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Posted

In Animation folder the file FNIS_SexLabCreature_werewolfbeast_List.txt has the animations listed as Test_A1_S1 and it should be Test_A2_S1. just a heads up on a easy fix.

Good catch. I'll update the file.

 

*update*

 

Fixed the anim-list file.  On further reflection of that, I wondered how the hell my laptop version worked if I had all the wrong actor animations listed in there.  A fast comparison showed that my laptop file was correct, I just didn't update the export file :|

 

oy

 

Should be fixed now.  Going to try and figure out why my chicken suddenly no longer has any urge to do anything.  In the previous incarnation of SexLab, I had to add the chicken into the Creation Kit files to be listed as a potential actor.  Since the SL rewrite, those files are no longer there so I'm scratching my head as to why the anim isn't playing.  Will update if I figure anything out.

Posted

For what it's worth, I believe Ashal was too busy getting all the actual improvements and fixes that come with 1.57 to work, to have much time left to include newer animations as well. Panic's newest horse animation set was finished and released (as a resource) before 1.57 went live and was not included either.

 

It's worth remembering that adding new animations to Sexlab is not quite the exact science it would seem (though it is designed to be as friendly as possible); a simple example being that Dayelyte's testfile (at least, the one before this) added Panic's previous new horse animation set, but also somehow caused the existing horse animation to have the player rotated the wrong way. Anomalies that come up like this require going back, rechecking the script, problem solving what caused the oddity, finding a way to fix it, etc...put simply, it takes a bit more time than just tapping out a few lines of script and just going "bam, done".

 

Ultimately I think we're better off (as a community) creating the files to add new animations to Sexlab ourselves, rather than relying on Sexlab updates to include them. We, generally, have all the time in the world (comparatively) to knock up the file and then troubleshoot it, if it produces an anomaly. Ashal, on the other hand, spends so much time working on the code of Sexlab itself that expecting every new animation that pops up to be added as well is just unreasonable in the end.

 

On a related note, this is another reason I appreciate your work Dayelyte - the fact you actually take the time to make these testfiles and troubleshoot them when you can. Considering how much time and work goes into making the animations themselves (especially when they start throwing problems and oddities in your face), you could rightfully and reasonably not bother, like Panic does (this is not saying anything against Panic mind, he's a great guy, great animator, and great member of this community).

 

Ah, but this has all come off like a mini-rant, so I apologize. I look forward to seeing to see what you come up with next, as ever, Dayelyte.

Chuckle. Time is everyone's enemy :)

 

To be honest, the best way to add these into SexLab would be a simple plugin that just registers them with SexLab core. This would offload the work required by Ashal concerning the animations themselves.

 

The problem is, most animators are not coders and vice versa :) Mah brain only has so much space and while I have a basic understanding / proficiency ( emphasis on basic ) I have zero interest in it, thus it's difficult for me to learn. If experience has taught me anything, it's this:

 

If you're truly interested in a thing, you'll absorb it like a sponge. Regardless of what it is, you'll learn it rapidly because it interests you. If you hate it, it's unlikely you'll ever become proficient with it. :)

 

What would be great would be to come up with a generic plugin / template where the animators or mod builders can just add in the animation stages in a templated script file. The plugin would simply read from this file and register the anims with SexLab as that's all that would be required for the plugin to do.

 

Now, were I a Papyrus / SKSE coding God, this would probably be a very simple project. Since I'm not, it becomes an epic undertaking and one that may never materialize if I have to figure it out :)

Posted

 

For what it's worth, I believe Ashal was too busy getting all the actual improvements and fixes that come with 1.57 to work, to have much time left to include newer animations as well. Panic's newest horse animation set was finished and released (as a resource) before 1.57 went live and was not included either.

