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Posted

 

oh-oh, i have FNIS error :-/

 

ERROR(2026): Too many animations 1097

 

FNIS have a limit of animations?

Bump.

 

I still have this problem :wacko:

Yes it does. Your solution is to use something like Mod Organizer and play on different profilea or cut the amount of animations/pose packs

Posted

Hey Rydin (or whom ever can answer)

I noticed in the FunnyBiz example pack that there is a Timer syntax available for SLAL.  I can't find any information on it, either in the example or your guide (unless that changed recently).  i have a heck of a time getting FNIS syntax to work with Sexlab on multi-actor animations.  It works fine on solo, though.  I have used the Timer on my anims, and it seems to be working, except for the solo.  I had to use the FNIS syntax on that one, which did work.  (-a,Tn)  I just have to remember to add it whenever I generate a FNIS.txt.

Are there some parameters to using it that I am not aware of?  The solo anim is 3.3 sec for first scene and 16.5 sec for the final (the middle 2 loop).  Is the scene too short or is there some multiple that is required?

 

Does this override the Sexlab timing?  That would be great.  To be able to set the timing for each scene.

Posted

One possible bug report for Forerunner.

In my game, the Evacuation doggystyle animation pack is actually replacing the old standard (I believe Gone's) falmer doggy animation. So I've got both the Evacuation falmer doggy and the Sexlab standard falmer doggy... but they play the same animation (the Evacuation one).

Posted

 

oh-oh, i have FNIS error  :-/

 

ERROR(2026): Too many animations  1097

 

FNIS have a limit of animations?

Bump. 

 

I still have this problem :wacko:

 

That's strange, my fnis read 1233 animations and still OK, maybe you should upgrade your FNIS.

Posted

Hello, a couple of questions from me:

 

1. Do these packs contain all of NSAP animations?

2. Wasn't there a step where the animations needed to be registered in SLAL Generator?

 

That's it for now, thanks.

Posted

No the Packs at the Moment only contain animations that are not in NSAP.You still need NSAP if you want the animations.

SlAL Generater is only interesting if you want to build your own Package.

Posted

 

 

 

 

oh-oh, i have FNIS error :-/

ERROR(2026): Too many animations 1097

FNIS have a limit of animations?

Bump.

I still have this problem :wacko:

Yes it does. Your solution is to use something like Mod Organizer and play on different profilea or cut the amount of animations/pose packs

 

 

 

 

oh-oh, i have FNIS error  :-/

 

ERROR(2026): Too many animations  1097

 

FNIS have a limit of animations?

Bump. 

 

I still have this problem :wacko:

 

That's strange, my fnis read 1233 animations and still OK, maybe you should upgrade your FNIS.

 

 

I think the limit for FNIS is something like 6000+ I had to remove Halo's Poser cos if that -_-

 

 

 

profiles, one with sex animations and another with just dance/poses with no sex?    too much mods...too much things to do... I take the second option

 

I done some testing installing/uninstalling Poses/Sex Animations and the last number always changes

 

I think '1097' is the number of animations that FNIS is not reading due to limit

 

i will cut the amount of animations ultil it works

 

post-648725-0-81263500-1454194493_thumb.jpg   Push It To The Limit ♩♪♬♫  that's it, i can't install more

 

Posted

Still here, no pack today.  Getting everything ready for work trip next week.  I think the hotel offers wi-fi...at $13/day.  So that isn't happening.

Ever notice that the cheapest hotels offer free WiFi while the more expensive hotels charge for it?

Posted

Hello, I have a small question: Does somebody know the name and which item the dildo animation uses(I think a horker tusk, but I don't know).

(needed for a self made quest, I am not going to give any spoilers).

Posted

Hello, I have a small question: Does somebody know the name and which item the dildo animation uses(I think a horker tusk, but I don't know).

(needed for a self made quest, I am not going to give any spoilers).

 

It is the Horker Tusk.

Posted

 

Hello, I have a small question: Does somebody know the name and which item the dildo animation uses(I think a horker tusk, but I don't know).

(needed for a self made quest, I am not going to give any spoilers).

 

It is the Horker Tusk.

 

Do you also know the name of the animation?

Posted

 

 

Hello, I have a small question: Does somebody know the name and which item the dildo animation uses(I think a horker tusk, but I don't know).

(needed for a self made quest, I am not going to give any spoilers).

It is the Horker Tusk.

Do you also know the name of the animation?

It is a leito Sex Toy animation. You can find the animobject in his resource download.

Posted

Does somebody by any chance know the tags of leito's solo female dildo animation?

Preferable all of them..

Im at work so the best thing I can tell you is download NSAP, go into the mcmnsap psc file, look for his work and the rags will be in there.

Posted

One possible bug report for Forerunner.

In my game, the Evacuation doggystyle animation pack is actually replacing the old standard (I believe Gone's) falmer doggy animation. So I've got both the Evacuation falmer doggy and the Sexlab standard falmer doggy... but they play the same animation (the Evacuation one).

