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Sex animations.


Mulister

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Posted

Has anyone here had any time to investigate the Adult Animations over at casualmods.net? Theres a pic on the "what mod is this" thread on page 521 that kind of makes me curious as to what that particular modder is doing, looks like a whole new set of dialogue....he was the one that made adult animations pre ck and it looks like he's continuing work on it...

 

heres a link to the forum page:

 

http://www.loverslab.com/showthread.php?tid=4158&page=521

Posted

Has anyone here had any time to investigate the Adult Animations over at casualmods.net? Theres a pic on the "what mod is this" thread on page 521 that kind of makes me curious as to what that particular modder is doing' date=' looks like a whole new set of dialogue....he was the one that made adult animations pre ck and it looks like he's continuing work on it...

 

heres a link to the forum page:

 

http://www.loverslab.com/showthread.php?tid=4158&page=521

[/quote']

 

those are just idles and replace the standing ones

Posted

Both system have their pro and cons:

 

The generator for exemple:

+Every one could add their own anims

+With an automated generator no need to go and download the ressources for mods you don't have or want

+No need to wait for someone to add your mods

-Without control you can bloat your files

-You must parse the file for conflicts (same anim name etc...)

-Ultimately the user will have to sort out the conflict because a program can't

-Uninstalling mods will have to be automatic or it will bloat with mods you tried

 

The wrapper:

+It's cleaner has the maintainer will impose order

+It's a one stop for all modders so it's a one download for all player

+There is an unified support for the file and not multiple modders

-The maintainer is a bottleneck as he as a life and can decide to stop all altogether...

-If the maintainer do not approve of your mod or don't like you, you're screwed...

-If there is a problem with your language then too bad... If you don't speak english you can't mod

-Your file is always bloated with mod you don't care about (and will never use...)

 

The fact is that as good the wrapper is in theory (even better than the generator), the problem remain and will always be the maintainer... Subject yourself to one person/group for all your modding needs is prone to conflicts and finally, other groups will be created with other views of modding... What if the nexus managed to be the only modding source? (It's frightening I know, take breather, it's just a trick of mind, it's not real) I remind you that the nexus started as a very good place before... changing...

 

Anyway in similar (but not identical case) most of the games that modified an unique central file opted for a generator (or merger or something similar)

The baldur's gates series with WEIDU or KOTOR series with 2da merger...

 

I think on the long term, it's a kind of merger that takes the actual file check for conflicting names and inject the xml code part inside...

 

Sure several lines could point on the same anim, sure the player can (and will) make poor choice in case of conflict but this is the less worst choice in my opinion

 

And it's not a surprise that other games chose this instead of undertaking the daunting task of ruling over the modding community...

Posted

The wrapper:

+It's cleaner has the maintainer will impose order

+It's a one stop for all modders so it's a one download for all player

+There is an unified support for the file and not multiple modders

-The maintainer is a bottleneck as he as a life and can decide to stop all altogether...

-If the maintainer do not approve of your mod or don't like you' date=' you're screwed...

-If there is a problem with your language then too bad... If you don't speak english you can't mod

-Your file is always bloated with mod you don't care about (and will never use...)

[/quote']

remois, this seems to be the general misunderstandig here.

 

The "wrapper", as I have proposed, should not be a static tool, but should include a generator, which creates the match between pre-defined slots and actual animation names. Do you know "Sensual Walks for Female NPCs"? Very similar. Only that the animations can be combined from different mods, based on some mod specific ini files.

 

So there is no maintainer, or moral guard, or anything which could prevent immediate inclusion. And there is no bloating. Only what the user has installed.

 

Posted

I just wanted to do a quick post and say thank you to all the modders hard at work trying to get these animation systems into Skyrim. You guys are all paving the way for future works and I think we all know that you all don't get thanked enough for the time you put into these things. It's a selfless hobby and speaking for all the other players that will be using your mods but may not ever post...

 

THANK YOU for all your hard work and your continued dedication to making Skyrim an even more badass game than it is already.

 

I salute you good sirs!!

Posted

@fore> A misunderstanding indeed so (to be sure I really understand)

You are both trying two different approach of the same thing, right...

meaning you define names inside the wrapper and maintain some kind of slot limit since you define names... (sorry if I seem to be a bit slow but I really want to understand the difference before giving my opinion again)

Posted

Animated prostitution mod works better.

 

Works better than what? In case you were trying to sound smart, we actually haven't started on anything yet. This thread is just discussing the animation builds.

Posted

@fore> A misunderstanding indeed so (to be sure I really understand)

You are both trying two different approach of the same thing' date=' right...

meaning you define names inside the wrapper and maintain some kind of slot limit since you define names... (sorry if I seem to be a bit slow but I really want to understand the difference before giving my opinion again)

[/quote']

 

The issue is, how to assign those slots without having to permanently assign them to certain mods. So we don't need a "maintainer", and we don't need thousands of slots (because there are limits in the engine I ran into).