 

It's worth remembering that adding new animations to Sexlab is not quite the exact science it would seem (though it is designed to be as friendly as possible); a simple example being that Dayelyte's testfile (at least, the one before this) added Panic's previous new horse animation set, but also somehow caused the existing horse animation to have the player rotated the wrong way. Anomalies that come up like this require going back, rechecking the script, problem solving what caused the oddity, finding a way to fix it, etc...put simply, it takes a bit more time than just tapping out a few lines of script and just going "bam, done".

 

Ultimately I think we're better off (as a community) creating the files to add new animations to Sexlab ourselves, rather than relying on Sexlab updates to include them. We, generally, have all the time in the world (comparatively) to knock up the file and then troubleshoot it, if it produces an anomaly. Ashal, on the other hand, spends so much time working on the code of Sexlab itself that expecting every new animation that pops up to be added as well is just unreasonable in the end.

 

On a related note, this is another reason I appreciate your work Dayelyte - the fact you actually take the time to make these testfiles and troubleshoot them when you can. Considering how much time and work goes into making the animations themselves (especially when they start throwing problems and oddities in your face), you could rightfully and reasonably not bother, like Panic does (this is not saying anything against Panic mind, he's a great guy, great animator, and great member of this community).

 

Ah, but this has all come off like a mini-rant, so I apologize. I look forward to seeing to see what you come up with next, as ever, Dayelyte.

Chuckle. Time is everyone's enemy :)

 

To be honest, the best way to add these into SexLab would be a simple plugin that just registers them with SexLab core. This would offload the work required by Ashal concerning the animations themselves.

 

The problem is, most animators are not coders and vice versa :) Mah brain only has so much space and while I have a basic understanding / proficiency ( emphasis on basic ) I have zero interest in it, thus it's difficult for me to learn. If experience has taught me anything, it's this:

 

If you're truly interested in a thing, you'll absorb it like a sponge. Regardless of what it is, you'll learn it rapidly because it interests you. If you hate it, it's unlikely you'll ever become proficient with it. :)

 

What would be great would be to come up with a generic plugin / template where the animators or mod builders can just add in the animation stages in a templated script file. The plugin would simply read from this file and register the anims with SexLab as that's all that would be required for the plugin to do.

 

Now, were I a Papyrus / SKSE coding God, this would probably be a very simple project. Since I'm not, it becomes an epic undertaking and one that may never materialize if I have to figure it out :)

 

 

Actually I am trying to create an example mod with heavily commented scripts for registering animations simply because it will make it easier for the animators to test their creations without jacking with the framework directly. The side effect of course will be that the animators will also be able to release their newest animations separately from the Sexlab Framework though I prefer the animations be included in the framework directly since it means new people don't have to hunt down and collect a bunch of mods to get all but the most recent animations.

 

I think the script can be made to automatically detect if the animation has already been added to the framework and only register new animations. That will work as long as the name of the animation as picked by the author is also used for it in the framework.

Posted

 

 

For what it's worth, I believe Ashal was too busy getting all the actual improvements and fixes that come with 1.57 to work, to have much time left to include newer animations as well. Panic's newest horse animation set was finished and released (as a resource) before 1.57 went live and was not included either.

 

It's worth remembering that adding new animations to Sexlab is not quite the exact science it would seem (though it is designed to be as friendly as possible); a simple example being that Dayelyte's testfile (at least, the one before this) added Panic's previous new horse animation set, but also somehow caused the existing horse animation to have the player rotated the wrong way. Anomalies that come up like this require going back, rechecking the script, problem solving what caused the oddity, finding a way to fix it, etc...put simply, it takes a bit more time than just tapping out a few lines of script and just going "bam, done".

 

Ultimately I think we're better off (as a community) creating the files to add new animations to Sexlab ourselves, rather than relying on Sexlab updates to include them. We, generally, have all the time in the world (comparatively) to knock up the file and then troubleshoot it, if it produces an anomaly. Ashal, on the other hand, spends so much time working on the code of Sexlab itself that expecting every new animation that pops up to be added as well is just unreasonable in the end.

