J0suk3_ Posted May 29 Posted May 29 (edited) Huge I think that now someone could make conversion tool to use SLSB jsons from SLP+ as they already have tags for stages and actors similar to Ostim, that would save like 80% of time on conversions also MNC was there mainly for sounds iirc I'm very excited for this, maybe if it's done well we'll see things like Solutions fully converted EDIT: also for any unorthodox questions regarding Ostim I can't recommend Ostim discord enough (official one, not community) Edited May 29 by J0suk3_ 6
Elementally Posted May 29 Posted May 29 12 hours ago, bran2100 said: for me it doesn't work. keeps saying main character is not eligible at least while in beast form. After some testing, this mod has some compatibility issues with Growl. It may extend to the other werebeast overhauls but I haven't tested them (yet). - if it's higher in the load order than Growl, it gets overridden and the werewolf player is not eligible for ostim. - if it's lower in the load order than Growl, it overrides and the werewolf player cannot feed. 1
chrystelle Posted May 29 Author Posted May 29 1 hour ago, Elementally said: After some testing, this mod has some compatibility issues with Growl. It may extend to the other werebeast overhauls but I haven't tested them (yet). - if it's higher in the load order than Growl, it gets overridden and the werewolf player is not eligible for ostim. - if it's lower in the load order than Growl, it overrides and the werewolf player cannot feed. OCreatures.esp Could you check to see if this version of the esp works for you? It slightly changes the condition for OStim to recognize an actor as a werewolf to make it more compatible with other mods that might change the werewolf race record. Wherever you have OCreatures installed, replace the existing esp with this file.
Komandante88 Posted May 29 Posted May 29 6 hours ago, J0suk3_ said: Enorme Creo que ahora alguien podría hacer una herramienta de conversión para usar jsons SLSB de SLP+, ya que ya tienen etiquetas para escenarios y actores similares a Ostim, lo que ahorraría como un 80% del tiempo en conversiones Además, MNC estaba allí principalmente por sonidos, si no recuerdo mal Estoy muy ilusionado con esto, quizá si se hace bien veamos cosas como Solutions completamente convertidas EDITO: también para cualquier pregunta poco ortodoxa sobre Ostim no puedo recomendar lo suficiente Ostim Discord (oficial, no comunitario) You are a god, take care of your health, it's good to see you around here
Komandante88 Posted May 29 Posted May 29 (edited) Where can animations for male human + female creatures be found Edited May 29 by Komandante88 Error en texto 1
Gamingg6 Posted May 29 Posted May 29 1 hour ago, Komandante88 said: Where can animations for male human + female creatures be found All are found in certain SLAB animation/animation packs that has any MH + FC/FH + MH sex animations. If you want any humanoid creatures to use Ostim animations or OAR instead well bad news. there aren't any except some mods in Nexus that are 'Humanoid Replacer' that can do
Tiptopbunman Posted May 29 Posted May 29 (edited) 11 hours ago, J0suk3_ said: Huge I think that now someone could make conversion tool to use SLSB jsons from SLP+ as they already have tags for stages and actors similar to Ostim, that would save like 80% of time on conversions also MNC was there mainly for sounds iirc I'm very excited for this, maybe if it's done well we'll see things like Solutions fully converted EDIT: also for any unorthodox questions regarding Ostim I can't recommend Ostim discord enough (official one, not community) There is https://www.nexusmods.com/skyrimspecialedition/mods/84913?tab=posts however I have not dived too deep into it I have so far converted BakaFactory's Creatures, FlufyFox, Anub, Billyy, and will likely soon convert Gunslicer's Creatures anims too. They all work correctly so far from testing, however as you have mentioned, the animations are missing correct tagging, actions, etc for Ostim metadata to read correctly. Therefore they do not vary in speed, certain sounds are incorrect, etc etc. The animations play and work fine, they're in a playable state, just the metadata needs to be corrected and I'm not particularly wanting to do it by hand. I would be interested in working with someone to port mods such as Estrus Chaurus over to be compatible with this variation of Ocreatures framework if that is indeed possible. Although I am still stumped on trying to port SGO4IF to Ostim. (someone pls halp lol) Edited May 29 by Tiptopbunman
