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Creating an animated penis


Gayton Kerslut

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Its a feature on SOS, so its not noob at all, since its a term we coined and created specifically for our mod.

 

The Scaling on the genitals rely on an expression/formula/equation, meaning that by using the same mesh/assets, Shape Addons can behave differently. For example, I could easily setup and addon to just scale the balls when scaling its size. Or I could do a shape where the glans got bigger with each scaling level. All I need to do is change some global variables on the addon. To make it easier, we even set it up to react to the same values as if you would use them in Nifskope or blender.

 

 

SOS!?!  O.o

* suddenly realises something important is missing....rushes to google... and sunday goes by * :P

 

So it will be a new framework where other modders could add their meshes/textures, even animations, and still have the same functionality?

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yes =)

 

thats why we talk about 5 level addons:

 

- Subshapes:

The penis rig has 8 bones:

  • GenitalsBase (This will be the main scaler node)
  • GenitalsScrotum
  • Genitals01 to 06

Each bone is "bound" to a global variable set up in the Addon ESP. for example, lets say the max scale you want for your Addon is 2 (you can use the values to preview in Nifskope, Blender, 3DS, whatever). All you need to do, is set the Global variable for the GenitalsBase is 2. If you want to keep the same proportion on the rest of the mesh, the next bones, just set to 1 (the scaling is inherited). If you want to make the following node to scale down, just set a value < 1 (0.8 for example). This way, even using the exact same assets, it is possible to have differently proportioned schlongs, although this will be more noticeable as you scale them up. You can also setup several subshapes on the same ESP, as long as you duplicate the required forms and set the properties in the Quest script.

 

- Textures:

Pretty obvious.. you can use the same mesh but with different textures. Both meshes we proovide (Smurf's and mine) use the same UVs.

 

- Meshes:

Same as above, but for meshes. You can also just grab either mine or Smurf's and just do a morph target on them.

 

- Animations:

Since each NIF can specify its own Havok assets folder, you can change the animations

 

- Behaviours:

Same has above but to allow the mod to have different behaviours. Although this last one would need integration with the scripting part, since all events we are using are scripted. We have however devised a solution to this: fill in blank events with blank animations, so the modders can add more custom animations, without messing with the core scripts. Events are totally independent from scripting, so if the behaviour file has something like SOSCustomAnim13, you can just use SAE to call the anim in your own mods. Not addons though, what we call addons are just for adding shapes to the "schlong database". Ofc nothing stops you to make a more complex mod that adds shapes and new scripts to play with SOS.

 

We will also provide texture templates, so you can blend your own textures more easily with the body (for me having it seamless is a paramount issue, I hate seeing penises that look like they were glued to the body)

 

PS-DON'T BOTHER GETTING SOS v1.8x, since its a deprecated design and does not include animations at all!

 

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We will Jager, Werewolf support and Vampire Lord is on our priority list, since they are player related =)

 

One more thing, I know I've mentioned this before, but its important to mention it again:

 

One of the benefits of SOS design is the way assets work, can be shared across races, which means that we only need to implement the same rig on the skeleton nif, and the addons can use the same assets as the default body. This works better for biped races, but since we can also specify havok assets per shape, it can also be easily adapted for other races. In fact the only issue with non-bipeds, is the erection clipping with the body, other then that it will work fine. So the same behaviors and animations can be re-used for horses, dragons, giants, falmers, etc. All its needed its the mesh and texture basically. This is also what makes SOS independent from other animations and does not require FNIS to be able to work =)

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Any word on when a Beta or Alpha version of this will be released? Am so wanting to get my hands on this! (again, no pun intended)  :P

 

If all the things we are currently working on go well, we hope for a release at the beginning of next month.

We do want your hands on it too :P but we have to make sure the core part is solid, so that additional schlong addons can be built upon it and rely that we will not break them any time soon.

