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FluffyFox Complete — OStim Conversion


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FluffyFox Complete — OStim Conversion

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FluffyFox — OStim Conversion

 

The screenshots are using the OCinema mod.

 

Some animations are simply too good to be left behind.

FluffyFox has now been brought to OStim.
This release converts the original FluffyFox animation pack for use with OStim Standalone, keeping the spirit of the original while making it fit naturally into a modern OStim setup.

The goal is simple: preserve the animations, make installation straightforward, and let them work cleanly inside the OStim ecosystem.

This is a conversion of FluffyFox, not a replacement for or claim over the original work. Full credit for the original animations belongs to their respective creator.


Requirements

  • OStim Standalone and its requirements

  • SKSE64

  • Address Library for SKSE Plugins

  • A behavior engine: Pandora or Nemesis

No SexLab installation is required for this conversion.


Installation

  1. Install the conversion with your mod manager.

  2. Make sure OStim Standalone and all of its requirements are already installed.

  3. Run Pandora or Nemesis after installing the animations.

  4. Launch Skyrim.

  5. The converted scenes should become available through OStim automatically.

If you update or change animation packs later, remember to run your behavior engine again.

 

Reports are especially useful for:

  • Incorrect scene positioning

  • Animation alignment

  • Scenes not registering in OStim

  • Pandora/Nemesis detection problems

  • Animation transitions behaving strangely

  • Issues specific to particular body or skeleton setups

If you find something broken, tell me which animation, what behavior engine you're using, and what happened. That makes hunting the little gremlin much easier.


Credits

All credit for the original FluffyFox animations goes to the original creator.

This release exists only to make those animations available within the OStim framework.

Please support the original creators whenever possible. Without animators, converters would have nothing to obsess over at 3 AM.


Important

This mod contains adult-oriented animation content and is intended for users aged 18 or older only.

By downloading or using this conversion, you confirm that you are legally permitted to access adult content in your country or region.

Thank you to everyone supporting Lirael Atelier. Every download, report, comment and bit of support helps me keep testing, fixing and bringing more forgotten animations into OStim.

Many sides. The same soul.
And some desires are simply better animated.

— Lirael 🦊


  • Submitter
  • Submitted
    09/26/26
  • Category
  • Requirements
  • Regular Edition Compatible
  • Install Instructions

 

Posted
6 hours ago, Roca2536 said:

Are you gonna convert the creature animations too or are they included in this

It's already done, I'm just doing some testing.

Posted

When I start an animation, the actors are floating mid-air in a pose, clipping through each other. Updated 3 times with nemisis, started a new test game, no positive results.

Only exception: one MMF animtion works fine, the rest like described above.

 

Also the Icons are all arrows. I dont know if this is on purpose or not

Posted

I'm having an issue where every animation puts both characters in some weird sci-fi machine thing, and they're inside each other. I took a screenshot of it but i don't know where to post it

 

Spoiler

489830_20260927222805_1.png.94a658940bb0281cbead68baca38f8a4.png

 

Posted
3 hours ago, greatkingrat said:

I'm having an issue where every animation puts both characters in some weird sci-fi machine thing, and they're inside each other. I took a screenshot of it but i don't know where to post it

 

  Hide contents

489830_20260927222805_1.png.94a658940bb0281cbead68baca38f8a4.png

 

i guess i fixed, can u try the new one?

Posted
3 hours ago, aarinho said:

When I start an animation, the actors are floating mid-air in a pose, clipping through each other. Updated 3 times with nemisis, started a new test game, no positive results.

Only exception: one MMF animtion works fine, the rest like described above.

 

Also the Icons are all arrows. I dont know if this is on purpose or not

i updated a new version.  I use pandora and the animations works fine. i have to see something about nemesis

Posted
6 hours ago, Lauffey said:

i updated a new version.  I use pandora and the animations works fine. i have to see something about nemesis

 

Yep, version 0.4.3. working fine now...👍

Posted (edited)

Installed version 0.5.1, and did a little bit of testing (only the standing MF started scenes so far).

 

For those, the animations all seem to work well.  However, there are some major issues with navigation:

 

  1. The "next" icon is used for nearly everything, including every single animation, which is extremely confusing.  I cannot imagine this could possibly be intentional.
  2. Having navigation buttons on each page to go to next/previous page is not a terrible idea (even if it's kind of unnecessary), but the way it's done here is really not ideal - page 1 and 3 only has a single navigation button (to go forward/back to page 2), while page 2 has 2 (to go forward/back to either page 1 or page 3).  And because these navigation buttons have the highest priority, it means that on page 1/3 there is one "extra" button to skip past when you want to go to an animation, while on page 2 there is 2.  This inconsistency is confusing, which is made even worse by the current icon situation (see point #1).  If you really must have these navigation buttons for between pages, I would recommend putting them at the lowest priority instead, but honestly I would say just to remove them.
  3. When exiting out of any specification animation, regardless of which page it originated from, it always goes back to page 1.  Which is of course not the behavior that anyone would reasonably expect - if you were in page 2 previously, it should go back to page 2 again.

 

On the flip side, I'm glad that you made the navigation for the individual animations sensible in this pack, with Next being the first/default option rather than Back.  I can only hope that the Billyy pack will be updated with this as well.

 

E: Oh yeah, also the included plugin FlufyFoxAnimObjectsH.esp is not ESL-flagged, but as far as I can tell it can and should be - there are no CELL records, and everything seemed to still work fine after I compacted and flagged it as ESL in xEdit.

Edited by 42randomname42
Posted
20 hours ago, 42randomname42 said:

Installed version 0.5.1, and did a little bit of testing (only the standing MF started scenes so far).

 

For those, the animations all seem to work well.  However, there are some major issues with navigation:

 

  1. The "next" icon is used for nearly everything, including every single animation, which is extremely confusing.  I cannot imagine this could possibly be intentional.
  2. Having navigation buttons on each page to go to next/previous page is not a terrible idea (even if it's kind of unnecessary), but the way it's done here is really not ideal - page 1 and 3 only has a single navigation button (to go forward/back to page 2), while page 2 has 2 (to go forward/back to either page 1 or page 3).  And because these navigation buttons have the highest priority, it means that on page 1/3 there is one "extra" button to skip past when you want to go to an animation, while on page 2 there is 2.  This inconsistency is confusing, which is made even worse by the current icon situation (see point #1).  If you really must have these navigation buttons for between pages, I would recommend putting them at the lowest priority instead, but honestly I would say just to remove them.
  3. When exiting out of any specification animation, regardless of which page it originated from, it always goes back to page 1.  Which is of course not the behavior that anyone would reasonably expect - if you were in page 2 previously, it should go back to page 2 again.

 

On the flip side, I'm glad that you made the navigation for the individual animations sensible in this pack, with Next being the first/default option rather than Back.  I can only hope that the Billyy pack will be updated with this as well.

 

E: Oh yeah, also the included plugin FlufyFoxAnimObjectsH.esp is not ESL-flagged, but as far as I can tell it can and should be - there are no CELL records, and everything seemed to still work fine after I compacted and flagged it as ESL in xEdit.

HIIII, thanks a lot for your report, really.

 

I confess that I only test some animations before posting, I don't test them completely. So your entire report will greatly help improve the mod.
 

Thank you very much indeed.

send me a DM, please

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