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Posted

Hmmm. 

 

Right off the bat, I can see the Hagraven is going to be a giant pain in the ass to do.  I need to look around and see if I can find a modified /  nude skin for this one otherwise it will take an awful lot of cleanup as her clothing is currently a part of her primary geometry :|

 

 

post-103460-0-52542600-1400796856_thumb.jpg

 

Posted

Hmmm. 

 

Right off the bat, I can see the Hagraven is going to be a giant pain in the ass to do.  I need to look around and see if I can find a modified /  nude skin for this one otherwise it will take an awful lot of cleanup as her clothing is currently a part of her primary geometry :|

 

 

 

 

Called it (two posts earlier).

 

I know someone did actually make a modified Hagraven using an "inverted" take on the conventional system used by creatures (it was outfitted normally, and nude when the "erect" mesh was invoked), but I haven't seen it surface here on LL. It was on one of the thousands of Japanese Skyrim modding blogs, and I haven't the faintest clue if it's still obtainable.

 

The only "nude" Hagravens I've seen otherwise are (with all due respect to those who've attempted it), basically hackjobs where the "outfit" is retextured to make the Hagraven look nude (as people kept doing with the female VL...), so you'd have the same deformation problems irregardless.

Posted

Hmmm. 

 

Right off the bat, I can see the Hagraven is going to be a giant pain in the ass to do.  I need to look around and see if I can find a modified /  nude skin for this one otherwise it will take an awful lot of cleanup as her clothing is currently a part of her primary geometry :|

 

 

 

 

Theres a nude skin here http://www.loverslab.com/topic/28433-req-nude-wispmother-and-hagraven/ (the pics were posted 2 months ago) but apparently it won't be released until he finished making her robe UNP compatible and wearable by players.

Posted

yeah, during my search the only potential candidate was a mesh made by Vioxsis, but I was unable to locate a downloadable asset.

 

This is when I wish my sculpting / modeling and texturing skills were up to the task of doing it on my own. :/ Sadly, while I have the tools at my disposal, the means still elude me . . sigh

Posted

 

How about it standing bent back holding its tale up while male PC has its face buried between her asscheeks, like similar one there is for two human actors in Sexlab already?

 

 

I like the idea of this but what animation is that in the list? I have never seen it before. It is in the default sexlab list of animations, right?

Posted

The model of the hagraven is done, I don't know for certain why it has not been released yet, it looks great!


 


As far as I understand it is something about not having the hagraven clothes being player usable yet, but I don't really know if it is still being worked on or not.


 


Maybe you could PM the originall author of the hagraven model?  :)


 


link: http://www.loverslab...n/?hl= hagraven


 


and some pickies: http://img.3ezy.net/...e1d_800.jpg.htm


http://img.3ezy.net/...af_800.jpg.htm 


 

Posted

 

 

How about it standing bent back holding its tale up while male PC has its face buried between her asscheeks, like similar one there is for two human actors in Sexlab already?

 

 

I like the idea of this but what animation is that in the list? I have never seen it before. It is in the default sexlab list of animations, right?

 

 

I've seen it. I think it might be vanilla, but if not, then it's the Zaz pack

http://www.loverslab.com/files/file/156-zaz-animation-pack-2014-04-21/

Posted

I would actually second the vote to do male on horse. While it's true there's a limit to how much you can make the horse "squat" before it begins to distort, the existing horse "doggy style" animation has the horse squatting enough and it only distorts a little.

 

You also don't specifically need the horse to squat for the male. You could do the animation so the male character is sort of "hugging" the horse's back, hanging off it over the back instead, eliminating the height/alignment issue entirely. Just an idea.

 

On an even simpler scale, you could do a male/horse oral animation very easily. Just have the horse lower its head, basically, very little likelyhood of any distortion and it would be pretty simple overall (depending on how interesting you try to make it. There's a rather interesting link/epona flash animation out there that would make a great reference for it...).

 

Just my two cents. lol.

 

Third here. :)

Posted

Why not add some werewolf animations of a werewolf having a go at a horse.  Also a werewolf having fun on the back of a troll would be interesting too.

Posted

Why not add some werewolf animations of a werewolf having a go at a horse.  Also a werewolf having fun on the back of a troll would be interesting too.

 

I have yet to see creature on creature only creature on human and human on creature. Be weird to find a werewolf anally pounding a poor troll on my way to Falkreath. I'd be just as scared for life as the troll.

