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What blabba's does is register the animations with sexlab. A few steps to help you on your way:

 

1. Add the animation files to animations\necro folder.

2. Change the file names, just add necro_ infront like: Necro_AggrBehind_A1_S1.hkx

3. Update FNIS_Necro_List.txt with the animation data, just look at the data they're supposed to replace in FNIS_SexLab_List.txt, so you end up with a list looking like:

 

s Necro_AggrBehind_A1_S1 Necro_AggrBehind_A1_S1.hkx
+ Necro_AggrBehind_A1_S2 Necro_AggrBehind_A1_S2.hkx
+ Necro_AggrBehind_A1_S3 Necro_AggrBehind_A1_S3.hkx
+ Necro_AggrBehind_A1_S4 Necro_AggrBehind_A1_S4.hkx
s Necro_AggrBehind_A2_S1 Necro_AggrBehind_A2_S1.hkx
+ Necro_AggrBehind_A2_S2 Necro_AggrBehind_A2_S2.hkx
+ Necro_AggrBehind_A2_S3 Necro_AggrBehind_A2_S3.hkx

+ Necro_AggrBehind_A2_S4 Necro_AggrBehind_A2_S4.hkx

 

..... 

 

4. Then run FNIS for "Modders", this will generate the behavior file.

5. Next comes the scripting, the only file you'll be working with here is NecroAnimationsScript.psc, again you can use the animations they're supposed to replace from sslAnimationDefaults.psc, and just replace the names, lets say "AggrBehind_A1_S1" with "Necro_AggrBehind_A1_S1".

6. Give "Base.Name" a unique name to show up in sexlab, maybe also add a tag so you can look up necro animations.

7. Then in the RegisterNewAnimations() function add the function names in your file, so you could have something like:

 

function RegisterNewAnimations()
    PrepareFactory()
    RegisterAnimation("NecroAggrBehind")
    RegisterAnimation("NecroAggrDoggyStyle")
 
   ........
 
endFunction
 
function NecroAggrBehind(int id)
....
endFunction
 
function NecroAggrDoggyStyle(int id)
....
endFunction
 
8. Compile your code.
9. Run FNIS for "Users"
!0. In the game register with sexlab.
 
Anyway, I hope I got it correct, 4th beer an all.

 

EDIT: Nevermind I see what you meant now.  Working on this right now.

 

When you say "compile your code", you mean via CK?

 

Also can I use blabla's .esp for this?  Or do I need to "make" a new one?

 

I know nothing about Skyrim modding, haha.

 

EDIT: TRIPLE EDIT: Finally Figured it out, cheers.

 

 

Hey, I am curious on how you compile code with CK? Everytime I tried to compile code, even vanilla code i havent touched. It says it failed.

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Hey, I am curious on how you compile code with CK? Everytime I tried to compile code, even vanilla code i havent touched. It says it failed.

 

 

REALLY REALLY ANNOYINGLY.  I've basically spent the last four hours beating my skull against CK to figure it out.

 

Basically you have a TON of psc files, right?  Well, certain psc files need certain OTHER psc files to be read in order for the first psc file to be compiled.

 

I've pretty much been hitting "compile" on a single psc, waiting for it to fail, seeing which other psc's its looking for and not finding, finding those psc's and copy/pasting into the scripts/source folder, then rinse, repeat, until I get a successful compile.

 

Now, I've managed to get a version of blabla's NecroAnimationsScript.pex compiled with all of the current necro animations compiled.  What's now doing my head in--i.e., the thing I need help with--is the defeatactionscr.psc that I'm modifying to use the necro animations instead of its default animations.  So far, I've managed to locate every psc it's asked for.  However, I'm still getting the following errors: Lol nevermind, just started googling those lines and found a TON of other psc's that this thing apparently wanted.  Now HERE is the error I'm currently getting:

 

 

Starting 1 compile threads for 1 files...
Compiling "defeatactionscr"...
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1250,19): unknown type zzzconfig
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1251,61): cannot convert to unknown type zzzconfig
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1251,61): cannot cast a form to a zzzconfig, types are incompatible
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1264,13): unknown type zzzconfig
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1265,25): zzzconfig is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1265,7): type mismatch while assigning to a int (cast missing or types unrelated)
No output generated for defeatactionscr, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on defeatactionscr

 

Apparently there's a zzzconfig.psc I need now, unfortunately I can't find it anywhere.  Does anyone know what mod this comes from?

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So I just tried out the new Necro anim pex with the properly setup animations and everything, figured I could at least register the animations in game through the MCM.

The MCM is not recognizing it.  Now, I'm just using blabla's plugin with no modification.  I don't know how to make or edit esp's, so if that needs to be done I'm kind of lost on that front.

At the moment I have

-All of the necro anims renamed and (I THINK) properly set up to match up just right

-A properly set up .psc for these anims
-A properly compiled .pex for these anims
-A properly set up .psc for replacing the "default" Defeat necro anims with these new ones

If anyone here knows how to compile and get this all to work with an esp, please let me know and I'll send you what I have.  I think we're REALLY close to having working standalone necro animations for Defeat's Necrophilia option, and my own incompetence and lack of knowledge of Skyrim modding shouldn't hold us back from that.

