PhoxxPhire Posted May 26, 2014 Posted May 26, 2014 Any word of this mod working with FNIS 5+ yet, Dayelyte? Or SL 1.5?
nutluck Posted May 26, 2014 Posted May 26, 2014 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 That sucks to hear, take a break. Go play a mindless game of killing stuff like Borderlands 2 or something for a bit.
Night~Sky Posted May 26, 2014 Posted May 26, 2014 Any word of this mod working with FNIS 5+ yet, Dayelyte? Or SL 1.5? The current test file works with the newest FNIS and Sexlab 1.57. I use both myself.
( ͡° ͜ʖ ͡°) Posted May 26, 2014 Posted May 26, 2014 Any word of this mod working with FNIS 5+ yet, Dayelyte? Or SL 1.5? The current test file works with the newest FNIS and Sexlab 1.57. I use both myself. Whenever I'm not crashing due to other unrelated problems, I can confirm that they work for me as well.
Night~Sky Posted May 26, 2014 Posted May 26, 2014 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 So you did the fnis list, in both folders it needs to be in, added flame attronach to the top of sslcreatureanimationsdefault, and then the animation functions themselves in the main body, told the CK to compile it and it failed? ...weird. I mean maybe if you forget to set the encoding on np++ (I'm just assuming you use notepad++) I could understand but if everything was added in correctly, it should be fine. Don't get me wrong, my knowledge of this script stuff is no better than yours but I've recently added a few things to my sexlab scripts without them exploding...
Wolfrar Posted May 27, 2014 Posted May 27, 2014 I can vouch for the latest for SL 1.57 and FNIS 5.02 working with that latest update with FWW for SL. Happy to have things stable again. Good work as usual.
Dayelyte Posted May 27, 2014 Author Posted May 27, 2014 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 So you did the fnis list, in both folders it needs to be in, added flame attronach to the top of sslcreatureanimationsdefault, and then the animation functions themselves in the main body, told the CK to compile it and it failed? ...weird. I mean maybe if you forget to set the encoding on np++ (I'm just assuming you use notepad++) I could understand but if everything was added in correctly, it should be fine. Don't get me wrong, my knowledge of this script stuff is no better than yours but I've recently added a few things to my sexlab scripts without them exploding... It's an oddity. I have the creation kit loaded on three different systems. Two of which have SexLab v1.57, the third has v1.39. I can compile with no issues on one of the newer ones, the other spits out a ton of error messages about missing functions and a list of things longer than my arm :/ The older version does the same. Guessing the uninstall of v1.57 and subsequent install of v1.39 left some files in place that shouldn't be and I'm too damned lazy to wipe it all and reinstall. The Fnis side of things works fine. No errors. It's just the compilation of the psc script that blows up on me. From what I can tell, it's not the script I'm compiling that's the issue but something it's reliant upon elsewhere in the SL framework.
Night~Sky Posted May 27, 2014 Posted May 27, 2014 What's odd there is if 1.57 added new files that weren't there previously, and they were left behind when you downgraded to 1.3X...it shouldn't matter, because if they were new, 1.3X simply wouldn't reference them at all. This would lead me to believe that what you actually have are some files from 1.5X that were not overwritten by their 1.3X versions, and therefore the script is finding errors. Logically, you should just need to do a manual drag and drop install of 1.3X, overwriting all files when prompted, and it should straiten out.
Dayelyte Posted May 27, 2014 Author Posted May 27, 2014 Having been down this path before, I have a backup plan The last time I had to redownload the core Skyrim files, I had the foresight to copy them over to backup drives. As we speak, the vanilla Skyrim files are copying to one of my test systems and I'll load the previous flavors of SL on it and see what happens. Shouldn't have any compile issues from a brand new layout. In related news, I noted a question over in the SexLab discussion about the fingers looking odd during one of the BJ animations.
PeppyGreyskull Posted May 27, 2014 Posted May 27, 2014 Goddamnit, I had it working last night, but now sexlab werewolves keeps swapping the body for the malebody despite the option being unchecked. I'm about to break me some sexlab. xD
Dayelyte Posted May 27, 2014 Author Posted May 27, 2014 chuckle. Yeah, it's easier to just animate and create a video from it than it is to get it working in a game engine I think Managed to get SexLab v1.39 and a clean copy of Skyrim back on my testbox. Got all the mods loaded that I need to do testing. The papyrus compile works once again, so got the modified FNIS lists, animations, etc. all in place. Got it all in game ( testing Flame Atronach ) and hit her with the matchmaker spell. . . . . The animation starts and . . . . . . The arms / head / neck are still Fubar. So it's probably something with the export. -sigh- ( at least now I know ) In other news, once the Atronach positions herself, you tend to catch on fire. As a level one character with about as much health as a nearby blade of grass, I suppose you have a grand time for the few seconds it takes to burn to death. :|
blu_minx89 Posted May 27, 2014 Posted May 27, 2014 I cannot get the animations to work. I'm using the newest SexLab and SKSE version, and have all of the animations installed and the v.1.57 Testing file installed (through NMM) but when I look at my animations in the menu they're not there and they also don't work if I try to use it on a female Werewolf. Any tips? Do I just need the testing file or do I need it and all the others?
