Roca2536 Posted January 4 Posted January 4 On 12/15/2025 at 6:44 AM, 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 · 20 downloads I've noticed some of, if not all, the 3p animations don't work, the first creature works, but the player and the second creature just stand there, but the rest seem to work no problem 2
Delt44 Posted January 5 Posted January 5 On 12/22/2025 at 7:01 PM, TrollsCum said: Please, someone share these billyy 8.5 pack! SLAL_Billyy_Animations v8.5 SE.zip I got you pal 5
aquilasassassin Posted January 5 Posted January 5 (edited) Got an issue with PC werewolf stuck in stroking/idle animation without switching to others. Another actor moves as intended. How to fix this? (I saw several ppl with the same issue, but not the soultion) UPD. Tried to initiate as a female character. Prompt says that no starting animation found. UPD 2. Creatures don't move at all. So question stays the same Edited January 7 by aquilasassassin
wiffe Posted January 7 Posted January 7 anyone still have fluffly/baka for ocreature? cause file in loverlab already got deleted
LiIli Posted January 10 Posted January 10 (edited) On 12/19/2025 at 3:32 PM, 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 😂 On 1/4/2026 at 7:47 PM, Roca2536 said: I've noticed some of, if not all, the 3p animations don't work, the first creature works, but the player and the second creature just stand there, but the rest seem to work no problem On 1/5/2026 at 8:16 PM, aquilasassassin said: Got an issue with PC werewolf stuck in stroking/idle animation without switching to others. Another actor moves as intended. How to fix this? (I saw several ppl with the same issue, but not the soultion) UPD. Tried to initiate as a female character. Prompt says that no starting animation found. UPD 2. Creatures don't move at all. So question stays the same Problem is mixed up index. For fmm+ In all .json, example: \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmm\billyywerewolf\BillyyWerewolfHubFMM.json and all subfolder jsons For female "animationIndex": 1 For everyone else 0,2,3,4... Here is the test .json files for werewolfs/horse, it should overwrite everything I don't remember exact index to set, i think index for M actors also matters (maybe 2,0,1 not 0,2,1?), so, some animations still don't work, but some do, horse should work, werewolf 50/50 I'll eventually remember exactly how to set index or maybe you can give it a try Billyindex.rar Edited January 10 by LiIli 1
aquilasassassin Posted January 11 Posted January 11 4 hours ago, LiIli said: Problem is mixed up index. For fmm+ In all .json, example: \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmm\billyywerewolf\BillyyWerewolfHubFMM.json and all subfolder jsons For female "animationIndex": 1 For everyone else 0,2,3,4... Here is the test .json files for werewolfs/horse, it should overwrite everything I don't remember exact index to set, i think index for M actors also matters (maybe 2,0,1 not 0,2,1?), so, some animations still don't work, but some do, horse should work, werewolf 50/50 I'll eventually remember exactly how to set index or maybe you can give it a try Billyindex.rar 144.04 kB · 1 download Male PC werewolf still doesn't work on female, just stands idle. And what indexes are you referring to? I may look them up in json files myself.
