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I did see a little distortion in the movement of testacies during the Amra animations, but its probably always been there and I only noticed it now because I was looking for anomalies.

Maybe, or maybe not, can't really say and I would need people's feedback for this. If you are using the male body included with SO, I weighted it some time ago for Prideslayer, copying Amra's weight so that the animations could seem the most possible like the original penis. But it's still a new penis, so there could be some slight difference in some movements... it's hard to say, it should be compared splitting the screen in two and making a very accurate and close comparison, we're probably talking about fractions of millimeters :(

In the meantime I thought about the bounce thing. You know what? in the second post I included some modified breast which is lower than the original. Maybe that, maybe that could cause a difference in some animations, due to its modified position. I tested it with walk and run and it was fine, but who knows what could happen in some SO animation.

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The lower breast thing is a possibility. I made the assumption it was a required thing so I ran with it on the initial install. When I reinstalled I didn't include it after reading more into what it was for and potential issues. Id have to toss it into the mix again to see whats-the-what.

 

Next time I see Gumby penis or something odd with the breast movements I'll get a screen shot if I can.

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  • 2 weeks later...

I've got a problem with Bodymorph somehow breaking an idleanimation. I've got the following script in a token that gets added to player's inventory when the character uses a breast pump:

 

 

 

scn aaSexoutLactationMilkTokenScript

float timer
int bdoonce
int bdoonce2
int bDoOnce3
ref rClothingItem

Begin GameMode

if timer == 15
	removeme
endif

if timer > 1
	if bdoonce2 == 0
		set bdoonce2 to 1
		set rClothingItem to player.GetEquippedObject 2
		player.unequipitem rClothingItem 0 1
		DisablePlayerControls 1 1 1 0 0 1 1
		player.addscriptpackage aaSexoutLactationMilkingAnimationP
	endif
endif

if timer > 1.5
	if bDoOnce3 == 0
		con_tfc
		set bDoOnce3 to 1
	endif
endif

if 1 == IsPC1stPerson
    ;in first person, force to 3rd
    TapControl 13
endif

if timer < 15
      set timer to timer + GetSecondsPassed
else
      ;15 seconds have passed
	player.removescriptpackage
	EnablePlayerControls
	player.removescriptpackage

	;decreasing milk amount and resetting vars
	Print "SoLact: Lowering milk level and resetting vars"
	set aaSexoutLactationQuest.fMilkAmount to (aaSexoutLactationQuest.fMilkAmount - 1)
	set aaSexoutLactationQuest.fLastMilked to GameDaysPassed
	set aaSexoutLactationQuest.fMilkChange to GameDaysPassed	
	set aaSexoutLactationQuest.iLactatingEnding to 0
	set aaSexoutLactationQuest.iMsg1 to 0
	set aaSexoutLactationQuest.iMsg2 to 0

;	if IsModLoaded "BodyMorph.esp"
;		call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"
;		call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"
;		Print "SoLact: BodyMorph scaling breasts down by 1"
;	endif

	if aaSexoutLactationQuest.fMilkAmount == 1
		player.dispel aaSexoutLactationEffect02
		player.dispel aaSexoutLactationEffect03
		player.CIOS aaSexoutLactationEffect01

	elseif aaSexoutLactationQuest.fMilkAmount == 2
		player.dispel aaSexoutLactationEffect01
		player.dispel aaSexoutLactationEffect03
		player.CIOS aaSexoutLactationEffect02

	elseif aaSexoutLactationQuest.fMilkAmount == 3
		player.dispel aaSexoutLactationEffect01
		player.dispel aaSexoutLactationEffect02
		player.CIOS aaSexoutLactationEffect03
	endif


	con_tfc
     set timer to 15
	if aaSexoutLactationQuest.iPumpCondition < 30
		set aaSexoutLactationQuest.iPumpCondition to (aaSexoutLactationQuest.iPumpCondition + 1)
		player.unequipitem aaSexoutLactationPump 0 1
	else
		player.unequipitem aaSexoutLactationPump 0 1
		player.removeitem aaSexoutLactationPump 1 0
		showmessage aaSexoutLactationPumpDestroyedMessage
		set aaSexoutLactationQuest.iPumpCondition to 0
	endif
	
	player.additem aaSexoutLactationMilkBottle 1
	player.pushactoraway player 2

endif

End 

 

 

 

If Bodymorph.esp is active in my load order, the idle animation included in the AI package that is applied to the player won't play no matter what, while the rest of the script runs fine. It doesn't matter if I utilize the scaling functions within the same script or not (right now they're commented out for testing), the only way I can make the animation play is by removing Bodymorph.esp alltogether. As soon as Bodymorph.esp is included in my load order, the PC just stands there while the script runs it's course. Bodymorph itself works, things get resized just fine.

