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Posted

 

ok new problem, tried installing the funnybiz pack and its all good until run the FNIS for modders.  it says no hkxcmd.exe present.  it still creates the file, but FNIS for users cant pick it up and thus no animations are loaded.

 

 

EDIT> fixed that problem, dont know how but i did.

 

now i do everything correct, to the t. but no animations are added nor can i add any through mcm.  ran fnis modders then users, all went through, everythings enabled, but no animations

 

EDIT>   Ok, ive looked through the pack, best i can make out from the readme is that the names of folders and ids need to be changed in order to make it work, why that was put in there we will never know, if i am reading that correctly, its not very eloborated.  so i tried that and now im getting tons of python errors.  I feel like im missing something very simple because youd think a "pack" would be ready to go, at least the ids and folder names and animation names.  i give up.  been at it for hours and im usually good at this stuff, and "guide" wasnt a help either. So, well, ill check back someday.

 

In addition to what Rydin said:

 

Unless you are making the SLAL packs, you do NOT need to use FNIS for modders.

 

1).  Download SLAL form orxx.

2).  Download whatever SLAL packs you want.

3).  Depending on what mod organizer you use (I use NMM) install the above.  I think with MO you need to right click and tell it to install additional...something.  Otherwise the JSON files don't transfer.

4).  Run FNIS for users.

 

You should be good to go after this.  Every pack I upload I use in NMM - so everyone else is getting the exact same .7z file I use for my skyrim playthough.  Aside from slight positioning problems, they work just fine for me.

 

ok well maybe im missing that "install additional something" part. ill give that a looksee.

Posted

no dice. installed slal and the pack fresh to MO.  Ran FNIS for users. Nothing.  Tried looking for something extra like you said so the json would transfer, even manually put all of the files from the pack, into the slal install like i added animations, re ran the python file, said everything was good.  nothing.  

Posted

Well now everything seems to work perfectly, do not understand how I have not changed anything but .... ????? :angry: 
I wanted to thank Forerunner414 for what he's doing. :D

Posted

no dice. installed slal and the pack fresh to MO.  Ran FNIS for users. Nothing.  Tried looking for something extra like you said so the json would transfer, even manually put all of the files from the pack, into the slal install like i added animations, re ran the python file, said everything was good.  nothing.  

 

The python file is only necessary if you make adjustment changes or add new animations in the txt file.  The python script takes the txt file and makes a json out of it so SLAL knows what to display in the MCM menu.

 

Out of curiousity, do you have json files in data/slanims/json?  That's where they will install.  Another user was having issues with the animations not showing up; MO didn't shove the jsons there.

 

Hmm, wait, you said you moved everything manually.  Like it was said before, check your jcontainers version.

 

This is very weird - I've had zero problems with any SLAL packs and i mix n match, update and tweak them constantly.

 

I also just completely deleted skryim and started from scratch.

 

Edit - working on 11.6, look for new upload tomorrow afternoon.  Will also fix the giant alignments and will attempt to duplicate the errors reported by others - animations not showing up and/or Cassanova not wanting to play.  So far, everything works first time/all the time for me.  :P

 

 

Well now everything seems to work perfectly, do not understand how I have not changed anything but .... ????? :angry: 

I wanted to thank Forerunner414 for what he's doing. :D

 

You're quite welcome!  Glad to see more people enjoy the lovely animations :heart:

Posted

Quick question: Is sexlab 1.60 really necessary? I have some mods that don't support that yet.

 

No but it's recommended due to SexLab 1.59c's animation limit of 125 human and 125 creature animations. The FunnyBizness pack along will take you way over your allowed limit.

Posted

 

Quick question: Is sexlab 1.60 really necessary? I have some mods that don't support that yet.

 

No but it's recommended due to SexLab 1.59c's animation limit of 125 human and 125 creature animations. The FunnyBizness pack along will take you way over your allowed limit.

 

 

 

I wonder how close we are to hitting that new 300(?) cap.

Posted

 

 

Quick question: Is sexlab 1.60 really necessary? I have some mods that don't support that yet.