LiIli Posted January 11 Posted January 11 (edited) 10 hours ago, aquilasassassin said: Male PC werewolf still doesn't work on female, just stands idle. And what indexes are you referring to? I may look them up in json files myself. On 12/19/2025 at 3:32 PM, 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 😂 On 12/16/2025 at 5:04 PM, alphafr said: Yeah group animations seems broken from the 9.7 conversion On 1/4/2026 at 7:47 PM, Roca2536 said: I've noticed some of, if not all, the 3p animations don't work, the first creature works, but the player and the second creature just stand there, but the rest seem to work no problem Okay, so, to my understanding: In .json, for example \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmmm\billyywerewolf\BillyyWerewolf4pGangbang1\BillyyWerewolf4pGangbang1-1.json Gives index (numbers) to actors, for example: "intendedSex": "female", <-- find female on a scene "tags": [ "standing" "animationIndex": 3 <-- gives index "3" to an actor female then: "actions": [ "type": "blowjob", <-- Perform animation "actor": 1 <-- By actor with index 1 "target": 0 <-- On actor with index 0 Animation here won't work, because actor 1 here is another werewolf, so, change "animationindex" for female to 1, so it would be (werewolf:0, werewolf:2, female:1) instead of (werewolf:0, werewolf:1, female:2) BUT, another problem with 9.7 conversion, it doesn't have enough "actions" described, in comparison - ocreatures default billy anims have 3-5 actions while conversion has 1. I don't know how to reference or convert anims, so i'm dead in a water. Here is an archive that should fix all fmm+ anims that worked before 9.7 update, it should overwrite everything. Or you can just replace jsons in 9.7 "OCreatures" folder with a default ocreatures jsons. Group anims introduced in 9.7 that don't work because no actions described (folder names): BillyyCanineMFCDoggySpitroast <-- Actually, i think i managed to fix this one just by swapping index BillyyChaurus3pCowgirlSpitroast BillyyChaurusHunter3pDoublePenetration BillyyChaurusHunter3pSpitroast BillyyWerewolf3pDoggySpit BillyyWerewolf3pHoldingDP BillyyWerewolf3pStandingSpit BillyIndexr.rar Edited January 11 by LiIli 1
Rebecca.Dova Posted January 11 Posted January 11 Hello everyone, it's been a while since I last used ostim, only SL. Did this mod get a new sponsor to update and continue it, or did it die with Josuke's version?
alphafr Posted January 11 Posted January 11 4 hours ago, jerryrhp said: Hello everyone, it's been a while since I last used ostim, only SL. Did this mod get a new sponsor to update and continue it, or did it die with Josuke's version? Didn't died as its functional but lackluster in available animation packs, but nobody has taken over it either 1
aquilasassassin Posted January 13 Posted January 13 Somehow fixed werwolf aniimations, but now Moonlight Tales bugged out — default werewolf body is active while custom MT head is present. SO where in the load order should I put the MT to get the custom werwolf body textures back?
HintHelmetxX Posted January 14 Posted January 14 I have OStim Standalone and Sexlab P+ installed and working in my current modlist. I also have More Nasty Critters and ABC all installed and working through SL. I am wondering if it is possible to install OCreatures in this same mix but I am cautious. Has anyone else done the same? Would it work?
alphafr Posted January 14 Posted January 14 13 hours ago, HintHelmetxX said: I have OStim Standalone and Sexlab P+ installed and working in my current modlist. I also have More Nasty Critters and ABC all installed and working through SL. I am wondering if it is possible to install OCreatures in this same mix but I am cautious. Has anyone else done the same? Would it work? They can work side by side but sexlab creature animation may not work (idle standing)
jango17 Posted January 19 Posted January 19 is there a way to matchmake and trigger an npc/creature scene through ocreatures? As in have a follower engage in a scene instead of the player?
0800616220a Posted January 19 Posted January 19 On 15/12/2568 at 19 นาฬิกา 44 นาที, ThaFish said: ฉันยังไม่ได้ทดสอบแอนิเมชั่นทั้งหมด แต่ทุกตัวที่ฉันทดสอบใช้งานได้ถูกต้อง ไฟล์นี้จะแปลงแอนิเมชั่นของสิ่งมีชีวิตทั้งหมดในเวอร์ชัน 9.7 ยกเว้นเฟอร์นิเจอร์ล่องหน ไฟล์ ocreatures ควรจะเขียนทับไฟล์ billy 9.7 จากนั้นไฟล์แปลงนี้จะเขียนทับทั้งสองไฟล์ OCreatures_Billyy9.7Conversion.zipไม่พร้อมใช้งาน Is this the order loading sequence? OCreatures_Billyy OCreatures Billyy's SLAL Animations 9.7
0800616220a Posted January 19 Posted January 19 On 12/15/2025 at 7:44 PM, 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 · 33 downloads This mod isn't working. Is something wrong with me?