 

On a related note, this is another reason I appreciate your work Dayelyte - the fact you actually take the time to make these testfiles and troubleshoot them when you can. Considering how much time and work goes into making the animations themselves (especially when they start throwing problems and oddities in your face), you could rightfully and reasonably not bother, like Panic does (this is not saying anything against Panic mind, he's a great guy, great animator, and great member of this community).

 

Ah, but this has all come off like a mini-rant, so I apologize. I look forward to seeing to see what you come up with next, as ever, Dayelyte.

Chuckle. Time is everyone's enemy :)

 

To be honest, the best way to add these into SexLab would be a simple plugin that just registers them with SexLab core. This would offload the work required by Ashal concerning the animations themselves.

 

The problem is, most animators are not coders and vice versa :) Mah brain only has so much space and while I have a basic understanding / proficiency ( emphasis on basic ) I have zero interest in it, thus it's difficult for me to learn. If experience has taught me anything, it's this:

 

If you're truly interested in a thing, you'll absorb it like a sponge. Regardless of what it is, you'll learn it rapidly because it interests you. If you hate it, it's unlikely you'll ever become proficient with it. :)

 

What would be great would be to come up with a generic plugin / template where the animators or mod builders can just add in the animation stages in a templated script file. The plugin would simply read from this file and register the anims with SexLab as that's all that would be required for the plugin to do.

 

Now, were I a Papyrus / SKSE coding God, this would probably be a very simple project. Since I'm not, it becomes an epic undertaking and one that may never materialize if I have to figure it out :)

Actually I am trying to create an example mod with heavily commented scripts for registering animations simply because it will make it easier for the animators to test their creations without jacking with the framework directly. The side effect of course will be that the animators will also be able to release their newest animations separately from the Sexlab Framework though I prefer the animations be included in the framework directly since it means new people don't have to hunt down and collect a bunch of mods to get all but the most recent animations.

 

I think the script can be made to automatically detect if the animation has already been added to the framework and only register new animations. That will work as long as the name of the animation as picked by the author is also used for it in the framework.

Outstanding. Us non-coder types love lots and lots of comments :) The stuff I write at work is loaded with them because six months later I go back and look at a script and think to myself " How in the flying HELL, did I even write this ? " :)

 

 

In related news, I have a favor to ask of anyone who has FNIS Zoo loaded and is running the 5.0.2 versions of FNIS and the creature pack.

 

Take a stroll over to the Zoo area and talk to the chicken.

 

In my install, the chicken does absolutely nothing at all. Doesn't move one inch when activated. Nor do any of the others throughout the game. ( an oddity I had not noticed previously )This tells me I have a bigger issue, though I'm at a loss to determine the cause as of yet. Starting to wonder if I'm going crazy because I've checked, rechecked, and rechecked the fnis lists, anims and function within SexLab and can't find anything wrong.

 

Let me know if the chickens are working for you.

Posted

...

Outstanding. Us non-coder types love lots and lots of comments :) The stuff I write at work is loaded with them because six months later I go back and look at a script and think to myself " How in the flying HELL, did I even write this ? " :)

 

...

One of my talents is that I can read and understand code that isn't commented but at the same time I am aware that I'm not going to always be the person working on that code forever so I made it my habit of adding comments to existing code and of course commenting my own code. It also saves me time going back and looking at it again years later because while the talent is useful comments are still much better.

Posted

Just tried your animations, they were good.  The mod worked fine using NMM, as stated click yes to all then update the animation listing under rebuild and clean.  This way, you dont have to look through your installs to remove it.

 

On another note, since the werewolf is giving a blow job, would it chew a little also.  On another note, wouldn't it be interesting to see the werewolf chew the rear or brests(male/female) as they are having fun.

 

Lastly, waiting for full release of your animations.

Posted

 

 

For what it's worth, I believe Ashal was too busy getting all the actual improvements and fixes that come with 1.57 to work, to have much time left to include newer animations as well. Panic's newest horse animation set was finished and released (as a resource) before 1.57 went live and was not included either.