EDIT: Here's what the new NecroAnimationsScript.psc looks like (and what was compiled into the .pex):
 

Scriptname NecroAnimationsScript extends sslAnimationFactory  

function RegisterNewAnimations()
	PrepareFactory()
	RegisterAnimation("NecroAggrBehind")
	RegisterAnimation("NecroAggrDoggyStyle")
	RegisterAnimation("NecroAggrMissionary")
	RegisterAnimation("NecroArrokAnal")
	RegisterAnimation("NecroArrokMissionary")
	RegisterAnimation("NecroLegSpread")
	RegisterAnimation("NecroStanding")
endFunction


function NecroAggrBehind(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Aggressive Behind"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing


	int a1 = Base.AddPosition(Female, addCum=Anal)
	Base.AddPositionStage(a1, "Necro_AggrBehind_A1_S1", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrBehind_A1_S2", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrBehind_A1_S3", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrBehind_A1_S4", 0, silent = true)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "Necro_AggrBehind_A2_S1", -12)
	Base.AddPositionStage(a2, "Necro_AggrBehind_A2_S2", -12)
	Base.AddPositionStage(a2, "Necro_AggrBehind_A2_S3", -12)
	Base.AddPositionStage(a2, "Necro_AggrBehind_A2_S4", -12)

	Base.AddTag("Necro")
	Base.AddTag("Sex")
	Base.AddTag("Behind")
	Base.AddTag("Anal")
	Base.AddTag("Aggressive")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

function NecroAggrDoggyStyle(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Aggressive Doggy Style"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing

	int a1 = Base.AddPosition(Female, addCum=Anal)
	Base.AddPositionStage(a1, "Necro_AggrDoggyStyle_A1_S1", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrDoggyStyle_A1_S2", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrDoggyStyle_A1_S3", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrDoggyStyle_A1_S4", 0, silent = true)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "Necro_AggrDoggyStyle_A2_S1", -100, sos = 5)
	Base.AddPositionStage(a2, "Necro_AggrDoggyStyle_A2_S2", -100, sos = 5)
	Base.AddPositionStage(a2, "Necro_AggrDoggyStyle_A2_S3", -100, sos = 7)
	Base.AddPositionStage(a2, "Necro_AggrDoggyStyle_A2_S4", -100, sos = 5)

	Base.AddTag("Necro")
	Base.AddTag("Sex")
	Base.AddTag("Doggystyle")
	Base.AddTag("Behind")
	Base.AddTag("Anal")
	Base.AddTag("Aggressive")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

function NecroAggrMissionary(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Aggressive Missionary"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing

	int a1 = Base.AddPosition(Female, addCum=VaginalAnal)
	Base.AddPositionStage(a1, "Necro_AggrMissionary_A1_S1", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrMissionary_A1_S2", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrMissionary_A1_S3", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_AggrMissionary_A1_S4", 0, silent = true)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "Necro_AggrMissionary_A2_S1", -86, sos = 4)
	Base.AddPositionStage(a2, "Necro_AggrMissionary_A2_S2", -86, sos = 4)
	Base.AddPositionStage(a2, "Necro_AggrMissionary_A2_S3", -86, sos = 3)
	Base.AddPositionStage(a2, "Necro_AggrMissionary_A2_S4", -86, sos = 3)

	Base.AddTag("Necro")
	Base.AddTag("Sex")
	Base.AddTag("Missionary")
	Base.AddTag("Laying")
	Base.AddTag("Vaginal")
	Base.AddTag("Aggressive")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

function NecroArrokAnal(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Arrok Anal"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing

	int a1 = Base.AddPosition(Female, addCum=Anal)
	Base.AddPositionStage(a1, "Necro_Arrok_Anal_A1_S1", 0)
	Base.AddPositionStage(a1, "Necro_Arrok_Anal_A1_S2", 0)
	Base.AddPositionStage(a1, "Necro_Arrok_Anal_A1_S3", 0)
	Base.AddPositionStage(a1, "Necro_Arrok_Anal_A1_S4", 0)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "Necro_Arrok_Anal_A2_S1", -17, silent = true)
	Base.AddPositionStage(a2, "Necro_Arrok_Anal_A2_S2", -8, sos = 3, silent = true)
	Base.AddPositionStage(a2, "Necro_Arrok_Anal_A2_S3", -17, sos = 4, silent = true)
	Base.AddPositionStage(a2, "Necro_Arrok_Anal_A2_S4", -17, sos = 3, silent = true)