chrystelle Posted May 29 Author Posted May 29 3 minutes ago, Tiptopbunman said: There is https://www.nexusmods.com/skyrimspecialedition/mods/84913?tab=posts however I have not dived too deep into it I have so far converted BakaFactory's Creatures, FlufyFox, Anub, Billyy, and will likely soon convert Gunslicer's Creatures anims too. They all work correctly so far from testing, however as you have mentioned, the animations are missing correct tagging, actions, etc for Ostim metadata to read correctly. Therefore they do not vary in speed, certain sounds are incorrect, etc etc. The animations play and work fine, they're in a playable state, just the metadata needs to be corrected and I'm not particularly wanting to do it by hand. This is awesome. If you make a page to post what you have so far for Anub, Billyy, and Baka's pack, maybe I and others can help with editing the json files. I think those 3 all have a policy of conversions are okay, so long as they stay separate packs attributable to them (i.e., not incorporated into another mod). Billyy at least confirmed this on Discord, but I haven't confirmed for the other two. 1
Tiptopbunman Posted May 29 Posted May 29 (edited) 9 minutes ago, chrystelle said: This is awesome. If you make a page to post what you have so far for Anub, Billyy, and Baka's pack, maybe I and others can help with editing the json files. I think those 3 all have a policy of conversions are okay, so long as they stay separate packs attributable to them (i.e., not incorporated into another mod). Billyy at least confirmed this on Discord, but I haven't confirmed for the other two. I'm still waiting to hear back from Flufy, and I don't even know if @factoryclose is still alive lol. Will have to double check Anub's perms too. Otherwise more than happy to release them. It took me a whole lot of digging, trial, error, and all that through lots of animation info\repos to figure out how to make them work and I don't want to sound like I'm holding the conversions to ransom, because I'm not, I was just rlly hoping someone would help me finish off porting SGO4IF in exchange for all the efforts. I've done much of the converting already, I really just need someone experienced to proof the scripts, compile the file and help with translating one or two functions from SSLThread and associated to use Ostim's functional equivalents. Shit man I paint, the code stuff just ain't in my bloodstream enough that I can competently do things. Anyways, shoot me ur disc if you have any needs or have specific requests for things that need converting etc. Edited May 29 by Tiptopbunman
J0suk3_ Posted May 29 Posted May 29 5 minutes ago, chrystelle said: This is awesome. If you make a page to post what you have so far for Anub, Billyy, and Baka's pack, maybe I and others can help with editing the json files. I think those 3 all have a policy of conversions are okay, so long as they stay separate packs attributable to them (i.e., not incorporated into another mod). Billyy at least confirmed this on Discord, but I haven't confirmed for the other two. Good luck with that, doing it by hand is basically insanity but maybe you can do it without launching the game now with looking at SLSB jsons SLP+ to Ostim tool would be priority for me if I was doing it (fortunately, I'm not 🤗) as for permissions I wasn't including any hkx files so everyone was fine since their og mod would still need to be downloaded 1
