Latar2480 Posted May 7 Posted May 7 (edited) 7 hours ago, Kaczi249 said: Did you download LE or SE Version Billyy animations? I made conversion from SE version, try also using Pandora, fnis is very old tool Ofcourse SE version, i use fnis alongside nemesis in MO2, firstly generating fnis then generating by nemesis, did not try pandora though, not sure if i wanna play with installing all mods again haha, but like in 9.7 conversion some animations didn't play ( btw there was only one pack with different number animations problem while generating fnis with 9.7 conversion ), i was able to fix them by editing json files in visual studio code by changing for example actor values in actions and also adding actions, and i can see that for example - tested draugr pack now, everything seems to work fine, just had to copy and paste my json conversion for FMM pack, cause they were not animating and now it works, and still have to check 3 animations in FM draugr pack: standing anal squatting bj kneeling Edited May 7 by Latar2480
Kaczi249 Posted May 7 Posted May 7 Please reinstall original animation pack but uncheck invisible furniture. Conversion don't include these animations, because make me stuck on loading main menu. Rerun FNIS and check again. 1
keizerdoc Posted May 8 Posted May 8 On 5/5/2026 at 10:54 PM, randompeep said: Works for me with SL Defeat (Bane edition), SexlabToOstim, and even Sexlab Tools (using the matchmaker queue feature). I left the original OCreatures 1.4 and Billy 8.5 animations enabled, and let them be overwritten then ran Pandora. Mod order: Load Order: Reveal hidden contents Billy's 8.5 version is no longer available. Does it work with just 10.2?
keizerdoc Posted May 8 Posted May 8 18 hours ago, Latar2480 said: Ofcourse SE version, i use fnis alongside nemesis in MO2, firstly generating fnis then generating by nemesis, did not try pandora though, not sure if i wanna play with installing all mods again haha, but like in 9.7 conversion some animations didn't play ( btw there was only one pack with different number animations problem while generating fnis with 9.7 conversion ), i was able to fix them by editing json files in visual studio code by changing for example actor values in actions and also adding actions, and i can see that for example - tested draugr pack now, everything seems to work fine, just had to copy and paste my json conversion for FMM pack, cause they were not animating and now it works, and still have to check 3 animations in FM draugr pack: standing anal squatting bj kneeling Pandora should work right out of the box with the currently installed mods.
Latar2480 Posted May 8 Posted May 8 7 hours ago, keizerdoc said: Pandora should work right out of the box with the currently installed mods. I tried pandora and it generated without problems ( got only problem with sexy move mod but thats old mod only for fnis i guess ), but the animations i mentioned so: FM draugr: standing anal squatting bj still won't animate, in your case they work ?
Kaczi249 Posted May 8 Posted May 8 Disable Billy 8.5 if you use my Conversion. Use only 10.2 animations as a base.
tyurtyur Posted May 9 Posted May 9 17 hours ago, Kaczi249 said: Disable Billy 8.5 if you use my Conversion. Use only 10.2 animations as a base. not working for me, animation does not play for any creature.... get a T pose....
Kaczi249 Posted May 9 Posted May 9 7 hours ago, tyurtyur said: not working for me, animation does not play for any creature.... get a T pose.... Try this load order, and install all requirements from first post. After thar run pandora, recomended that instead FNIS/Nemesis
tyurtyur Posted May 9 Posted May 9 13 hours ago, Kaczi249 said: Try this load order, and install all requirements from first post. After thar run pandora, recomended that instead FNIS/Nemesis Is this your load order, if it this then i am doing it right, but why can i not see Ocreature and the slal pack in my pandora menu, is that normal?
Kaczi249 Posted May 10 Posted May 10 (edited) 22 hours ago, tyurtyur said: Is this your load order, if it this then i am doing it right, but why can i not see Ocreature and the slal pack in my pandora menu, is that normal? Yes, this is my load order. also I dont have ocreatures in pandora, its probalby count as a Ostim animations. Did you install generated fildes from pandora as a separate mod? Edited May 10 by Kaczi249
loverlovelov Posted May 11 Posted May 11 On 5/9/2026 at 6:12 AM, Kaczi249 said: Try this load order, and install all requirements from first post. After thar run pandora, recomended that instead FNIS/Nemesis Are you using Ostim with Horny Creatures ? how ?
randompeep Posted May 12 Posted May 12 On 5/7/2026 at 7:23 PM, keizerdoc said: Billy's 8.5 version is no longer available. Does it work with just 10.2? Yes it works with just 10.2 enabled and 8.5 disabled. There are 41 files that have "no conflict" listed in 8.5 when loaded before 10.2 So either the animations got renamed, or removed in 10.2.
Delt44 Posted May 12 Posted May 12 Hi, is there a way to add Creation Club Creatures? Like Skritch, is there a way to add their races into the conditions?
JeremyAtlas Posted May 13 Posted May 13 20 hours ago, randompeep said: Yes it works with just 10.2 enabled and 8.5 disabled. There are 41 files that have "no conflict" listed in 8.5 when loaded before 10.2 So either the animations got renamed, or removed in 10.2. I have an issue where it only seems to work with the Flame Atronach and Spriggan. For all other creatures it says 'no starting animation found.' Was also curious if you had other conversion available or if using the SL to Ostim convertor for Ocreature was my best option: I noticed for one that someone posted of Anub's animations, it required Sexlab for some reason, which means it may have not been converted properly.
