SirNibbles Posted June 3, 2018 Author Posted June 3, 2018 23 hours ago, inglorious_basterd said: To the contrary. The only conflict is your file SLAnimGenerate.pyw overwriting an SLAL Anim Loader file of the same name. EDIT: please disregard. I has the dumb. The mistake was entirely on my end - I apologize. EDIT2: you may want to enable SLSF2_Double_Sided on the bottle meshes, to prevent this see-through effect: Also it would be a good idea to disable Vertex Colors in both Lighting Shader Properties and NiTriShapeData because they're all white and hence do nothing except bloat the mesh size. It looks a lot better with your solution yeah. It did bug me, but I'm an animator no mesh sculpter so I just exported the bottles as is. And for news about animating: I just finished a new animation. The screw: stage1: https://gfycat.com/BowedUnripeAlpinegoat stage2: https://gfycat.com/SpitefulThoroughDalmatian stage3: https://gfycat.com/AmusedComposedHarrier stage4: https://gfycat.com/ArcticJealousGoosefish stage5: https://gfycat.com/IlliterateTastyEarthworm stage6: https://gfycat.com/BriskCautiousAfricanclawedfrog I'm pretty glad with how the final stage worked out, now to finish some more and then release another update. 10
inglorious_basterd Posted June 3, 2018 Posted June 3, 2018 3 hours ago, SirNibbles said: It looks a lot better with your solution yeah. Cool! Quote now to finish some more and then release another update It never ceases to amaze me how ppl such as yourself create new content for our ancient game to this day Sweet - thank you very much indeed.
shardoom Posted June 4, 2018 Posted June 4, 2018 4 hours ago, SirNibbles said: It looks a lot better with your solution yeah. It did bug me, but I'm an animator no mesh sculpter so I just exported the bottles as is. And for news about animating: I just finished a new animation. The screw: stage1: https://gfycat.com/BowedUnripeAlpinegoat stage2: https://gfycat.com/SpitefulThoroughDalmatian stage3: https://gfycat.com/AmusedComposedHarrier stage4: https://gfycat.com/ArcticJealousGoosefish stage5: https://gfycat.com/IlliterateTastyEarthworm stage6: https://gfycat.com/BriskCautiousAfricanclawedfrog I'm pretty glad with how the final stage worked out, now to finish some more and then release another update. Nibbles!! That is awesome, I was almost afraid you'd stopped making cool stuff like that. You're my favourite animator.
infernal171 Posted June 4, 2018 Posted June 4, 2018 As always good animations, thank you and keep up the good work.
weselay Posted June 5, 2018 Posted June 5, 2018 Animations requiring 2 actors work fine, but I cannot get 1-actor animations (e g "Drinking Masturbation 6") to work on an NPC or Player. 1-actor animations just do not start. (On a similar note, SLTools allows you to set a scene and make an NPC play an animation, but you also need to include the Player as "Receiver", and the Player gets in the way of the NPC. Starting the scene without a "Receiver" does not start animation.) (TL;DR -- 1-actor animations (e g "Drinking Masturbation 6") do not start on NPC.) Any help please?
SirNibbles Posted June 5, 2018 Author Posted June 5, 2018 1 hour ago, weselay said: Animations requiring 2 actors work fine, but I cannot get 1-actor animations (e g "Drinking Masturbation 6") to work on an NPC or Player. 1-actor animations just do not start. (On a similar note, SLTools allows you to set a scene and make an NPC play an animation, but you also need to include the Player as "Receiver", and the Player gets in the way of the NPC. Starting the scene without a "Receiver" does not start animation.) (TL;DR -- 1-actor animations (e g "Drinking Masturbation 6") do not start on NPC.) Any help please? This is not something I control. Different mods call upon different tags to pick an animation, I do not know which mod you use to try to start an animation on a NPC but you could try to use a different mod to call upon solo animations then it might show up.
weselay Posted June 5, 2018 Posted June 5, 2018 I tried using the "debugspell" that comes with the SL Framework. Do you have any mod that you use?
SirNibbles Posted June 5, 2018 Author Posted June 5, 2018 13 minutes ago, weselay said: I tried using the "debugspell" that comes with the SL Framework. Do you have any mod that you use? I haven't actually played skyrim for some time (just for testing purposes) but I believe puppet master and/or matchmaker should do the trick. 1
weselay Posted June 5, 2018 Posted June 5, 2018 Do you think I should be able to control just the NPCs?
SirNibbles Posted June 5, 2018 Author Posted June 5, 2018 5 minutes ago, weselay said: Do you think I should be able to control just the NPCs? With those two I've listed you can yeah.