Tiptopbunman Posted May 29 Posted May 29 4 minutes ago, J0suk3_ said: Good luck with that, doing it by hand is basically insanity but maybe you can do it without launching the game now with looking at SLSB jsons SLP+ to Ostim tool would be priority for me if I was doing it (fortunately, I'm not 🤗) as for permissions I wasn't including any hkx files so everyone was fine since their og mod would still need to be downloaded Perhaps a SLP to Ostim total conversion tool is not even what is needed. If the converted hkx files work just fine then all that is required is a tool to parse SLP+ data to an Ostim scene json. Surely a python tool can handle such things? I would not reccommend converting them by hand either, there's over 1000 scenes for Baka's anims alone. The big issue with not providing the hkx files is that it is necessary that they be re-generated due to the structural changes that occur when converting the mods to Ostim compatibility. 1
chrystelle Posted May 29 Author Posted May 29 (edited) 17 minutes ago, J0suk3_ said: Good luck with that, doing it by hand is basically insanity but maybe you can do it without launching the game now with looking at SLSB jsons SLP+ to Ostim tool would be priority for me if I was doing it (fortunately, I'm not 🤗) as for permissions I wasn't including any hkx files so everyone was fine since their og mod would still need to be downloaded I agree, a good conversion script would be nice, but to make a good one you have to first do a lot by hand anyway to figure out all the logic you need to add to it. I sometimes don't mind a bit of busy work "by hand," especially in an IDE with good autocomplete. It's very confusing for some users to install first the SLAL pack and then overwrite. Especially since people using OStim are used to downloading other standalone packs. There are already lots of conversions of various parts of the SLAL packs for Billyy, Anub, and Baka, and they are all standalone. And Gunslicer has open permissions, I think. So complete conversion packs of those would be the most user-friendly. FlufyFox is a little different, though. I don't believe they have ever allowed an OStim conversion to be posted publicly. A big ask I have around animations if there are any animators reading this or any wannabe animators who want to tackle a first project: OCreatures is very much in need of starting paired idle animations. What does this mean? In OStim, each type of thread has a root animation to start that branches out into other available scenes. If you've ever used Ostim and just manually start a scene with another NPC actor by pressing the up arrow, you see the two actors (you and the NPC) just standing still, and from there you can navigate to a scene. There are starting idle animations for MM, MF, MMF, MMMF, MMMMF, FFM, etc, etc. We really need similar starting idle animations for creatures. Right now, OCreatures picks one of the Billyy or MNC animations as the starting idle, which was a great way to start to get creatures to work in OStim, but is not ideal. What would be ideal is to have true starting idles for each creature and combo type. If you have the talent for animations, it would be a huge contribution. Edited May 29 by chrystelle 2
J0suk3_ Posted May 29 Posted May 29 3 minutes ago, Tiptopbunman said: Perhaps a SLP to Ostim total conversion tool is not even what is needed. If the converted hkx files work just fine then all that is required is a tool to parse SLP+ data to an Ostim scene json. Surely a python tool can handle such things? I would not reccommend converting them by hand either, there's over 1000 scenes for Baka's anims alone. The big issue with not providing the hkx files is that it is necessary that they be re-generated due to the structural changes that occur when converting the mods to Ostim compatibility. 1. yep parsing you can do with python, it was done before but for slal so no tags on stages 2. idk shit about hkx files but if you can change actor indexes in them then it's huge since I remember weird shenanigans with group anims 1
Tiptopbunman Posted May 29 Posted May 29 Well, speaking of mod ports. Ideally I would like to test out all of the creature anims in game before releasing any files, to ensure nothing is broken. However creature summoner is also a mod that will need porting from Sexlab to Ostim in order to work, as from the brief look I just had, the scripts are loading sexlab related libraries, and feature calls to their functions. Of course console commands is an option too, however I have been having trouble with getting some creatures to be non-aggressive, likely due to SkyTEST or something similar overriding their AI.
