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{REDUNDANT} Non SexLab Animation Pack


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rydin, These misalignments are only in nsap, not in sl.  zyn and arrok etc never have more than 10cm. it makes no sense to complain about sl misalign your animations. must be the other way around, because no one can and will delete or modify sl .

there are more things that happen since 2. beta. for example daymoyl Interface now is misaligned. i cant say for sure thats because  of nsap, but it is since nsap, never before. i can realign it, next time it appears the same. i will test without nsap.

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Then I need a lot move evidence. As alignment figures aren't touched by NSAP, what is causing it? Why is it only certain animations? Why is it only certain races? Why only certain people?

 

Remember these alignment issues are because SexLab has a physical number other than 0 in its Edit Animations. How is it getting this number set?

 

Tonight I will explain it in better detail but I need as much detail of this extreme misalignment. Extreme as in meters, not minor centimeters.

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I can "force" alignment issues by using races that are substantially different in size. 

 

Mirai is a Breton follower and quite short. Using her with my Nord male is sometimes funny..... she kneels in front of him to give him a BJ and he pokes through her forehead.... stuff like that.... but after aligning and saving that alignment into a profile, I don't have further issues. 

 

UNTIL... there comes into existence some form of "docking" function.... like vagina to penis.... mouth to penis... etc.... these alignment issues aren't going to be easily resolved. Just too many variables. Right now, without docking... you're basically taking 2 masses of meat and smooshing them together and hoping the relevant parts line up acceptably... and... to the credit of the animators we're getting some pretty decent results overall.

 

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Then I need a lot move evidence. As alignment figures aren't touched by NSAP, what is causing it? Why is it only certain animations? Why is it only certain races? Why only certain people?

 

Remember these alignment issues are because SexLab has a physical number other than 0 in its Edit Animations. How is it getting this number set?

 

Tonight I will explain it in better detail but I need as much detail of this extreme misalignment. Extreme as in meters, not minor centimeters.

Most, if not all, the animations included in NSAP are Pretty Damn close. the only exception was Arrok Cowgirl Viriant (His old Version).  A animator creates one using Nord on Nord charactors or High Elf on Breton, and you try it with Breton on Nord. Seven (7) Races with Different hieghts X (times) 7 races, 7+14+21+28+35+42+49 combinations. Throw in custom Races, NOPE, perfect allignment isn't gonna' happen. I won't mention Body Types. For example, my charactor is a Male Nord, 4 of 5 of my followers are Nord female (CBBE), however Abigale is a Imperial Female (UNP oppial or something), I align Abigal for the Breast Feeding. Now I see Ardiranne (CBBE) and feel the need, I'm 3-4 inches from her Breasts. A scriptor would have to measure the points of each target (Breasts,Mouth, Vigina, Anus) X being right-Left, Y being up-down and Z being forward-backwards, then write a script or scripts to position the two or three correctly. This "AUTO-Align" would run every time you have Sex.  

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Hello!

I updated from ver. 1.5 to ver.2.0b1 , I didn't test all the animations yet, but for now:

 

-The mod in general works fine, i made a clean save as suggested, and no problems with the rebuiding of the animation list in sexlab;

 

-no problems in allineament of animations;

 

-confirmed the loop issue at the end of leito86's cunnalingus animation;

 

just some little things: has the 3jiou's chair sex animation been replaiced with a new variant??

and could you check if in FurrySpirit's acrobatic blowjob if there is no strap-on showed? or may be a problem in my game?

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just some little things: has the 3jiou's chair sex animation been replaiced with a new variant??
and could you check if in FurrySpirit's acrobatic blowjob if there is no strap-on showed? or may be a problem in my game?

 

I'll check these later tonight for you. So I can do this, can you just explain the issue with the chair? Is it not showing for you? Thanks. ^^

 

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just some little things: has the 3jiou's chair sex animation been replaiced with a new variant??
and could you check if in FurrySpirit's acrobatic blowjob if there is no strap-on showed? or may be a problem in my game?

