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Adding animations to sexlab?


bigglebojiggle

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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?

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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?

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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
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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

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