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


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Posted

 

 

There's many patches being applied by Bethesda at the moment that changes scripting frequently. It's difficult to construct a script heavy framework when any future updates could throw a wrench in whatever you've designed up to that point.

 

F4SE has the same issue, except it's easier to modify than a large scale framework like Sexlab was. You'll notice that has to be updated with every game patch - Sextec would be no exception, only it's much bigger and easier to introduce unforeseen bugs, so it's easier to wait until the game is stable and receiving less frequent updates.

 

 

100% correct.

 

But there is a good news: probably the animations (at least the simple ones) had a major break through.

 

 

Go on... :D

Posted

Well, I think it's safe to report, that we can create new animations, at least using the basic set of main joints (no fingers, boob joints and stuff like that yet). But Pipboy joints is working fine :D

 

And export them into engine, in a format that it can actually play. I guess it leaves the rest up to the mod coders and CK users now.  If anyone needs any test-quality animations to test them with mod frameworks or something, feel free to ask.

 

Meanwhile, Ill try to get more joints working, and research some other tech stuff about this format, like annotations, etc.

Posted

Well, I think it's safe to report, that we can create new animations, at least using the basic set of main joints (no fingers, boob joints and stuff like that yet). But Pipboy joints is working fine :D

 

And export them into engine, in a format that it can actually play. I guess it leaves the rest up to the mod coders and CK users now.  If anyone needs any test-quality animations to test them with mod frameworks or something, feel free to ask.

 

Meanwhile, Ill try to get more joints working, and research some other tech stuff about this format, like annotations, etc.

 

Yay, progress! :lol:

Posted

 

Well, I think it's safe to report, that we can create new animations, at least using the basic set of main joints (no fingers, boob joints and stuff like that yet). But Pipboy joints is working fine :D

 

And export them into engine, in a format that it can actually play. I guess it leaves the rest up to the mod coders and CK users now.  If anyone needs any test-quality animations to test them with mod frameworks or something, feel free to ask.

 

Meanwhile, Ill try to get more joints working, and research some other tech stuff about this format, like annotations, etc.

 

Yay, progress! :lol:

 

 

Actaully it wasn't the case, there is one time bethsda change skyrim's main body joints after 1.07(if I recalled that right) and break alot of the older mods that required older form of ports for the leg and neck joints. We shall stay clam and wait alittle bit longer, atleast till the release of the final DLC in the season (Nuka World) to check up on it.

 

Posted

 

Actaully it wasn't the case, there is one time bethsda change skyrim's main body joints after 1.07(if I recalled that right) and break alot of the older mods that required older form of ports for the leg and neck joints. We shall stay clam and wait alittle bit longer, atleast till the release of the final DLC in the season (Nuka World) to check up on it.

 

 

Yes and No.

 

Of course is the "skeleton" changes, then a bunch of mods will need to be updated, and animations re-fitted to the new skeleton.

 

But they are just conversions, and will not impact tremendously the hole mods.

Posted

 

 

Actaully it wasn't the case, there is one time bethsda change skyrim's main body joints after 1.07(if I recalled that right) and break alot of the older mods that required older form of ports for the leg and neck joints. We shall stay clam and wait alittle bit longer, atleast till the release of the final DLC in the season (Nuka World) to check up on it.

 

 

Yes and No.

 

Of course is the "skeleton" changes, then a bunch of mods will need to be updated, and animations re-fitted to the new skeleton.

 

But they are just conversions, and will not impact tremendously the hole mods.

 

 

BTW CPU, do you think beth would screw up skyrim's skeletons once more after the "Special" edition update?

I fear they would, because they are trying to use FO4's engine on skyrim.

Posted

 

 

But they are just conversions, and will not impact tremendously the hole mods.

 

BTW CPU, do you think beth would screw up skyrim's skeletons once more after the "Special" edition update?

I fear they would, because they are trying to use FO4's engine on skyrim.

 

 

Right now we can just do hypotheses. Nobody knows the real truth.

 

So, here are mine:

* Will an improved skeleton give more appeal to the game? No.

* Will the previous skeleton be ported as is to the Havok 2014? Yes. Also by respecting the skeleton nodes, that means easier anim conversion.

* Will rigging of all armors to a new skeleton will be useful? No.

 

So, I don't think the content of the skeleton will change a bit. But probably will be in the Havok 2014 format like FO4.

 

Again, just my hypotheses. Don't take them as gold.

Posted

How tough would it be to include Mr Handy in SexTec animations? Would we have to animate for just one character?

 

 

It is the same problem for all actors: you need to create the animations.

Today barely human animations with the human skeleton can be done.

Posted

Given the speed at which things are progressing do you have any idea as to when we might see the first Sex-Tec released?

 

Yes!

Anytime between a month and the next year.

Posted

A month?

THAT would be awesome, but I'm going to guess it's going to be longer than that, lol.

 

Read better the message, my friend. Without getting too excited after the first words.

Posted

 

A month?

THAT would be awesome, but I'm going to guess it's going to be longer than that, lol.

 

Read better the message, my friend. Without getting too excited after the first words.

 

 

I was speaking of the least amount of time.

 

I'm expecting it to take longer though. Even a year wouldn't be too bad.

Posted

 

 

Yes!

Anytime between a month and the next year.

 

 

im going to predict December (christmas miracle / present  :lol: )

 

will the animations require a tool like fnis or will it be more like  (and i hope not) sexoutNG? 

Posted

 

 

 

Yes!

Anytime between a month and the next year.

 

 

im going to predict December (christmas miracle / present  :lol: )

 

will the animations require a tool like fnis or will it be more like  (and i hope not) sexoutNG? 

 

 

"FNIS" is included in CK. No need for it. At least for simple animations.

But the anims are also completely not similar to the KF anims used by SexOut.

Posted

 

 

 

 

Yes!

Anytime between a month and the next year.

 

 

im going to predict December (christmas miracle / present  :lol: )

 

will the animations require a tool like fnis or will it be more like  (and i hope not) sexoutNG? 

 

 

"FNIS" is included in CK. No need for it. At least for simple animations.

But the anims are also completely not similar to the KF anims used by SexOut.

 

 

REALLY?... So Beth did something right with the new Creation kit?

 

What else is different?

Posted

Animations are still not possible. And this is the first and most important problem.

 

Again, I apologize for automatic translation, I have an idea. Perhaps you have already discussed it, but anyway: You said that SexTec designed modular. What if making now a module that encapsulates obtaining the required animations, and at the moment it be outputting "old school" text descriptions what someone which position with someone does. And when it will be possible to use animations you simply offer players (us) choice: leave the text module or take the module with animations?

Doubtless plus would be that SexTec will begin to build right now and by the time of when the animation will be possible, it may already have a working kind and a variety of third-party mods based on it.

Posted

 

Animations are still not possible. And this is the first and most important problem.

 

Again, I apologize for automatic translation, I have an idea. Perhaps you have already discussed it, but anyway: You said that SexTec designed modular. What if making now a module that encapsulates obtaining the required animations, and at the moment it be outputting "old school" text descriptions what someone which position with someone does. And when it will be possible to use animations you simply offer players (us) choice: leave the text module or take the module with animations?

Doubtless plus would be that SexTec will begin to build right now and by the time of when the animation will be possible, it may already have a working kind and a variety of third-party mods based on it.

 

Maybe this could help, a little?

F4Biped at Fallout 4 Nexus - Mods and community

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