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(ABANDONED) OCreatures - Ostim Creature Extension


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Posted (edited)

I'm sorry, but I can't find the Billy SLAL Pack 8.5 thread. Could you please provide the link?

Edited by silo
Posted
6 hours ago, chrystelle said:

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.

OCreatures LITE.zip 440.2 MB · 1 download

Creatures do not have "equipment". Is this a known issue? ABC requires MNC to run.

Posted (edited)

They will only have it during an OStim thread, and for now only up to one creature while testing.  Other mods can be created that trigger it based on whatever gameplay they want to implement, independent of the core framework.

 

EDIT: Also, ABC does not require MNC if you use OCreatures LITE.  Do not install MNC.

Edited by chrystelle
Posted
8 minutes ago, chrystelle said:

They will only have it during an OStim thread, and for now only up to one creature while testing.  Other mods can be created that trigger it based on whatever gameplay they want to implement, independent of the core framework.

 

EDIT: Also, ABC does not require MNC if you use OCreatures LITE.  Do not install MNC.

Should ABC be installed above OC-L? Your instructions put it below.

Posted
On 5/23/2026 at 12:06 PM, JeremyAtlas said:

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.

Yeah. its a real downer there aren't any humanoid slab to ostim conversions. alongside 'CPA - Creatures Physics Addon' which add CBPC physics are a great combo.  do believe someday someone will convert every creature slab animations to fit into Ostim. Still modding is the passion

Posted (edited)

Fixes some bugs and increases the number of possible actors switched at once to 12.

 

EDIT:  Repackaged because the latest script versions were in my overwrite folder and didn't get into the zip I posted a few minutes ago.

 

 

Edited by chrystelle
Posted (edited)
On 5/26/2026 at 3:06 AM, Gamingg6 said:

Yeah. its a real downer there aren't any humanoid slab to ostim conversions. alongside 'CPA - Creatures Physics Addon' which add CBPC physics are a great combo.  do believe someday someone will convert every creature slab animations to fit into Ostim. Still modding is the passion

PPA has creature support if you use Baka ABC, you will have all necessary collisions with it. Also there is this conversion of Anubs pack, just install without AnubAnimObj.esp that is included, it has SexLab masters for some reason but if you use Anubs Ostim conversion from Nexus all objects are still included and will show up in creature anims. There are a couple unfinished animations but most work perfectly fine.

 

Think i've misread and you mean getting frisky with female creatures, oh well.

Edited by xxxamogusxxx
Posted
18 hours ago, chrystelle said:

Corrige alguns bugs e aumenta o número de possíveis atores trocados ao mesmo tempo para 12.

 

EDIT: Reembalei porque as versões mais recentes dos scripts estavam na minha pasta de sobrescrever e não entravam no código zip que postei há alguns minutoso.

 

OCreatures.zip 440.72 MB · 1 download

 

 

Hi, how are you? Do you have the files to continue building the mod? If so, it would be interesting to post them in a new post, created by you, so we can stay updated!!

This mod is excellent, it's a shame Josuke abandoned it!

We've been waiting a long time for someone to continue it.

 

Posted

I plan to make a separate post once I complete the second part of the changes I want to make, which is to the animations.  I want to include only a single starting animation for each type of scene and move the other animations out of the core into separate Billyy and MNC packs.  I had to set up a new development environment in Windows because while Linux has served me well for Skyrim modding up until now, I could not find a way to get the animation annotation tool to work.

Posted (edited)
On 5/25/2026 at 1:20 PM, silo said:

I'm sorry, but I can't find the Billy SLAL Pack 8.5 thread. Could you please provide the link?

 

It took me a while to find it again, too.  Here's a direct link to the comment.  Load order should be: OStim, then this Billyy pack, then OCreatures.  [EDIT: And then ABC.  The Billyy animation pack requires ABC to be installed at runtime or you may get A-poses. ABC should be loaded last and allowed to overwrite.  The ABC esp file is not necessary and can be disabled.  You just need the ABC assets.] 

 

I also recommend grabbing the Anub pack linked above, but either swap out the animated objects esp as described in that post, or open the esp in sse edit to remove the sexlab master and then the CK to save as Form 44.

 

 

Edited by chrystelle
Posted (edited)

A note about Pandora and this mod:

 

Firstly, yes, you should be using Pandora and only Pandora.

Some OStim conversions use the OStim Tool that converts FNIS behaviors to Nemesis behaviors.  The original OCreatures (and my update, so far) does not.  What this means is that it will not show up in the mod list in Pandora (in the left-side pane before you click the button the generate).  This is totally normal and expected for FNIS mods in Pandora.  But Pandora still works fine and is definitely what you should be using.  After generating the behaviors, on the right side in the results, you should see the FNIS behaviors generated.  

 

A very common pitfall lately is that the latest versions of Pandora seem to have changed how they handle command line flags.  They are silently ignored. I'm not sure if this was intended or a bug.  If a bug, it may be fixed soon or may already be fixed at time of this writing, but you may have one of the affected versions.  This is very important if you are using MO2 and had previously set up Pandora using certain flags to tell pandora where your output folder is and where the Skyrim data folder is.  If you followed a guide, it's very likely that you set your tool up this way.  So double check you MO2 tool settings for Pandora.  In the latest versions, you need to instead set these things directly within Pandora.  Open the cog icon on the bottom left to get to settings and make sure your paths to your output folder and (VERY IMPORTANT) your Skyrim data folder are set correctly.  If the Skyrim path is not set, Pandora will not find and process your FNIS animations.  I'm not sure why Pandora manages to find the Nemesis-format mod packs based on the working directory it is run from but needs the path explicitly set in the options to find the FNIS lists, but that does seem to be the case.