Kshahdoo Posted June 7, 2018 Posted June 7, 2018 Thank you, sir Nibbles. Masturbation with bottle is the best!
SirNibbles Posted June 9, 2018 Author Posted June 9, 2018 Just a test animation, not a full fledged animation. But at least it's without bugs, at the proper speed and working in game right now. I might pick up a specific animation I deleted from my pack some time ago, or play around a bit more; I'll see. https://giant.gfycat.com/PolishedUnnaturalAlpineroadguidetigerbeetle.webm 5
SirNibbles Posted June 10, 2018 Author Posted June 10, 2018 All right, I'm still tweaking the movement a bit and need to retexture it correctly, but....at least it's alive. 8
Reesewow Posted June 10, 2018 Posted June 10, 2018 5 minutes ago, SirNibbles said: All right, I'm still tweaking the movement a bit and need to retexture it correctly, but....at least it's alive. The mimic returns!
Blaze69 Posted June 10, 2018 Posted June 10, 2018 52 minutes ago, SirNibbles said: All right, I'm still tweaking the movement a bit and need to retexture it correctly, but....at least it's alive. I think the texture problem could be solved simply by tweaking the UVs in NifSkope. From what I recall from the last time that mesh was posted, if you rotate and/or invert (scale by -1) the UVs, they should fit the vanilla chest textures just fine after some translations. But it's been a while since I last touched it so I don't really remember it that well.
SirNibbles Posted June 10, 2018 Author Posted June 10, 2018 19 minutes ago, Blaze69 said: I think the texture problem could be solved simply by tweaking the UVs in NifSkope. From what I recall from the last time that mesh was posted, if you rotate and/or invert (scale by -1) the UVs, they should fit the vanilla chest textures just fine after some translations. But it's been a while since I last touched it so I don't really remember it that well. I've already digged into texturing it for a bit, I used to work quite a bit with texturing stuff some time ago but haven't done so for years. It already looks a lot better now, the main problem was the tip of the tentacle overlapped with some of the tentacle parts (which you can't see in the gif I posted) but I've already fixed it. Animating/alligning the tentacle is a huge pain in the ass though, but I've made a lot of progress the past couple of days (I definitely should've made some progress though...I've spend around 10~15 hours this weekend to get it working)
Blaze69 Posted June 10, 2018 Posted June 10, 2018 6 minutes ago, SirNibbles said: I've already digged into texturing it for a bit, I used to work quite a bit with texturing stuff some time ago but haven't done so for years. It already looks a lot better now, the main problem was the tip of the tentacle overlapped with some of the tentacle parts (which you can't see in the gif I posted) but I've already fixed it. I was actually talking about the chest (mimic) itself, not the tentacle. The chest mesh points to the vanilla "boss chest" textures (and it's supposed to be a mimic pretending to be one of them AFAIK?) but the UVs are wrong, as it's obvious in the gif you posted. Or am I seeing it wrong somehow?
SirNibbles Posted June 10, 2018 Author Posted June 10, 2018 4 minutes ago, Blaze69 said: I was actually talking about the chest (mimic) itself, not the tentacle. The chest mesh points to the vanilla "boss chest" textures (and it's supposed to be a mimic pretending to be one of them AFAIK?) but the UVs are wrong, as it's obvious in the gif you posted. Or am I seeing it wrong somehow? Ah yeah, now that you mention it... Welp back to the drawing board on how to properly unwrap the UV.
MadMansGun Posted June 10, 2018 Posted June 10, 2018 4 hours ago, SirNibbles said: Ah yeah, now that you mention it... Welp back to the drawing board on how to properly unwrap the UV. i already fixed that on the last/old chest you posted: ChestTop1.nif Chestbottom1.nif the fix was done in the BSLightingShaderProperty, no mesh edits.
shardoom Posted June 11, 2018 Posted June 11, 2018 9 hours ago, SirNibbles said: All right, I'm still tweaking the movement a bit and need to retexture it correctly, but....at least it's alive. Looks really good, though I can't imagine actually using that in-game.
poblivion Posted June 11, 2018 Posted June 11, 2018 Wow, chest animation is awesome, something like this missing in Skyrim a long time ?? I look forward to the next stage ?
poblivion Posted June 11, 2018 Posted June 11, 2018 1 hour ago, shardoom said: Looks really good, though I can't imagine actually using that in-game. I immediately got the idea for a simple mod using this animation. It would be called Dangerous Chests. Occasionally, if a player attempts to unlock the chest, the player would be raped by tentacle hiden inside chest ?
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