 

Anyone got any ideas?

 

edit: I tried with a spell and playidle command but the result was the same, animation won't play as long as Bodymorph.esp is active.

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I've got a problem with Bodymorph somehow breaking an idleanimation. I've got the following script in a token that gets added to player's inventory when the character uses a breast pump:

 

 

 

scn aaSexoutLactationMilkTokenScript

float timer
int bdoonce
int bdoonce2
int bDoOnce3
ref rClothingItem

Begin GameMode

if timer == 15
	removeme
endif

if timer > 1
	if bdoonce2 == 0
		set bdoonce2 to 1
		set rClothingItem to player.GetEquippedObject 2
		player.unequipitem rClothingItem 0 1
		DisablePlayerControls 1 1 1 0 0 1 1
		player.addscriptpackage aaSexoutLactationMilkingAnimationP
	endif
endif

if timer > 1.5
	if bDoOnce3 == 0
		con_tfc
		set bDoOnce3 to 1
	endif
endif

if 1 == IsPC1stPerson
    ;in first person, force to 3rd
    TapControl 13
endif

if timer < 15
      set timer to timer + GetSecondsPassed
else
      ;15 seconds have passed
	player.removescriptpackage
	EnablePlayerControls
	player.removescriptpackage

	;decreasing milk amount and resetting vars
	Print "SoLact: Lowering milk level and resetting vars"
	set aaSexoutLactationQuest.fMilkAmount to (aaSexoutLactationQuest.fMilkAmount - 1)
	set aaSexoutLactationQuest.fLastMilked to GameDaysPassed
	set aaSexoutLactationQuest.fMilkChange to GameDaysPassed	
	set aaSexoutLactationQuest.iLactatingEnding to 0
	set aaSexoutLactationQuest.iMsg1 to 0
	set aaSexoutLactationQuest.iMsg2 to 0

;	if IsModLoaded "BodyMorph.esp"
;		call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"
;		call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"
;		Print "SoLact: BodyMorph scaling breasts down by 1"
;	endif

	if aaSexoutLactationQuest.fMilkAmount == 1
		player.dispel aaSexoutLactationEffect02
		player.dispel aaSexoutLactationEffect03
		player.CIOS aaSexoutLactationEffect01

	elseif aaSexoutLactationQuest.fMilkAmount == 2
		player.dispel aaSexoutLactationEffect01
		player.dispel aaSexoutLactationEffect03
		player.CIOS aaSexoutLactationEffect02

	elseif aaSexoutLactationQuest.fMilkAmount == 3
		player.dispel aaSexoutLactationEffect01
		player.dispel aaSexoutLactationEffect02
		player.CIOS aaSexoutLactationEffect03
	endif


	con_tfc
     set timer to 15
	if aaSexoutLactationQuest.iPumpCondition < 30
		set aaSexoutLactationQuest.iPumpCondition to (aaSexoutLactationQuest.iPumpCondition + 1)
		player.unequipitem aaSexoutLactationPump 0 1
	else
		player.unequipitem aaSexoutLactationPump 0 1
		player.removeitem aaSexoutLactationPump 1 0
		showmessage aaSexoutLactationPumpDestroyedMessage
		set aaSexoutLactationQuest.iPumpCondition to 0
	endif
	
	player.additem aaSexoutLactationMilkBottle 1
	player.pushactoraway player 2

endif

End 

 

 

 

If Bodymorph.esp is active in my load order, the idle animation included in the AI package that is applied to the player won't play no matter what, while the rest of the script runs fine. It doesn't matter if I utilize the scaling functions within the same script or not (right now they're commented out for testing), the only way I can make the animation play is by removing Bodymorph.esp alltogether. As soon as Bodymorph.esp is included in my load order, the PC just stands there while the script runs it's course. Bodymorph itself works, things get resized just fine.

 

Anyone got any ideas?

 

edit: I tried with a spell and playidle command but the result was the same, animation won't play as long as Bodymorph.esp is active.