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@VectorPlexus

Something hit me, something comical.  How many Rhinocerus' do you see around today?  Not many right?  If a man even remotly thinks something will make them harder or longer and that thing is part of an animal, that animal becomes extinct.... real fast.  So, Dragons hold the 'key' in your mod.  You should add Skyrim era Greenpeace activists around every Dragon nest trying to protect them.  :lol: :lol:  And Falmer would be so overpopulated each hold would need to send out hunting parties to clear them out every once in a while.

 

Whiterun soldier:  "Hey bud, you want anything off this Falmer?"

Other Whiterun soldier: "Nooooo, nooo, nooohohooo!"  :D

 

or

 

Spouse of a smallish man: "For Talos sake, go kill a dragon or two you @$&$#!"

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Thats why Dragon Cum is more expensive then Falmers... But anyway, I really dont see any point on the GreenPeace part... I mean... Dragons are for slaying right? or do you just go and invite them to a tea party? ;)

 

Skyrim Greenpeace?  Just for the comedy..... or you could make them bad ass Dragon Protectors.  :)

 

You could work in some comments when the moment of "unveiling" comes. 

 

"Well, I can see you've killed a dragon or two!"

 

"Holy crap dude, have you been hunting Falmer your WHOLE life?"

 

 

 

Or maybe random talk/rumors around town.... townspeople gossiping about who the Dragon and Falmer hunters are in town.  :)

 

And instead of:  "A dragon was seen near Whiterun...  RUUUUUN!",  most of the population of Skyrim shows up to chase it down.

 

Someone could make an Ettin model, two heads.... upper and lower.  Have one be bigger than the other and they can argue about it all the time.   Think Ray Milland and Rosey Grier.  :D

 

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Just a small update... as you read previously, we are delaying the release of SOS v2.x, because we had stability and performace issues. At first we thought that it was something wrong with it, and last days have been lost in hunting gremlins and wild goose... We couldnt ofc release a mod under these conditions (although there was a work around to be able to load the problematic saves)

 

Apparently, other mods (like SexLab) are having the same stability issue, and there was someone (I think it was Bjornk) said that it worked fine in game engine v1.8.151. I had a old backup from that version and decided to try... flawless!!! No CTD's, no hangs during loads, nothing!

 

Also, apparently there was a new release of the CK (probably to match the game version), I just download it, so now, lets just hope that saving the mod with the new CK fixes every stability issue we were having. If so, tops 2 weeks to have it released (probably before, because we already had a pretty much bug free version and with all the main features, before we noticed these issues)

 

And sice I'm doing a small update, might aswell share with you, Splash Screen/Logo we did. We like Immersive UI's aswell ;)

 

SOSshrine.png?token_hash=AAHpbGZLlXHFRRG

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I dont imagine it having any incompability for the following reasons:

 

- We added a failsafe mechanism, because several mods use the unequipall or removeallitems functions, so, whenever the penis is unquipped, you'll always get a new one.

- even when you get a new one, the mod detects if the actor has the erection buff. If so, it will get erect as long as he magic effect is active.

- since the mod does not rely on FNIS to work, I dare saying that its compatible with any animations. Literally, any, because so far there has never been a rigged animated penis, so no animations and no havok events to be incompatible with. SOS is the first mod doing so. The only incompatibility regarding animations, would be if you used a different skeleton and different havok assets from the one we are providing. Since there are none...

 

There is however something that could make you go floppy while having sex. The erection is level based. The player starts at lvl 1 with 5 mins, and increases 200 secs every 10 levels. But there is also a Viagra like potion, that you can buy that makes the erection last for 1 hour. After an erection effect ends, the player gains a debuff that prevents from going erect again for 15 mins. We are also considering in making the erection triggered by a key bind, instead of just using a spell/dialog.

 

I really see no other reason not to work. But as soon as we have this released, we're gonna try Ashal's SexLab to see how well they play together, and if we can, discuss some kind of integration between the 2 mods with Ashal.

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