	Base.AddTag("Arrok")
	Base.AddTag("Necro")
	Base.AddTag("TBBP")
	Base.AddTag("Anal")
	Base.AddTag("Sex")
	Base.AddTag("Standing")
	Base.AddTag("Dirty")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

function NecroArrokMissionary(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Arrok Missionary"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing

	int a1 = Base.AddPosition(Female, addCum=Vaginal)
	Base.AddPositionStage(a1, "Necro_Arrok_Missionary_A1_S1", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_Arrok_Missionary_A1_S2", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_Arrok_Missionary_A1_S3", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_Arrok_Missionary_A1_S4", 0, silent = true)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "Necro_Arrok_Missionary_A2_S1", -105)
	Base.AddPositionStage(a2, "Necro_Arrok_Missionary_A2_S2", -105)
	Base.AddPositionStage(a2, "Necro_Arrok_Missionary_A2_S3", -105, sos = 3)
	Base.AddPositionStage(a2, "Necro_Arrok_Missionary_A2_S4", -107, sos = 7)

	Base.AddTag("Arrok")
	Base.AddTag("Necro")
	Base.AddTag("BBP")
	Base.AddTag("Sex")
	Base.AddTag("Missionary")
	Base.AddTag("Laying")
	Base.AddTag("Vaginal")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

function NecroLegSpread(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Leg Spread"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing

	int a1 = Base.AddPosition(Female, addCum=Vaginal)
	Base.AddPositionStage(a1, "necro_leg_spread_a1_s1", 0, silent = true)
	Base.AddPositionStage(a1, "necro_leg_spread_a1_s2", 0, silent = true)
	Base.AddPositionStage(a1, "necro_leg_spread_a1_s3", 0, silent = true)
	Base.AddPositionStage(a1, "necro_leg_spread_a1_s4", 0, silent = true)
	Base.AddPositionStage(a1, "necro_leg_spread_a1_s5", 0, silent = true)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "necro_leg_spread_a2_s1", -6.5, sos = -5)
	Base.AddPositionStage(a2, "necro_leg_spread_a2_s2", -6.5, sos = -5)
	Base.AddPositionStage(a2, "necro_leg_spread_a2_s3", -6.5, sos = -5)
	Base.AddPositionStage(a2, "necro_leg_spread_a2_s4", -6.5, sos = -5)
	Base.AddPositionStage(a2, "necro_leg_spread_a2_s5", -6.5, sos = -5)

	Base.AddTag("Sex")
	Base.AddTag("Aggressive")
	Base.AddTag("Straight")
	Base.AddTag("Necro")
	Base.AddTag("Vaginal")
	Base.AddTag("Dirty")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

function NecroStanding(int id)
	sslBaseAnimation Base = Create(id)

	Base.Name = "Necro Standing Fuck"

	Base.SetContent(Sexual)
	Base.SoundFX = Squishing

	int a1 = Base.AddPosition(Female, addCum=Anal)
	Base.AddPositionStage(a1, "Necro_Standing_A1_S1", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_Standing_A1_S2", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_Standing_A1_S3", 0, silent = true)
	Base.AddPositionStage(a1, "Necro_Standing_A1_S4", 0, silent = true)

	int a2 = Base.AddPosition(Male)
	Base.AddPositionStage(a2, "Necro_Standing_A2_S1", -81, sos = 4)
	Base.AddPositionStage(a2, "Necro_Standing_A2_S2", -81, sos = 3)
	Base.AddPositionStage(a2, "Necro_Standing_A2_S3", -81, sos = 5)
	Base.AddPositionStage(a2, "Necro_Standing_A2_S4", -81, sos = 6)

	Base.AddTag("Necro")
	Base.AddTag("Sex")
	Base.AddTag("Standing")
	Base.AddTag("Dirty")
	Base.AddTag("Vaginal")
	Base.AddTag("MF")

	Base.Save(id)
endFunction

And here's what the defeatactionscr.psc looks like for the necro section (and what will hopefully replace the default non-necro anims):
 

Function Necrophilia(Actor Victim, Actor Aggressor)
	Bool VicFemale = (SexLab.GetGender(Victim) == 1)
	Bool AggFemale = (SexLab.GetGender(Aggressor) == 1)
;	Strip(Victim, Aggressor)
	Sheath(Aggressor)

;	Victim.ForceActorValue("Health", 1)
;	SendAnimationEvent(Victim, "GetUpBegin")
;	SendAnimationEvent(Victim, "DefeatWounded02Exit")
;	Wait(2.0)
;	SendAnimationEvent(Victim, "IdleForceDefaultState")

	Victim.RemoveAllItems(NecroChest, abRemoveQuestItems = True) 
	Victim.Resurrect()
	Float i = 3.0
	While (!Victim.Is3DLoaded() && (i > 0.0))
		Wait(0.2)
		i -= 0.2
	EndWhile
	Victim.RemoveAllItems(abRemoveQuestItems = True) 
	NecroChest.RemoveAllItems(Victim, abRemoveQuestItems = True) ;abKeepOwnership