Night~Sky Posted May 27, 2014 Posted May 27, 2014 I cannot get the animations to work. I'm using the newest SexLab and SKSE version, and have all of the animations installed and the v.1.57 Testing file installed (through NMM) but when I look at my animations in the menu they're not there and they also don't work if I try to use it on a female Werewolf. Any tips? Do I just need the testing file or do I need it and all the others? The full procedure for installing the test file is such: 1. Download the test file, obvious enough 2. Extract it into your Skyrim directory 3. Run FNIS for Users (in the tools folder of your data directory) 4. Load up the game. Once in game, hit escape, go into MCM > Sexlab > rebuild and clean. Press "Reset Animation Registry" 5. Exit out of MCM completely into the game. Wait a few moments, you'll get status messages on screen telling you the animation registry has been updated. 6. The new animations should now appear in the animation list and function correctly. If the animations still do not appear/work correctly, you can try this: 1. Load up Skyrim, load your save game. 2. Go into the MCM > Sexlab > Rebuild and Clean. Hit the "Clean System" option. 3. Create a temporary save by opening the console and typing in "save temp" 4. Exit out of Skyrim completely. 5. Fire Skyrim back up, load game from the main menu, the "temp" save you created will be at the top of the list When you load into the game, Sexlab will reinstall itself. If the animations -still- will not appear or play, you have to create a clean save. You do this by following the previous method up to step 4, but at step 4, you load up whatever mod manager (or wyre bash) you use, and disable Sexlab. Load your temp save, wait 1 hour (game time, hit T and then just press enter), then save and exit the game. Open your mod manager/wyre bash again, re-enable Sexlab, start up Skyrim, and load back into your game. It is extremely unlikely you'll have to go past the first method, though.
blu_minx89 Posted May 27, 2014 Posted May 27, 2014 I cannot get the animations to work. I'm using the newest SexLab and SKSE version, and have all of the animations installed and the v.1.57 Testing file installed (through NMM) but when I look at my animations in the menu they're not there and they also don't work if I try to use it on a female Werewolf. Any tips? Do I just need the testing file or do I need it and all the others? The full procedure for installing the test file is such: 1. Download the test file, obvious enough 2. Extract it into your Skyrim directory 3. Run FNIS for Users (in the tools folder of your data directory) 4. Load up the game. Once in game, hit escape, go into MCM > Sexlab > rebuild and clean. Press "Reset Animation Registry" 5. Exit out of MCM completely into the game. Wait a few moments, you'll get status messages on screen telling you the animation registry has been updated. 6. The new animations should now appear in the animation list and function correctly. If the animations still do not appear/work correctly, you can try this: 1. Load up Skyrim, load your save game. 2. Go into the MCM > Sexlab > Rebuild and Clean. Hit the "Clean System" option. 3. Create a temporary save by opening the console and typing in "save temp" 4. Exit out of Skyrim completely. 5. Fire Skyrim back up, load game from the main menu, the "temp" save you created will be at the top of the list When you load into the game, Sexlab will reinstall itself. If the animations -still- will not appear or play, you have to create a clean save. You do this by following the previous method up to step 4, but at step 4, you load up whatever mod manager (or wyre bash) you use, and disable Sexlab. Load your temp save, wait 1 hour (game time, hit T and then just press enter), then save and exit the game. Open your mod manager/wyre bash again, re-enable Sexlab, start up Skyrim, and load back into your game. It is extremely unlikely you'll have to go past the first method, though. Thank you so much, got it to work now!
Dayelyte Posted May 27, 2014 Author Posted May 27, 2014 <load Professor Farnsworth Voice> Good news everyone ! ( sort of ) <unload Professor Farnsworth Voice> After negating the possibility of SL, FNIS, SKSE and everything ELSE causing the problem, I went ahead and exported my Max scene out to a 2010 variant that my testbox can read. Built the bone listing needed for the Havok Exporter and opened it all up in Max 2010. Fired up the exporter, set all the options up for it and let it rip. It created the .hkx file with no observable errors although the filesize is much larger than the .nif exporter flavor ( irrelevant since the .nif / .kf doesn't work ) 130kb vs 9kb on the export. Tossed the still warm file into my Skyrim game ( SL v1.39 still on the test box ) and the animation played exactly as expected. However, if it isn't one thing, it's another. I loaded the animation back on my primary machine and . . . . I can't even get SexLab to recognize the Flame Atronach as an allowed critter :| It shows up in the creature toggle screen just fine. But hit it with a matchmaker spell and I get a fizzle. Swear I'm going to just go back to taking photos or something. This crap is so damned iffy it just drives me crazy.
