Bad Dog Posted September 21, 2015 Posted September 21, 2015 Yep. Just as I suspected, it doesn't work. This goes to those of you who got it working. You need to share your modified sslCreatureAnimationSlots file (Because I know for a fact you changed it.). It is a requirement for these new animations to work. Nope. MNC extends sslCreatureAnimationSlots to add its own races and animations.
parruyo Posted September 21, 2015 Posted September 21, 2015 Â Yep. Just as I suspected, it doesn't work. This goes to those of you who got it working. You need to share your modified sslCreatureAnimationSlots file (Because I know for a fact you changed it.). It is a requirement for these new animations to work. Nope. MNC extends sslCreatureAnimationSlots to add its own races and animations. Â And why don't work with new creatures only?
Stiffon Posted September 21, 2015 Posted September 21, 2015  Yep. Just as I suspected, it doesn't work. This goes to those of you who got it working. You need to share your modified sslCreatureAnimationSlots file (Because I know for a fact you changed it.). It is a requirement for these new animations to work. Nope. MNC extends sslCreatureAnimationSlots to add its own races and animations.   So that's not the problem with my animations no longer working! What have I missed? Something, cos all was working well until I did the update - this is a stable mod (pretty much) and has been for some time, so it must be a setting or a reset or something I have missed?! Have run fnis, reset SL animations, re-registered CF - help
Sacremas Posted September 21, 2015 Posted September 21, 2015 Just checking, running down possibilities here, has anyone with a heavy load order (220+ mods) running 1.60 noted a serious instabiltiy with latest MNC, massive performance drop, huge amounts of stack dumps in papyrus (2 hours of play and my Papyrus log was 10 MB)? I added several new mods and updated several to this profile so there's a good chance it's not MNC, but a incompatibility issue was mentioned.
Reesewow Posted September 21, 2015 Posted September 21, 2015   Yep. Just as I suspected, it doesn't work. This goes to those of you who got it working. You need to share your modified sslCreatureAnimationSlots file (Because I know for a fact you changed it.). It is a requirement for these new animations to work. Nope. MNC extends sslCreatureAnimationSlots to add its own races and animations.   So that's not the problem with my animations no longer working! What have I missed? Something, cos all was working well until I did the update - this is a stable mod (pretty much) and has been for some time, so it must be a setting or a reset or something I have missed?! Have run fnis, reset SL animations, re-registered CF - help   Are you trying to upgrade the file on an old save?  If so try starting a new save and see if things are broken still/make sure that the SL option to allow creature animations is checked and that SL shows it has creature animations in its animation editor.  If it is still broken, you'll need to post a papyrus log/load order, people can't really help without those.
dentarr Posted September 21, 2015 Author Posted September 21, 2015 (Haven't tried 3.5 just yet) I'm curious, I see many people saying they're having issues, but what actually surprises me is that some people say it's working fine. This is because, from my experience, it is impossible to select a creature in sexlab for animation unless they are in the sslCreatureAnimationSlots file. Checking the scripts included in 3.5, it does not include an update for this file to include the new creatures. Sooo, my question is, why the hell is it actually working? You're turning everything I know about sexlab actor selection upside down right now!  (Gonna see if it works for me now...)  *Update  Yep. Just as I suspected, it doesn't work. This goes to those of you who got it working. You need to share your modified sslCreatureAnimationSlots file (Because I know for a fact you changed it.). It is a requirement for these new animations to work.  This is simply not true.  You can add creatures by using the recommended way Ashal gave for expanding SL. And if you check the scripts of my mod you will see how that is done. I havent touched Ashals scripts themselves since V2 of MNC.  So unless you are talking about something completely different....
