Guest Posted March 21, 2014 Posted March 21, 2014 Bingo. Astymma, you just solved my problem, good bless you. Now I just need to figure how to modify the TRI and see if the dropdown is updated by that.
panthercom Posted March 21, 2014 Posted March 21, 2014 FAFF started working normally for me, and I think it has to do with recently installing Tryouts, or possibly the MSex mod series. So, now I can load an espression and it sticks during sex (and after). It keeps working even with these mods toggled off in FOMM, so removing them one at a time and trying a clean save might be the only way to know which mod is fixing it, or someone else could just try installing the updated Tryouts and checking, because I'm not terribly inclined towards risking my working FAFF, even if it is a glich.
D_ManXX2 Posted March 21, 2014 Posted March 21, 2014 i did not know tryout adds animation on it's own. Could be msex since it does add it;s own maybe they changed something from sexut.
BruceWayne Posted March 21, 2014 Posted March 21, 2014 FAFF started working normally for me, and I think it has to do with recently installing Tryouts, or possibly the MSex mod series. So, now I can load an espression and it sticks during sex (and after). It keeps working even with these mods toggled off in FOMM, so removing them one at a time and trying a clean save might be the only way to know which mod is fixing it, or someone else could just try installing the updated Tryouts and checking, because I'm not terribly inclined towards risking my working FAFF, even if it is a glich. It's neither one of those, I have and had the same problem, with or without them.
jaam Posted March 21, 2014 Posted March 21, 2014 The way I interpreted this is: the first time an animation is called on a skeleton, all the animations pertaining to that skeleton are loaded and cached. Still I need to find the time to dig deaper and test theories. @prideslayer: "now I'm missing two NVSE functions" Which ones ? SetAnimModelPathEX as doc suggested.. and an NX_CombineNifs or something like that. Was just a half joke. As you said, need more digging to get ahold of the actual anims. Getting ahold of the skeleton instance would be nice as well, as I've discussed with you previously. Being able to programatically do things like scale bones without needing an anim/morph to begin with would be nice. You should be able to use Get/SetModelPath. TESIdleAnimForm contains a descendant of TESModel which stores the kf name.
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