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Help needed porting a mod from flowergirls to Sexlab


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Posted (edited)

I am porting Sex Slaves from Flowergirls to Sexlab.  In this version, I am doing lots of interesting things like fucking in a throne.  In FG, all I need to do is move the player close to the throne and then call the appropriate animation and the player and partner use the existing throne,

 

When I try this in Sexlab, a different throne is conjured and used instead of the one I moved the actors to.

 

Flowergirls uses exactly the same Leito animations "leito_throne_bj_a1_sx" as in the slal installation for Leito Furniture.  That animation is being run by Sexlab the same as FG.  However, Sexlab changes the starting position and conjures a different throne.

 

I am hoping that someone here can tell me how to use nearby furniture (throne, chair, bench, etc) without conjuring a new one.  I have tried setting the "useBed" argument without any change.   I've tried changing the actor order.

 

I also note that:

 

anims = SexLab.GetAnimationsByTag(2, "BlowJob,Throne", TagSuppress="Aggressive", RequireAll = true)

 

returns nothing even though there is a Leito animation for Blowjob and Throne.  But: 

 

anims = new sslBaseAnimation[1]
            anims[0] =  SexLab.GetAnimationByName("Leito Throne Blowjob")

 

returns animation that runs.

 

I am guessing that this will not port correctly.  That would be a shame.

 

Bed scenes work just fine.  Just not any of the other furniture.

 

I was thinking of trying to use the centerOn parameter, but it's a lot of code to find a nearby piece of furniture and I am not sure if it would make a difference.

Edited by fishburger67
Posted
Quote

int function StartSex(Actor[] Positions, sslBaseAnimation[] Anims, Actor Victim = none, ObjectReference CenterOn = none, bool AllowBed = true, string Hook = "")

 

The "ObjectReference CenterOn = none" can be defined as a piece of furniture, and if it's an object in one of the bed form lists, it'll adjust accordingly.  There isn't anything specific for thrones, though. You could, however, still set the CenterOn to the throne ObjectReference and it'll center the scene there, you would then need to make any necessary coordinate adjustments manually. 

 

If the animation being used automatically spawns a throne, there isn't any way to disable that as far as I'm aware, but I guess you could hide the pre-existing throne, start the animation at that location, and then once the scene ends, unhide the pre-existing throne. 

 

If you're using the thread model method instead of StartSex() (which more people should do as it's more customizable), then you can use Thread.CenterOnObject(ObjectReference CenterOn) to define where the scene should be (the throne) before the scene starts. And then there's also Thread.CenterOnCoords(float LocX = 0.0, float LocY = 0.0, float LocZ = 0.0, float RotX = 0.0, float RotY = 0.0, float RotZ = 0.0, bool resync = true) to manually set coords for a scene if you go the manually adjusted route.

Posted
8 minutes ago, Ashal said:

 

The "ObjectReference CenterOn = none" can be defined as a piece of furniture, and if it's an object in one of the bed form lists, it'll adjust accordingly.  There isn't anything specific for thrones, though. You could, however, still set the CenterOn to the throne ObjectReference and it'll center the scene there, you would then need to make any necessary coordinate adjustments manually. 

 

If the animation being used automatically spawns a throne, there isn't any way to disable that as far as I'm aware, but I guess you could hide the pre-existing throne, start the animation at that location, and then once the scene ends, unhide the pre-existing throne. 

 

If you're using the thread model method instead of StartSex() (which more people should do as it's more customizable), then you can use Thread.CenterOnObject(ObjectReference CenterOn) to define where the scene should be (the throne) before the scene starts. And then there's also Thread.CenterOnCoords(float LocX = 0.0, float LocY = 0.0, float LocZ = 0.0, float RotX = 0.0, float RotY = 0.0, float RotZ = 0.0, bool resync = true) to manually set coords for a scene if you go the manually adjusted route.

Yes, I just looked at the FNIS_AnimationsByLeito_Furniture_List.txt and there is in fact an animated object for the a2 actor.   Have no problem finding the furniture object and getting it's coordinates.   The only problem would be to get it orientation, but I expect there is a way.

 

So, I guess what I could do is talk to Leito and see if he would mind if I duped all these animations without the AO and then give it a go.  Also, Billy has some invisible furniture animations, just not as many.

 

That however will be for another day.

 

Thanks for the feedback.

Posted
4 hours ago, fishburger67 said:

Yes, I just looked at the FNIS_AnimationsByLeito_Furniture_List.txt and there is in fact an animated object for the a2 actor.   Have no problem finding the furniture object and getting it's coordinates.   The only problem would be to get it orientation, but I expect there is a way.

 

So, I guess what I could do is talk to Leito and see if he would mind if I duped all these animations without the AO and then give it a go.  Also, Billy has some invisible furniture animations, just not as many.

 

 

 

Whether you go with hiding the existing throne or duping the animation to omit the furniture, the problem and solution are basically the same. You'll need to tweak the scene coords regardless, either to orient the spawned animation furniture to match the hidden one, or to orient the throneless actors on the pre-existing throne.

 

I'd suggest starting a scene near where you want it, use the adjustment keys to get the actors positioned and appropriately rotated, then in your testing scripts output the scene's current float[] Thread.CenterLocation property to a log or console what the final coordinates of the scene are. Then take those same coordinates and use them to start the scene for the final product using Thread.CenterOnCoords() before the animation starts so it goes right to that adjusted spot without needing to be adjusted.

Posted
6 hours ago, Ashal said:

 

 

Whether you go with hiding the existing throne or duping the animation to omit the furniture, the problem and solution are basically the same. You'll need to tweak the scene coords regardless, either to orient the spawned animation furniture to match the hidden one, or to orient the throneless actors on the pre-existing throne.

 

I'd suggest starting a scene near where you want it, use the adjustment keys to get the actors positioned and appropriately rotated, then in your testing scripts output the scene's current float[] Thread.CenterLocation property to a log or console what the final coordinates of the scene are. Then take those same coordinates and use them to start the scene for the final product using Thread.CenterOnCoords() before the animation starts so it goes right to that adjusted spot without needing to be adjusted.

Thank you so much.  You are a big help.

 

Do you ever get any sleep?

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