Posted

Actually, I would like to see some inter-creature animations come about some day. Werewolf X Horse both ways would be interesting, not so sold on the troll but it's hard to argue the troll has great animations thanks to panic. My only concern is that the beast skeletons/meshes already behave oddly at times when being animated (Dayelyte could probably write a whole blog based just on the weirdness he's seen animating what he has so far), and trying to put two in the same animation is most likely just asking for trouble.

 

Based on what he's had to deal with already thus far, I imagine the mere suggestion of say, "Werewolf on Flame Attronach" would give him premonitionary PTSD.

Posted

So, I can't seem to get this beast to work.

 

It's not a problem with animations not playing or whatnot, I know how to get them do do what I want, it's that the animation list isn't even showing up in the MCM config. I can only assume it's because the original SexLab script for sslCreatureAnimationDefaults.pex/psc is different from the originals, but I can't seem to be able to compiler the papyrus script manually anymore (used to be able to for another mod, but now it ain't working).

 

Any clue to help this issue.

 

And, before you ask, it ain't a mod conflict since your mod doesn't change anything but add a few more animations to sexlab. FNIS was run. Tried the reset animations thing. Etc...

Posted

What version of the testfile are you running ? I have one in there for the v1.57 release that has a precompiled ( and source ) script with it.

 

The original version isn't compatible with the newer SexLab and vice versa due to the script changes Ashal has made. You said you reset the animations. . . not sure if you meant the FNIS for users or the SexLab animation registry. ( technically need to do both )

 

If the critters aren't showing up as choices in SexLab, my guess will be on the animation registry.

 

Don't feel bad about compiling, I seem to have issues doing so as well on one of my systems for some reason. Guessing the psc files got mixed up between versions and that's wreaking havoc with the compiler.

Posted

It's also worth noting that since a recent upgrade, the way Sexlab even lists animations in the animation enable/disable system is completely different than before. You have to pick through different catagories of animations via a dropdown menu, rather than it being listed as a page option down the left side as it used to. Threw me for a loop momentarily when I saw that.

Posted

What version of the testfile are you running ? I have one in there for the v1.57 release that has a precompiled ( and source ) script with it.

 

The original version isn't compatible with the newer SexLab and vice versa due to the script changes Ashal has made. You said you reset the animations. . . not sure if you meant the FNIS for users or the SexLab animation registry. ( technically need to do both )

 

If the critters aren't showing up as choices in SexLab, my guess will be on the animation registry.

 

Don't feel bad about compiling, I seem to have issues doing so as well on one of my systems for some reason. Guessing the psc files got mixed up between versions and that's wreaking havoc with the compiler.

Obviously using the most recent one.

 

Resetting FNIS wouldn't create this issue; all it would do is have the models spread-eagle when the animations attempted to play out, or crash the game (generally the spread-eagle).

 

The issue crops up even in a new game where it loads the animation registry right at the start-up, which would generally mean that the scripts aren't compiled for my sexlab. Since the scripts are different than the original that came with 1.57 (they add new creature animations), it would mean (as far as I've seen from experience) that it would need to recompile them on my end.

 

Scratch all that, finally got it working (just reinstalled sexlab), but now I seem to be having issues getting the animations to play. It'll prepare the characters for it, then the werewolf will ragdoll. Gonna look into that.

Posted

hmmm

 

I don't believe there is any difference in the script format from v1.5 onwards. The only thing I have done was to take the original v1.57 sslCreatureAnimationDefaults script and add in the new Werewolf scenes ( the source is included in the testfile if you wish to take a look ) and compiled it into the pex file.

 

The behavior files are built on the modified FNIS animation lists to include the new animations ( using FNIS v5.0.2 I believe ) though the FNIS side of things would have zero to do with the anims not showing up in your SexLab menu. I assume the rest of the critters are there ?

 

From my experience, the only thing that prevents the anims from showing up would be the registry not reading the new script file after resetting it. If something was major wrong with the script itself, it would fail to compile.

 

Anyone else having issues with the new test file ? Give a yell if it's working or no for you and what versions of the requirements you're running.

Posted

hmmm

 

I don't believe there is any difference in the script format from v1.5 onwards. The only thing I have done was to take the original v1.57 sslCreatureAnimationDefaults script and add in the new Werewolf scenes ( the source is included in the testfile if you wish to take a look ) and compiled it into the pex file.