dentarr Posted September 21, 2015 Author Posted September 21, 2015 To sum things up:  This will definately work on 1.59. But as I said it hits the hard limit of animations there. So if you add animations from ANOTHER source you are likely over this limit. Check the animation toggle menu in SL if animations are listed there!  As of 1.60: I wont get to my workstation until Saturday. I will start work on migration my Skyrim install and then MNC to SL 1.60. So until I do I cant check what works or doesnt work there. From what I heared it SHOULD work. Maybe it allows adding animations for existing critters but the way to add new races has changed and is incompatible... dont know. Have to get some reading up to do I guess...  Since Leitos new animations seem to work on SL 1.60 this is pretty much the only explanation I can find right now.   Is anybody here using SL 1.60 and can use Deer, Netch, Ashhopper etc? Â
NamelessF Posted September 21, 2015 Posted September 21, 2015 To sum things up:  This will definately work on 1.59. But as I said it hits the hard limit of animations there. So if you add animations from ANOTHER source you are likely over this limit. Check the animation toggle menu in SL if animations are listed there!  As of 1.60: I wont get to my workstation until Saturday. I will start work on migration my Skyrim install and then MNC to SL 1.60. So until I do I cant check what works or doesnt work there. From what I heared it SHOULD work.  You mean new creature's animations should work perfectly with 1.60?  I reseted animation registry and saw new creature animations enrolled in toggle list but couldn't activate the motions through hentai creature, match maker, defeat.Â
Guest Posted September 21, 2015 Posted September 21, 2015 Hi dentarr - I jst want to thank you for hard work and for update. One small report - using Match maker, skeevers, wolfs, bears and other creatures works in my game but deers. Have 1.60.2 SL and all requirements updated.
dentarr Posted September 21, 2015 Author Posted September 21, 2015 Hi dentarr - I jst want to thank you for hard work and for update. One small report - using Match maker, skeevers, wolfs, bears and other creatures works in my game but deers. Have 1.60.2 SL and all requirements updated. Â Okay now THAT is spooky.... Since Skeevers are a new Race too they should have the same problem. Â Will have to investigate on Saturday.
Guest Posted September 21, 2015 Posted September 21, 2015 Â Hi dentarr - I jst want to thank you for hard work and for update. One small report - using Match maker, skeevers, wolfs, bears and other creatures works in my game but deers. Have 1.60.2 SL and all requirements updated. Â Okay now THAT is spooky.... Since Skeevers are a new Race too they should have the same problem. Â Will have to investigate on Saturday. Â Â I do not know why one animal kind works and other not, but I loved Skeever's animations. All of them works just fine and I'm thrilled how well aligment works. Thanks drentarr.