chrystelle Posted May 29 Author Posted May 29 (edited) A great way to do testing is to first type in the console `tdetect` to turn off enemies detecting you and becoming hostile, then use Modex to search for and spawn whatever creatures you want to test. https://www.nexusmods.com/skyrimspecialedition/mods/137877 EDIT: This mod is also very useful for viewing and testing animations: https://www.nexusmods.com/skyrimspecialedition/mods/169605 Edited May 29 by chrystelle 1
Komandante88 Posted May 29 Posted May 29 On 28/5/2026 at 11:41, chrystelle said: OCreatures (Revividas) Ver archivo Activa todos los actores del juego base para escenas de OStim. Esto es una continuación del trabajo de @J0suk3_ . NOTA: Este mod actualmente no soporta hombres lobo de PC, así que si eso es importante para ti y lo tienes funcionando con la versión anterior de OCreatures o Sexlab, no deberías cambiarte todavía. Descripción Esta es una versión simplificada de OCreatures que no depende de Creature Framework ni de MNC. Elimina todas las funciones excepto el mínimo indispensable: 1) Habilitar todos los actores vanilla en OStim por defecto (y permitir habilitar más mediante archivos de configuración) 2) Cambiar a forma excitada durante escenas OStim (por ejemplo, añadir un schlong) o cuando se activa mediante API Elimina cosas como añadir formas femeninas y herm de muchas criaturas, cambiar mallas usadas por defecto (cuando no está en la escena de OStim), cambiar la pantalla del menú principal, etc. Elimina el sistema de activación, así que no hay misiones que estén controlando a las criaturas a tu alrededor en todo momento. Estas son cosas que se pueden añadir fácilmente sobre un marco básico y básico, que es lo que pretende esta nueva versión simplificada. Esto está más en línea con el enfoque de OStim y permitirá a la gente elegir qué tipo de sistema de activación usar (o ninguno), si añadir gigantes/dragones/etc., si reemplazar las versiones predeterminadas de ciertas criaturas por las versiones multinacionales o mantener su propio reemplazo, etc. Hay una API mínima para la interacción con otros mods, con solo 2 eventos: OCreatures_SetAroused OCreatures_SetNormal Instalación Instala OStim y todos sus requisitos Instala el paquete Billyy SLAL versión 8.5 Instalar OCreaturas Instala el ABC de Baka (asegúrate de conseguir la versión SE) Instalar el Anub OCreatures Pack (opcional) Hoja de ruta Esta es una versión temprana del mod para personas dispuestas a probarlo y reportar problemas. Cambios previstos: - Mover todas las escenas fuera del mod básico excepto las animaciones de inicio de inactividad - Publicar packs de conversión separados y actualizados de animaciones de Billyy y Anub en formato OStim más típico. - Implementar FOMOD para permitir habilitar cada tipo de actor individualmente. Créditos - @J0suk3_ por mostrar cómo se podía hacer - Varios colaboradores de LoversLab cuyo trabajo ha sido incorporado a MNC. Del post del moderador de MNC, a continuación está la lista completa de créditos. Si conoces alguna atribución que falte, por favor házmelo saber. AnTiWoMaAgNoT (malla VampierLord femenina) Ashal (SexLab, consultora de scripting) Bad Dog (consultora de mallas, pene de ciervo/alce editado, malla de Steam Centurion, pene de sablecat editado, malla de Sacerdote Dragón, pene de Riekling?, pene gigante de hielo) billyy (animaciones pasadas eliminadas, consultor de malla y animación + pruebas) Blaze69 (consultor para muchas cosas) blipblap (malla de Hulking Draugr editada, mallas de cuerpos gigantes editadas, pene de troll editado, Ashhopper) Chosen Clue (reparación de engendros de ceniza) Cyndi (pene Benthic Lurker) DARKGRAY (ayudado con algo pero no recuerdo qué era) Dayelyte (animaciones) dentarr (autor original del mod MNC) Derrax (bolas de hombre lobo) diarawr (pene canino y pene de hombre lobo de Horny Dogs of Skyrim) Dr Fring (textura femenina de VampierLord) Ep1cL3w1s (Creature Framework) Flyingtoaster (Criaturas Hentai) Fore (FNIS, consultor de animación) FunnyBiz (Animaciones) Gary3 (mallas de caballo femenino) Desaparecido (Animaciones, Extras de bestialidad, bolas de oso, pene de Chaurus, pene de araña, pene de Draugr, pene de Falmer, pene de gárgola, pene gigante, pene de sabricat, pene de troll, pene de VampireLord) h38fh2mf (hizo algo pero no recuerdo qué era) jacques00 (malla gigante femenina, textura draugr femenina) Leito86 (¿Características de criaturas, animaciones, pene de caballo, pene de oso nuevo, pene de hombre oso, pene de riekling?) llabsky (Animaciones) lordescobar666 (Sexlab Nude Creatures) Lost_Hawk (Falmer femenino) Lugburzum (Reparación