Latar2480 Posted January 19 Posted January 19 3 hours ago, 0800616220a said: Is this the order loading sequence? OCreatures_Billyy OCreatures Billyy's SLAL Animations 9.7 Nope, Billyy's SLAL Animations 9.7 firstly then -> ocreatures ( which is based on billy 8.5 ) -> then conversion file which overwrites ocreatures, but conversion file if it comes to 9.7 still requires fix for group animations though
0800616220a Posted January 19 Posted January 19 4 hours ago, Latar2480 said: Nope, Billyy's SLAL Animations 9.7 firstly then -> ocreatures ( which is based on billy 8.5 ) -> then conversion file which overwrites ocreatures, but conversion file if it comes to 9.7 still requires fix for group animations though I've tried it, and several different versions, but when I go into the ostim scene, it only shows the animations from 8.5.
jango17 Posted January 20 Posted January 20 has anyone managed to fix the creature dongs disappearing when playing the animations? They are appearing right at the start with the first idle animations but disappear after a short amount of time or when moving on to the next animations. Im noticing atronochs/dwemer automaton are fine but the issue persists with any beast for me. I'm using ABC myself
zekotha Posted January 20 Posted January 20 What's the best way to initiate scenes with hostile creatures? OSimpleDefeat doesn't support creatures and I couldn't find any other OStim defeat mod.
minosaminamo Posted January 20 Posted January 20 Does anyone here understand mods? Can you convert it so that the Vampire Lord uses human animations? I would be able to start the animation while transformed into Vampire Lord in order to use the Human Vampire Lord mod. That would be really cool and immersive.
Latar2480 Posted January 25 Posted January 25 On 1/11/2026 at 11:33 AM, LiIli said: Okay, so, to my understanding: In .json, for example \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmmm\billyywerewolf\BillyyWerewolf4pGangbang1\BillyyWerewolf4pGangbang1-1.json Gives index (numbers) to actors, for example: "intendedSex": "female", <-- find female on a scene "tags": [ "standing" "animationIndex": 3 <-- gives index "3" to an actor female then: "actions": [ "type": "blowjob", <-- Perform animation "actor": 1 <-- By actor with index 1 "target": 0 <-- On actor with index 0 Animation here won't work, because actor 1 here is another werewolf, so, change "animationindex" for female to 1, so it would be (werewolf:0, werewolf:2, female:1) instead of (werewolf:0, werewolf:1, female:2) BUT, another problem with 9.7 conversion, it doesn't have enough "actions" described, in comparison - ocreatures default billy anims have 3-5 actions while conversion has 1. I don't know how to reference or convert anims, so i'm dead in a water. Here is an archive that should fix all fmm+ anims that worked before 9.7 update, it should overwrite everything. Or you can just replace jsons in 9.7 "OCreatures" folder with a default ocreatures jsons. Group anims introduced in 9.7 that don't work because no actions described (folder names): BillyyCanineMFCDoggySpitroast <-- Actually, i think i managed to fix this one just by swapping index BillyyChaurus3pCowgirlSpitroast BillyyChaurusHunter3pDoublePenetration BillyyChaurusHunter3pSpitroast BillyyWerewolf3pDoggySpit BillyyWerewolf3pHoldingDP BillyyWerewolf3pStandingSpit BillyIndexr.rar 809.75 kB · 12 downloads Alright, so for new animations which are not included in main ocreatures 1.4 folder, there is a problem with tags, plus animation actions, but i also noticed - not only this but also lack of sound, which comes from ostim itself plus lack of mouth opening while blowjob animations (sound and mouth opening while blowjob works with the rest animations -> the ones from 1.4 and new animations from 9.7 but only for fm, for group it doesnt work) , maybe thats related. For those group animations, which work in ocreatures 1.4 and in 9.7 conversion dont work, i did copy paste json files from ocreature 1.4 -> to conversion 9.7 and they work again, only remains the problem with new group animations which are not included in ocreatures 1.4 For fmm, like you mentioned and we can see in some 1.4 ocreatures jsons aswell, changing tag value for female to 1 fix this For ffm animations i saw on another mod page "anubs animations for ocreatures - test" that changing tag values as follows, work -> so we have male: 2, female: 0, female: 1, that fixes at least for that mod, maybe for billy 9.7 conversion aswell. But still remains the problem with sound which comes from ostim itself and mouth opening while animations for new animations - maybe related to lack of actions in json files, only my guess
hana120 Posted January 28 Posted January 28 Has anyone managed to find a solution to make the animations with the rabbits work? I know they still don't work properly.