Reesewow Posted September 21, 2015 Posted September 21, 2015 Â Hi dentarr - I jst want to thank you for hard work and for update. One small report - using Match maker, skeevers, wolfs, bears and other creatures works in my game but deers. Have 1.60.2 SL and all requirements updated. Â Okay now THAT is spooky.... Since Skeevers are a new Race too they should have the same problem. Â Will have to investigate on Saturday. Â Â Not really spooky, SL 1.60 appears to include all the races included in MNC up to the point 1.60 was released. Â From the sslCreatureAnimationSlots.psc source file installed with SL 1.60:Â Â Â Â function RegisterRaces() ClearRaceKey("Bears") AddRaceID("Bears", "BearBlackRace") AddRaceID("Bears", "BearBrownRace") AddRaceID("Bears", "BearSnowRace") Â ClearRaceKey("SabreCats") AddRaceID("SabreCats", "SabreCatRace") AddRaceID("SabreCats", "SabreCatSnowyRace") AddRaceID("SabreCats", "DLC1SabreCatGlowRace") Â ClearRaceKey("Chaurus") AddRaceID("Chaurus", "ChaurusRace") AddRaceID("Chaurus", "ChaurusReaperRace") AddRaceID("Chaurus", "DLC1_BF_ChaurusRace") Â ClearRaceKey("Dragons") AddRaceID("Dragons", "DragonRace") AddRaceID("Dragons", "UndeadDragonRace") AddRaceID("Dragons", "DLC1UndeadDragonRace") AddRaceID("Dragons", "_00MechaDragonRace0") AddRaceID("Dragons", "_00MechaDragonRace1") AddRaceID("Dragons", "_00MechaDragonRace2") AddRaceID("Dragons", "_00MechaDragonRace3") Â ClearRaceKey("Draugrs") AddRaceID("Draugrs", "DraugrRace") AddRaceID("Draugrs", "DraugrMagicRace") AddRaceID("Draugrs", "RigidSkeletonRace") AddRaceID("Draugrs", "SkeletonNecroRace") AddRaceID("Draugrs", "SkeletonRace") AddRaceID("Draugrs", "SkeletonArmorRace") AddRaceID("Draugrs", "DLC1SoulCairnKeeperRace") AddRaceID("Draugrs", "DLC1SoulCairnSkeletonArmorRace") AddRaceID("Draugrs", "DLC1BlackSkeletonRace") AddRaceID("Draugrs", "DLC1SoulCairnSkeletonNecroRace") AddRaceID("Draugrs", "_00ArmoredSkeletonArgonianRace") AddRaceID("Draugrs", "_00ArmoredSkeletonBeastRace_Old") AddRaceID("Draugrs", "_00ArmoredSkeletonKhajiitRace") AddRaceID("Draugrs", "_00ArmoredSkeletonRace") AddRaceID("Draugrs", "_00ArmoredSkeletonRace_Old") AddRaceID("Draugrs", "_00ChaurusGrimWarriorRace") AddRaceID("Draugrs", "_00ChaurusWarriorRace") AddRaceID("Draugrs", "_00BeastSkeletonRace") AddRaceID("Draugrs", "_00DramanRace") AddRaceID("Draugrs", "_00DraugrDwarvenRace") AddRaceID("Draugrs", "_00DraugrOneEyeRace") AddRaceID("Draugrs", "_00DraugrRaceSH") AddRaceID("Draugrs", "_00DraugrVarRace") AddRaceID("Draugrs", "_00DLC1BonemanSkeletonRace") AddRaceID("Draugrs", "_00LichRace") AddRaceID("Draugrs", "_00RigidSkeletonBeastRace") AddRaceID("Draugrs", "DLC2HulkingDraugrRace") AddRaceID("Draugrs", "DLC2AshSpawnRace") AddRaceID("Draugrs", "DLC2RigidSkeletonRace") Â ClearRaceKey("Falmers") AddRaceID("Falmers", "FalmerRace") AddRaceID("Falmers", "_00FalmerRace01") AddRaceID("Falmers", "_00FalmerRace02") AddRaceID("Falmers", "_00FalmerRace03") AddRaceID("Falmers", "_00FalmerRace04") AddRaceID("Falmers", "_00FalmerRace05") AddRaceID("Falmers", "_00GoblinRace") Â ClearRaceKey("Giants") AddRaceID("Giants", "GiantRace") AddRaceID("Giants", "DLC2GhostFrostGiantRace") AddRaceID("Giants", "_00GiantFrostRace") Â ClearRaceKey("Horses") AddRaceID("Horses", "HorseRace") Â ClearRaceKey("Spiders") AddRaceID("Spiders", "FrostbiteSpiderRace") AddRaceID("Spiders", "_00ChaurusCrawlerRace") AddRaceID("Spiders", "_00DwarvenSpiderBoltRace") AddRaceID("Spiders", "_00DwarvenSpiderFireRace") AddRaceID("Spiders", "_00SkeletonSpiderRace") Â