tonitrulupus Posted July 5, 2025 Posted July 5, 2025 1 hour ago, Dorabella said: I doubt it, incompatibilities, generally , are incorrect files and/or installation errors . FNIS XXl, already supports several animations Yeah I know that what make this puzzling, but the convert worked and corrected what ever issue was going on
Eladano Posted July 19, 2025 Posted July 19, 2025 Oh, I'd love to see more animations using the Display Model items. I've done what I can with static poses and positioning, but it's not the same.
tonitrulupus Posted December 4, 2025 Posted December 4, 2025 On 7/19/2025 at 1:21 AM, Eladano said: Oh, I'd love to see more animations using the Display Model items. I've done what I can with static poses and positioning, but it's not the same. And from ZAZ, DOM, etc. the thing that sucks it just takes so long to do them. I know Billy, he updates once a month and only 3-5 animations per month @BREADPIG I am not sure if you use DOM and I don't remember if is said something about that mode, if your lacking ideas of what you can do next, get that mod just look at the option "I am going to make sure you stay here " and there is like a good 20 different items you can lock the NPC into. Some of them I would love to see like chains devices
BredP Posted December 4, 2025 Author Posted December 4, 2025 (edited) @tonitrulupus is DOM short form for "Diary Of Mine" mod? I went to search up about that mod, seems like it is using animations mostly from ZAZ. So you are requesting for sex animations that uses zaz devices? Specifically chains? Edited December 4, 2025 by BREADPIG
tonitrulupus Posted December 4, 2025 Posted December 4, 2025 7 minutes ago, BREADPIG said: @tonitrulupus is DOM short form for "Diary Of Mine" mod? I went to search up about that mod, seems like it is using animations mostly from ZAZ. So you are requesting for sex animations that uses zaz devices? Specifically chains? Yup, and any of the ZAZ really but chains I don't think anyone has done yet and yes it is Diary of mine. There are very few animation for the furniture in ZAZ, few touch them here and their, and you do good work And I know it takes time to make them, so I don't expect them to be made over night. I did ask for more of the pet suit animation, thanks they look good.
sierrra Posted December 4, 2025 Posted December 4, 2025 (edited) I'm also getting a ton of FNIS SSE incompatibility errors as well, for about 10 animations (not sure how many there are total) Running FNIS XXXXL, skeleton arm fix, gender specific animations & HKX compatibility check for options I'm not seeing different versions on the file list Edited December 4, 2025 by sierrra
chueskes Posted December 5, 2025 Posted December 5, 2025 How about some animations for ostim as well?
judge007 Posted December 5, 2025 Posted December 5, 2025 On 5/7/2025 at 10:02 PM, BREADPIG said: @Talesien Now that you have mentioned it, I edited the cellar in lakeview manor in the past to test stuff out, maybe that's the two cell edits you are talking about? I don't know much about managing records ,compacting and ESL flagging for esp/creationkit.....but I would like to fix that in the future. @Vertaghost_ You mean the potential to make this mod shine above the rest for those that are into pet suits? 😏 I'm more of a rope person🙃. Maybe after I am satisfied or bored with making rope animations then I might consider your suggestion 🙂 Open mod in FO4Edit, right-click mod and select "Compact FormIds", then expand mod and click in File Header. Then move to right side and use option to select ESL, exit and save mod. On 5/18/2025 at 11:04 PM, CertifiedMuskHuffer said: Running FNIS and it's saying this pack isn't SE compatible? any idea why? On 5/19/2025 at 6:01 AM, Seeker999 said: Try rerunning FNIS and make sure you check the "HKX File Compatibility Check?" box. Use Cathedral Assets Optimizer version 5.whatever. Use tabs to select animations optimization, textures optimization, meshes optimization. First tab make sure extract bsa's is check and run. Make sure that you are using the SSE profile first. Voila! All assets will be for SE You can also run the plugin through CK and then save it. to make sure proper header format. All standard procedures to upgrade a mod for SE/AE
judge007 Posted December 5, 2025 Posted December 5, 2025 On 5/7/2025 at 10:09 AM, BREADPIG said: BPAnimation for SE CBBE View File Made some bondage sex animation for sexlab.... For the rest of the animations except "Bound_Standing_Pole", you need to equip Arm/Leg rope binders or PetSuit base on the animation you want to play... You can equip the Arm/Leg rope binders from my mod or from Devious Device mod For the PetSuit, you have to equip it from Devious Device mod. Use AddItemMenu to add the items. The reason why the LegRope is not an animobject is because the middle parts connects the ropes together. This doesn't work for animobjects sadly... -Remember to run bodyslide for the Leg rope if you are using it. -Run FNIS to register the animation -Register the animation from SLAL Assets modified/used from: -Devious Device (FeuerTin's meshes and textures) -Zaz -Display Model Requires: -SLAL -Sexlab -FNIS -BodySlide -Devious Device SE 5.2 -Devious Device NG Special thanks to @SirNibbles for the animating tutorial and also @Billyy for the animating tips and guidance!!! I am just interested in making animations with a bondage/restraint theme, not interested in trying to make it compatible with other sex mods that i am not using. Submitter BREADPIG Submitted 05/08/2025 Category Adult Mods Does this actually require Devious devices or just the assets? I mean to enable the mod but disable the plugins? Personally I run without the plugins enabled, so other mods can access the meshes. Too much scripting the other way, increases instability.
