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Theoretically what I am planning to do. Is it possible?


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Posted

So first is it possible to make animations to play a certain specific animation? Even if its not the entire animation for example in one of animations there is a fisting scene. Can I make it so the event plays that one specific animation?

Also at the same time is it possible to toggle animations based on worn items? For example if I equipe a ring only PC dominant sex/rape position will be done.

 

My second question is regarding mod assets, I really want some specific mods to play a role in my mod but in the interest of weird mod conflicts and I want the features to happen specifically when and where I want it to happen.

I have a lot of plans and I really don't want 20 mods running in the background when I only need them for just a little while.

 

Finally where can I read and learn how to make a script heavy long quest line with sexlab, body scaling and trackers.

 

Thanks!

Posted

Hello @satyra, here some answers:

 

"...is it possible to make animations to play a certain specific animation? Even if its not the entire animation for example in one of animations there is a fisting scene. Can I make it so the event plays that one specific animation?..."

You can create a custom SexLab animation and pick only the sub animations (.hkx) that you like. With a little bit of practice this is really easy to do.

This type of animation can also be used by other SexLab mds (usually based on animation Tags you define)

 

"...is it possible to toggle animations based on worn items? For example if I equipe a ring only PC dominant sex/rapr position will done"

That is not easy but possible if: You create a mod that will start/control the animations based on the items the player or a NPC will wear.

Do not expect this will affect other mods.

"My second question is regarding mod assets, I really want some specific mods to play a role in my mod but in the interest of weird mod conflicts and I want the features to happen specifically when and where I want it to happen.
I have a lot of plans and I really don't want 20 mods running in the background when I only need them for just a little while."

Usually you can "extract" the assets from a mod and include them in a mod you wish. Of course only if the original author allows it. If they are meshes/textures/statics it is usually an easy task. If you want to get some quests/dialogues/scripts then it is a little bit more hard to accomplish.

"Finally where can I read and learn how to make a script heavy long quest line with sexlab, body scaling and trackers."

Ask and you will be answered.

Of course learning how to create a mod is a long process.

 

Posted

Of course I will ask permissions before starting any work.

But I am in the process of making the NPCs and writing dialogues.

 

So I just wanted to be sure I am not planning for things that border on fantasy.

If its alright with you I would like to continue my inquiry in a more private discussion. My mod is very story based so I don't want to spoil any surprises. :)

Posted

No problem at all. Feel free to PM me anytime.

Posted

All of the above mentioned seams totally possible, might have to do some haxxy things to select parts of SL animations but should be fine ^^

You can look at the source for Deadly Drain it has some body scaling code.

A really good way of learning how to make mods is looking at how other mods are made! :)

 

Good luck! 

Posted

All of the above mentioned seams totally possible, might have to do some haxxy things to select parts of SL animations but should be fine ^^

You can look at the source for Deadly Drain it has some body scaling code.

A really good way of learning how to make mods is looking at how other mods are made! :)

 

Good luck!

I agree with that statement. I guess a good start would be what tools should I familiarize myself with to do what you did in deadly drain, for example, so I can perhaps learn by reverse engineering your codes.

I think that's what I should start with first or something like that.

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