ClearRaceKey("LargeSpiders") AddRaceID("LargeSpiders", "FrostbiteSpiderRaceGiant") AddRaceID("LargeSpiders", "FrostbiteSpiderRaceLarge") AddRaceID("LargeSpiders", "_00ChaurusCrawlerRaceGiant") AddRaceID("LargeSpiders", "_00ChaurusCrawlerRaceLarge") Â ClearRaceKey("Trolls") AddRaceID("Trolls", "TrollRace") AddRaceID("Trolls", "TrollFrostRace") AddRaceID("Trolls", "DLC1TrollFrostRaceArmored") AddRaceID("Trolls", "DLC1TrollRaceArmored") AddRaceID("Trolls", "_00DLC1SwampTrollRaceArmored") Â ClearRaceKey("Werewolves") AddRaceID("Werewolves", "WerewolfBeastRace") AddRaceID("Werewolves", "DLC2WerebearBeastRace") AddRaceID("Werewolves", "_00GreaterShoggothRace") AddRaceID("Werewolves", "_00WerebearBeastBlackRace") AddRaceID("Werewolves", "_00WerebearBeastSnowRace") AddRaceID("Werewolves", "_00WereSkeeverBeastRace") AddRaceID("Werewolves", "_00DaedrothRace") AddRaceID("Werewolves", "_00DramanBeastRace") AddRaceID("Werewolves", "_00DwarvenPunisherRace") AddRaceID("Werewolves", "_00WerewolfKingBeastRace") Â ClearRaceKey("Wolves") AddRaceID("Wolves", "WolfRace") AddRaceID("Wolves", "DLC1DeathHoundCompanionRace") AddRaceID("Wolves", "DLC1DeathHoundRace") AddRaceID("Wolves", "_00AspectRace") AddRaceID("Wolves", "FoxRace") Â ClearRaceKey("Dogs") AddRaceID("Dogs", "DogRace") AddRaceID("Dogs", "DogCompanionRace") AddRaceID("Dogs", "MG07DogRace") AddRaceID("Dogs", "DA03BarbasDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRace") AddRaceID("Dogs", "DLC1HuskyArmoredRace") AddRaceID("Dogs", "DLC1HuskyBareCompanionRace") AddRaceID("Dogs", "DLC1HuskyBareRace") Â ClearRaceKey("VampireLords") AddRaceID("VampireLords", "DLC1VampireBeastRace") AddRaceID("VampireLords", "_00DramanHunterRace") AddRaceID("VampireLords", "_00FeralVampRace") AddRaceID("VampireLords", "_00SkeletonLordRace") Â ClearRaceKey("Gargoyles") AddRaceID("Gargoyles", "DLC1GargoyleRace") AddRaceID("Gargoyles", "DLC1GargoyleVariantBossRace") AddRaceID("Gargoyles", "DLC1GargoyleVariantGreenRace") AddRaceID("Gargoyles", "_00FrostBruteRace") AddRaceID("Gargoyles", "_00WrathBruteRace") AddRaceID("Gargoyles", "_00DramanBruteRace") Â ClearRaceKey("Rieklings") AddRaceID("Rieklings", "DLC2RieklingRace") AddRaceID("Rieklings", "DLC2ThirskRieklingRace") Â ClearRaceKey("Seekers") AddRaceID("Seekers", "DLC2SeekerRace") Â ClearRaceKey("Lurkers") AddRaceID("Lurkers", "DLC2LurkerRace") Â ClearRaceKey("Spriggans") AddRaceID("Spriggans", "SprigganRace") AddRaceID("Spriggans", "SprigganMatronRace") AddRaceID("Spriggans", "SprigganEarthMotherRace") AddRaceID("Spriggans", "DLC2SprigganBurntRace") AddRaceID("Spriggans", "_00FrostSprigganMatronRace") AddRaceID("Spriggans", "_00VenerableSprigganBurntRace") AddRaceID("Spriggans", "_00VenerableSprigganEarthMotherRace") AddRaceID("Spriggans", "_00VenerableSprigganMatronRace") AddRaceID("Spriggans", "_00VenerableSprigganRace") AddRaceID("Spriggans", "_00DwarvenDroidRace03") Â ClearRaceKey("FlameAtronach") AddRaceID("FlameAtronach", "AtronachFlameRace") AddRaceID("FlameAtronach", "_SLSD_AtronachFlameRace") AddRaceID("FlameAtronach", "_00DwarvenDroidRace01") Â ClearRaceKey("Skeevers") AddRaceID("Skeevers", "SkeeverRace") Â ClearRaceKey("Chickens") AddRaceID("Chkickens", "ChickenRace") Â Latest MNC seems to add the new animations for creatures that worked in 1.60 already just fine, it is just the races added in this latest patch that aren't triggering for me.