	Victim.SetUnconscious()
	Victim.AllowPCDialogue(False)
	RessConfig.Calm(Victim)
	sslThreadModel Make = SexLab.NewThread()
	Actor[] Positions = sslUtility.MakeActorArray(Victim, Aggressor)
	Positions = SexLab.SortActors(Positions)
	sslBaseAnimation[] Anims
	If (!VicFemale && AggFemale)
		Anims = new sslBaseAnimation[1]
		Anims[0] = SexLab.GetAnimationByName("Necro Arrok Anal")
	Elseif (VicFemale && AggFemale)
		Anims = new sslBaseAnimation[5]
		Anims[0] = SexLab.GetAnimationByName("Necro Aggressive Behind")
		Anims[1] = SexLab.GetAnimationByName("Necro Aggressive Missionary")
		Anims[2] = SexLab.GetAnimationByName("Necro Arrok Missionary")
		Anims[3] = SexLab.GetAnimationByName("Necro Leg Spread")
		Anims[4] = SexLab.GetAnimationByName("Necro Standing Fuck")
	Else
		Anims = new sslBaseAnimation[5]
		Anims[0] = SexLab.GetAnimationByName("Necro Aggressive Behind")
		Anims[1] = SexLab.GetAnimationByName("Necro Aggressive Missionary")
		Anims[2] = SexLab.GetAnimationByName("Necro Arrok Missionary")
		Anims[3] = SexLab.GetAnimationByName("Necro Leg Spread")
		Anims[4] = SexLab.GetAnimationByName("Necro Standing Fuck")
	Endif
	RegisterForModEvent("AnimationEnd_DefeatNecro", "EndNecro")
	Make.SetHook("DefeatNecro")
	Make.SetAnimations(Anims)
	Make.AddActors(Positions, Victim)
	Make.SetVoice(Victim, None, True)
	Make.DisableUndressAnimation(Victim)
	Make.DisableRagdollEnd(Victim)
	Make.DisableRagdollEnd(Aggressor)
	Make.DisableBedUse()	
	sslThreadController Thread = Make.StartThread()
	If !Thread
		Trace("Defeat: Error: Player/Companion aggressor Necro - Animation did not start")
		i = 2.0
		While (!Victim.IsDead() && (i > 0.0))
			Victim.KillEssential()
			Wait(0.5)
			i -= 0.5
		EndWhile
;		Victim.ForceActorValue("Health", 0)
	Endif
EndFunction
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Funnybizness, with your permission I'd like to start working on some kind of "add-on" for Defeat's "Necro" option to use your excellent animations (I'll ask Goubo if he's okay with it as well of you're okay with it first).

 

What I'm thinking is adding 2 versions of this add-on:

 

-One that is standalone and adds a page to Defeat's MCM that replaces the "default" necro animations with your anims and allows the user to register these animations

-Another version that requires NSAP and simply replaces the animations

 

If I have your permission, Ill look into working on this after I'm off work in about an hour or so.

Of course you have my permission I would love a mod that actually uses necro animations! Thanks man lol
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bit of a noob here. I downloaded your file and blabla's file to mod manager and activated both. I notaced a new mcm menu called necro something and all it did was say regester mod, and then it never did . I tried to have sex with adead bandit and all it did was show the loot she had. do I need a mod that allows necrophilia for this to work or do I have to reregister something and if so how do you do that. I would and im sure there are many other people would like a step by step installation guide. thank you.

Please somebody correct me if I'm wrong. I believe that all BlaBla's mod does is make it so these animations are standalone and don't overwrite any Zaz anims. You still need something that allows you to choose and play these specific anims, or you need to modify a mod to play these anims.

 

Personally, I'd like to come up with a "patch" for Goubo's Defeat mod that plays these anims during the Necrophilia option. I don't know anything about modding, but this is the perfect opportunity to learn. I've wanted "limp" animations to go with the necro option in Defeat for a long time. Having a supposedly dead body suddenly get up on its knees and start giving a blow job kind of kills the immersion.

What blabba's does is register the animations with sexlab. A few steps to help you on your way:

 

1. Add the animation files to animations\necro folder.

2. Change the file names, just add necro_ infront like: Necro_AggrBehind_A1_S1.hkx

3. Update FNIS_Necro_List.txt with the animation data, just look at the data they're supposed to replace in FNIS_SexLab_List.txt, so you end up with a list looking like:

 

s Necro_AggrBehind_A1_S1 Necro_AggrBehind_A1_S1.hkx

+ Necro_AggrBehind_A1_S2 Necro_AggrBehind_A1_S2.hkx

+ Necro_AggrBehind_A1_S3 Necro_AggrBehind_A1_S3.hkx

+ Necro_AggrBehind_A1_S4 Necro_AggrBehind_A1_S4.hkx

s Necro_AggrBehind_A2_S1 Necro_AggrBehind_A2_S1.hkx

+ Necro_AggrBehind_A2_S2 Necro_AggrBehind_A2_S2.hkx

+ Necro_AggrBehind_A2_S3 Necro_AggrBehind_A2_S3.hkx

+ Necro_AggrBehind_A2_S4 Necro_AggrBehind_A2_S4.hkx

 

.....

 

4. Then run FNIS for "Modders", this will generate the behavior file.

5. Next comes the scripting, the only file you'll be working with here is NecroAnimationsScript.psc, again you can use the animations they're supposed to replace from sslAnimationDefaults.psc, and just replace the names, lets say "AggrBehind_A1_S1" with "Necro_AggrBehind_A1_S1".

