will work and won't give a CTD error. You can check the NIF files with OutfitStudio. You should see that the creature has been corrected.
(for example: AOKBehemotS1.nif)

 

File Index: Data\Textures\KomAnim\Behemoth

me07_000_1_b_shout_d.dds
me07_000_1_n_shout_n.dds
me07_000_2_b_shout_d.dds
me07_000_2_n_shout.dds
(Open these files with Photoshop, rotate them 180 degrees to the right (Rotate Canvas), and save them in the same format.)

...stated in the description, I cannot share my own edited files here.

 

and... The Kom_MiniSlutHorse animation in the KomAnimT2Pack folder of the AOKMSHorseS1.nif files cannot be played because it was not saved in the behavior hkx file or the animation list.

And komotor is the best animation programmer. Yes... I think he makes even better animations than Billyy. I wish he would share his new versions with us. Thanks for this version, Komotor.

I wrote it with translate... I hope I could explain it.

  • 3 months later...
  • 1 month later...
  • 4 weeks later...
Posted
On 1/12/2026 at 1:35 PM, Captain_noone said:

"Dildo Tower" animation is missing anim object, the character moves in the air. Does anyoe has the file of it or know where to find it?

 

Same issue

  • 1 month later...
Posted

using komotor with sexlab p+ and i've noticed that each time i use its animation my camera relocates to show the scenes and when the scenes finish my character clips through the ground and my camera is in front of the character's head. weird bug

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