 

The behavior files are built on the modified FNIS animation lists to include the new animations ( using FNIS v5.0.2 I believe ) though the FNIS side of things would have zero to do with the anims not showing up in your SexLab menu. I assume the rest of the critters are there ?

 

From my experience, the only thing that prevents the anims from showing up would be the registry not reading the new script file after resetting it. If something was major wrong with the script itself, it would fail to compile.

 

Anyone else having issues with the new test file ? Give a yell if it's working or no for you and what versions of the requirements you're running.

I edited the post. That issue was fixed with a reinstall, but a new one's cropped up.

 

Scratch that, too. Fixed it as well. Now I just need to figure out why the chicken ain't showing up. xD

Posted

Not sure if it helps, but when I tested a while back, the chicken was animating, but its texture wasn't.

The chicken texture would then fall through the floor after, but it's mesh and collision would still be there, and I would end up with an invisible chicken.

 

 

 

 

Posted

 

 

hmmm

 

I don't believe there is any difference in the script format from v1.5 onwards. The only thing I have done was to take the original v1.57 sslCreatureAnimationDefaults script and add in the new Werewolf scenes ( the source is included in the testfile if you wish to take a look ) and compiled it into the pex file.

 

The behavior files are built on the modified FNIS animation lists to include the new animations ( using FNIS v5.0.2 I believe ) though the FNIS side of things would have zero to do with the anims not showing up in your SexLab menu. I assume the rest of the critters are there ?

 

From my experience, the only thing that prevents the anims from showing up would be the registry not reading the new script file after resetting it. If something was major wrong with the script itself, it would fail to compile.

 

Anyone else having issues with the new test file ? Give a yell if it's working or no for you and what versions of the requirements you're running.

I edited the post. That issue was fixed with a reinstall, but a new one's cropped up.

 

Scratch that, too. Fixed it as well. Now I just need to figure out why the chicken ain't showing up. xD

If memory serves me correctly, I disabled the chicken in the script as I couldn't get it to start its animation for some reason. The player character does their thing, but the chicken doesn't move. I commented out the function that drives it until I could get it working myself.

 

If you wish, I can re-enable it and you can give it a go. It may be my install that's whacked up instead of a script, Fnis or SL issue. The anim worked ( mostly ) with v1.39 SL, the only caveat being the even actors height needed to be checked in SL otherwise the chicken would misalign.

 

Night~Sky: I'm probably going to change my workflow a bit due to the glitches with the past two anims. Going to do a basic movement series and export it, convert it and get it in game to test before I try to do anything serious.

Posted

Good call. I've recently noticed the new version of FNIS is...I want to say, a little twitchy? My Skyrim build has been reinforced-daedric-solid for the last several months, until I went up to the new FNIS (having put off doing so for a while...), and suddenly it started going a bit wobbly. I'm hesitant to say it's FNIS itself, because there are so many variables (FNIS, skeletons being used, HDT, script-heavy Skyrim setup...). So I can't be sure if its actually coming from FNIS, or something else in my setup that doesn't like the new FNIS because 'it' is wrong, rather than FNIS.

 

...TL:DR Skyrim modding.

 

I'd probably suggest something painfully simple but still within context...like, try to combine two existing dog animations that already roughly line up to make a jerry-rigged dog on dog animation with minimal modification required, and see if it explodes when put in game. Hah.

Posted

hah, think I'll just do a basic movement test of all limbs and see if they actually work or not.

 

I found it odd the atronach hips and legs worked great, but the arms, hands and head were Fubar :/ Makes no sense to me. . .

 

hmmm a thought hit me

 

I should have v1.39 SL and 4.2.2 Fnis loaded on one of my machines, going to try the anim there and see what it does.

Posted

HOW GOES THE FIGHT? XD

 

Meh.  Wasted an hour or so trying to test the Atronach in SL v1.39

 

Get everything in place.  Get the FNIS stuff setup, the animation lists, the animation and the script modified and ready to go.  Compile the script and . . . . . . . . compile failure.   Head --> desk. :|

 

 

Swear I couldn't catch a break if it fell out of the damn sky and landed on me  . . . .

 

Minor fit of rage wiped all my working files off my desktop.  At least the backups remain on the server. . . . ugh

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