 

I'll check these later tonight for you. So I can do this, can you just explain the issue with the chair? Is it not showing for you? Thanks. ^^

 

 

Thanks! 
The animation works perfectly, and the chair is showed fine, it's only that passing from ver 1.5 to ver 2.0b1, the animation seem changed as if it was another animation, but  each one uses a chair.
now that i see, going on the  3jiou's page, in the download section, the changelog appoint "'Sex on a chair' animation has been splitted into 2 different animations".
May be that one is present in 1.5 and the other in 2.0b1? Or i'm just making a mess?? XD
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Oh I wish I had the ability to make anims... id make so many anims Rydin couldnt decide wether to fap or to mod... ok soz, carry on with the excellent work <3

 

I plan to give it a go myself when I get the time. LOL

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Just to point something out...

 

I installed SexLab Framework 1.59c and NSAP 2.0b1 BETA with their requirements on their own and started a new game (using mod organizer to keep it all clean). No SOS, no DD no SexLab mods, just the basic.

 

No problems at all that I could dectect apart from the know issues with the acyclic animations and the furniture animations.

 

I haven't went through EVERY single animations in NSAP on EVERY single race in EVERY combination but I did test on a few specific animations people have told me they have issues with on difference races and as M/F and F/M. Again no issues I can find.

 

So my theory is that something out there conflicts with NSAP. Something I don;t have. Somethign only certain people have if they have EXTREME alignment issues. I suggest you check you have all sslNSL scripts removed from your scripts folders and saved game (using the save tool utility) to see if it helps.

 

 

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rydin, These misalignments are only in nsap, not in sl.  zyn and arrok etc never have more than 10cm. it makes no sense to complain about sl misalign your animations. must be the other way around, because no one can and will delete or modify sl .

there are more things that happen since 2. beta. for example daymoyl Interface now is misaligned. i cant say for sure thats because  of nsap, but it is since nsap, never before. i can realign it, next time it appears the same. i will test without nsap.

 

I don't think you understand. I am not speaking of a mere little adjustment here and there by the users, I am speaking of several meters apart. When I add the animations to game, they are all set to 0 adjustments apart from SOS adjustments. This is because the animators use different body types now unlike maybe when the first animations for SexLab was made (I don't know if we had UNP or CBBE etc back then) which is why manual alignment is needed.

 

EXTREME alignment issues is not an issue caused by NSAP alone. As starting a new game on a clean data folder using Mod Organizer, I cannot find any animations extemely bad aligned. So something else is the issue, possibly an incompatability issue.

 

I also point out that all that I suggestions are "theories". Wither they make sense to someone or not it is my "theory". And my theory will change with more testing and feedback I get. I will not blame another mod. Unless I have hard evidence that my mod is incompatible, it will always be a theory. It's very hard to say otherwise if one person reports an issue no-one else has and I cannot recreate it myself.

 

You will need to provide evidence of this daymoyl issue. Simply telling me it's misaligned doesn't help. You're not very clear in your complaint about the interface so I can't look into it. Please take a moment to screenshot and gather your information clearly so I can look at it. If you've done some of your own testing, please let me know if it was or wasn't NSAP so I can strike it off. Thanks ^^

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I've been trying to install this mod for 2 days, and used all versions to test. It crashes my game when loading my saves, ALL of them.
I use NMM to install it, run Fnis, try to load my save and... boom, CTD.
This is my typical papyrus log:


[12/22/2014 - 03:30:30PM] Papyrus log opened (PC)
[12/22/2014 - 03:30:30PM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound.
[12/22/2014 - 03:30:30PM] Update budget: 800.000000ms (Extra tasklet budget: 800.000000ms, Load screen budget: 2000.000000ms)
[12/22/2014 - 03:30:30PM] Memory page: 256 (min) 512 (max) 153600 (max total)
[12/22/2014 - 03:30:43PM] Cannot open store for class "isilStingGlow", missing file?
[12/22/2014 - 03:30:44PM] Cannot open store for class "_arissa_inpc_behavior", missing file?
[12/22/2014 - 03:30:44PM] Cannot open store for class "chherdingquestscript", missing file?
[12/22/2014 - 03:30:45PM] ERROR: Unable to bind script defaultAliasChangeOutfit to  (AC02DFFF) because their base types do not match
[12/22/2014 - 03:31:17PM] warning: Property AshSpawnAttachChancePercent on script DLC2AshSpawnAttackChanceScript attached to alias Player on quest DLC2Init (07016E02) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:17PM] ERROR: Unable to bind script defaultsetstageonplayeracquireitem to alias Note on quest 00KGLordOfRorikshire (AC03103F) because their base types do not match
[12/22/2014 - 03:31:17PM] warning: Property DefaultSleepOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:17PM] warning: Property FM_DummyOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:17PM] warning: Property Alias_Player on script PMR_QF_PMR_SolitudeSpouseSlee_0302FAEA attached to PMR_SolitudeSpouseSleep (7002FAEA) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:17PM] warning: Property USKP_HouseCarlBedroomEnable on script QF_Favor252_000A2C9B attached to Favor252 (000A2C9B) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:17PM] warning: Property PlayerSafe on script LordsIncome attached to  (AC029EC6) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:17PM] ERROR: Property mySoundOrigin on script defaultifaliveplaysoundscript attached to  (9D00D2ED) cannot be bound because <NULL form> (9D00F3F7) is not the right type
[12/22/2014 - 03:31:17PM] ERROR: Property myActor on script defaultifaliveplaysoundscript attached to  (9D00D2ED) cannot be bound because <NULL form> (9D00FF43) is not the right type
[12/22/2014 - 03:31:17PM] ERROR: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (4C003DEF) cannot be bound because <NULL form> (0003BDE9) is not the right type
[12/22/2014 - 03:31:17PM] VM is freezing...
[12/22/2014 - 03:31:17PM] VM is frozen
[12/22/2014 - 03:31:18PM] Reverting game...
[12/22/2014 - 03:31:18PM] ERROR: Unable to bind script defaultAliasChangeOutfit to  (AC02DFFF) because their base types do not match
[12/22/2014 - 03:31:18PM] ERROR: Unable to bind script defaultsetstageonplayeracquireitem to alias Note on quest 00KGLordOfRorikshire (AC03103F) because their base types do not match
[12/22/2014 - 03:31:18PM] warning: Property DefaultSleepOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:18PM] warning: Property FM_DummyOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:18PM] warning: Property Alias_Player on script PMR_QF_PMR_SolitudeSpouseSlee_0302FAEA attached to PMR_SolitudeSpouseSleep (7002FAEA) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:18PM] warning: Property PlayerSafe on script LordsIncome attached to  (AC029EC6) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:18PM] ERROR: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (4C003DEF) cannot be bound because <NULL form> (0003BDE9) is not the right type
[12/22/2014 - 03:31:18PM] warning: Property AshSpawnAttachChancePercent on script DLC2AshSpawnAttackChanceScript attached to alias Player on quest DLC2Init (07016E02) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:18PM] warning: Property USKP_HouseCarlBedroomEnable on script QF_Favor252_000A2C9B attached to Favor252 (000A2C9B) cannot be initialized because the script no longer contains that property
[12/22/2014 - 03:31:18PM] ERROR: Property mySoundOrigin on script defaultifaliveplaysoundscript attached to  (9D00D2ED) cannot be bound because <NULL form> (9D00F3F7) is not the right type
[12/22/2014 - 03:31:18PM] ERROR: Property myActor on script defaultifaliveplaysoundscript attached to  (9D00D2ED) cannot be bound because <NULL form> (9D00FF43) is not the right type
[12/22/2014 - 03:31:23PM] ERROR: Unable to bind script isilStingGlow to  (FF00102E) because their base types do not match
[12/22/2014 - 03:31:38PM] Loading game...
[12/22/2014 - 03:31:40PM] VM is thawing...
[12/22/2014 - 03:31:40PM] [NSAPSSLMCM <NSAPMCMQuest (AF000D62)>] INITIALIZED
[12/22/2014 - 03:31:40PM] ERROR: Cannot call IsInFaction() on a None object, aborting function call
stack:
    [MSeranaMaintenance (0E0A3E3B)].MSeranaMaintenanceScript.FixQuest() - "MSeranaMaintenanceScript.psc" Line 91
    [alias MSeranaPlayerAlias on quest MSeranaMaintenance (0E0A3E3B)].MSeranaPlayerAliasScript.OnPlayerLoadGame() - "MSeranaPlayerAliasScript.psc" Line 7
[12/22/2014 - 03:31:40PM] warning: Assigning None to a non-object variable named "::temp13"
stack:
    [MSeranaMaintenance (0E0A3E3B)].MSeranaMaintenanceScript.FixQuest() - "MSeranaMaintenanceScript.psc" Line 91
    [alias MSeranaPlayerAlias on quest MSeranaMaintenance (0E0A3E3B)].MSeranaPlayerAliasScript.OnPlayerLoadGame() - "MSeranaPlayerAliasScript.psc" Line 7
[12/22/2014 - 03:31:40PM] ==== LAL: DLC and Mod support check - Ignore errors about missing files. ====
[12/22/2014 - 03:31:40PM] NSAP: updating MCM script to v1.2.1.0