 

So today, if a mod wants to add a new animation with FNIS:

- the script has to say 'PlayIdle(MyNewIdle)'

- in the CK the mod has to define an IdleObject 'MyNewIdle' which connects to an FNIS AnimEvent, eg. 'zFNISc123'

- the animation file has to be renamed 'FNISc123.hkx'.

 

There are 2 main problems:

- If 2 mods use '123', then there is a conflict

- No modder and no user want to call a BJ animation file 'FNISc123.hkx'

 

So what I think is a good solution to avoid these issues, and some more, is the 'wrapper'. I simplify a little bit, because there are different animation types and calls, but in principle it's the same:

- the script has to say 'PlayIdleWR("BJmod", 3)'

- the mod has an ini file called "BJmod_FNIS.ini" which contains index and names of all used animations for that mod, like '3 MyBJ_Deep.hkx'

- and there is a generator which at installation time:

-- checks for all activated mods which have 'xxx_FNIS.ini' files

-- copies their files (including 'MyBJ_Deep.hkx') onto FNIS files

-- creates an index list to be used by 'PlayIdleWR'

 

So with that the modder calls his animation file the way he likes to, and doesn't need to care about naming conflicts.

But the main advantage: when there are Bethesda behavior changes due to updates or DLC, the community "only" has to wait until there is an FNIS update (which admittedly can be a problem already).

 

But with any other solution presented so far, the community ON TOP OF THAT has to wait until a generator tool has been reconstructed according to the FNIS changes. And during that time NO mods using FNIS will work.

 

Posted

you are making your own problems, or 'buying trouble'... making things more difficult for yourself than is necessary.

 

you can have your own anims while still allowing other mods to run their own anims... you keep telling yourself there is no way to do it using FNIS bla bla bla, so you paint yourself into a corner (well script yourself into a corner anyways). there is always a way, always.

 

just because you havent found one yourself... well nevermind because im probably wasting my breath(time) on someone who seems to not understand how ethereal syntax and coding can be... or should i say lucid lol.

 

no wonder you and doc had an impasse...

Posted

you are making your own problems' date=' or 'buying trouble'... making things more difficult for yourself than is necessary.

 

you can have your own anims while still allowing other mods to run their own anims... you keep telling yourself there is no way to do it using FNIS bla bla bla, so you paint yourself into a corner (well script yourself into a corner anyways). there is always a way, always.

 

just because you havent found one yourself... well nevermind because im probably wasting my breath(time) on someone who seems to not understand how ethereal syntax and coding can be... or should i say lucid lol.

 

no wonder you and doc had an impasse...

[/quote']

At least I'm doing something, while you are just babbling.

 

Ok, 2 of the fraction on the ignore list.

Posted

only the ones that count :P

or is it genius and madness are two sides of the same coin.... or ... oh well, it doesnt really matter to a hatter LMAO!

Posted

Oh cool an internet fight. Very impressive.

 

 

Has there been a discussion of how to make the existing animated prostitution better? Are we stuck at trying to make the default new race look like whoever you have selected for business? Have we abandoned that path in order to explore a system which does not create new races?

 

Have we tried adding new animations to the existing AP mod? Because it is not very difficult to make it so that at your own character keeps her appearance. I pretty much only care about that or female companions.

 

 

I have a question in regards to companions:

 

I downloaded a Lydia mod because she had a real pretty face that I saw randomly. This Lydia does not change appearance with AP.

 

I then downloaded a mod from Hydra, creator of creepy Evil Dungeon, which changes the appearance of all companions and some NPCs. This Hydra mod did not change the appearance of Lydia. The NPCs which it did change Are affected by AP and will switch to some other appearance, I assume some default.

 

So why did one companion appearance changer work flawlessly with AP and the other one did not? It must have changed some other value. It must have changed the default Lydia appearance.

 

How do we do that? How do we change the default appearance of our companions such that when a new race is created, they keep the appearance?

 

I wish I knew better how to reverse engineer these mods. I mean, can I find which model is being loaded for the new races in AP? Should I be able to open any script files in the CK? I think I got an error and I feel like I need a plugin or something.

 

Isn't this more fun than internet fighting over a video game porn mod?

Posted

The main spell can be viewed in the CK I commented it abit it's not perfect but you should be able to understand whats going on. I would suggest reading the papyrus primer a few times before jumping into the scripting part, you will be re-reading it over and over again to understand whats going on but you pick it up and the scripts seem relatively simple. JoshNZs old version of the mod has the source the new one doesn't I think.

 

I was having trouble generating hkxs but I got that out of the way and made these two work. All his script really requires is a menu to choose which position to take, but like I said the head issue is really frustrating. I'll add my commented version of his script in this post for anyone who's looking at the papyrus script under the aasexeffect in the CK.