de rostros de Dremora para criaturas hentai) MadMansGun (mantenimiento de mods, múltiples mallas editadas, consoladores de esfera enana, pene araña enana, consolador de ballesta enana, pene de hombre oso (basado en el pene de caballo de Leito), pene araña congelada (basado en el pene de Chaurus de Gone), Chaurus Hunter (también basado en el pene de Chaurus de Gone), Frost Atronach, pene de dragón editado) nicholas8 (ayudó con la inscripción de carreras) Moutarde421 (mujer lobo) Panicforever (animaciones) PaulGreen (modificaciones a SLAL y habilitación para animación de icewraith) Pfiffy (port SSE) ppp (ayudó con el parche de Immersive Horses) RavenKZP (perro y husky hembra) SirNibbles (consultor, probador de ideas) Skullered (ayudó con algo pero no recuerdo qué era) SkyMoMod (el Archidemonio en Hentai Creatures) Subject2Host (texturas editadas del pene de oso, pene de hombre oso basado en pene de caballo, pene de conejo basado en skeever) Vioxsis (Cabra, Horker, Hagraven, nuevo Jabalí) vpoteryaev (ayudó con algo pero no recuerdo qué era) Xandero (animaciones) ZarthonTheVanquished (corrigió algunos errores de voz de criaturas) Autor chrystelle Enviado 05/28/26 Categoría Moderadores para adultos Requisitos Edición Regular Compatible No Instrucciones de instalación In this Billy pack you're uploading here, are the human animations also converted to OSTIM, or should I continue using the Nexus one for humans only?
Komandante88 Posted May 29 Posted May 29 49 minutes ago, Tiptopbunman said: Bueno, hablando de ports de mods. Idealmente, me gustaría probar todos los anims de criaturas en el juego antes de publicar cualquier archivo, para asegurarme de que no hay nada roto. Sin embargo, Creature Summoner también es un mod que necesitará ser portado de Sexlab a Ostim para funcionar, ya que por la breve mirada que acabo de hacer, los scripts están cargando librerías relacionadas con Sexlab y llamadas a funciones de sus funciones. Por supuesto, los comandos de consola también son una opción, aunque he tenido problemas para que algunas criaturas no sean agresivas, probablemente porque SkyTEST o algo similar anula su IA. It's already been ported, let me see if I can find the thread to link it to you. 1
chrystelle Posted May 29 Author Posted May 29 9 minutes ago, Komandante88 said: In this Billy pack you're uploading here, are the human animations also converted to OSTIM, or should I continue using the Nexus one for humans only? From the Billyy pack on this mod page, you should only install the creature animations. You should continue to use the ports on Nexus for the human animations. I'll update the mod page to clarify that. 1
Horker1234 Posted May 29 Posted May 29 So, im having issues, both MNC and anubs animations work correctly, but billys animations do not they just result in t-posing. I am using vortex although I did install in the correct order, pandora does find and run the FNIS animations from billy and the output path is a separate folder I made named PandoraOutput, so Im not sure why not a single one of billys animations works but all the others do.
chrystelle Posted May 29 Author Posted May 29 (edited) 4 minutes ago, Horker1234 said: So, im having issues, both MNC and anubs animations work correctly, but billys animations do not they just result in t-posing. I am using vortex although I did install in the correct order, pandora does find and run the FNIS animations from billy and the output path is a separate folder I made named PandoraOutput, so Im not sure why not a single one of billys animations works but all the others do. If the other packs work but not Billyy's, my first guess would be you are lacking ABC. My second guess would be you are using SexLab and have conflicting animations installed. Check MO2 for overwrites. Edited May 29 by chrystelle
arifoxx Posted May 29 Posted May 29 (edited) dunno if im missing something but after installing bakafactory's ABC im getting a missing masters error that it requires more nasty critters also fyi the billy SLAL animation zip has another zip inside of it for anyone wondering why their billy anims arent working Edited May 29 by arifoxx
Horker1234 Posted May 29 Posted May 29 1 hour ago, chrystelle said: If the other packs work but not Billyy's, my first guess would be you are lacking ABC. My second guess would be you are using SexLab and have conflicting animations installed. Check MO2 for overwrites. Okay yeah, I took the time to swap all my mod handling from vortex to MO2 and now it works, I got other issues to work out with my mods now but at least that works and im not crashing on startup. Thanks!