Someone can help me?

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I've been trying to install this mod for 2 days, and used all versions to test. It crashes my game when loading my saves, ALL of them.

I use NMM to install it, run Fnis, try to load my save and... boom, CTD.

This is my typical papyrus log:

 

 

[12/22/2014 - 03:30:30PM] Papyrus log opened (PC)

[12/22/2014 - 03:30:30PM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound.

[12/22/2014 - 03:30:30PM] Update budget: 800.000000ms (Extra tasklet budget: 800.000000ms, Load screen budget: 2000.000000ms)

[12/22/2014 - 03:30:30PM] Memory page: 256 (min) 512 (max) 153600 (max total)

[12/22/2014 - 03:30:43PM] Cannot open store for class "isilStingGlow", missing file?

[12/22/2014 - 03:30:44PM] Cannot open store for class "_arissa_inpc_behavior", missing file?

[12/22/2014 - 03:30:44PM] Cannot open store for class "chherdingquestscript", missing file?

[12/22/2014 - 03:30:45PM] ERROR: Unable to bind script defaultAliasChangeOutfit to (AC02DFFF) because their base types do not match

[12/22/2014 - 03:31:17PM] warning: Property AshSpawnAttachChancePercent on script DLC2AshSpawnAttackChanceScript attached to alias Player on quest DLC2Init (07016E02) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:17PM] ERROR: Unable to bind script defaultsetstageonplayeracquireitem to alias Note on quest 00KGLordOfRorikshire (AC03103F) because their base types do not match

[12/22/2014 - 03:31:17PM] warning: Property DefaultSleepOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:17PM] warning: Property FM_DummyOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:17PM] warning: Property Alias_Player on script PMR_QF_PMR_SolitudeSpouseSlee_0302FAEA attached to PMR_SolitudeSpouseSleep (7002FAEA) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:17PM] warning: Property USKP_HouseCarlBedroomEnable on script QF_Favor252_000A2C9B attached to Favor252 (000A2C9B) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:17PM] warning: Property PlayerSafe on script LordsIncome attached to (AC029EC6) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:17PM] ERROR: Property mySoundOrigin on script defaultifaliveplaysoundscript attached to (9D00D2ED) cannot be bound because <NULL form> (9D00F3F7) is not the right type

[12/22/2014 - 03:31:17PM] ERROR: Property myActor on script defaultifaliveplaysoundscript attached to (9D00D2ED) cannot be bound because <NULL form> (9D00FF43) is not the right type

[12/22/2014 - 03:31:17PM] ERROR: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (4C003DEF) cannot be bound because <NULL form> (0003BDE9) is not the right type

[12/22/2014 - 03:31:17PM] VM is freezing...

[12/22/2014 - 03:31:17PM] VM is frozen

[12/22/2014 - 03:31:18PM] Reverting game...

[12/22/2014 - 03:31:18PM] ERROR: Unable to bind script defaultAliasChangeOutfit to (AC02DFFF) because their base types do not match

[12/22/2014 - 03:31:18PM] ERROR: Unable to bind script defaultsetstageonplayeracquireitem to alias Note on quest 00KGLordOfRorikshire (AC03103F) because their base types do not match

[12/22/2014 - 03:31:18PM] warning: Property DefaultSleepOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:18PM] warning: Property FM_DummyOutfit on script FM_MCMScript attached to FM_MCMQuest (AE023F58) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:18PM] warning: Property Alias_Player on script PMR_QF_PMR_SolitudeSpouseSlee_0302FAEA attached to PMR_SolitudeSpouseSleep (7002FAEA) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:18PM] warning: Property PlayerSafe on script LordsIncome attached to (AC029EC6) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:18PM] ERROR: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (4C003DEF) cannot be bound because <NULL form> (0003BDE9) is not the right type

