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(ABANDONED) OCreatures - Ostim Creature Extension


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Posted
On 12/12/2025 at 4:06 PM, alphafr said:

Pack posting is appreciated as its what this mod needs 

 

Although would be great if there was a single page to centralize converted pack and check for updates for QoL purpose

 

I would be happy to convert more packs and possiby make a topic or download page to put them all in one place, but I feel like its all kind of for nothing as there is, that I know of, only 1 mod that actually supports Ocreatures, that being Radiant Prostitution for Ostim. 

 

Posted (edited)
1 hour ago, ThaFish said:

 

I would be happy to convert more packs and possiby make a topic or download page to put them all in one place, but I feel like its all kind of for nothing as there is, that I know of, only 1 mod that actually supports Ocreatures, that being Radiant Prostitution for Ostim. 

 

Mark of Arkay also supports Ocreatures ! There's a patch on LL among with a couple more mods . 

 

Edited by Douie
Posted (edited)
4 hours ago, ThaFish said:

 

I would be happy to convert more packs and possiby make a topic or download page to put them all in one place, but I feel like its all kind of for nothing as there is, that I know of, only 1 mod that actually supports Ocreatures, that being Radiant Prostitution for Ostim. 

 

Amazing man, thanks for your conversions, will test them, btw except billy, there is also anubs animations which work for ostim and support ocreatures

 

 

Also I saw somewhere iirc on subscriber star that baka had plans to integrate his mod bakafactory creatures slal into ostim, that would be awesome aswell

Edited by Latar2480
Posted
16 hours ago, thenightmareoflight said:

Anybody have issues where it just says "no starting animations found" when starting a scene? Anyway to fix this?

Did you use the right load order? MNC and Creature framework needs to go above Ocreature so it overwrite them both (in left MO2 panel to be more accurate)

Posted (edited)
6 hours ago, ThaFish said:

I haven't tested all animations, but everyone I have worked properly. This converts all the creature animations in 9.7 EXCEPT INVISIBLE FURNITURES. Ocreatures should overwrite billy 9.7 and then this conversion should overwrite both. 

OCreatures_Billyy9.7Conversion.zip 2.61 MB · 1 download

@ThaFish i got problem while running fnis before nemesis 

 

image.png.b48efd16f9ce7d72233458b25899bc9e.png

Bad headers inside fnis list ?

b -Tn B_AHop_B_Miss
b -Tn B_AHop_B_Miss_S1_0 AHop_B_Miss_A2_S1.hkx
b -Tn B_AHop_B_Miss_S2_0 AHop_B_Miss_A2_S2.hkx
b -Tn B_AHop_B_Miss_S3_0 AHop_B_Miss_A2_S3.hkx
b -Tn B_AHop_B_Miss_S4_0 AHop_B_Miss_A2_S4.hkx
b -Tn B_AHop_B_Miss_S5_0 AHop_B_Miss_A2_S5.hkx

 

Looked into other animations and headers are like this:

Version V1.0

' B_StormA_B_Bhd
b -Tn B_StormA_B_Bhd_S1_0 StormA_B_Bhd_A2_S1.hkx
b -Tn B_StormA_B_Bhd_S2_0 StormA_B_Bhd_A2_S2.hkx
b -Tn B_StormA_B_Bhd_S3_0 StormA_B_Bhd_A2_S3.hkx
b -Tn B_StormA_B_Bhd_S4_0 StormA_B_Bhd_A2_S4.hkx
b -Tn B_StormA_B_Bhd_S5_0 StormA_B_Bhd_A2_S5.hkx

' B_StormA_B_Hold
b -Tn B_StormA_B_Hold_S1_0 StormA_B_Hold_A2_S1.hkx
b -Tn B_StormA_B_Hold_S2_0 StormA_B_Hold_A2_S2.hkx
b -Tn B_StormA_B_Hold_S3_0 StormA_B_Hold_A2_S3.hkx
b -Tn B_StormA_B_Hold_S4_0 StormA_B_Hold_A2_S4.hkx
b -Tn B_StormA_B_Hold_S5_0 StormA_B_Hold_A2_S5.hkx

 

EDIT: Yea :D fixed headers manually and it worked

Edited by Latar2480
Posted (edited)
4 hours ago, alphafr said:

Did you use the right load order? MNC and Creature framework needs to go above Ocreature so it overwrite them both (in left MO2 panel to be more accurate)

Looks like it. I ran Pandora as well just to make sure but I don't see anything relating to Billy's Creature pack (which I assume is built into Ocreatures, unless I misread?)

EDIT: Actually, I do see stuff relating to it, but besides is "FNIS:", now I'm not sure, but would installing the FNIS Creature pack somehow (albeit unlikely) solve my problem? No idea.

image.png

Edited by thenightmareoflight
Posted
1 hour ago, thenightmareoflight said:

Looks like it. I ran Pandora as well just to make sure but I don't see anything relating to Billy's Creature pack (which I assume is built into Ocreatures, unless I misread?)

EDIT: Actually, I do see stuff relating to it, but besides is "FNIS:", now I'm not sure, but would installing the FNIS Creature pack somehow (albeit unlikely) solve my problem? No idea.

image.png

I don't have FNIS creature, and it works for me, have you disabled "intended genders only" in Ostim and have you installed billy's SLAL pack 8.5

Posted
5 minutes ago, alphafr said:

I don't have FNIS creature, and it works for me, have you disabled "intended genders only" in Ostim and have you installed billy's SLAL pack 8.5

I can't find Billy's SLAL pack, specifically 8.5. Might be the issue since I think I have the wrong version.