LoveLabCas669 Posted May 13 Posted May 13 (edited) Any1 else have an issue with some creatures where the menu just doesnt appear & you cant end the scene or anything Also, sometimes I crassh when entering animations with anything other than a regular dog horses giants etc Edited May 13 by LoveLabCas669
tyurtyur Posted May 15 Posted May 15 On 5/10/2026 at 12:14 PM, Kaczi249 said: Yes, this is my load order. also I dont have ocreatures in pandora, its probalby count as a Ostim animations. Did you install generated fildes from pandora as a separate mod? i ahve found the issue, my pandora was outdated. thanks for evrything, now it works
Kaczi249 Posted May 15 Posted May 15 On 5/13/2026 at 2:02 AM, JeremyAtlas said: I have an issue where it only seems to work with the Flame Atronach and Spriggan. For all other creatures it says 'no starting animation found.' Was also curious if you had other conversion available or if using the SL to Ostim convertor for Ocreature was my best option: I noticed for one that someone posted of Anub's animations, it required Sexlab for some reason, which means it may have not been converted properly. Most of animations works only for female playable character, if you play as male theres no animations. You can use racemenu to change sex. I use fake sexlab from nexus only to remove MO2 warning.
keizerdoc Posted May 16 Posted May 16 4 hours ago, Kaczi249 said: Most of animations works only for female playable character, if you play as male theres no animations. You can use racemenu to change sex. I use fake sexlab from nexus only to remove MO2 warning. You can turn off "Intended gender only" in OStim settings to bottom for the other animals.
KahlúaSoul Posted May 18 Posted May 18 Anyone know why some animations leave the player in the a-pose while the creatures animate? For me all chaurus animations except for one leave my character standing still, the chaurus moves around fine just my character's stuck in place. 1
JeremyAtlas Posted May 18 Posted May 18 On 5/15/2026 at 7:27 PM, Kaczi249 said: Most of animations works only for female playable character, if you play as male theres no animations. You can use racemenu to change sex. I use fake sexlab from nexus only to remove MO2 warning. I got it to work as a male character specifically with the spriggan and flame atronach. I was mostly using this mod to try to get it to work with PSBoss' humanoid creature replacers and a custom physics skeleton I had been using for them. If I can't get it to work with the other humanoid creatures (which was really what I wanted to do with his draugr, giant, wisp, etc.), I may just end up forgetting it or trying it with sexlabs.
Gamingg6 Posted May 23 Posted May 23 has anyone made any conversions of any SLAL animations/animation packs that has creature animations. this would be so helpful. There ain't almost any of Ostim Ocreature mods that adds ostim compatibility, Psboss humanoid models are pretty great. just wish there were more than less amount of animations. eitherway, this tool is great.
JeremyAtlas Posted May 23 Posted May 23 3 hours ago, Gamingg6 said: has anyone made any conversions of any SLAL animations/animation packs that has creature animations. this would be so helpful. There ain't almost any of Ostim Ocreature mods that adds ostim compatibility, Psboss humanoid models are pretty great. just wish there were more than less amount of animations. eitherway, this tool is great. Yeah I've never been into any creature stuff outside of looking into the possibility of using it for PSBoss' replacers specifically. I think Ostim is the overall better animation framework, so the main thing that is missing is genital collisions for his models and animations for creatures outside of just the spriggan and flame atronach.
chrystelle Posted May 24 Posted May 24 (edited) I'm working on a stripped-down version of OCreatures that might be easier for some people to install. I'm hoping to post in the next day or so. This version has no dependency on Creature Framework or MNC (although it does use many MNC assets, with credit). It removes all function except the bare minimum: 1) Enable all vanilla actors in OStim by default (and allow enabling more via config files) 2) Handle switch to aroused form during OStim scenes (e.g., add a schlong) or when triggered via API It removes things like adding female and herm forms of many creatures, changing meshes used by default (when not in OStim scene), the load screen change, etc. It removes the arousal system, so there's no running quest keeping track of the creatures around you at all times. These are things that can be easily added on top of a core, bare-bones framework, which is what this new stripped down version aims to be. This is more in line with the OStim approach to things and will allow people to choose what type of arousal system to run (or none), whether to add female giants/dragons/etc, whether to replace the default versions of certain creatures with the MNC versions or keep their own replacer, etc. There is a minimal API for interaction with other mods, with just 2 events: OCreatures_SetAroused OCreatures_SetNormal Edited May 24 by chrystelle 5
chrystelle Posted May 25 Posted May 25 (edited) Here's the basic concept fleshed out. To try it out: 1) Install OStimSA and all its requirements 2) Install Billyy SLAL Pack 8.5 (posted elsewhere in this thread) 3) Install OCreatures LITE (attached) 4) Install Baka's Animated Beast Cocks (ABC) Now that the new structure is in place and CF/MNC dependencies removed, I'll be testing out certain creatures (others I will not and will rely on feedback if something is not working). Then, I'll be moving all the animation conversions out of the main OCreatures mod except for a basic starting idle, which OStim requires, and move them into separate packs. Billyy already gave permission to post an updated conversion of his creature animations as a separate pack. EDIT: As this is a test/alpha version, it's only set up to work for one creature at a time. It's still very much in development. Edited May 26 by chrystelle
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