 

BodyMorph is a SpecialIdle. Only a single animation per animgroup is allowed by the game engine, i.e. if you are smoking a cigarette you can't drink a bottle of beer, but you can walk while smoking (=different animgroups).

 

For the same reason, you can't morph and invoke a special idle at the same time, one will take priority on the second one. Now it all depends by when you are invoking that animation. I see it's a gamemode, but when it is supposed to run?

 

To answer your previous message about the function with absolute values, it would break the purpose of Prideslayer's framework. There's no way to track down the actual value of a morph, you can't Get a value from the nif, so the only way is storing these values in the ESM. But if a mod has already morphed something, and then you fix your own absolute value, you will erase what the other mod did.

 

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I've got a problem with Bodymorph somehow breaking an idleanimation. I've got the following script in a token that gets added to player's inventory when the character uses a breast pump:

 

 

 

scn aaSexoutLactationMilkTokenScript

float timer
int bdoonce
int bdoonce2
int bDoOnce3
ref rClothingItem

Begin GameMode

if timer == 15
	removeme
endif

if timer > 1
	if bdoonce2 == 0
		set bdoonce2 to 1
		set rClothingItem to player.GetEquippedObject 2
		player.unequipitem rClothingItem 0 1
		DisablePlayerControls 1 1 1 0 0 1 1
		player.addscriptpackage aaSexoutLactationMilkingAnimationP
	endif
endif

if timer > 1.5
	if bDoOnce3 == 0
		con_tfc
		set bDoOnce3 to 1
	endif
endif

if 1 == IsPC1stPerson
    ;in first person, force to 3rd
    TapControl 13
endif

if timer < 15
      set timer to timer + GetSecondsPassed
else
      ;15 seconds have passed
	player.removescriptpackage
	EnablePlayerControls
	player.removescriptpackage

	;decreasing milk amount and resetting vars
	Print "SoLact: Lowering milk level and resetting vars"
	set aaSexoutLactationQuest.fMilkAmount to (aaSexoutLactationQuest.fMilkAmount - 1)
	set aaSexoutLactationQuest.fLastMilked to GameDaysPassed
	set aaSexoutLactationQuest.fMilkChange to GameDaysPassed	
	set aaSexoutLactationQuest.iLactatingEnding to 0
	set aaSexoutLactationQuest.iMsg1 to 0
	set aaSexoutLactationQuest.iMsg2 to 0

;	if IsModLoaded "BodyMorph.esp"
;		call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"
;		call aaSexoutLactationQuest.bomoScaleDown PlayerREF "Breasts"
;		Print "SoLact: BodyMorph scaling breasts down by 1"
;	endif

	if aaSexoutLactationQuest.fMilkAmount == 1
		player.dispel aaSexoutLactationEffect02
		player.dispel aaSexoutLactationEffect03
		player.CIOS aaSexoutLactationEffect01

	elseif aaSexoutLactationQuest.fMilkAmount == 2
		player.dispel aaSexoutLactationEffect01
		player.dispel aaSexoutLactationEffect03
		player.CIOS aaSexoutLactationEffect02

	elseif aaSexoutLactationQuest.fMilkAmount == 3
		player.dispel aaSexoutLactationEffect01
		player.dispel aaSexoutLactationEffect02
		player.CIOS aaSexoutLactationEffect03
	endif


	con_tfc
     set timer to 15
	if aaSexoutLactationQuest.iPumpCondition < 30
		set aaSexoutLactationQuest.iPumpCondition to (aaSexoutLactationQuest.iPumpCondition + 1)
		player.unequipitem aaSexoutLactationPump 0 1
	else
		player.unequipitem aaSexoutLactationPump 0 1
		player.removeitem aaSexoutLactationPump 1 0
		showmessage aaSexoutLactationPumpDestroyedMessage
		set aaSexoutLactationQuest.iPumpCondition to 0
	endif
	
	player.additem aaSexoutLactationMilkBottle 1
	player.pushactoraway player 2

endif

End 

 

 

 

If Bodymorph.esp is active in my load order, the idle animation included in the AI package that is applied to the player won't play no matter what, while the rest of the script runs fine. It doesn't matter if I utilize the scaling functions within the same script or not (right now they're commented out for testing), the only way I can make the animation play is by removing Bodymorph.esp alltogether. As soon as Bodymorph.esp is included in my load order, the PC just stands there while the script runs it's course. Bodymorph itself works, things get resized just fine.

 

Anyone got any ideas?

