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Mayus Animation Overhaul not compatible with the Lovers with PK


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Posted

Response to this (my) problem. :P

 

http://www.loverslab.com/showthread.php?tid=4242&pid=90783#pid90783

 

Finally after long hours of testing each single of about 50 mods I found something interesting.

 

The Lovers is incompatible with MAO - Mayus Animation Overhaul.

 

That is because MAO - Mayus Animation Overhaul changes the folder in which standard Oblivion vanilla NPCs look for animations. They no longer go to meshes/characters/_male but look for their animations in Meshes\Mayu's Projects[M]\Animation Overhaul\Vanilla

 

I bet that Lovers are designed to look for animations in standard Meshes\Characters\_male\Idleanims\ani2 and that's why the NPC and player is standing during the sex. I have not tested this yet. But I bet that animation would correctly fire up with MAO if two npcs from mods/or player and npcs from mod were having sex. Because the MAO does not restrict them to go for animations in Meshes\Mayu's Projects[M]\Animation Overhaul\Vanilla.

 

I tried to change the order Mayu's Animation Overhaul.esp is situated in the load order but it does not seem to have effect because when I placed after and before LoversAnimsObjectsPriority.esp it didn't change a thing. The Lovers animations still were not firing up properly.

 

I hope someone will come with the fix. :)

 

Saying it to myself this discovery "screw up" my idea for great installation I described here http://www.loverslab.com/showthread.php?tid=4665

 

I will have to go out without MAO somehow oldlolgif_rrnreqs.gifoldlolgif_rrnreqs.gifoldlolgif_rrnreqs.gif

Posted

you can't fix something is not even suppose to work together. it's like mxing apples and pears it will not work. Animation overhaul will not work period. You fix one thing it breaks another.

 

Besides this is old news, we alsready figured out on old wolflore. But allot of info got wasted when we transferd here.

Posted

Besides this is old news' date=' we alsready figured out on old wolflore. But allot of info got wasted when we transferd here.

[/quote']

 

http://www.loverslab.com/showthread.php?tid=4242&pid=89965#pid89965

 

If so I wonder why nobody told me about this. I listed Mayu's Animation Overhaul.esp in load order list. If it were true that would be the first mod to look for and rule out that Mayu's is not compatible with Lovers with PK.

 

Posted

Probebly because there is not many from the old wolflore still helping with trouble shoot. MOA was great for combat or walk. But for everything else it will break greatly. In order to make lovers with pk work your gonna have to change the full structure of the iddles to accomodate MOA. Well good luck with that. You have to change so many things in it. That it will take a long time to do.

 

Animation project came a long way. So if anyone wants to do this they are gonna need to do what i did from the ground up, and then make both of them compatible.

Posted

You could still use the animations from mayu that you liked in place of other animations. Such as, nomaam.

 

You just wouldn't be able to have so much diversity of animations between npcs.

  • 3 months later...
  • 3 weeks later...
Posted

Can someone shed me a light on how do i make them compatible?

 

I dont care if it takes time.

I have time to work on it.

 

Mainly bec i want my PC to remain unique, the only one who can perform the moves.

Posted

Ive changed every single animation directory of IdlesAnimPriority and all Lovers Plugin, to use Mayu's location.

 

1. It doesnt work. Still the same

2. I havent change anything on LoversAnimObjectPriority cause no conflicts exist. Ill change them tommorrow to use Mayu's directory, if this doesnt work then

 

3. F*ck it. They must be tied to scripts, or some thing cody.

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