6. Give "Base.Name" a unique name to show up in sexlab, maybe also add a tag so you can look up necro animations.

7. Then in the RegisterNewAnimations() function add the function names in your file, so you could have something like:

 

function RegisterNewAnimations()

PrepareFactory()

RegisterAnimation("NecroAggrBehind")

RegisterAnimation("NecroAggrDoggyStyle")

 

........

 

endFunction

 

function NecroAggrBehind(int id)

....

endFunction

 

 

function NecroAggrDoggyStyle(int id)

....

endFunction

 

8. Compile your code.

9. Run FNIS for "Users"

!0. In the game register with sexlab.

 

Anyway, I hope I got it correct, 4th beer an all.

Thanks for helping explain it all. Blabla11 explained it to me but it just doesn't register in my brain but maybe others can figure it out lol
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So ... quick question, how do you actually play the animations in-game?

Its a replacer so they replace animations. The NecroMod was just something blabla created to help people who didn't want to replace animations. I just make necro animations thats all man. You basically switch the "aggrdoggy" animation with the one in my folder that says "aggrdoggy"...I just dont know anything about scripts but I like limp sex sooooo I made these and to be nice i share them. Thats all i know lol

God I really hope NSAP integrate this soon.... And I gotta make Apropos text for myself for these too. They're so hot! Thanks a lot.

Thanks alot! I'm making a new necro doggy ground animation now so hopefully you guys will like that one too lol

Thank you for your work, it is an idea for animations that has not be covered. If you can make your pack to replace AP that would be great.

In the future i will. Right now I'm just working on animations that sexlab defeat triggers BUT I will replace AP anims as well my friend.

These are so hot! Hope a defeat plugin gets made. That would be epic.

Thank you and yes that would be awesome and I would feel honored if they used these lol
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So ... quick question, how do you actually play the animations in-game?

Its a replacer so they replace animations. The NecroMod was just something blabla created to help people who didn't want to replace animations. I just make necro animations thats all man. You basically switch the "aggrdoggy" animation with the one in my folder that says "aggrdoggy"...I just dont know anything about scripts but I like limp sex sooooo I made these and to be nice i share them. Thats all i know lol

God I really hope NSAP integrate this soon.... And I gotta make Apropos text for myself for these too. They're so hot! Thanks a lot.

Thanks alot! I'm making a new necro doggy ground animation now so hopefully you guys will like that one too lol

Thank you for your work, it is an idea for animations that has not be covered. If you can make your pack to replace AP that would be great.

In the future i will. Right now I'm just working on animations that sexlab defeat triggers BUT I will replace AP anims as well my friend.

These are so hot! Hope a defeat plugin gets made. That would be epic.

Thank you and yes that would be awesome and I would feel honored if they used these lol

 

Oh that makes sense now.

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Hey, I am curious on how you compile code with CK? Everytime I tried to compile code, even vanilla code i havent touched. It says it failed.

 

REALLY REALLY ANNOYINGLY.  I've basically spent the last four hours beating my skull against CK to figure it out.

 

Basically you have a TON of psc files, right?  Well, certain psc files need certain OTHER psc files to be read in order for the first psc file to be compiled.

 

I've pretty much been hitting "compile" on a single psc, waiting for it to fail, seeing which other psc's its looking for and not finding, finding those psc's and copy/pasting into the scripts/source folder, then rinse, repeat, until I get a successful compile.

 

Now, I've managed to get a version of blabla's NecroAnimationsScript.pex compiled with all of the current necro animations compiled.  What's now doing my head in--i.e., the thing I need help with--is the defeatactionscr.psc that I'm modifying to use the necro animations instead of its default animations.  So far, I've managed to locate every psc it's asked for.  However, I'm still getting the following errors: Lol nevermind, just started googling those lines and found a TON of other psc's that this thing apparently wanted.  Now HERE is the error I'm currently getting:

 

 

Starting 1 compile threads for 1 files...
Compiling "defeatactionscr"...
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1250,19): unknown type zzzconfig
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1251,61): cannot convert to unknown type zzzconfig
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1251,61): cannot cast a form to a zzzconfig, types are incompatible
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1264,13): unknown type zzzconfig
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1265,25): zzzconfig is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\zbfSexLab.psc(1265,7): type mismatch while assigning to a int (cast missing or types unrelated)
No output generated for defeatactionscr, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on defeatactionscr

 

 

Apparently there's a zzzconfig.psc I need now, unfortunately I can't find it anywhere.  Does anyone know what mod this comes from?

 

You need the source files for the mods that the mod you are compiling references and uses as hard OR soft dependencies. To find what zzzconfig references look at the Properties for the script (all scripts have a Properties button) and see what the zzzconfig property is referencing. That will tell you which mod to look and and what it really means is that you'll have to unpack the BSA file for that mod to get that file (and all the files that mod references).

 

Papyrus compiling really sucks since it always demands the Source files instead of using the complied objects for linking purposes.

