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Posted

Not yet,

W.I.P. section is where i post early max render, it will be some time before whole anim is ready , esp that i just hit a brick wall and need somone more competent to lend me a hand with exporting draugr out of max.

Posted

Not yet,

W.I.P. section is where i post early max render, it will be some time before whole anim is ready , esp that i just hit a brick wall and need somone more competent to lend me a hand with exporting draugr out of max.

 

Assume you're using Havok to export with ?  What particular issue are you having exporting Drauger out ?

Posted

With Leito's help i think i narowed the issue to not exporting the right skeleton. Few minutes ago i managed to export the animations and it worked more or less fine. Tho female was not aligned correctly in the worse possible way aka moved to the side. Sexlab hates moving to the side and moves diffrently depending on animation angle. In the end animation looks right only in specific angle and players are forced to rotate the scene to find it every time it plays. Personaly i hate it to the point that i scraped the whole animation and starting again. Maybe this time it will align corectly.

Posted

With Leito's help i think i narowed the issue to not exporting the right skeleton. Few minutes ago i managed to export the animations and it worked more or less fine. Tho female was not aligned correctly in the worse possible way aka moved to the side. Sexlab hates moving to the side and moves diffrently depending on animation angle. In the end animation looks right only in specific angle and players are forced to rotate the scene to find it every time it plays. Personaly i hate it to the point that i scraped the whole animation and starting again. Maybe this time it will align corectly.

 

Not that I have any experience in animating but isnt that problem caused by not setting the origin point (0,0,0) correctly?

Posted

For those having the creatureframework api not found issue: The problem is that creatureframework requires PapyrusUtil which DOES NOT come with More Nasty Critters (IT SHOULD!). If you did not had PapyrusUtil and simply installed Creature Framework through MNC than you now what to do now.

 

PapyrusUtil is included in SexLab Framework, which is a dependency of MNC, so no need to include it in MNC. When you are missing PapyrusUtil, then you did something wrong while installing SexLab Framework.

 

Also it has nothing to do with the "CreatureFramework API not found" issue. To resolve this issue you need to install SexLab Aroused (Redux).

Posted

 

With Leito's help i think i narowed the issue to not exporting the right skeleton. Few minutes ago i managed to export the animations and it worked more or less fine. Tho female was not aligned correctly in the worse possible way aka moved to the side. Sexlab hates moving to the side and moves diffrently depending on animation angle. In the end animation looks right only in specific angle and players are forced to rotate the scene to find it every time it plays. Personaly i hate it to the point that i scraped the whole animation and starting again. Maybe this time it will align corectly.

 

Not that I have any experience in animating but isnt that problem caused by not setting the origin point (0,0,0) correctly?

 

 

I have no idea, but ill make sure all future stuff will start and xyz cords at 0 just in case, thanks.

Posted

 

 

With Leito's help i think i narowed the issue to not exporting the right skeleton. Few minutes ago i managed to export the animations and it worked more or less fine. Tho female was not aligned correctly in the worse possible way aka moved to the side. Sexlab hates moving to the side and moves diffrently depending on animation angle. In the end animation looks right only in specific angle and players are forced to rotate the scene to find it every time it plays. Personaly i hate it to the point that i scraped the whole animation and starting again. Maybe this time it will align corectly.

 

Not that I have any experience in animating but isnt that problem caused by not setting the origin point (0,0,0) correctly?

 

 

I have no idea, but ill make sure all future stuff will start and xyz cords at 0 just in case, thanks.

 

How are you testing your animations?  By replacing draugr hkx files?

Posted

 

How do i get the animation where the threesome of the male, the female and dog is played like in the screenshots of this mod?

 

most easy way is with the use of

http://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/

and http://www.loverslab.com/files/file/2018-sexlab-tools-v30/

 

important:

use matchmaker first on woman then on men and finally on dog/wolf

otherwise the animation won't work!

 

 

Thx for the reply. But using Matchmaker doesnt make it work also.. Ans SL Tools does not show any animation unless i am already engaged in sex.

 

I followed your instructions and started off with female, male then wolf, but the male ends up masturbating and female and wolf do their own twosome.

 

Any other hint?

Posted

Sorry if this is a really stupid question, but will this mod work if you use a different mesh for the dogs i.e http://www.nexusmods.com/skyrim/mods/70337/? I've never really liked the custom look of dogs in skyrim!