TrayD1997 Posted January 28 Posted January 28 I'm having trouble getting this to work. When I tried to install the first time following the load order (forgot the fnis creature pack here), without having Baka ABC, run it through pandora and make the output folder at highest prior and deploy before launching the game, only the MNC animation worked, billyy's are just the character and the creature standing inside each other idling. Then i unins all and reins again, this time i remember fnis creature pack and wanted to see if that fix it, i also ins ABC this time, now the creatures are basically doing their equivalent of Tposing for all animation. Then i tried to just use MNC only and no billyy's pack and no ABC (tried both with and without fnis creature pack) but now creatures just Tposing all the time. I use ostim standalone for this. Can anyone help me figure out what's wrong?
loomghost Posted January 28 Posted January 28 1 hour ago, TrayD1997 said: I'm having trouble getting this to work. When I tried to install the first time following the load order (forgot the fnis creature pack here), without having Baka ABC, run it through pandora and make the output folder at highest prior and deploy before launching the game, only the MNC animation worked, billyy's are just the character and the creature standing inside each other idling. Then i unins all and reins again, this time i remember fnis creature pack and wanted to see if that fix it, i also ins ABC this time, now the creatures are basically doing their equivalent of Tposing for all animation. Then i tried to just use MNC only and no billyy's pack and no ABC (tried both with and without fnis creature pack) but now creatures just Tposing all the time. I use ostim standalone for this. Can anyone help me figure out what's wrong? Hey noob here I got Ocreatures to work (I'm on SE special edition) my load order was: Ostim latest version Creature summer latest version More nasty critters latest version Billy slal animations latest version Creature frame work latest version Ocreatures 1.4 Ocreatures billy conversions 9.7 Make sure u download the important requirements so thoses mods can function like Pandora, skes, address library SE, papyrus SE, j container SE, ui extension ect.. I do have sexlab animation frame work on doubt that does anything but I have no other sexlab stuff installed besides sexlab billy animations and more nasty no ABC installed, After that I just ran Pandora 1 time and start game It worked hopefully this helped (I'm probably missing some key stuff but I tried.) 1
TrayD1997 Posted January 29 Posted January 29 (edited) 5 hours ago, loomghost said: Hey noob here I got Ocreatures to work (I'm on SE special edition) my load order was: Ostim latest version Creature summer latest version More nasty critters latest version Billy slal animations latest version Creature frame work latest version Ocreatures 1.4 Ocreatures billy conversions 9.7 Make sure u download the important requirements so thoses mods can function like Pandora, skes, address library SE, papyrus SE, j container SE, ui extension ect.. I do have sexlab animation frame work on doubt that does anything but I have no other sexlab stuff installed besides sexlab billy animations and more nasty no ABC installed, After that I just ran Pandora 1 time and start game It worked hopefully this helped (I'm probably missing some key stuff but I tried.) so I got halfway there, the creature anim plays correctly but character still stuck in idle anim, it seems sexlab framework helped? at first I thought it because I didnt ins the human pack as well, but after I do the char still just idle while creature anim play properly. I did run pandora and deploy after all the installs. Edited January 29 by TrayD1997
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