 

edit: I tried with a spell and playidle command but the result was the same, animation won't play as long as Bodymorph.esp is active.

 

BodyMorph is a SpecialIdle. Only a single animation per animgroup is allowed by the game engine, i.e. if you are smoking a cigarette you can't drink a bottle of beer, but you can walk while smoking (=different animgroups).

 

For the same reason, you can't morph and invoke a special idle at the same time, one will take priority on the second one. Now it all depends by when you are invoking that animation. I see it's a gamemode, but when it is supposed to run?

 

To answer your previous message about the function with absolute values, it would break the purpose of Prideslayer's framework. There's no way to track down the actual value of a morph, you can't Get a value from the nif, so the only way is storing these values in the ESM. But if a mod has already morphed something, and then you fix your own absolute value, you will erase what the other mod did.

 

The script/animation is set to run as soon as the player closes the pip-boy, after equipping a certain item. It did cross my mind that the morphing and idle animations maybe couldnt be ran at the same time, but when I commented out all the scaleups and downs and the problem still persisted (until I removed Bodymorph.esp from my load order) I thought that wasn't the problem. But regardless, I now removed all of the Bodymorph code from my .esp and the idle animation still won't play as long as I have Bodymorph.esp active in my load order.

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  • 1 month later...

I just have a small Question :-)

 

First of all thanks for the nice gadged - it works fine for me.

 

I saw that the legs are removed from the list.

 

Is it possible to morph the feet only? For my feeling - if i am barefeet in the game the always look to large^^ - so i want to make them smaller :-)

 

And another question - how do i change my height? My AV needs to be smaller .-)

 

Thanks for help

 

Ava

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Rooo!

Could someone give me a description of what;

'Body Morph plugin v12-AW' and 'Body Morph plugin v15-AMV Repackaged are about?

Are they needed, are they compatability patches, are they...uh...what are they?

 

pls. & THX u

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Hello all,

i found out a problem with the plugin for the Body Morph.

 

If you use it and customize your Avatar with it - it changes the Race to an unknown Value.

Thats busted a lot of things for the Sexout framework.

 

look here:

 

Logfile nvse.log in FNV base directory - BEFORE - edit with Body Morph plugin for player:

 

Dumping Array #333 **
Refs: 2 Owner 22: SexoutSpunk.esp
[ Gender ] : 1.000000
[ LastEval ] : 6.376438
[ Loc ] : Belly
[ Race ] : Caucasian GLW (0E008846)
[ RaceCat ] :
[ Species ] : Human
[ Vol ] : 0.007818
[ VolOr ] : 0.007818
[ When ] : 6.370820
[ Whose ] : Ban (00000014)
**

 

Logfile nvse.log in FNV base directory - AFTER - edit with Body Morph plugin for player:

 

Dumping Array #331 **
Refs: 4 Owner 22: SexoutSpunk.esp
[ 0.000000 ] : (Array ID #338)
**
Dumping Array #333 **
Refs: 2 Owner 22: SexoutSpunk.esp
[ Gender ] : 1.000000
[ LastEval ] : 6.376438
[ Loc ] : Belly
[ Race ] : ??< NAME >??
[ RaceCat ] :
[ Species ] : Human
[ Vol ] : 0.007818
[ VolOr ] : 0.007818
[ When ] : 6.370820
[ Whose ] : Ban (00000014)
**

 

If you then start an action - a whole bunch of errors will be produced in nvac.log until the game crashes.

 

My recommendation until it is fixed - Update - still evaluating the problem!!!!

 

Have a nice day

 

Ava

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  • 3 weeks later...

Hello all

 

As asdasfa said. You should show that to Doctasax.

 

when i use something that uses bodymorph nothing happens and in the console it says error in script 6b0021d8

 

What mod you have at index 6B in the load order?

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  • 1 month later...

what abot BNB skeleton Extented does it work with this 

Almost. I think I setted almost all the bones from there, but I could have missed some I consider unuseful. Fact is, I still have to see a mod which uses these bones, could you link me some? I always have read about BnB Extended as skeleton but I never had a chance to test its real functionalities.

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  • 1 month later...
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  • 1 year later...
6 hours ago, tfever said:

Yes. But nothing. I can change body size with selector, but i want [bodymorph] for more detiling changes.

In the new version there's no [bodymorph] item, you only use the MCM options or the Selector (the one in your picture). I preferred something lighter and minimal, it was less chore to modify scripts

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