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SexTec (SexLab, SexOut, etc.) - Container thread


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saw somewhere someone converted skyrim animations to fallout 4 by using blender, I dont know how to mod but hoped sharing this info might help, The animation conversion can only be done with a Blender tool "pose converter" made by gerra6 in LL.

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I like the idea of a 'choose your own adventure' type system.  provide original conditions or options (depending on if you're going to have a say in the upcoming events) up front that drives the rest of the act. (Example: consensual, sub, dom / noncon, sub, dom,  etc..)  Then treat the event as a tree of ever expanding positions.  You choose the base position (doggy, missionary, cow whatever... etc), then expand from there.  If you would like to change from doggy to cow whatever, you would then choose the cow whatever base position and start branching out again.

 

The framework could start out with a single branch of positions, tagged to match the starting conditions. (consensual, sub, dom / noncon, sub, dom,  etc..)

 

Example:

 

     Position1, position2, position3

 

Then an animator at a later date would be able to interrupt this single branch with an animation of his own.  Designating through tags where his animation falls in this group.

 

(so I make an animation that falls between position1 and position 3,  I would just tag that animation as being a 'position2' (consensual, sub) animation and an option to choose either animation would show up in the selection menu when choosing the second position.  Some animations may fall into multiple 'positions' and could be chosen at any time during it's availability.)

 

So you could then have.

 

     Position1, altposition2, position3

 

After more animations are added.

 

     Position1, altposition2, altposition3

 

or,

 

     Position1, position2, altposition3

 

This way an animator could contribute to the animations even if he/she just made a single animation, and you could choose it if you wanted during its availability within the 'session'.

 

If you have a dominated session where the player isn't in control.  The framework would randomly choose between the animations that are available.  That way you wouldn't know where the session was going until it went.

 

jm2c

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...

 

The plan is to define "Stages" each with a set of actors, some tags, and a set of basic conditions

Then the "performance" (aka the SexLab Animation, but the term Animation will not be used to avoid confusion between HKX anims and a full set of anims.) will have a set of stages, linked between them.

 

And, no starting defined by the framework. The framework (again) will be a framework. How to start the anims will be matter of a mod using the framework.

Is there any info or plans on whether or not we'd need a body already installed for either sexes, like in Sexlab, or will we be given pre-packaged bodies like in Sexout?

 

Probably no nude mods/outfits will be included ever.

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And, no starting defined by the framework. The framework (again) will be a framework. How to start the anims will be matter of a mod using the framework.

 

 

Maybe I don't understand what a framework really is... But, I didn't think my post had anything to do with starting the animations.  My suggestions were trying to make the back end easier for people to add content later.  I'm sure you get "how are the animations going to start" a lot and I certainly didn't mean to dog pile onto that.

 

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Out of curiosity, does anyone know how the game itself handles animations? For example, does it have an archive list for specific animations that it calls upon when triggered in game? I'm just curious because if the animations work the way I'm hoping we may be able to exploit the way the game itself works AND simplify things for us in the process. Please answer specifically. I don't get offended easily and would rather have a straight-forward, blunt answer than sugar-coated. Blunt tends to be more useful. Also, I'm not a mod author so my knowledge is fairly limited. As such, I'm hoping to learn more about this process. I know I'm the idiot here, and don't be afraid to correct me. It's the only way for me to learn more.

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Out of curiosity, does anyone know how the game itself handles animations? For example, does it have an archive list for specific animations that it calls upon when triggered in game? I'm just curious because if the animations work the way I'm hoping we may be able to exploit the way the game itself works AND simplify things for us in the process. Please answer specifically. I don't get offended easily and would rather have a straight-forward, blunt answer than sugar-coated. Blunt tends to be more useful. Also, I'm not a mod author so my knowledge is fairly limited. As such, I'm hoping to learn more about this process. I know I'm the idiot here, and don't be afraid to correct me. It's the only way for me to learn more.

 

Animations are files with extension HKX.

These files contains, frame by frame, the position of all the nodes of the skeleton of an Actor.

These animations are associated to "behaviors", a behavior is a set of AnimationEvents, put in a conditioned graph (a sequence is the most common, but many complex default idles are not a single sequence.)

The game engine decides when an animation has to be sent to an actor and plays it.