dentarr Posted September 21, 2015 Author Posted September 21, 2015 Okay, just reread Ashals posting on page 174. So registering new Races works completely different in 1.60 now. Thats why it seems to work to add new animations the way I always did but not assigning the apropriate races. Â Guess I have my work cut out for me... Â Â Â Â
Teruke Posted September 21, 2015 Posted September 21, 2015 it seems everything prior to 8.5 works with SL 1.6, the new creatures included do not
dentarr Posted September 21, 2015 Author Posted September 21, 2015 Â Â Hi dentarr - I jst want to thank you for hard work and for update. One small report - using Match maker, skeevers, wolfs, bears and other creatures works in my game but deers. Have 1.60.2 SL and all requirements updated. Â Okay now THAT is spooky.... Since Skeevers are a new Race too they should have the same problem. Â Will have to investigate on Saturday. Â Â Not really spooky, SL 1.60 appears to include all the races included in MNC up to the point 1.60 was released. Â From the sslCreatureAnimationSlots.psc source file installed with SL 1.60:Â Â Â Â function RegisterRaces() ClearRaceKey("Bears") AddRaceID("Bears", "BearBlackRace") AddRaceID("Bears", "BearBrownRace") AddRaceID("Bears", "BearSnowRace") Â ClearRaceKey("SabreCats") AddRaceID("SabreCats", "SabreCatRace") AddRaceID("SabreCats", "SabreCatSnowyRace") AddRaceID("SabreCats", "DLC1SabreCatGlowRace") Â ClearRaceKey("Chaurus") AddRaceID("Chaurus", "ChaurusRace") AddRaceID("Chaurus", "ChaurusReaperRace") AddRaceID("Chaurus", "DLC1_BF_ChaurusRace") Â ClearRaceKey("Dragons") AddRaceID("Dragons", "DragonRace") AddRaceID("Dragons", "UndeadDragonRace") AddRaceID("Dragons", "DLC1UndeadDragonRace") AddRaceID("Dragons", "_00MechaDragonRace0") AddRaceID("Dragons", "_00MechaDragonRace1") AddRaceID("Dragons", "_00MechaDragonRace2") AddRaceID("Dragons", "_00MechaDragonRace3") Â ClearRaceKey("Draugrs") AddRaceID("Draugrs", "DraugrRace") AddRaceID("Draugrs", "DraugrMagicRace") AddRaceID("Draugrs", "RigidSkeletonRace") AddRaceID("Draugrs", "SkeletonNecroRace") AddRaceID("Draugrs", "SkeletonRace") AddRaceID("Draugrs", "SkeletonArmorRace") AddRaceID("Draugrs", "DLC1SoulCairnKeeperRace") AddRaceID("Draugrs", "DLC1SoulCairnSkeletonArmorRace") AddRaceID("Draugrs", "DLC1BlackSkeletonRace") AddRaceID("Draugrs", "DLC1SoulCairnSkeletonNecroRace") AddRaceID("Draugrs", "_00ArmoredSkeletonArgonianRace") AddRaceID("Draugrs", "_00ArmoredSkeletonBeastRace_Old") AddRaceID("Draugrs", "_00ArmoredSkeletonKhajiitRace") AddRaceID("Draugrs", "_00ArmoredSkeletonRace") AddRaceID("Draugrs", "_00ArmoredSkeletonRace_Old") AddRaceID("Draugrs", "_00ChaurusGrimWarriorRace") AddRaceID("Draugrs", "_00ChaurusWarriorRace") AddRaceID("Draugrs", "_00BeastSkeletonRace") AddRaceID("Draugrs", "_00DramanRace") AddRaceID("Draugrs", "_00DraugrDwarvenRace") AddRaceID("Draugrs", "_00DraugrOneEyeRace") AddRaceID("Draugrs", "_00DraugrRaceSH") AddRaceID("Draugrs", "_00DraugrVarRace") AddRaceID("Draugrs", "_00DLC1BonemanSkeletonRace") AddRaceID("Draugrs", "_00LichRace") AddRaceID("Draugrs", "_00RigidSkeletonBeastRace") AddRaceID("Draugrs", "DLC2HulkingDraugrRace") AddRaceID("Draugrs", "DLC2AshSpawnRace") AddRaceID("Draugrs", "DLC2RigidSkeletonRace") Â ClearRaceKey("Falmers") AddRaceID("Falmers", "FalmerRace") AddRaceID("Falmers", "_00FalmerRace01") AddRaceID("Falmers", "_00FalmerRace02") AddRaceID("Falmers", "_00FalmerRace03") AddRaceID("Falmers", "_00FalmerRace04") AddRaceID("Falmers", "_00FalmerRace05") AddRaceID("Falmers", "_00GoblinRace") Â ClearRaceKey("Giants") AddRaceID("Giants", "GiantRace") AddRaceID("Giants", "DLC2GhostFrostGiantRace") AddRaceID("Giants", "_00GiantFrostRace") Â