 

If you look under the ck toolbar>gameplay>animations you can see the animations he is using for the charactersexy race or whatever. Only idlegive and idletake are used right now, the first for males and second for female characters. I am gonna keep working on this in the meantime and hope that I figure out how to fix the hair/head issue.

 

I am also looking at FNIS but I am not very familiar with extending scripts. I just chose to continue with AP because it has dialogue in place and only required minor editing to line up both actors for animation. What really bugs me though is that theres no way to incorporate facial animations with the hkxs or atleast I'm not sure how to do it yet because the actor will keep talking like nothing is happening and it takes away from the "realism" :P look at the second picture to see what I mean. Also gotta get the desktop working again because I am doing this on the lappy so the graphics look poopy.

 

Got my workhorse back up and made some cowgirl hkx's. I am going to need to redo these though because my skeletons did not include breast bones so theres some clipping problems.

post-15178-13597874411052_thumb.jpg

post-15178-13597874411439_thumb.jpg

post-15178-13597874412094_thumb.jpg

Posted

hopefully we can avoid using the spell system, since anims via spells are tricky and often misfire or end up not working at all.

 

if we use a 'object' as a hook for the anims then we can better control how/when the anim plays and we can even take it further at that point by adding our own set keybinds on the object to work specific animations position changes etc.

 

also, using the alias and name syntax used within the CK we can pretty much have as many anims as we want to run... simple and easy plus it doesnt cause unnecessary process clogging while doing in-game processing :D

 

@draeneis: the mods can be unpacked using fallout mod manager, accessing everything from the anims and skeletons themselves also can look at the scripting/meshes used/texture usage etc.

basically you need to set the FOMM as the default 'edit' or opening program for mods... you can also use TES4Edit to help clean your load list and arrange load order if necessary, wrye bash to easily check compatibility in general and basic load sorting/master list (if it requires anything besides the skyrim.esm to run)/can also be used in conjunction with other programs to help with modding and/or editing mods.

 

those arent the only programs that can be used to help modify/edit mods and esp/esm's... just the ones that are probably easiest and most used.

Posted

Oh cool an internet fight. Very impressive.

 

Even better' date=' we staged the whole thing entirely for your amusement :)

 

Has there been a discussion of how to make the existing animated prostitution better?

 

Nope.

 

Are we stuck at trying to make the default new race look like whoever you have selected for business?

 

Nope.

 

Have we abandoned that path in order to explore a system which does not create new races?

 

Ummm ... more or less. AP is JoshNZ's mod and improving it is probably up to him. He has asked for someone to take over maintaining it' date=' but since I've got quite a bit on my plate, I don't think I can make the commitment.

 

For what it's worth, JoshNZ has just adopted the approach used by Fore in FNIS, which should solve the race issue completely. He's also been told by Fore to take the code out and to make everyone use FNIS instead.

 

So, from a technical viewpoint that problem is solved. We've moved on to discussing how best to manage these new idles. Briefly, I think we understand the format well enough to generate new havok behavior files from the XML, and I wrote a proof-of-concept script that did just that. Fore seems to think (and this honestly seems to be his objection) that I'm not grown up enough to handle such responsibility, and thinks we should all leave it up to him. I lost my temper with fore (which was counter-productive, I admit) and he responded by ignoring me, and now, apparently anyone who agrees with me. Go figure.

 

Have we tried adding new animations to the existing AP mod? Because it is not very difficult to make it so that at your own character keeps her appearance. I pretty much only care about that or female companions.

 

Still not my mod to manage, but I have a cunning plan. If I can shake the bugs out of the code today, I've got a framework to store animations and offsets by name so they can be stored in sbseed's resource framework and summoned up by writing something like

 

Sexrim.SexPlay("missionary position", boy, girl)

 

I'm using a mix of JoshNZ's code, concepts from Sexout and FNIS (until either I get around to wrapping my script in a .exe, or fore makes his magic wrapper, whichever happens first).

 

We'll still need the animations, of course, although there's a ton of them for NV and oblivion if anyone has the time and the permissions to start on that, it would be useful.

 

And if I get this finished, JoshNZ will be entirely welcome to use it in AP, should he so desire.

 

Will that do for you?

 

Posted

So... it was just an april fool's joke?

In that case, you had me nervous for a while...

If not, then this will sound rather stupid ^^

Posted

There is just a point that bother me in what you said. It's playing with names mainly and honestly a little problem...

But if you want to make something more universal as an animation framework, using "sexrim" and "sexplay" is not necessarily the best approach... As people can shy away to the mere word sex...

It would be better to make something more neutral and even put it on the nexus (larger audience means more mods, I'm greedy like that, I know.) and then hook up with it in sexrim

Posted

if you want to put a link up on the nexus or even upload it there, thats great... but im not going to do it personally (i have had it with their collective bullshit).

 

well since sexrimresources.esm/esp is a little long it will most likely end up being shortened to sresources or some such... hey if you can come up with a better name for it ill use that too :D

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