Posted
8 hours ago, Latar2480 said:

@ThaFish i got problem while running fnis before nemesis 

 

image.png.b48efd16f9ce7d72233458b25899bc9e.png

Bad headers inside fnis list ?

b -Tn B_AHop_B_Miss
b -Tn B_AHop_B_Miss_S1_0 AHop_B_Miss_A2_S1.hkx
b -Tn B_AHop_B_Miss_S2_0 AHop_B_Miss_A2_S2.hkx
b -Tn B_AHop_B_Miss_S3_0 AHop_B_Miss_A2_S3.hkx
b -Tn B_AHop_B_Miss_S4_0 AHop_B_Miss_A2_S4.hkx
b -Tn B_AHop_B_Miss_S5_0 AHop_B_Miss_A2_S5.hkx

 

Looked into other animations and headers are like this:

Version V1.0

' B_StormA_B_Bhd
b -Tn B_StormA_B_Bhd_S1_0 StormA_B_Bhd_A2_S1.hkx
b -Tn B_StormA_B_Bhd_S2_0 StormA_B_Bhd_A2_S2.hkx
b -Tn B_StormA_B_Bhd_S3_0 StormA_B_Bhd_A2_S3.hkx
b -Tn B_StormA_B_Bhd_S4_0 StormA_B_Bhd_A2_S4.hkx
b -Tn B_StormA_B_Bhd_S5_0 StormA_B_Bhd_A2_S5.hkx

' B_StormA_B_Hold
b -Tn B_StormA_B_Hold_S1_0 StormA_B_Hold_A2_S1.hkx
b -Tn B_StormA_B_Hold_S2_0 StormA_B_Hold_A2_S2.hkx
b -Tn B_StormA_B_Hold_S3_0 StormA_B_Hold_A2_S3.hkx
b -Tn B_StormA_B_Hold_S4_0 StormA_B_Hold_A2_S4.hkx
b -Tn B_StormA_B_Hold_S5_0 StormA_B_Hold_A2_S5.hkx

 

EDIT: Yea :D fixed headers manually and it worked

Awesome, I'm glad you got it to work. Those header issues were inherited from billyys files and kept giving me issues when compiling the behaviors with FNIS for modders. I use pandora instead of Fnis/Nemesis, but it didnt throw any errors when I built the animation registry for my game

Posted

@ThaFish do group animations work for you after conversion ?

 

I've tested werewolves, draurgs, trolls, and all animations from tags FM work, but all with more than one creatures so Fmm and Fmmm sadly dont work for me, one creature animates but others and character dont, they stay in starting position while next animation stages.

 

When i uncheck in MO2 on left pane your conversion pack, the group animations which are contained within Ocreatures itself work, tested on werewolves Fmm and Fmmm. 

Posted

Can someone help me FNIS always say there is a duplicate anim event on MNCSmokeyStanding and MNCSmokeyonback. I have been trying to fix it for two days now and I'm already on my wits end. Any form of help and feedback is greatly appreciated. Thank you

Screenshot (2332).png

Posted (edited)
On 12/15/2025 at 7:22 PM, alphafr said:

I don't have FNIS creature, and it works for me, have you disabled "intended genders only" in Ostim and have you installed billy's SLAL pack 8.5

I Have the mark of arkay mod and it seems to me like... it works? Creature's do work, but you just can't start anims with them (unless through mark of arkay, of course. perhaps is it just those specific ones i tested?) It's not that big of a deal for me so I couldn't care less.

Edited by thenightmareoflight
Posted
1 minute ago, thenightmareoflight said:

I Have the mark of arkay mod and it seems to me like... it works? Creature's do work, but you just can't start anims with them (unless through mark of arkay, of course. perhaps is it just those specific ones i tested?) It's not that big of a deal for me so I couldn't care less.

There's a patch for it on LL if you want to test it. I linked it on page 21 iirc

Posted
On 12/16/2025 at 6:06 AM, Latar2480 said:

@ThaFish do group animations work for you after conversion ?

 

I've tested werewolves, draurgs, trolls, and all animations from tags FM work, but all with more than one creatures so Fmm and Fmmm sadly dont work for me, one creature animates but others and character dont, they stay in starting position while next animation stages.

 

When i uncheck in MO2 on left pane your conversion pack, the group animations which are contained within Ocreatures itself work, tested on werewolves Fmm and Fmmm. 

I haven’t tested those yet. I’m sure it probably was my conversion. I’ll try to look into it. My whole house has the flu so it might be awhile 😂

Posted
34 minutes ago, ThaFish said:

I haven’t tested those yet. I’m sure it probably was my conversion. I’ll try to look into it. My whole house has the flu so it might be awhile 😂

Rest well, you and your family!

Posted
3 hours ago, asianboy345 said:

Hopefully someone will convert Animal Research to work with OCreatures in the future. 

Sorely needed

Posted

Is there a way to fully convert Confabulation and SL solutions to fully allow creature animations? The conversions that were done in the past fully omit that side of things.  

Posted
1 hour ago, andresjendry said:

is there any male on creatures animations that can be converted?

To my vague recollection, there are some but they're rarer.

Posted
On 12/27/2025 at 6:15 AM, Lea2236 said:

Is there a way to fully convert Confabulation and SL solutions to fully allow creature animations? The conversions that were done in the past fully omit that side of things.  

If you know how to convert scripts, then it should be doable.

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