[12/22/2014 - 03:31:18PM] warning: Property AshSpawnAttachChancePercent on script DLC2AshSpawnAttackChanceScript attached to alias Player on quest DLC2Init (07016E02) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:18PM] warning: Property USKP_HouseCarlBedroomEnable on script QF_Favor252_000A2C9B attached to Favor252 (000A2C9B) cannot be initialized because the script no longer contains that property

[12/22/2014 - 03:31:18PM] ERROR: Property mySoundOrigin on script defaultifaliveplaysoundscript attached to (9D00D2ED) cannot be bound because <NULL form> (9D00F3F7) is not the right type

[12/22/2014 - 03:31:18PM] ERROR: Property myActor on script defaultifaliveplaysoundscript attached to (9D00D2ED) cannot be bound because <NULL form> (9D00FF43) is not the right type

[12/22/2014 - 03:31:23PM] ERROR: Unable to bind script isilStingGlow to (FF00102E) because their base types do not match

[12/22/2014 - 03:31:38PM] Loading game...

[12/22/2014 - 03:31:40PM] VM is thawing...

[12/22/2014 - 03:31:40PM] [NSAPSSLMCM <NSAPMCMQuest (AF000D62)>] INITIALIZED

[12/22/2014 - 03:31:40PM] ERROR: Cannot call IsInFaction() on a None object, aborting function call

stack:

[MSeranaMaintenance (0E0A3E3B)].MSeranaMaintenanceScript.FixQuest() - "MSeranaMaintenanceScript.psc" Line 91

[alias MSeranaPlayerAlias on quest MSeranaMaintenance (0E0A3E3B)].MSeranaPlayerAliasScript.OnPlayerLoadGame() - "MSeranaPlayerAliasScript.psc" Line 7

[12/22/2014 - 03:31:40PM] warning: Assigning None to a non-object variable named "::temp13"

stack:

[MSeranaMaintenance (0E0A3E3B)].MSeranaMaintenanceScript.FixQuest() - "MSeranaMaintenanceScript.psc" Line 91

[alias MSeranaPlayerAlias on quest MSeranaMaintenance (0E0A3E3B)].MSeranaPlayerAliasScript.OnPlayerLoadGame() - "MSeranaPlayerAliasScript.psc" Line 7

[12/22/2014 - 03:31:40PM] ==== LAL: DLC and Mod support check - Ignore errors about missing files. ====

[12/22/2014 - 03:31:40PM] NSAP: updating MCM script to v1.2.1.0

 

 

 

 

 

Someone can help me?

 

Hmmmm.... to help me out could you do the following?

 

• post your laod order (make sure NSAP is in the load order somewhere).

• can you post the full Papyrus log? If the above is the full log, right to the last line where it says "updating MCM script to v1.2.1.0" then please confirm this?

• have you updated/installed/uninstalled any other mods since your last save?

• if you remove NSAP and run FNIS does your game still CTD?

 

If you can let me know of these it'd be helpful. Thanks. ^^

 

EDIT: I've had a look at the log. Where as I cannot really say if NSAP is the issue as I am not well versed in papyrus, I just need to know if you have tested the above. I'm happy to beleive perhaps there is some conflict it may be causing but to what, I am unsure at this time.

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Someone should make better Draugr animations or improve the old ones as they are kinda clumsy looking ones. There is so many Draugr crypts in this game after all.

This is more a creature request and should be posted the the More Nasty Critters thread or something similar.

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Someone should make better Draugr animations or improve the old ones as they are kinda clumsy looking ones. There is so many Draugr crypts in this game after all.

 

Not the right thread - and I appologize - but download the IHYLD mod and its penis extension and u'll get a draugr with all the sexlab anims.

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Hi, I'm getting a huge problem with the latest vers of the mod. Seems to do with the anim objects being bugged for the new animations. Like, if there's an animation that uses the throne chair being played, if I switch animations manually, the chair will still stay in place. So I end up getting watching the rest of the other animations being clipped through the chair. It happens with other objects too, like the bed. I can't even disable these furnitures because they're attached to the actor. Is there a way to fix this?

