DoctaSax Posted July 29, 2024 Posted July 29, 2024 KomAnim_T2_AIO_31.36.16c and SE_32.36.16c View File 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 DoctaSax Submitted 07/29/2024 Category Animation Requires Sexlab,SLAL Special Edition Compatible Yes 5
Delzaron Posted July 29, 2024 Posted July 29, 2024 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). 1
DayTri Posted July 30, 2024 Posted July 30, 2024 Anyone know if this is the version needed for Solis Barlan's treasure and Deadly Pleasures?
DuskWanderer Posted July 30, 2024 Posted July 30, 2024 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.
B3juc0 Posted July 30, 2024 Posted July 30, 2024 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. 1
DonQuiWho Posted July 30, 2024 Posted July 30, 2024 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
DuskWanderer Posted July 30, 2024 Posted July 30, 2024 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.
bluetortoise Posted July 31, 2024 Posted July 31, 2024 Should this load after FNIS or before? Vortex suggests that FNIS should be loaded after this.
MuellerMat Posted July 31, 2024 Posted July 31, 2024 AE works great as well some missing textures in one anim but thats propably an error on my end.
B3juc0 Posted August 1, 2024 Posted August 1, 2024 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.
DonQuiWho Posted August 1, 2024 Posted August 1, 2024 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
Lulasmut Posted August 1, 2024 Posted August 1, 2024 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. 1
Steak Barbare Posted August 3, 2024 Posted August 3, 2024 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.
Lulasmut Posted August 3, 2024 Posted August 3, 2024 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. Je ne suis pas français...
Steak Barbare Posted August 3, 2024 Posted August 3, 2024 8 hours ago, Lulasmut said: Je ne suis pas français... My bad
shiagwen Posted January 12, 2025 Posted January 12, 2025 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)
grawi Posted February 23, 2025 Posted February 23, 2025 mod super er how to run AOKMSHorseS1.nif AOKMSHorseS2.nif AOKMSHorseS3.nif ... There are no animations for them and they are not written
bredaturk Posted August 23, 2025 Posted August 23, 2025 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. 1
domy Posted December 2, 2025 Posted December 2, 2025 (edited) Which file do I use if I'm on AE version of the game Edited December 2, 2025 by domy
Captain_noone Posted January 12 Posted January 12 "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? 1
domy Posted February 9 Posted February 9 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
CockyCookie Posted March 12 Posted March 12 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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