Lauffey Posted September 26 Posted September 26 FluffyFox Complete — OStim Conversion View File 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 Install the conversion with your mod manager. Make sure OStim Standalone and all of its requirements are already installed. Run Pandora or Nemesis after installing the animations. Launch Skyrim. 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 Lauffey Submitted 09/26/26 Category Adult Mods Requirements Regular Edition Compatible Install Instructions
Roca2536 Posted September 27 Posted September 27 Are you gonna convert the creature animations too or are they included in this 1
Lauffey Posted September 27 Author Posted September 27 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.
aarinho Posted September 27 Posted September 27 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
greatkingrat Posted September 27 Posted September 27 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 1
Lauffey Posted September 28 Author Posted September 28 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 i guess i fixed, can u try the new one?
Lauffey Posted September 28 Author Posted September 28 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
aarinho Posted September 28 Posted September 28 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...👍
greatkingrat Posted September 28 Posted September 28 14 hours ago, Lauffey said: i guess i fixed, can u try the new one? they work now thanks 😊
42randomname42 Posted September 30 Posted September 30 (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: The "next" icon is used for nearly everything, including every single animation, which is extremely confusing. I cannot imagine this could possibly be intentional. 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. 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 September 30 by 42randomname42
Lauffey Posted October 1 Author Posted October 1 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: The "next" icon is used for nearly everything, including every single animation, which is extremely confusing. I cannot imagine this could possibly be intentional. 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. 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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