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You need the source files for the mods that the mod you are compiling references and uses as hard OR soft dependencies. To find what zzzconfig references look at the Properties for the script (all scripts have a Properties button) and see what the zzzconfig property is referencing. That will tell you which mod to look and and what it really means is that you'll have to unpack the BSA file for that mod to get that file (and all the files that mod references).

Papyrus compiling really sucks since it always demands the Source files instead of using the complied objects for linking purposes.

 

 

Thanks!  Where exactly do I find this "properties" button?  I don't see any such option in the CK Papyrus Manager or the "Compile Papyrus Scripts..." menu.  Where am I supposed to find this?  And do I view it through the psc or the pex?

 

Do I need to do anything with BlaBla's esp to get this to show up in the MCM?  Or maybe create my own esp?  Does anyone know how to do this?

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You need the source files for the mods that the mod you are compiling references and uses as hard OR soft dependencies. To find what zzzconfig references look at the Properties for the script (all scripts have a Properties button) and see what the zzzconfig property is referencing. That will tell you which mod to look and and what it really means is that you'll have to unpack the BSA file for that mod to get that file (and all the files that mod references).

 

Papyrus compiling really sucks since it always demands the Source files instead of using the complied objects for linking purposes.

 

Thanks!  Where exactly do I find this "properties" button?  I don't see any such option in the CK Papyrus Manager or the "Compile Papyrus Scripts..." menu.  Where am I supposed to find this?  And do I view it through the psc or the pex?

 

Do I need to do anything with BlaBla's esp to get this to show up in the MCM?  Or maybe create my own esp?  Does anyone know how to do this?

 

Everywhere there is a script in the CK there is a box containing three buttons, and Add button, a Delete button and a Properties button.

 

post-76788-0-96657600-1437004077_thumb.jpg

 

Select the script you are trying to compile and the click the Propertes button. All the variables in the script labeled "Property" will be listed, their values can be set in that dialog and if they are NOT set and they are supposed to reference something outside your script you will find the script doesn't work, the properties is how those variables internal to the script are attached to objects outside the script.

 

In your case you are looking to see what mod/quest etc that particular property is attached to, the information should be in that dialog.

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Everywhere there is a script in the CK there is a box containing three buttons, and Add button, a Delete button and a Properties button.

attachicon.gifProperties.jpg

 

Select the script you are trying to compile and the click the Propertes button. All the variables in the script labeled "Property" will be listed, their values can be set in that dialog and if they are NOT set and they are supposed to reference something outside your script you will find the script doesn't work, the properties is how those variables internal to the script are attached to objects outside the script.

 

In your case you are looking to see what mod/quest etc that particular property is attached to, the information should be in that dialog.

 

Okay I got it figured out, also figured out how to get the CK to load Defeat.  Navigated to the proper quest ID and found the script I'm trying to look at.  Unfortunately, when highlight that script and click "properties," I get this error:

Xf1V9HZ.png

Clicking 'OK' shows me this empty dialogue:

zyZgJqh.png

 

 

I have verified that the pex file is in the scripts folder and the psc file is in the scripts/source folder.  The only explanations for this error I'm finding through google say it comes from not having the requisite psc file, which I do.

 

EDIT: It occurred to me I should be looking at zbfSexLab instead of this one.  In this case, when I open the zbfSexLab quest ID, I get a warning popup that says "SCRIPTS: Cannot open store for class "SKI_ConfigBase", missing file?"

 

If I click Yes, the second warning popup says "SCRIPTS: Error: Unable to link "SKI_ConfigBase" - the parent of "zbfConfigBase".

 

Clicking Yes again brings up a series of follow-on warning about various "Failed to find variable"s and "Unable to link config variable"s and such.

 

If I hit yes to all, highlight zbfSexLab, and click properties, I get the same error as shown above in the screenshots.

 

I have double checked the scripts/source folder, and I DO have SKI_ConfigBase.psc in there.

 

Why is this all so damn difficult?

 

EDIT: I missed ChipyChop's post.  Downloaded the SkyUI SDK and put that in, works fine now.  Scrolling through the listed property names, I see nothing that references "zzzconfig"

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Everywhere there is a script in the CK there is a box containing three buttons, and Add button, a Delete button and a Properties button.

 

attachicon.gifProperties.jpg

 

Select the script you are trying to compile and the click the Propertes button. All the variables in the script labeled "Property" will be listed, their values can be set in that dialog and if they are NOT set and they are supposed to reference something outside your script you will find the script doesn't work, the properties is how those variables internal to the script are attached to objects outside the script.

 

In your case you are looking to see what mod/quest etc that particular property is attached to, the information should be in that dialog.

Okay I got it figured out, also figured out how to get the CK to load Defeat.  Navigated to the proper quest ID and found the script I'm trying to look at.  Unfortunately, when highlight that script and click "properties," I get this error:

...

Clicking 'OK' shows me this empty dialogue:

...

 

 

I have verified that the pex file is in the scripts folder and the psc file is in the scripts/source folder.  The only explanations for this error I'm finding through google say it comes from not having the requisite psc file, which I do.

