bigglebojiggle Posted December 4, 2014 Posted December 4, 2014 So I downloaded a mod that had a few animations, but, it didnt have any esp so there wasnt really anyway to activate them. Today I was thinking, is it possible to add them to sexlab by putting them in the respective folder, and simply adding them to the list of animations in the animation list (FNIS_NonSexLabAnimationPack_List.txt) for example?
swmas Posted December 4, 2014 Posted December 4, 2014 yes you could but it will most likely fuck up your sexlab. It would be like replacing the sneaking animation with a spellcasting animation.
bigglebojiggle Posted December 4, 2014 Author Posted December 4, 2014 I wasnt going to replace anything actually, I was wondering if I could an animation set to a specific folder, and add the list to the animation list in the folder (the .txt file)and have sexlab recognize additional animations. Lets say there are 3 sets of wolf animations and I have a 4th, can drop them in the canine or wolf folder, add the names of hkx files to the txt and have sexlab recognize the new ones?
Groovtama Posted December 4, 2014 Posted December 4, 2014 You make a FNIS file, you make a animation factory (do not modify the Sexlab one), make a ReferenceAlias script which Registers to run the factory when Sexlab inits the AnimationLib. Then You just need an esp with a quest that runs the alias script on the player. Scriptname SomeAlias extends ReferenceAlias SomeSexLabFactory Property Factory Auto Event OnInit() Factory.RegisterForModEvent("SexLabSlotAnimations", "RegisterAnimations") EndEvent Event OnPlayerLoadGame() Factory.RegisterForModEvent("SexLabSlotAnimations", "RegisterAnimations") EndEvent ScriptName SomeSexLabFactory Extends sslAnimationFactory Function RegisterAnimations() PrepareFactory() RegisterAnimation("SomeAnimation") EndFunction Function SomeAnimation(int id) ;See a real animation factory for reference sslBaseAnimation Base = Create(id) Base.Name = "Some Name" Base.SetContent(Sexual) Base.SoundFX = Squishing int a1 = Base.AddPosition(Female, addCum=VaginalAnal) Base.AddPositionStage(a1, "someFNISSequenceName", 0) Base.AddTag("PCKnownAnim") Base.Save(id) EndFunction
bigglebojiggle Posted December 5, 2014 Author Posted December 5, 2014 You make a FNIS file, you make a animation factory (do not modify the Sexlab one), make a ReferenceAlias script which Registers to run the factory when Sexlab inits the AnimationLib. Then You just need an esp with a quest that runs the alias script on the player. Scriptname SomeAlias extends ReferenceAlias SomeSexLabFactory Property Factory Auto Event OnInit() Factory.RegisterForModEvent("SexLabSlotAnimations", "RegisterAnimations") EndEvent Event OnPlayerLoadGame() Factory.RegisterForModEvent("SexLabSlotAnimations", "RegisterAnimations") EndEvent ScriptName SomeSexLabFactory Extends sslAnimationFactory Function RegisterAnimations() PrepareFactory() RegisterAnimation("SomeAnimation") EndFunction Function SomeAnimation(int id) ;See a real animation factory for reference sslBaseAnimation Base = Create(id) Base.Name = "Some Name" Base.SetContent(Sexual) Base.SoundFX = Squishing int a1 = Base.AddPosition(Female, addCum=VaginalAnal) Base.AddPositionStage(a1, "someFNISSequenceName", 0) Base.AddTag("PCKnownAnim") Base.Save(id) EndFunction Fortunately I found the name of the animations, some of them have ended up being used for other mods so, I suppose I dont really have a need for them afterall, but thanks for letting me know how I would go about doing it
Recommended Posts
Archived
This topic is now archived and is closed to further replies.