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Hi, I'm getting a huge problem with the latest vers of the mod. Seems to do with the anim objects being bugged for the new animations. Like, if there's an animation that uses the throne chair being played, if I switch animations manually, the chair will still stay in place. So I end up getting watching the rest of the other animations being clipped through the chair. It happens with other objects too, like the bed. I can't even disable these furnitures because they're attached to the actor. Is there a way to fix this?

I am at work so I can't type a full answer. In short, no. Please always refer to support thread as it answers this already.

 

EDIT: Taken from the support thread.

 

FAULT: Furniture is stuck to the actor/character at the end of an animation which features furniture.

 

This issue (I believe) is not down to NSAP itself as I have seen it happen in ZAP. The issue either lies in the coding that has not been discovered (or needs to be input into things like ZAP or NSAP), coding that may be in SexLab Framework or even FNIS itself! I am not expert so please do not go pointing blame at the SexLab Framework or FNIS as this is jsut a theory and I have no firm evidence or enough experience to say these are true.

 

The current suggestion I can make to animators is that they should make their final animation furniture free (ie, stage 1-5 with furniture and stage 6 without). I have tested this on the Zaz OTK Spanking animation in NSAP by adding a final animation which works. But this would be down to the animator's decision.

 

For users, I would suggest that if you don't like seeing the furniture stuck then simply don't play these animations for the time being till a fix or work around is found.

 

This is a known issue but at this time it doesn't look to be linked to NSAP directly. The only way to avoid it really is not to play the animation. The furniture becomes unstuck generally when a new animation is called.

 

Gentle reminder to everyone, there is a support thread with answers to common questions aswell as provides ongoing updates of issues when confirmed or being investagated.

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Someone should make better Draugr animations or improve the old ones as they are kinda clumsy looking ones. There is so many Draugr crypts in this game after all.

 

Not the right thread - and I appologize - but download the IHYLD mod and its penis extension and u'll get a draugr with all the sexlab anims.

 

 

That's something I thought of doing! :D

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Hi, I'm getting a huge problem with the latest vers of the mod. Seems to do with the anim objects being bugged for the new animations. Like, if there's an animation that uses the throne chair being played, if I switch animations manually, the chair will still stay in place. So I end up getting watching the rest of the other animations being clipped through the chair. It happens with other objects too, like the bed. I can't even disable these furnitures because they're attached to the actor. Is there a way to fix this?

I am at work so I can't type a full answer. In short, no. Please always refer to support thread as it answers this already.

 

EDIT: Taken from the support thread.

 

FAULT: Furniture is stuck to the actor/character at the end of an animation which features furniture.

 

This issue (I believe) is not down to NSAP itself as I have seen it happen in ZAP. The issue either lies in the coding that has not been discovered (or needs to be input into things like ZAP or NSAP), coding that may be in SexLab Framework or even FNIS itself! I am not expert so please do not go pointing blame at the SexLab Framework or FNIS as this is jsut a theory and I have no firm evidence or enough experience to say these are true.

 

The current suggestion I can make to animators is that they should make their final animation furniture free (ie, stage 1-5 with furniture and stage 6 without). I have tested this on the Zaz OTK Spanking animation in NSAP by adding a final animation which works. But this would be down to the animator's decision.

 

For users, I would suggest that if you don't like seeing the furniture stuck then simply don't play these animations for the time being till a fix or work around is found.

 

This is a known issue but at this time it doesn't look to be linked to NSAP directly. The only way to avoid it really is not to play the animation. The furniture becomes unstuck generally when a new animation is called.

 

Gentle reminder to everyone, there is a support thread with answers to common questions aswell as provides ongoing updates of issues when confirmed or being investagated.

 

 

Thanks for the answer. I wasn't aware there was a support thread so sorry about that.  

Avoiding the animations was the same workaround I was just thinking about. Do you by any chance know which animations include furniture in them? The chair animations are pretty obviously named, though there seems to be a few others which spawns a bed or something. I'm not sure which animation that belongs to.

 

In any case, I guess I'll eventually find it out myself.