 

If they keep their original size. There shouldn't be a problem. If it does, well...prepare to tweake every dog animation with any npc you can find because it will nt align. The dicks of the dog will still work i think.

Posted

More Nasty Critters 9.1

 

Changelog

=========

 

Added Mammoth, Chicken, Hare, Hagraven, Steamcenturion (thanks llabsky)
Added Draugr animations (thanks Leito) Finally some more action for all the hordes of Draugr and Skelettons!!!
 
Added Steam Centurion nude mesh (thanks Bad Dog)
Thanks to LordEscobar fot adding Centurion Mesh swapping  to SLNC
 
Added Chicken, Hare, Mammoth and Steam Centurion to Hentai Creatures
 
And since MNC is over 100mb now anyway the nude Hagraven from Vioxsis will stay in. Its much to good to release a version of MNC without it :P
 
 
Cool Stuff all around. Have Fun  :blush:  
 
And dont forget the usual: Reset Animation Registry in SL and Re register all Mods in Creature Framework!!!
 
I stated that this version requires SL 1.60... well... it doesnt but you wont see the new animations in SL 1.59 because of the hard limit this SL version had. I did ponder the suggestion of a pre-selection menu like "Nonsexlab Animations" has. Though that is a nice solution, putting all that effort into something to support an outdated version of SL seems like a waste.
 
Posted

Thanks of update Dentarr, can't wait to see those in game. When i decide to use SL 1.60 that is :D Still paranoid.

 

@Leito - yes i just replace old draugar missionary hkx files, modified script abit so it doesnt turn characters 180 degrees. Don't know any better way.

Posted

Thanks of update Dentarr, can't wait to see those in game. When i decide to use SL 1.60 that is :D Still paranoid.

 

@Leito - yes i just replace old draugar missionary hkx files, modified script abit so it doesnt turn characters 180 degrees. Don't know any better way.

 

You could replace Leitos animations... they have no offset, turn or other weirdness and that would make testing easyer I guess.

 

And why are you afraid of SL 1.60? It doesnt bite ;)

Posted

Is the 9_0 file the new one ? :D

Thanks for the update, looks way to great to test all at once :heart:

 

No the 9.1 one. Fixed. Getting late...

Posted

Is the 9_0 file the new one ? :D

Thanks for the update, looks way to great to test all at once :heart:

 

9_1 is the latest, but you need to click on one of the Download (Other Versions) buttons with the random text and get it from Mega.  That's just the way the mega links show up in LL downloads.

Posted

Dentarr thank you for update, i have an cuestion about hag textures, i put data\textures\actors\hagraven but hag body is purple.

 

Thats the path in the mod yes. You should have 10 .dds files there. face, torso, dress....

Posted

 

Is the 9_0 file the new one ? :D

Thanks for the update, looks way to great to test all at once :heart:

 

9_1 is the latest, but you need to click on one of the Download (Other Versions) buttons with the random text and get it from Mega.  That's just the way the mega links show up in LL downloads.

 

 

 

 

Is the 9_0 file the new one ? :D

Thanks for the update, looks way to great to test all at once :heart:

 

No the 9.1 one. Fixed. Getting late...

 

Ok thanks. I didnt saw the big red sentence. My fault :angel:

Posted

And now for something completely different:

 

Ran into a little problem during testing and maybe someone here knows about it.

 

Since my update to SL 1.60 non cyclic animation stages dont play correctly anymore. If a stage in an animtion is non cyclic (registeres in FNIS as "S -a ....") only one actor plays it and the other immediatly plays the next stage.

 

Happens with critters and with humans. Tested "Arrok Rape" where stage 1 is non cyclic. Tested "TrollMissionaryAlt" and "TrollCowgirl" where stage 1 is non cyclic too. all the same result. One actor plays as it should the other skips to stage 2.

 

Came to realize that problem when I tested llabskys Boar animation where the last stage should be non cyclic. And I couldnt get it going. Now I know its not a problem with the animation but with something else.

 

Just wondering if I am the only one with that problem. It makes testing new animations quite nightmare-ish...

 

Posted

I actually have an issue where the first stage of any animation just won't replay with SL 1.6.2.  Not an issue for you but in the same vein as what your having.

Posted

 

Dentarr thank you for update, i have an cuestion about hag textures, i put data\textures\actors\hagraven but hag body is purple.

 

Thats the path in the mod yes. You should have 10 .dds files there. face, torso, dress....

 

No 9, in 7z file was that files.

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