Edited by chrystelle
Posted

Hi Guys. I am not sure if I am doing something wrong with the install but my MO2 is saying that I have missing masters. More precisely morenastycreatures.esp is missing SexLab.esm. I am looking through the thread and no one is mentioning this issue. I thought I have followed the steps right. My load order appears to be right. What I am missing to remove this master issue?
 

Posted
2 minutes ago, bury02128 said:

Hi Guys. I am not sure if I am doing something wrong with the install but my MO2 is saying that I have missing masters. More precisely morenastycreatures.esp is missing SexLab.esm. I am looking through the thread and no one is mentioning this issue. I thought I have followed the steps right. My load order appears to be right. What I am missing to remove this master issue?
 

 

If you are using the original file on the main download page, make sure you review the load order in the first page.  You need to move OCreatures to load after/overwrite MNC.

 

If you're using the version I posted above, you need to uninstall Creature Framework and MNC.  For my version, you just need OStim, Billyy's 8.5 pack, OCreatures, and ABC, in that order.  Then run Pandora.

Posted
45 minutes ago, chrystelle said:

 

If you are using the original file on the main download page, make sure you review the load order in the first page.  You need to move OCreatures to load after/overwrite MNC.

 

If you're using the version I posted above, you need to uninstall Creature Framework and MNC.  For my version, you just need OStim, Billyy's 8.5 pack, OCreatures, and ABC, in that order.  Then run Pandora.

Thank for your help. When I do in new order, using your version of Ocreatures I get missing master of morenastycreatures.esp  for MNC_ABC_Patch.esp

Posted
51 minutes ago, bury02128 said:

Thank for your help. When I do in new order, using your version of Ocreatures I get missing master of morenastycreatures.esp  for MNC_ABC_Patch.esp

You shouldn't enable that patch because you shouldn't have MNC installed.

Posted
3 hours ago, chrystelle said:

You shouldn't enable that patch because you shouldn't have MNC installed.

I don't see option in FOMOD for it, I think it automatically install itself. I have deactivated it. Thank you

Posted

I followed the instructions of OCreatures Lite and load order, and it seems to only make a couple of MNC animations pop up as options even though I have MNC and CFramework uninstalled, the billy pack shows up sometimes, but all of the animations result in t-posing except for the MNC animations, not sure how to fix it as ive tried re-running pandora and it spits out successful animations being loaded from billy slal pack but thats clearly not the case.

Posted (edited)
52 minutes ago, Horker1234 said:

I followed the instructions of OCreatures Lite and load order, and it seems to only make a couple of MNC animations pop up as options even though I have MNC and CFramework uninstalled, the billy pack shows up sometimes, but all of the animations result in t-posing except for the MNC animations, not sure how to fix it as ive tried re-running pandora and it spits out successful animations being loaded from billy slal pack but thats clearly not the case.

 

This is still very much a work in process.  The first step was enabling all the actor in OStim and implementing the dynamic swap so that creatures are left alone unless/until an OStim scene is actually started.  The next step, which I've been working last night and this morning, is to update all the scene-routing paths for the new structure.  I'm about to make a new, separate page and will post the latest version with the updated scene jsons.  This is still just an intermediate version.  After all the routing is confirmed working, I'll be moving the animations out of the core mod, except the starting idles.  Then, I'll make a FOMOD that will let people check off individual creatures and enable just those creatures, avoiding having so many unused animations.

 

UPDATE: The fork is now posted here: 

 

Edited by chrystelle
Posted (edited)

For all struggling with animations not being correct/static poses from creatures, or human actors in a scene, I strongly reccommend downloading the "For Modders" file in the downloads, it will provide you with the necessary information on how to fix these problems.
Unfortunately until someone writes a papyrus tool that can correctly tag animations and translate SLAL scenes into Ostim Scenes, most of the work will require fixing by hand.

Just by the power of reading, I have converted FlufyFox's creature pack to be compatible with Ocreature. However the jsons may likely be incorrect in their setup, and that will take a whole lotta effort.
I have also properly converted Billy's anims too, and possibly even Anub's. I cannot get BakaFactory's to parse for some reason though. more testing to be done
I'm not sure the permissions required to share the file, and if I can use it to bargain for some help with a mod I've been working on too, that'd be ideal

Edited by Tiptopbunman
Posted
On 5/23/2026 at 12:06 PM, JeremyAtlas said:

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.

Yeah got me thinking there has to be Ostim animations for sexy humanoid replacer mods such as Psboss ones. just hope someday there be a way for Ostim compatibility

Posted (edited)
7 hours ago, Gamingg6 said:

Yeah got me thinking there has to be Ostim animations for sexy humanoid replacer mods such as Psboss ones. just hope someday there be a way for Ostim compatibility

 

The humanoid and fantasy creature stuff is more my interest, as well.  Opening up compatibility with a variety of replacers is one of the things I'm working toward.  I haven't looked into those in particular to see how they work  (specifically, whether they alter the creature Race record or skeleton, which can cause more compatibility issues).  One of the challenges with those from your perspective will be finding and converting suitable MF animations.

Edited by chrystelle

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