 

EDIT: It occurred to me I should be looking at zbfSexLab instead of this one.  In this case, when I open the zbfSexLab quest ID, I get a warning popup that says "SCRIPTS: Cannot open store for class "SKI_ConfigBase", missing file?"

 

If I click Yes, the second warning popup says "SCRIPTS: Error: Unable to link "SKI_ConfigBase" - the parent of "zbfConfigBase".

 

Clicking Yes again brings up a series of follow-on warning about various "Failed to find variable"s and "Unable to link config variable"s and such.

 

If I hit yes to all, highlight zbfSexLab, and click properties, I get the same error as shown above in the screenshots.

 

I have double checked the scripts/source folder, and I DO have SKI_ConfigBase.psc in there.

 

Why is this all so damn difficult?

 

^^ Because Bethesda made it so.

 

You must not have all the files you need yet. When I open Defeat (5.10) in the CK and look at the properties for that quest I see:

 

post-76788-0-62339800-1437007611_thumb.jpg

 

That "Errors encountered when trying to reload the script" looks like it's saying you don't have the defeatactionscr.psc file in the ~\skyrim\data\scripts\source\ folder.

Link to comment

 

 

Everywhere there is a script in the CK there is a box containing three buttons, and Add button, a Delete button and a Properties button.

 

attachicon.gifProperties.jpg

 

Select the script you are trying to compile and the click the Propertes button. All the variables in the script labeled "Property" will be listed, their values can be set in that dialog and if they are NOT set and they are supposed to reference something outside your script you will find the script doesn't work, the properties is how those variables internal to the script are attached to objects outside the script.

 

In your case you are looking to see what mod/quest etc that particular property is attached to, the information should be in that dialog.

Okay I got it figured out, also figured out how to get the CK to load Defeat.  Navigated to the proper quest ID and found the script I'm trying to look at.  Unfortunately, when highlight that script and click "properties," I get this error:

...

Clicking 'OK' shows me this empty dialogue:

...

 

 

I have verified that the pex file is in the scripts folder and the psc file is in the scripts/source folder.  The only explanations for this error I'm finding through google say it comes from not having the requisite psc file, which I do.

 

EDIT: It occurred to me I should be looking at zbfSexLab instead of this one.  In this case, when I open the zbfSexLab quest ID, I get a warning popup that says "SCRIPTS: Cannot open store for class "SKI_ConfigBase", missing file?"

 

If I click Yes, the second warning popup says "SCRIPTS: Error: Unable to link "SKI_ConfigBase" - the parent of "zbfConfigBase".

 

Clicking Yes again brings up a series of follow-on warning about various "Failed to find variable"s and "Unable to link config variable"s and such.

 

If I hit yes to all, highlight zbfSexLab, and click properties, I get the same error as shown above in the screenshots.

 

I have double checked the scripts/source folder, and I DO have SKI_ConfigBase.psc in there.

 

Why is this all so damn difficult?

 

^^ Because Bethesda made it so.

 

You must not have all the files you need yet. When I open Defeat (5.10) in the CK and look at the properties for that quest I see:

 

attachicon.gifProperties.jpg

 

That "Errors encountered when trying to reload the script" looks like it's saying you don't have the defeatactionscr.psc file in the ~\skyrim\data\scripts\source\ folder.

 

 

Yes sorry, haha I guess we cross posted, it was missing stuff from the SKYUI SDK.  I punched that in and it worked.

 

I took a chance and tried to recompile the defeatactionscr.psc after adding the SkyUI SDK stuff, and it WORKED!!!!!!  I now have a (hopefully) properly set up defeatactionscr.pex and NecroAnimationsScript.pex.

 

Now what I'm hoping to do is set this up so it puts in an MCM page that allows you to register the new necro animations.  I'll google and search around to figure out how to do this, but if anyone has any tips to get me started it would be hugely helpful.

 

Also, thank you WaxenFigure for being so cool and helpful!

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All I can say is:

Hahahahaha!! Just made my f@#&ing day.

 

 

 

Everywhere there is a script in the CK there is a box containing three buttons, and Add button, a Delete button and a Properties button.

 

attachicon.gifProperties.jpg

 

Select the script you are trying to compile and the click the Propertes button. All the variables in the script labeled "Property" will be listed, their values can be set in that dialog and if they are NOT set and they are supposed to reference something outside your script you will find the script doesn't work, the properties is how those variables internal to the script are attached to objects outside the script.

 

In your case you are looking to see what mod/quest etc that particular property is attached to, the information should be in that dialog.

Okay I got it figured out, also figured out how to get the CK to load Defeat. Navigated to the proper quest ID and found the script I'm trying to look at. Unfortunately, when highlight that script and click "properties," I get this error:

...

Clicking 'OK' shows me this empty dialogue:

...

 

 

I have verified that the pex file is in the scripts folder and the psc file is in the scripts/source folder. The only explanations for this error I'm finding through google say it comes from not having the requisite psc file, which I do.