ClearRaceKey("Horses") AddRaceID("Horses", "HorseRace") Â ClearRaceKey("Spiders") AddRaceID("Spiders", "FrostbiteSpiderRace") AddRaceID("Spiders", "_00ChaurusCrawlerRace") AddRaceID("Spiders", "_00DwarvenSpiderBoltRace") AddRaceID("Spiders", "_00DwarvenSpiderFireRace") AddRaceID("Spiders", "_00SkeletonSpiderRace") Â ClearRaceKey("LargeSpiders") AddRaceID("LargeSpiders", "FrostbiteSpiderRaceGiant") AddRaceID("LargeSpiders", "FrostbiteSpiderRaceLarge") AddRaceID("LargeSpiders", "_00ChaurusCrawlerRaceGiant") AddRaceID("LargeSpiders", "_00ChaurusCrawlerRaceLarge") Â ClearRaceKey("Trolls") AddRaceID("Trolls", "TrollRace") AddRaceID("Trolls", "TrollFrostRace") AddRaceID("Trolls", "DLC1TrollFrostRaceArmored") AddRaceID("Trolls", "DLC1TrollRaceArmored") AddRaceID("Trolls", "_00DLC1SwampTrollRaceArmored") Â ClearRaceKey("Werewolves") AddRaceID("Werewolves", "WerewolfBeastRace") AddRaceID("Werewolves", "DLC2WerebearBeastRace") AddRaceID("Werewolves", "_00GreaterShoggothRace") AddRaceID("Werewolves", "_00WerebearBeastBlackRace") AddRaceID("Werewolves", "_00WerebearBeastSnowRace") AddRaceID("Werewolves", "_00WereSkeeverBeastRace") AddRaceID("Werewolves", "_00DaedrothRace") AddRaceID("Werewolves", "_00DramanBeastRace") AddRaceID("Werewolves", "_00DwarvenPunisherRace") AddRaceID("Werewolves", "_00WerewolfKingBeastRace") Â ClearRaceKey("Wolves") AddRaceID("Wolves", "WolfRace") AddRaceID("Wolves", "DLC1DeathHoundCompanionRace") AddRaceID("Wolves", "DLC1DeathHoundRace") AddRaceID("Wolves", "_00AspectRace") AddRaceID("Wolves", "FoxRace") Â ClearRaceKey("Dogs") AddRaceID("Dogs", "DogRace") AddRaceID("Dogs", "DogCompanionRace") AddRaceID("Dogs", "MG07DogRace") AddRaceID("Dogs", "DA03BarbasDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRace") AddRaceID("Dogs", "DLC1HuskyArmoredRace") AddRaceID("Dogs", "DLC1HuskyBareCompanionRace") AddRaceID("Dogs", "DLC1HuskyBareRace") Â ClearRaceKey("VampireLords") AddRaceID("VampireLords", "DLC1VampireBeastRace") AddRaceID("VampireLords", "_00DramanHunterRace") AddRaceID("VampireLords", "_00FeralVampRace") AddRaceID("VampireLords", "_00SkeletonLordRace") Â ClearRaceKey("Gargoyles") AddRaceID("Gargoyles", "DLC1GargoyleRace") AddRaceID("Gargoyles", "DLC1GargoyleVariantBossRace") AddRaceID("Gargoyles", "DLC1GargoyleVariantGreenRace") AddRaceID("Gargoyles", "_00FrostBruteRace") AddRaceID("Gargoyles", "_00WrathBruteRace") AddRaceID("Gargoyles", "_00DramanBruteRace") Â ClearRaceKey("Rieklings") AddRaceID("Rieklings", "DLC2RieklingRace") AddRaceID("Rieklings", "DLC2ThirskRieklingRace") Â ClearRaceKey("Seekers") AddRaceID("Seekers", "DLC2SeekerRace") Â ClearRaceKey("Lurkers") AddRaceID("Lurkers", "DLC2LurkerRace") Â ClearRaceKey("Spriggans") AddRaceID("Spriggans", "SprigganRace") AddRaceID("Spriggans", "SprigganMatronRace") AddRaceID("Spriggans", "SprigganEarthMotherRace") AddRaceID("Spriggans", "DLC2SprigganBurntRace") AddRaceID("Spriggans", "_00FrostSprigganMatronRace") AddRaceID("Spriggans", "_00VenerableSprigganBurntRace") AddRaceID("Spriggans", "_00VenerableSprigganEarthMotherRace") AddRaceID("Spriggans", "_00VenerableSprigganMatronRace") AddRaceID("Spriggans", "_00VenerableSprigganRace") AddRaceID("Spriggans", "_00DwarvenDroidRace03") Â ClearRaceKey("FlameAtronach") AddRaceID("FlameAtronach", "AtronachFlameRace") AddRaceID("FlameAtronach", "_SLSD_AtronachFlameRace") AddRaceID("FlameAtronach", "_00DwarvenDroidRace01") Â ClearRaceKey("Skeevers") AddRaceID("Skeevers", "SkeeverRace") Â ClearRaceKey("Chickens") AddRaceID("Chkickens", "ChickenRace") Â Latest MNC seems to add the new animations for creatures that worked in 1.60 already just fine, it is just the races added in this latest patch that aren't triggering for me. Â Â Oh Ashal added SkeeverRace already. Okay that clears things up. Thanks man!