chrystelle Posted May 29 Author Posted May 29 7 minutes ago, arifoxx said: dunno if im missing something but after installing bakafactory's ABC im getting a missing masters error that it requires more nasty critters also fyi the billy SLAL animation zip has another zip inside of it for anyone wondering why their billy anims arent working Thanks for pointing that out about the Billyy file. I'll update it to avoid confusion. The issue with the missing master is because the ABC FOMOD installs an MNC patch by default. Just delete or disable that patch. You can also even disable the ABC esp. The only thing that's a must is that the assets (meshes, skeletons, animations) from ABC are present. 1
Tiptopbunman Posted May 30 Posted May 30 4 hours ago, J0suk3_ said: 1. yep parsing you can do with python, it was done before but for slal so no tags on stages 2. idk shit about hkx files but if you can change actor indexes in them then it's huge since I remember weird shenanigans with group anims I have just done testing on the ported anims and have run into the weird shenaningans with the group anims. I can decompile the hkx files to xml format for editing, so I will take a look inside to see what can be done. Though, given that the animation plays with whichever actor is logged at index: 0, it seems equally possible that it is perhaps an issue with the Ostim Scene generation not being set up correctly
chrystelle Posted May 30 Author Posted May 30 (edited) 45 minutes ago, Tiptopbunman said: Though, given that the animation plays with whichever actor is logged at index: 0, it seems equally possible that it is perhaps an issue with the Ostim Scene generation not being set up correctly I'm not sure exactly what you mean by this, but I think what you're referring to is how actors are slotted in the index. Slotting an actor in the wrong index will cause a-pose/t-pose because the actor does not have the right skeleton to play that role in the animation. This may be a good example to go by: In the Billyy pack, search for "AHop_B_3pSpit" and you will find this SLAL config: Animation( id="AHop_B_3pSpit", name="(Ash Hopper) 3p Spitroast", tags="Creature,AshHopper,Bestiality,Threesome,CCF,Spitroast,Gangbang,Dirty,Missionary,Cunnilingus,Blowjob,Creampie,CumInMouth,Vaginal,Oral,", sound="SexMix", actor1=Female(add_cum=VaginalOral), a1_stage_params=[ Stage(1, open_mouth=True, animvars="AVbHumanoidFootIKDisable"), Stage(2, open_mouth=True), Stage(3, open_mouth=True), Stage(4, open_mouth=True), Stage(5, open_mouth=True), ], actor2=CreatureMale(race="AshHoppers"), actor3=CreatureMale(race="AshHoppers"), ) That was translated in part to this OStim json (notice in particular the animationIndex properties): "actors": [ { "type": "Scrib", "intendedSex": "male", "animationIndex": 0, "requirements": [ "penis" ], "tags": [ "standing" ] }, { "type": "Scrib", "intendedSex": "male", "animationIndex": 2, "requirements": [ "penis" ], "tags": [ "standing" ] }, { "intendedSex": "female", "animationIndex": 1, "tags": [ "sitting" ] } ], EDIT: To clarify, this is a working example, not one of the broken ones. EDIT2: @J0suk3_ suggestion of downloading the SLSB conversions to have a look might also be a handy way to make sure the indexing is correct without having to do trial and error in-game. EDIT3: For Billyy's pack at least, it seems fairly consistent that male/dom actor is slot 0, female human is slot 1, and other actors start at slot 2. so creature, then female PC, then one or more other creatures. Edited May 30 by chrystelle 1
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