 

EDIT: It occurred to me I should be looking at zbfSexLab instead of this one. In this case, when I open the zbfSexLab quest ID, I get a warning popup that says "SCRIPTS: Cannot open store for class "SKI_ConfigBase", missing file?"

 

If I click Yes, the second warning popup says "SCRIPTS: Error: Unable to link "SKI_ConfigBase" - the parent of "zbfConfigBase".

 

Clicking Yes again brings up a series of follow-on warning about various "Failed to find variable"s and "Unable to link config variable"s and such.

 

If I hit yes to all, highlight zbfSexLab, and click properties, I get the same error as shown above in the screenshots.

 

I have double checked the scripts/source folder, and I DO have SKI_ConfigBase.psc in there.

 

Why is this all so damn difficult?

^^ Because Bethesda made it so.

 

You must not have all the files you need yet. When I open Defeat (5.10) in the CK and look at the properties for that quest I see:

 

attachicon.gifProperties.jpg

 

That "Errors encountered when trying to reload the script" looks like it's saying you don't have the defeatactionscr.psc file in the ~\skyrim\data\scripts\source\ folder.

Yes sorry, haha I guess we cross posted, it was missing stuff from the SKYUI SDK. I punched that in and it worked.

 

I took a chance and tried to recompile the defeatactionscr.psc after adding the SkyUI SDK stuff, and it WORKED!!!!!! I now have a (hopefully) properly set up defeatactionscr.pex and NecroAnimationsScript.pex.

 

Now what I'm hoping to do is set this up so it puts in an MCM page that allows you to register the new necro animations. I'll google and search around to figure out how to do this, but if anyone has any tips to get me started it would be hugely helpful.

 

Also, thank you WaxenFigure for being so cool and helpful!

Wow that'd be awesome! Thank you for taking the time to create something that I'm sure many of us would love to use. Sorry I couldn't help out though.

 

...

Also, thank you WaxenFigure for being so cool and helpful!

Anyone tackling the CK deserves all the help they can get because they'll need it. If that's the tool they use it's no wonder it tales Bethesda so long to make their games.
Thanks to your knowledge and blabla11's we may have an awesome mod coming our way lol Thanks waxen. Cheers
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OKAY SO IT WORKS!  Basically I just compiled the new defeatactionscr.psc and NecroAnimationsScripts.psc and dropped them in with BlaBla's other two scripts and esp.  You have to reset Sexlab's animations and then reregister to NecroAnims through the MCM, but after that it works!  When choosing the necro option in Defeat, it uses the new animations.

The only other issue I'm seeing at the moment is some of the Necro animations don't line up quite right.  I'll test them all to see which one's are misaligned, but beyond that I don't know how to fix animations so Funnybizness or BlaBla will need to go in and check those.

Here is the complete package, with the new animations and their new names.  Load this into a Mod Manager or Mod Organizer and make sure it loads AFTER Defeat.  If you don't use a mod manager, make sure to back up the original defeatactions.pex and .psc before allowing this one to overwrite:

EDIT: Okay standby on the pack, I figured out why some of these are offset so badly.  I copied over the offsets from the default anims these were meant to replace, and that seems to be whats causing the issue.  Testing them now with offsets removed to see which ones are good to go and which ones need tweaking.

FILE DELETED.  SEE NEXT POST.

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Okay I reset all of the animations to their default offsets and they all line up perfectly.  The exceptions are the standing anim (I just used blabla's offsets), and the Aggresssive Doggy Style animation, which I had to put in a custom offset for.

 

Let me know if there are any issues with these.

 

I installed:

Replaced the file in vanilla defeat

Registered animation

Then it crashes whenever i tried it. 

:(

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Okay I reset all of the animations to their default offsets and they all line up perfectly.  The exceptions are the standing anim (I just used blabla's offsets), and the Aggresssive Doggy Style animation, which I had to put in a custom offset for.

 

Let me know if there are any issues with these.

 

Hey Mark, amazing work thus far. I've tried it out and it works nicely as you said, however here are some issues I've encountered.

 

1- Some animations are floating a couple of inches off the ground

2- They line up perfectly at first but as soon as the animation begins the female starts flickering and ends up in a really awkward position, usually clipping with the male character. (This is especially so for the standing position)

 

Again thanks for the amazing work! Let me know if you require a picture or anything more specific with regards to the issues.

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Okay I reset all of the animations to their default offsets and they all line up perfectly.  The exceptions are the standing anim (I just used blabla's offsets), and the Aggresssive Doggy Style animation, which I had to put in a custom offset for.

 

Let me know if there are any issues with these.

 

I installed:

Replaced the file in vanilla defeat

Registered animation

Then it crashes whenever i tried it. 

 

 

 

Did you remember to run FNIS?

 

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Okay I reset all of the animations to their default offsets and they all line up perfectly.  The exceptions are the standing anim (I just used blabla's offsets), and the Aggresssive Doggy Style animation, which I had to put in a custom offset for.

 

Let me know if there are any issues with these.

I'm also having actors standing back to back about a foot apart with the "necrostanding" positions even after letting the animations overwrite their intended animations. I hope this remedies it.  :-/

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