 

Same here

Posted

TO THE PACK MAKERS

 

It has been pointed out to me that some of you have moved away from conventional tagging and started adding your own tags, tags which none of the other mods use or tags which are already used but spelt differently.

When crating your packs and adding tags, are you guys using the defined tag lists or just making them up? When you add new tags (I think one I saw on Tweens for example was "AirCum") is there a reason why you are adding tags like these? What is your thought process? How do you think this tag will be utilized by a modder? Is there a more appriopiate tag already? Is the tag required?

Adding tags can be useful, but it can also be messy. Throwing tags about mean the mod author may not know which is the best tag to use, and too many individual or unique tags for one sole animation makes the mod author's job harder as they need to pile through a number of different animation packs looking for a number of different tags so their mod will grab all the available and required animations. This results in the off chance your animation doesn't get use and gets lost withng the hundreds of animations out there.

At somepoint we will need to set up a group chat to discuss this. Some people have raised concerns that packs are no uniform; it was one of the fears people had when I stopped using NSAP that the uniform tagging system worked on by a handful of people would get lost.

Tags are really important and before adding them, we need to think:

  •     are they nessessary?
  •     are they required?
  •     why am I adding it?
  •     what am I looking to acheive?
  •     is their another tag more appropiate?
  •     how will it affect modders?
Posted

 

TO THE PACK MAKERS

 

It has been pointed out to me that some of you have moved away from conventional tagging and started adding your own tags, tags which none of the other mods use or tags which are already used but spelt differently.

 

When crating your packs and adding tags, are you guys using the defined tag lists or just making them up? When you add new tags (I think one I saw on Tweens for example was "AirCum") is there a reason why you are adding tags like these? What is your thought process? How do you think this tag will be utilized by a modder? Is there a more appriopiate tag already? Is the tag required?

 

Adding tags can be useful, but it can also be messy. Throwing tags about mean the mod author may not know which is the best tag to use, and too many individual or unique tags for one sole animation makes the mod author's job harder as they need to pile through a number of different animation packs looking for a number of different tags so their mod will grab all the available and required animations. This results in the off chance your animation doesn't get use and gets lost withng the hundreds of animations out there.

 

At somepoint we will need to set up a group chat to discuss this. Some people have raised concerns that packs are no uniform; it was one of the fears people had when I stopped using NSAP that the uniform tagging system worked on by a handful of people would get lost.

 

Tags are really important and before adding them, we need to think:

  •     are they nessessary?
  •     are they required?
  •     why am I adding it?
  •     what am I looking to acheive?
  •     is their another tag more appropiate?
  •     how will it affect modders?

 

 

Yes! Apropos uses the tags!

Posted

 

TO THE PACK MAKERS

 

It has been pointed out to me that some of you have moved away from conventional tagging and started adding your own tags, tags which none of the other mods use or tags which are already used but spelt differently.

 

When crating your packs and adding tags, are you guys using the defined tag lists or just making them up? When you add new tags (I think one I saw on Tweens for example was "AirCum") is there a reason why you are adding tags like these? What is your thought process? How do you think this tag will be utilized by a modder? Is there a more appriopiate tag already? Is the tag required?

 

Adding tags can be useful, but it can also be messy. Throwing tags about mean the mod author may not know which is the best tag to use, and too many individual or unique tags for one sole animation makes the mod author's job harder as they need to pile through a number of different animation packs looking for a number of different tags so their mod will grab all the available and required animations. This results in the off chance your animation doesn't get use and gets lost withng the hundreds of animations out there.

 

At somepoint we will need to set up a group chat to discuss this. Some people have raised concerns that packs are no uniform; it was one of the fears people had when I stopped using NSAP that the uniform tagging system worked on by a handful of people would get lost.

 

Tags are really important and before adding them, we need to think:

 

are they nessessary?

are they required?

why am I adding it?

what am I looking to acheive?

is their another tag more appropiate?

how will it affect modders?

 

 

I got that from the sslAnimationDefaults:

 

 

function fdMMasturbation(int id)

sslBaseAnimation Base = Create(id)

 

Base.Name = "4uDIK Male Masturbation"

 

int a1 = Base.AddPosition(Male, addCum=Anal)

Base.AddPositionStage(a1, "4D_MaleSolo_A1_S1", 0, sos = 3)

Base.AddPositionStage(a1, "4D_MaleSolo_A1_S2", 0, sos = 3)

Base.AddPositionStage(a1, "4D_MaleSolo_A1_S3", 0, sos = 3)

Base.AddPositionStage(a1, "4D_MaleSolo_A1_S4", 0, sos = 3)

 

Base.SetTags("4D,4uDIK,Sex,Solo,Hands,Penis,Masturbation,Beds,Laying,Lying,OnBack,AirCum,Dirty,MM")

 

Base.Save(id)

endFunction

 

 

I apologize for the mistake.  I will take that out.

As far as a chat group... count me in.  The more standardized group of tags that we have, the easier it will be to use them.

 

ETA:  Is there a Tag list?  I have yet to be able to find one.

 

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