 

It's worth remembering that adding new animations to Sexlab is not quite the exact science it would seem (though it is designed to be as friendly as possible); a simple example being that Dayelyte's testfile (at least, the one before this) added Panic's previous new horse animation set, but also somehow caused the existing horse animation to have the player rotated the wrong way. Anomalies that come up like this require going back, rechecking the script, problem solving what caused the oddity, finding a way to fix it, etc...put simply, it takes a bit more time than just tapping out a few lines of script and just going "bam, done".

 

Ultimately I think we're better off (as a community) creating the files to add new animations to Sexlab ourselves, rather than relying on Sexlab updates to include them. We, generally, have all the time in the world (comparatively) to knock up the file and then troubleshoot it, if it produces an anomaly. Ashal, on the other hand, spends so much time working on the code of Sexlab itself that expecting every new animation that pops up to be added as well is just unreasonable in the end.

 

On a related note, this is another reason I appreciate your work Dayelyte - the fact you actually take the time to make these testfiles and troubleshoot them when you can. Considering how much time and work goes into making the animations themselves (especially when they start throwing problems and oddities in your face), you could rightfully and reasonably not bother, like Panic does (this is not saying anything against Panic mind, he's a great guy, great animator, and great member of this community).

 

Ah, but this has all come off like a mini-rant, so I apologize. I look forward to seeing to see what you come up with next, as ever, Dayelyte.

Chuckle. Time is everyone's enemy :)

 

To be honest, the best way to add these into SexLab would be a simple plugin that just registers them with SexLab core. This would offload the work required by Ashal concerning the animations themselves.

 

The problem is, most animators are not coders and vice versa :) Mah brain only has so much space and while I have a basic understanding / proficiency ( emphasis on basic ) I have zero interest in it, thus it's difficult for me to learn. If experience has taught me anything, it's this:

 

If you're truly interested in a thing, you'll absorb it like a sponge. Regardless of what it is, you'll learn it rapidly because it interests you. If you hate it, it's unlikely you'll ever become proficient with it. :)

 

What would be great would be to come up with a generic plugin / template where the animators or mod builders can just add in the animation stages in a templated script file. The plugin would simply read from this file and register the anims with SexLab as that's all that would be required for the plugin to do.

 

Now, were I a Papyrus / SKSE coding God, this would probably be a very simple project. Since I'm not, it becomes an epic undertaking and one that may never materialize if I have to figure it out :)

 

 

Actually I am trying to create an example mod with heavily commented scripts for registering animations simply because it will make it easier for the animators to test their creations without jacking with the framework directly. The side effect of course will be that the animators will also be able to release their newest animations separately from the Sexlab Framework though I prefer the animations be included in the framework directly since it means new people don't have to hunt down and collect a bunch of mods to get all but the most recent animations.

 

I think the script can be made to automatically detect if the animation has already been added to the framework and only register new animations. That will work as long as the name of the animation as picked by the author is also used for it in the framework.

 

 

That's actually awesome news. Honestly if it's easy enough to understand that even an old washed out modder like me (hah) can work with it, I may just turn my eye to maintaining a reference thread pointing out all said new/optional animations available on the board. I do tend to sniff out each new thread that pops up in the SL and adult sections, at least.

Posted

So hey since you did female werewolf animations, does that mean you or someone else needs to program somehing to make it know the difference between male and female werewolves? Creatures arent recognized as male or female just creature so i guess there would have to be something extra if you want restrict them? Or maybe it would have to see female werewolves as a new creature entirely so in the creature animation list it would have werewolf with doggystyle, rough doggystyle, missionary, and holding and then female werewolf with your animations? Personally I wouldnt mind either way and actually am interested in seeing your animations even on a male werewolf.

Posted

To my knowledge, Skyrim doesn't differentiate between male and female creatures. Other than randomly assigning one gender or the other and applying the appropriate texture / nude suit, I'm not sure how a mod would achieve such a thing.