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Hi, I'm getting a huge problem with the latest vers of the mod. Seems to do with the anim objects being bugged for the new animations. Like, if there's an animation that uses the throne chair being played, if I switch animations manually, the chair will still stay in place. So I end up getting watching the rest of the other animations being clipped through the chair. It happens with other objects too, like the bed. I can't even disable these furnitures because they're attached to the actor. Is there a way to fix this?

I am at work so I can't type a full answer. In short, no. Please always refer to support thread as it answers this already.

 

EDIT: Taken from the support thread.

FAULT: Furniture is stuck to the actor/character at the end of an animation which features furniture.

 

This issue (I believe) is not down to NSAP itself as I have seen it happen in ZAP. The issue either lies in the coding that has not been discovered (or needs to be input into things like ZAP or NSAP), coding that may be in SexLab Framework or even FNIS itself! I am not expert so please do not go pointing blame at the SexLab Framework or FNIS as this is jsut a theory and I have no firm evidence or enough experience to say these are true.

 

The current suggestion I can make to animators is that they should make their final animation furniture free (ie, stage 1-5 with furniture and stage 6 without). I have tested this on the Zaz OTK Spanking animation in NSAP by adding a final animation which works. But this would be down to the animator's decision.

 

For users, I would suggest that if you don't like seeing the furniture stuck then simply don't play these animations for the time being till a fix or work around is found.

 

This is a known issue but at this time it doesn't look to be linked to NSAP directly. The only way to avoid it really is not to play the animation. The furniture becomes unstuck generally when a new animation is called.

Gentle reminder to everyone, there is a support thread with answers to common questions aswell as provides ongoing updates of issues when confirmed or being investagated.

Thanks for the answer. I wasn't aware there was a support thread so sorry about that.

Avoiding the animations was the same workaround I was just thinking about. Do you by any chance know which animations include furniture in them? The chair animations are pretty obviously named, though there seems to be a few others which spawns a bed or something. I'm not sure which animation that belongs to.

 

In any case, I guess I'll eventually find it out myself.

If I remember right, Zaz OTK Spanking, Arrok Blowjob Ledge, 3j bench three some, 3j throne fuck and 3j chair sex. That's them all.

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Curious, almost weird, regarding that "Standing Bug". Final stages are Default at 8 seconds, at the end of the "ORGASM , one or both stand for 8 seconds. Increase that stage to 15 seconds, they stand for 15 seconds. 20, 25,30, 35 seconds the same. Question?: Is the animation trying to start another stage? If it were and no animation was found or existed, wouldn't they just "Stand" ?

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Curious, almost weird, regarding that "Standing Bug". Final stages are Default at 8 seconds, at the end of the "ORGASM , one or both stand for 8 seconds. Increase that stage to 15 seconds, they stand for 15 seconds. 20, 25,30, 35 seconds the same. Question?: Is the animation trying to start another stage? If it were and no animation was found or existed, wouldn't they just "Stand" ?

 

Kinda answers it in this post in which I replied to you with.

 

When the characters stand, it is trying to play a final stage which is the below animation.

 

 

post-126630-0-20987300-1418184504.gif

 

 

The animation is set in FNIS to be acyclic. This means that regardless of the SexLab timers (5 secs to 300 secs) it should ONLY play this animation ONCE. No loop. No repeat. But since something between FNIS and SexLab/NSAP won't accept the acyclic option, the animation doesn't play. SexLab/NSAP is trying to play an animation but can;t recognise the FNIS setting for it so this is why they stand. The animation is in the file. If you go to the orgasm scene then use the SexLab hotkeys to move the stage back to the previous stage then the hotkeys again to advance the stage, you should see the aniamtion. The issue is that when making an animation acyclic (one time) in FNIS, they seem not to play well and I haven't figured out why yet. There is another animation in the pack affected by this issue so it's not isolated to one animation.

 

The stage is set in the scripts correctly and the file is in the folder (it's stage 5). You would know there were issues with it missing as FNIS would give you a warning in the consitence check.

 

It is possible that the setting for acyclic is causing it so I have had a thought what the issue might be but I'll look at it after the holidays.

 

I may set it back to Leito's previous orgasm animation if my work around doesn't work but that will be after the holidays.

 

I appreciate that this seems to be an animation that you really like but I am afraid that until a resolution can be found I don't have any answers at the moment. Be patient. Beleive me I haven't forgotten about it. ^^

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