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Thank you for the explanation. It turns out to be a fair bit more complicated than I realized. No wonder it takes the time it does. I'm really grateful you took the time to reply. Just in case my idea still applies(though I'm pretty sure it doesn't now), I was thinking that you could simply add your custom performance files to whatever database the game holds its .hkx files in. That way you could write specific command lines to trigger the performances as needed. I have been using your mods for a while now and I greatly appreciate the work you guys do. Not that it's much, just thought someone should show some support and trust in you guys. Thanks again. Can't wait to witness your masterpiece(again).

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Basic animations? Are those the animations already included in the game as opposed to ones created by modders?

 

 

Not that.

 

A basic animation is an animation of a single actor without an animation graph (or just the basic one, like an Idle.)

It should not involve an animobject, or a furniture, and should not be a kill move or a paired animation.

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Basic animations? Are those the animations already included in the game as opposed to ones created by modders?

 

 

Not that.

 

A basic animation is an animation of a single actor without an animation graph (or just the basic one, like an Idle.)

It should not involve an animobject, or a furniture, and should not be a kill move or a paired animation.

 

 

So we'll likely need something akin to FNIS for several types of animations. Unless Bethesda does the smart thing and includes something similar in the final version of the CK. My money is on a third party tool.

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So we'll likely need something akin to FNIS for several types of animations. Unless Bethesda does the smart thing and includes something similar in the final version of the CK. My money is on a third party tool.

 

 

All sexually oriented anims in Skyrim were simple anims or maybe anims with animobjects.

No paired, no furniture.

 

And DexesTTP is progressing in its behavior tools.

 

So for SexTec, we can go on without a FNIS alternative. (Yep, you will not be able to have a sexual animation with a nuka cola.)

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aw man, that means no mods that: let sex starved raiders pleasure themselves with a nuka cola bottle only to get stuck and run around the camp screaming with other raiders laughing like asses at the situation all while the PC observes from the shadow? way to ruin a raider's dream (more like nightmare) man...

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So for SexTec, we can go on without a FNIS alternative. (Yep, you will not be able to have a sexual animation with a nuka cola.)

 

 

 

You underestimate our dirty little minds. There will be animations using Nuka Colas or other objects as sex toys or accessories, even if they're cloned animated objects. Just give the smutty masses time. ^_^

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Out of curiosity, will the animations for Fallout 4 need new skeletons like Skyrim, or is the physics engine in game capable enough as is?

 

You need a skeleton. And right now we have only the basic vanilla one.

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With all the futa content in this forum, it begs the question: will sextec have futa support?

 

Because, with sexlab, characters (and with a later addition creatures) could only be either male or female - which made it difficult for a futa to actually use alternating positions without changing sexlab sex manually every now and then.

 

I imagine having two bits would be sufficient: if only one bit is 1, then the character is male/female, if both are 1 then it's a futa. If both bits are 0, congratulations, you're an eunuch (needs strap-on in male positions, can't be in female position for vaginal animations)!

 

To expand on this, but probably as an additional module, you could also set preferred gender for futas; i.e. they might have a penis and a vagina, but might prefer the male position. That preference can be used to decide which position the futa is used for alongside a random chance (both where to place in a set animation, but also which animation to choose). But with such a preference system, it's not far to go to a more fine-grained matrix where type of animation/performance can be attributed with weights...

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So we'll likely need something akin to FNIS for several types of animations. Unless Bethesda does the smart thing and includes something similar in the final version of the CK. My money is on a third party tool.

 

 

All sexually oriented anims in Skyrim were simple anims or maybe anims with animobjects.

No paired, no furniture.

 

And DexesTTP is progressing in its behavior tools.

 

So for SexTec, we can go on without a FNIS alternative. (Yep, you will not be able to have a sexual animation with a nuka cola.)

 

Well i'll be damned, they actually listened to modders saying it was too difficult to add animations to Skyrim?

 

Well, more porn for me ^_^

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Wait, we'll get tree-progression through the scene instead of it being linear? That's awesome!

i dont understand the tree part :o sounds awesome but can someone give me context

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Is that your forecast?

Just for info. It is still a pain to do new anims. And animators need time to do them.

Some mandatory functions are not available in Papyrus and there is not yet a single extra function in F4SE. Wi) you push Ian and Behippo? (Don't)

Probably a very first version can be out in six months.

 

And bestiality? Later. Not a first priority.

Pregnancy? Not sure it will ever be in the framework.

can animations be ported over? 

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