 

Thunder: Only method I know of is to target an existing werewolf and use the console command " sexchange " on one. Assuming you have a mod that provides the mesh / textures for one :)

Posted

To my knowledge, Skyrim doesn't differentiate between male and female creatures. Other than randomly assigning one gender or the other and applying the appropriate texture / nude suit, I'm not sure how a mod would achieve such a thing.

 

Thunder: Only method I know of is to target an existing werewolf and use the console command " sexchange " on one. Assuming you have a mod that provides the mesh / textures for one :)

 

I think EternalBlack has a WIP gender-mod going, but I haven't really looked into it

Posted

To my knowledge, Skyrim doesn't differentiate between male and female creatures. Other than randomly assigning one gender or the other and applying the appropriate texture / nude suit, I'm not sure how a mod would achieve such a thing.

 

Thunder: Only method I know of is to target an existing werewolf and use the console command " sexchange " on one. Assuming you have a mod that provides the mesh / textures for one :)

 

I use the mod that lets you turn followers into werewolves, forget the name, and make them transform.  It does sometimes get confused when the animations start and turns the lady into a dude and then my dude is pounding a dude wolf like its a she wolf then the moon falls from its orbit and a baby seal explodes, or something like that.  Shit just gets weird.   I think its something with picking who's in the male position.  You could always just play a lady, have a follower turn you, and be the receiver with that mod.

Posted

The animation doesn't do anything gender based. It just provides the movement to the werewolf, male or female ( they have the same skeleton ).

 

What is likely is you have a mod that specifically uses the male werewolf skins when a scene starts. I recall one that had that exact option but its name escapes me atm.

 

You might give them a look over and disable any such options :)

Posted

Schlongs of Skyrim automatically male-izes Werewolves in the "nude" state (when sexlab begins an animation using one, for example) unless another mod overrides SOS to prevent it happening.

 

There's a mod here on LL you can use to "fix" that, literally called "Sexlab Werewolves". In the MCM menu for Sexlab Werewolves, you can specify whether female Werewolves turn into a male Werwolf during sex or not.

 

However. Sexlab Werewolves and SOS do not play nicely when it comes to male Werewolves. SOS will still attempt to attach an SOS dong to a Werewolf even if Sexlab Werewolves has already done it, so you need to configure SOS itself to leave Werewolves alone.

Posted

On the other had, the dong that sexlab werewolves gives to werewolves is that discusting stick of a thing that looks completly unnatural unless fun is being had.  I personaly find Defeat to be a better mod, also submit, when combined with SOS. 

Posted

Would be fun I there were an animation with the chicken and girl dragonborn. So the dragonborn could be raped by a tiny chicken xD Or just use the head and neck of it ass an dildo. 

Posted

Still don't know how y'all roped me into it, but I promise to make myself set up the file converter project tonight. Really want to see that flame atronach in game. Will be really nice to get your animations and some of the moribund mods all working with the new Sexlab. Very tired of being required to play a female character to see most of the new stuff other people come out with, so thank you for being just about the only person here who doesn't make me do that.

 

I had been wondering myself why Sexlab came with ANY animations built in since I started using it. It's like old school...like 90's code old school...like get with the right millennium k? In all seriousness, it's obviously well past time to get a small group of people involved in maintaining the Sexlab core rather than one person's hurculean effort to keep the gerbil running. Just need to find a group of (competent) people interested in maintaining porn code for a 3 year old video game and a half dozen levels of middleware, for free.

Posted

To my knowledge, Skyrim doesn't differentiate between male and female creatures. Other than randomly assigning one gender or the other and applying the appropriate texture / nude suit, I'm not sure how a mod would achieve such a thing.