myuhinny Posted September 21, 2015 Posted September 21, 2015 I finally got it working with my 1.59c version it creatures weren't doing anything spells gave the your shizzle fizzled on the creature. Uninstalled 1.59c MNC ran FNIS and noticed it was scanning FNIS 5.1.1 from somewhere nuked everything that had FNIS in it. Reinstalled 1.59c MNC and then the new FNIS files. One thing I noticed during the whole time of trying to get it working was that I getting a creatureframe work api missing error not sure what was causing that I just kept ignoring it but I think it has something to do with the creatureframe works menus screen as I couldn't click on anything as everything was grayed out. Tried again still same then forgot about activating creatures in sexlab after doing that the creatures all worked including the newly added ones. Â Â I was using the non fomod one.
dentarr Posted September 21, 2015 Author Posted September 21, 2015 Okay from what I glimpsed I only have to redo Race declaration to get it working in SL 1.60. Shouldnt be that much of a problem but we'll see... Â Of course once I do that new versions of MNC will no longer work with SL prior to 1.6 Â So those who dont want to upgrade to 1.60 should probably grab MNC before next week
Ashal Posted September 21, 2015 Posted September 21, 2015 Okay from what I glimpsed I only have to redo Race declaration to get it working in SL 1.60. Shouldnt be that much of a problem but we'll see...  Of course once I do that new versions of MNC will no longer work with SL prior to 1.6  So those who dont want to upgrade to 1.60 should probably grab MNC before next week  The main difference is you can just define sets of races under a single string key, rather than having to make string arrays which were hard to work with for other mods looking to add additional races to already established sets of race ids.  The semi-backwards compatibility of 1.59c  -> 1.60 for this is when you give it a string array in 1.60 like how it used to be done, it will check the races you passed it for any registered 1.60 style race keys that includes that race and use the first one. So if you give an animation in 1.60 the 1.59c style string array with "SkeeverRace", it will look at all the 1.60 race keys for one that contains SkeeverRace and then set that animations race key to the one it found, which would be "Skeever"  This works backwards only if the race key already exists, which is why the only ones having an issue with 1.60 are races not already added by 1.60.  You can keep MNC backwards compatible with 1.59c by doing something like the following: ; // Contains the AddRaceID() global funciton added in 1.60 import sslCreatureAnimationSlots ; // Triggered by 1.60+ after sexlab registers the default races, but BEFORE animation registration RegisterForModEvent("SexLabRegisterCreatureKey", "RegisterCustomRaces") ; // Will only be called by 1.60+, so there should be no errors for people on 1.59c function RegisterCustomRaces() ; // Add races associated with the deers key AddRaceID("Deers", "DeerRace") AddRaceID("Deers", "ElkRace") ; // Add a new type of troll race to sexlab's default AddRaceID("Trolls", "_00DLC1SwampTrollRaceArmored") endFunction This way when you later register a deer animation using the 1.59c style string array, there will be an established "Deers" race key to enable the backwards compatibility in 1.60. This should solve MOST of the backwards compatibility issues if you want to maintain 1.59c support.  However, since the race keys are picked by the first found key with a matching race id, this WON'T work for cases like "Werewolfgal" and "Werewolfpanic" since they both contain "WerewolfbeastRace" it's going to default to one or the other racekey for both of your string arrays. For this the only solution would be to use 1.60's style of setting races on an animation instead, and making use of the new gendered animations feature.