BredP Posted December 5, 2025 Author Posted December 5, 2025 (edited) @judge007 Well i used SSE Edit to convert the mod to ESL. It should be in ESL format already. I guess you can enable the mod and disable the plugins since it is just using assets from DD. Edited December 5, 2025 by BREADPIG 1
judge007 Posted December 5, 2025 Posted December 5, 2025 1 hour ago, BREADPIG said: @judge007 Well i used SSE Edit to convert the mod to ESL. It should be in ESL format already. I guess you can enable the mod and disable the plugins since it is just using assets from DD. Thank you
Vertaghost_ Posted December 6, 2025 Posted December 6, 2025 (edited) On 5/7/2025 at 11:02 PM, BREADPIG said: @Talesien Now that you have mentioned it, I edited the cellar in lakeview manor in the past to test stuff out, maybe that's the two cell edits you are talking about? I don't know much about managing records ,compacting and ESL flagging for esp/creationkit.....but I would like to fix that in the future. @Vertaghost_ You mean the potential to make this mod shine above the rest for those that are into pet suits? 😏 I'm more of a rope person🙃. Maybe after I am satisfied or bored with making rope animations then I might consider your suggestion 🙂 @BREADPIG Hey, I know you're a rope guy but, thank you for the pet suit animations. Didn't know people read my comment. I appreciate it! Edited January 1 by Vertaghost_
Seallv Posted January 4 Posted January 4 (edited) Your animation pack is trying to overwrite SLAL file SLAnimGenerate.pyw. I dont know what that means, but most of my animation mods rely on SLAL so wont risk this one. And i guess i could move SLAL below this pack, so it overwrites this pack, but my order is - big frameworks first, then animation packs. So i would mess up my order of mods and i dont know if i wanna do that. Edited January 4 by Seallv
Dorabella Posted January 4 Posted January 4 5 hours ago, Seallv said: I dont know what that means, but most of my animation mods rely on SLAL so wont risk this one. And i guess i could move SLAL below this pack, so it overwrites this pack, but my order is - big frameworks first, then animation packs. So i would mess up my order of mods and i dont know if i wanna do that. Since this is an animation pack you don't have to change any loading order. 5 hours ago, Seallv said: Your animation pack is trying to overwrite SLAL file SLAnimGenerate.pyw. It's a compiler that you can easily read with Notepad++ if you want. With this pack animation , you don't break anything at all. Once installed, the only thing to do is to move the Once installed, the only thing to do is move the pack Animobject.ESP above an alternate start or, near all those already installed
Seallv Posted January 5 Posted January 5 (edited) "Since this is an animation pack you don't have to change any loading order. " I meant mod order not load order. Outside MO2 that would be called Installation Order. I dont understand what do you mean by compiler, its trying to overwrite the SLAL mod, it has a conflict. Edited January 5 by Seallv
Dorabella Posted January 5 Posted January 5 5 hours ago, Seallv said: I dont understand what do you mean by compiler, its trying to overwrite the SLAL mod, it has a conflict. No conflict. That file is simply updated. The only problem you might have is installing the version that requires DD. Just use the version without ( version 1.0 ) 5 hours ago, Seallv said: I meant mod order not load order. Outside MO2 that would be called Installation Order. It's irrelevant. Mod order is the installation order. ESM and ESL mods will always be at the top, regardless of when you install them. The only ESP that is exempt from this condition is USEP, which you will find at the top of the list together with ESM/ESL The Load Order, is the execution order, generally handled by LOOT and/or Wrye Bash . Of course, you shouldn't leave the management of mods to a ModManager. Its purpose is only to install them.
Seallv Posted January 5 Posted January 5 (edited) Youre not understanding what im saying. I already said multiple times that i dont mean load order and your mod is overwriting SLAL file, but you keep implying that i mean load order. Conflict means when one mod overwrites files from other mod. Lets just forget about it. I have enough animation mods. Im actually worried that i might break something if i install more. Once i installed i think too many and everyone was T-Posing, uninstalled one pack and it went back to normal. And i have many many other things i need to do, with many other mods and configurations and testing. Edited January 5 by Seallv
Dorabella Posted January 5 Posted January 5 2 hours ago, Seallv said: Once i installed i think too many and everyone was T-Posing, uninstalled one pack and it went back to normal. If this was the problem, you should have just said so right away without beating around the bush. T-Pose it occurs for 1) overwrite skeleton ( simply reinstall skeleton) 2) Incompatibility with your Skyrim ( simply remove and install correct version) 3) Missing requirements (simply install requirements) 4) Animation performed without adequate furniture ( The cause is due to the random choice of the NPC , often perform animations that they cannot perform) 5) Ignored FNIS Report ( see point 2 ) If you have any doubts, you are invited to take a look at the installation guides, which also list the resolutions to the most common problems.
Seallv Posted January 6 Posted January 6 (edited) 12 hours ago, Dorabella said: If this was the problem, you should have just said so right away without beating around the bush. T-Pose it occurs for 1) overwrite skeleton ( simply reinstall skeleton) 2) Incompatibility with your Skyrim ( simply remove and install correct version) 3) Missing requirements (simply install requirements) 4) Animation performed without adequate furniture ( The cause is due to the random choice of the NPC , often perform animations that they cannot perform) 5) Ignored FNIS Report ( see point 2 ) If you have any doubts, you are invited to take a look at the installation guides, which also list the resolutions to the most common problems. You literally understood 1 word from my whole message:D "T-Posing". I have two questions for you: What are you smoking? And can i have some? It sounds fun:) Edited January 6 by Seallv
BredP Posted January 8 Author Posted January 8 (edited) @Seallv relax dude, people are just trying to help you out.... SLAnimGenerate.pyw is a tool to help register newly made animations into slal. You won't be using that app if you don't create animations. overwriting that app does not affect your game at all. If you are still paranoid, you can remove the SLAnimGenerate.pyw from the folder "SLAmins" in my mod file. Edited January 8 by BREADPIG
myhouseatl Posted January 8 Posted January 8 Can you move your previews to a different website? I'm from Georgia and because of new law for age verification, I can't access website to see previews.
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