 

Thunder: Only method I know of is to target an existing werewolf and use the console command " sexchange " on one. Assuming you have a mod that provides the mesh / textures for one :)

 

Skyrim does differentiate between male and female creatures. Most notably with Death Hounds. Those even have different behaviors between male and female (male: wolf behavior, female: Dog behavior).  I'm fairly certain all the non-modded ones are male though.

 

SexLab does not differentiate though. Sexlab just more or less treats creatures as a 3rd sex. Female -> male -> creature.

Posted

Still don't know how y'all roped me into it, but I promise to make myself set up the file converter project tonight. Really want to see that flame atronach in game. Will be really nice to get your animations and some of the moribund mods all working with the new Sexlab. Very tired of being required to play a female character to see most of the new stuff other people come out with, so thank you for being just about the only person here who doesn't make me do that.

 

I had been wondering myself why Sexlab came with ANY animations built in since I started using it. It's like old school...like 90's code old school...like get with the right millennium k? In all seriousness, it's obviously well past time to get a small group of people involved in maintaining the Sexlab core rather than one person's hurculean effort to keep the gerbil running. Just need to find a group of (competent) people interested in maintaining porn code for a 3 year old video game and a half dozen levels of middleware, for free.

 

Chuckle, in their defense, Ashal will ( from time to time ) round up the existing animations that are out there and include them in the SexLab core.  Folks were making these prior to the existence of SexLab and since we're talking about multiple animators, they'll each have their own standards and ways of doing things. 

 

You have to remember early on we didn't have the XP32 skeleton and the conversion tools were still in their infancy. Folks were still figuring out how to get the models / skeletons into and out of Max and all the other issues that are born when you start something from the ground floor.

 

Were it not for the effort of those folks, we wouldn't be where we are today :D

 

Fast forward a bit and we now have a more refined workflow and better knowledge of what works in game and what doesn't.  SexLab came to life as a means to simplify the many, MANY mods and methods out there that were springing up to bring third party mods into the game world.  As you've undoubtedly noticed, the quality of the mods varies quite a bit. 

 

SexLab has evolved somewhat since its inception.  Initially, it was only designed to allow mod-makers a standardized method to run a third party animation.  ( don't quote me on that, but I believe that was the reason for its creation )  Ashal spends a lot of time doing the coding for it and I have to give him credit for staying with it.  I've spent many hours going through his work and while I know enough to get a basic idea of what any particular part of the code does, the majority of it makes my head hurt just looking at it :D

 

Like you said, the game itself is getting long in the tooth now so we're lucky to have folks willing to work with it at all.  ( Coders, modders, modelers, texture artists and animators alike )  I think we would be hard pressed to find a group of folks skilled enough ( and who have the time ) to work on a project such as this.

 

Besides, it's good practice for everyone while we all wait for whatever the next moddable system will be.

 

Posted

 

To my knowledge, Skyrim doesn't differentiate between male and female creatures. Other than randomly assigning one gender or the other and applying the appropriate texture / nude suit, I'm not sure how a mod would achieve such a thing.

 

Thunder: Only method I know of is to target an existing werewolf and use the console command " sexchange " on one. Assuming you have a mod that provides the mesh / textures for one :)

 

Skyrim does differentiate between male and female creatures. Most notably with Death Hounds. Those even have different behaviors between male and female (male: wolf behavior, female: Dog behavior).  I'm fairly certain all the non-modded ones are male though.

 

SexLab does not differentiate though. Sexlab just more or less treats creatures as a 3rd sex. Female -> male -> creature.

 

 

I hereby stand corrected lol :D

 

 

Posted

Would be fun I there were an animation with the chicken and girl dragonborn. So the dragonborn could be raped by a tiny chicken xD Or just use the head and neck of it ass an dildo. 

 

If only I could get my poor chicken to work with SL v1.5+ lol

 

 

Early on I thought of the humor of mixing my chicken animation with the Explosive Chicken mod. . . or making them hostile afterwards so the chicken started attacking folks. . .

 

ahhh, but my coding skills aren't quite up to par to pull that one off :D

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