 

No but it's recommended due to SexLab 1.59c's animation limit of 125 human and 125 creature animations. The FunnyBizness pack along will take you way over your allowed limit.

 

 

 

I wonder how close we are to hitting that new 300(?) cap.

 

It's 375, and I have them now at about 330 with SexLab 1.61b, NSAP 3.1, ZAP and all packs for SLAL, so we're close :P

Posted

 

Quick question: Is sexlab 1.60 really necessary? I have some mods that don't support that yet.

 

No but it's recommended due to SexLab 1.59c's animation limit of 125 human and 125 creature animations. The FunnyBizness pack along will take you way over your allowed limit.

 

 

Damn... Thanks though. Guess I'll need to live without these animations for a while :P

Posted

 

 

Quick question: Is sexlab 1.60 really necessary? I have some mods that don't support that yet.

 

No but it's recommended due to SexLab 1.59c's animation limit of 125 human and 125 creature animations. The FunnyBizness pack along will take you way over your allowed limit.

 

 

Damn... Thanks though. Guess I'll need to live without these animations for a while :P

 

 

Ray - if you don't EVER use a few animations (for me, it was most of the old AP ones), you can go into CK, load Papyrus script editor and comment out the animations you never use.  When sexlab loads up, it won't load those few you picked and you'll save a few precious animations slots.  I did this before I switched to 1.6+.

 

From CK:

 

Gameplay Tab

Papyrus Script Manager

type in "sslAnimationDefaults" and pick that script

 

It should open in notepad.  Simply comment out with a semicolon whatever animations you don't want.  Example:

 

RegisterAnimation("APHoldLegUp")

 

can be commented out with

 

;RegisterAnimation("APHoldLegUp")

 

Then, save and close the notepad file.  Then, right click on sslAnimationDefaults in the script manager and click compile.  It SHOULD compile without errors.

 

Next time you start a new game (or reset animation registry on old game) that animation will be gone and you will save a slot for something else.

 

 

 

Posted

 

It's 375, and I have them now at about 330 with SexLab 1.61b, NSAP 3.1, ZAP and all packs for SLAL, so we're close :P

 

 

do you realize that all the animations from Arrok, Guffel, Mitos and Xandero are already included in NSAP,

so no need to load them in SLAL too. ;)

Posted

 

 

It's 375, and I have them now at about 330 with SexLab 1.61b, NSAP 3.1, ZAP and all packs for SLAL, so we're close :P

 

 

do you realize that all the animations from Arrok, Guffel, Mitos and Xandero are already included in NSAP,

so no need to load them in SLAL too. ;)

 

 

from what i see, there are animations in those packs that aren't in NSAP. some are, some aren't.

 

and btw, the goal would be to have all animations in SLAL, so that we can save the esp slot used by NSAP ;)

 

Posted

 

 

 

It's 375, and I have them now at about 330 with SexLab 1.61b, NSAP 3.1, ZAP and all packs for SLAL, so we're close :P

 

do you realize that all the animations from Arrok, Guffel, Mitos and Xandero are already included in NSAP,

so no need to load them in SLAL too. ;)

from what i see, there are animations in those packs that aren't in NSAP. some are, some aren't.

 

and btw, the goal would be to have all animations in SLAL, so that we can save the esp slot used by NSAP ;)

Depends on your sexlab version but Dangu is right. NSAP 2.8.2 has all animations. 3.1 has what hasn't been transfered to SexLab 1.60. Installing them twice is not advised. If you are missing some then you are probably using the wrong version of SexLab with the wrong version of NSAP. If done correctly you only need lieto, anub, nibbles and funnybizness pack to fill the gaps.

Posted

Leito has brand new Riekling animations (and they are fucking amazing) into their own SLAL pack here.  I added the animobj into my own ESP available in my sig link.  Note: if you use my updated ESP, you do not need the ESP in SLAL_AnimationsByLeito.

 

Just trying to cut down on ESP clutter. 

 

Edit - FB 11.8 is up.

 

 

Posted

Hello, I have some issue report for FunnyBizness Pack by Forerunner414 PS: I have install the animObject.esp Forerunner414 make... and run FINS ... others are fine ...

 

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