Ashal Posted September 21, 2015 Posted September 21, 2015 However, since the race keys are picked by the first found key with a matching race id, this WON'T work for cases like "Werewolfgal" and "Werewolfpanic" since they both contain "WerewolfbeastRace" it's going to default to one or the other racekey for both of your string arrays. For this the only solution would be to use 1.60's style of setting races on an animation instead, and making use of the new gendered animations feature. Â Actually I take this part back, you could still make it compatible with both by doing something like the following: Function WerewolfBehind(Int id) ; <snip> if SexLabUtil.GetVersion() < 16000 Base.SetRaceIDs(Werewolfgal) ; // 1.59c string array else Base.SetRaceKey("Werewolfgal") ; // 1.60+ race key that has had AddRaceID("Werewolfgal", "WerewolfbeastRace") endIf ; <snip> EndFunction Personally however I'd prefer things just be made using 1.60 proper so people will stop using the old version. Plus the whole creature genders stuff was more or less added just for this, would be nice to see it get some proper use x.x Just my opinion though, if you'd prefer to maintain compatibility with 1.59c, the above should do it without any problems.
baltazard1122 Posted September 21, 2015 Posted September 21, 2015 We used to see the good work done here thanks dentarr is there anything you just cant do? Anyway we need more sabrecat animations  http://www.loverslab.com/files/file/2327-big-sexy-cats/
dentarr Posted September 21, 2015 Author Posted September 21, 2015 We used to see the good work done here thanks dentarr is there anything you just cant do? Anyway we need more sabrecat animations  http://www.loverslab.com/files/file/2327-big-sexy-cats/  That is something I just cant do  Maybe one of the great animators here take that on.  And yeah, that new project of Bad Dog looks extremely cool!    Personally however I'd prefer things just be made using 1.60 proper so people will stop using the old version. Plus the whole creature genders stuff was more or less added just for this, would be nice to see it get some proper use x.x Just my opinion though, if you'd prefer to maintain compatibility with 1.59c, the above should do it without any problems.   Thanks a lot Ashal! Hope I can get it done by the weekend. And I do agree with you. After all people requested the creature gender stuff and an easyer way to add races. Now mods not using it is...  well my excuse is that I currently have very limitted spare time but I ll get it done somehow.
Nicobay Posted September 21, 2015 Posted September 21, 2015 oh ? damn , well i just wait that 1.6 version include those awesome new animation then : 3
pipinosgr Posted September 21, 2015 Posted September 21, 2015 is there a replacement for the black stripes on the khajiit race's waist or to bring back its default? thanks in advance
Shadowwolf88 Posted September 21, 2015 Posted September 21, 2015 the animation in the new creatures will not start what to do?
magicrealm Posted September 21, 2015 Posted September 21, 2015 dentarr can you make a spell that summons a random creature ?
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