Dayelyte Posted May 27, 2014 Author Posted May 27, 2014 umm . . ( thinking ) no. My primary system ( desktop ) is still running v1.39 as it has all the mods that may / may not play nice with v1.57 of SexLab. My alt system ( laptop ) is running v1.57 with a minimal of mods running with it. I use it to gametest when animating away from my primary system. My test system ( Win XP desktop ) is running v1.39 and has only bare essential mods running. This is where I typically compile from. The atronach issue puzzles me. I built the atronach into the script the same time I put the chicken in. Chicken works, atronach does not :| I hit the atronach with the matchmaker spell and get the old " Your spell fizzles " message. Tells me SL isn't recognizing the Atronach Flame Race as a viable critter I think. I wiped Skyrim from my test system completely. Copied over my vanilla Skyrim folder and reinstalled the following: SexLab v1.39 FNIS v4.1.1 ( same for creature pack ) SKSE v1.7 SKYUI ( whatever latest version is ) SOS ( v2.0.something can't recall off the top of my head )
Cyndi Posted May 27, 2014 Posted May 27, 2014 Is your 1.39b script using an esp to add the atro, or did you build a form ID based script? I had a LOOOT of trouble with some using an esp based add-on system. I think I told you that somewhere before actually.... Anyway FormID based ones work a hell of a lot better in a 1.39 environment. -> no esp, more accurate slightly faster (unless you add 147 thousand races xD) Want me to add it into one of mine and send it? Edit: It would still be a good idea to run a 5.0.2 or 5.0.1 fnis at the oldest even with a 1.39 sexlab.
Night~Sky Posted May 27, 2014 Posted May 27, 2014 Does matchmaker use sslcreatureanimationsdefault to determine valid/invalid target? Or does it use its own script? Because if it uses its own script, you'd have to add the attronarch to the matchmaker script for it to be a valid target. If it reads off sslcreatureanimationsdefault to determine valid/invalid target, you should just be able to add the attronarch to sslcreatureanimationsdefault itself. It's worth noting though, that the way sexlab actually "works out" if something is X race or not, is by comparing the race its set to with a list of "sub" races that correspond to that base or "umbrella" race. For example, the definition for "Werewolf" in sslcreatureanimationsedefault isn't acrually just "Werewolf", it's a list of all the different types of Werewolf spawn which fall under the umbrella "Werewolf". There are multiple definitions of attronarch the same way, and any not on that list will be ignored by Sexlab. Just in case you're not sure what on earth I'm babbling about, the above is what enables Sexlab to actually work out what is and is not actually a Werewolf.
Dayelyte Posted May 27, 2014 Author Posted May 27, 2014 looking Built an esp called FlamingChicken lol. Though, I can't vouch for how matchmaker works it's magic. Going to add the modifications directly to its ESP real quick to see what it does. ( though, I didn't add the chicken to MM's esp, so I don't think this will do what I want it to. . . still, will give it a shot. )
Cyndi Posted May 27, 2014 Posted May 27, 2014 Does matchmaker use sslcreatureanimationsdefault to determine valid/invalid target? Or does it use its own script? Because if it uses its own script, you'd have to add the attronarch to the matchmaker script for it to be a valid target. If it reads off sslcreatureanimationsdefault to determine valid/invalid target, you should just be able to add the attronarch to sslcreatureanimationsdefault itself. It's worth noting though, that the way sexlab actually "works out" if something is X race or not, is by comparing the race its set to with a list of "sub" races that correspond to that base or "umbrella" race. For example, the definition for "Werewolf" in sslcreatureanimationsedefault isn't acrually just "Werewolf", it's a list of all the different types of Werewolf spawn which fall under the umbrella "Werewolf". There are multiple definitions of attronarch the same way, and any not on that list will be ignored by Sexlab. Matchmaker is just a straight up SL sex call. and subraces don't work like that. In the 1.35 and 1.39b frameworks all viable vanilla races are contained in a formlist to get their ID's, except for the DLC creatures which had their id's in the script. It's the race ID it looks at, not the NPC ID. Which is why chicken does not work in 1.35/1.39 without an esp, or a formID based script. At 1.50 ~ 1.52 All the creature races (including subs) had their formID's indexed right in the script, it was updated to this for speed accuracy. At 1.53+ it was converted to string/array based to support the huge ass list I sent to Ashal of all SIC critters, plus the missing vanilla and DLC races. Like those 3 missing husky races that didn't work previously. The fun thing, is that the 1.50 form id based creatureanimationdefaults.pex is compatible with 1.39. It's the 1.53+ frameworks where things really changed. Your pic, is just the arrays from 1.57, anything older than 1.53 isnt set up like that.
Night~Sky Posted May 27, 2014 Posted May 27, 2014 Interesting, I thought what I was pointing out was in fact the array it used to identify the races. As I've said before, my code-fu is not strong, apparently I was mistaken. Edit: lol, back and forth. So I was correct, but only for 1.57 lol
Cyndi Posted May 27, 2014 Posted May 27, 2014 Interesting, I thought what I was pointing out was in fact the array it used to identify the races. As I've said before, my code-fu is not strong, apparently I was mistaken. It does define the post 1.53 races. In that far you are absolutely right. But if Dayelyte is testing on a 1.39b it doesn't even have the arrays.
Night~Sky Posted May 27, 2014 Posted May 27, 2014 Yeah, I get that now. I didn't start digging into the code-side of SL until fairly recently to suit my own twisted purposes, so my knowledge of the older versions' back-end workings is null.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now