GrimReaper Posted February 20, 2014 Posted February 20, 2014 Pretty much this. I want to know how to add certain creatures added by other mods to the sexlab library of compatible creatures. If you have Immersive Creatures for example, there are goblins. Goblins use the falmer skeleton and animations but are not recognized by sexlab. Is it simply because they are not part of the "FalmerRace"? What exactly would one need to do to make sexlab recognize that the goblins are just reskinned falmer?
Ashal Posted February 20, 2014 Posted February 20, 2014 Current creature animation support in SexLab is kinda sloppy, so there's not a good clean way to do it right now, but it can be done. Â Here's a quick function I threw together that would do it, no guarantees it'll work, I haven't even tried compiling it, but I see no reason why it wouldn't: function AddCustomRace(Race DefaultRace, Race CustomRace) ; // Get the creature animations registry script, which holds all the creature animations sslCreatureAnimationSlots CreatureSlots = (Quest.GetQuest("SexLabQuestCreatureAnimationSlots") as sslCreatureAnimationSlots) ; // Add the CustomRace to the registry cache, which SexLab uses to quickly determine if ; // creature has animation without resorting to slowly searching individual animations CreatureSlots.AddRace(CustomRace) ; // Get the list of animations that belong to DefaultRace sslBaseAnimations[] Anims = CreatureSlots.GetByRace(DefaultRace) ; // Loop through the animations and add CustomRace to it. int i = Anims.Length while i i -= 1 Anims[i].AddRace(CustomRace) endWhile endFunction ; // EXAMPLE USAGE ; // FalmerRace = vanilla Skyrim Falmer ; // FalmerImmerseriveCreaturesRace = the custom falmer race you want to add to FalmerRace's animations AddCustomRace(FalmerRace, FalmerImmerseriveCreaturesRace) Rethinking and completely overhauling creature support is one of my primary goals of the next major update. So this function breaking horribly next update is very likely. Consider it hacked together bandage for now.
Guest kimbale Posted February 20, 2014 Posted February 20, 2014 I am sure I've seen a mod that does add support for the MoreMonsterMod here, but i can't seem to find it...
gooser Posted February 20, 2014 Posted February 20, 2014 Current creature animation support in SexLab is kinda sloppy, so there's not a good clean way to do it right now, but it can be done. Â Here's a quick function I threw together that would do it, no guarantees it'll work, I haven't even tried compiling it, but I see no reason why it wouldn't: function AddCustomRace(Race DefaultRace, Race CustomRace) ; // Get the creature animations registry script, which holds all the creature animations sslCreatureAnimationSlots CreatureSlots = (Quest.GetQuest("SexLabQuestCreatureAnimationSlots") as sslCreatureAnimationSlots) ; // Add the CustomRace to the registry cache, which SexLab uses to quickly determine if ; // creature has animation without resorting to slowly searching individual animations CreatureSlots.AddRace(CustomRace) ; // Get the list of animations that belong to DefaultRace sslBaseAnimations[] Anims = CreatureSlots.GetByRace(DefaultRace) ; // Loop through the animations and add CustomRace to it. int i = Anims.Length while i i -= 1 Anims[i].AddRace(CustomRace) endWhile endFunction ; // EXAMPLE USAGE ; // FalmerRace = vanilla Skyrim Falmer ; // FalmerImmerseriveCreaturesRace = the custom falmer race you want to add to FalmerRace's animations AddCustomRace(FalmerRace, FalmerImmerseriveCreaturesRace) Rethinking and completely overhauling creature support is one of my primary goals of the next major update. So this function breaking horribly next update is very likely. Consider it hacked together bandage for now. Â This is interesting because I have always used SIC and the custom SIC Falmers always work for me.
Ashal Posted February 20, 2014 Posted February 20, 2014 No idea if they do or not, it's just an example. I don't use SIC and even if I did I don't actually play Skyrim enough that I would ever notice.
gooser Posted February 20, 2014 Posted February 20, 2014 No idea if they do or not, it's just an example. I don't use SIC and even if I did I don't actually play Skyrim enough that I would ever notice. Â Yet another Ashal quote that blows my mind....Â
GrimReaper Posted February 20, 2014 Author Posted February 20, 2014 Rethinking and completely overhauling creature support is one of my primary goals of the next major update. So this function breaking horribly next update is very likely. Consider it hacked together bandage for now. Â Thank you, but I have no idea how to implement these things. I have no clue about scripting, sadly. But the new SL version is taking a few more months, right? Â Â I am sure I've seen a mod that does add support for the MoreMonsterMod here, but i can't seem to find it... Â Yeah, but the Skyrim Monster Mod is a shit. Some monsters do look nice, but some are just resized and recolored vanilla creatures that look horrible. And they're totally unbalanced, the creatures are just health sponges. Â Â Â Â This is interesting because I have always used SIC and the custom SIC Falmers always work for me. Â Â Maybe because the falmer added by SIC use "FalmerRace0x"? Would be interesting to change the GoblinRace into "FalmerRace001" or something like that. I'd rather make SIC compatible with SexLab and not the other way around.
gooser Posted February 20, 2014 Posted February 20, 2014 http://www.loverslab.com/topic/26003-skymomod-v12-sex-lab-compatibility-patch/ Â ?
GrimReaper Posted February 20, 2014 Author Posted February 20, 2014 Aye, but I don't know if it will break stuff if I add the Daedroth to the WereWolfRace or Goblins to the FalmerRace.
gooser Posted February 20, 2014 Posted February 20, 2014 Indeed. I've used SIC a lot more than SkyMoMod. SIC seems to decently work well enough with SL. I wish someone would post a "eureka" post of getting  SIC SkyMoMod SL  All with bestiality extras, SexLabNudeCreatures  working and how they did it. But that is i'm afraid a real fantasy...
GrimReaper Posted February 20, 2014 Author Posted February 20, 2014 Well adding genitalia to the creatures is an easy task, either slap the penis on with nifskope or create an armoraddon in the CK. I'd do the former, though. Editing the meshes directly isn't much of a problem. Getting SexLab to recognize the custom creatures is another story though and I don't really know what the Race entry in the CK does, i.e. I am afraid of breaking some features when I change the Goblins from the Goblin- to the FalmerRace.
gooser Posted February 20, 2014 Posted February 20, 2014 You sound really familiar with the tools. I'm actually on the other side of things - more comfortable with scripting, but I do want to learn Nifscope. I consider my CK skills at the Padawan level - I can do basic things so far.
GrimReaper Posted February 20, 2014 Author Posted February 20, 2014 Well I can say that the SIC Falmer don't work with SL on my end. But jeez, there are so many entries that would need to be changed froom xyzRace to a vanilla race.
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