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Anybody know if there is a way to have the magic show up in the hands while running these anims?

 

The Shader applied to cast magic is not removed by the SendAnimationEvent.

So technically if you canst a spell with a long cast shader, it should persist.

Now, all of that is really difficult to manage, but I did something in a specific scene of one of my mods. It was a pain, but it worked.

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Very good anims, mostly lined up for me.

 

Love the concept in the alteration ones. I think it was female wizard 1? straddling the guy and making him hover.  Could use that in the necro category as well (similar to the paralyze one)

 

 

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Anybody know if there is a way to have the magic show up in the hands while running these anims?

 

The Shader applied to cast magic is not removed by the SendAnimationEvent.

So technically if you canst a spell with a long cast shader, it should persist.

Now, all of that is really difficult to manage, but I did something in a specific scene of one of my mods. It was a pain, but it worked.

 

 

Oh, I was thinking of the basic cast ready spell that only show in the hands. I tried player.equipspell ID left/right in console while in the animation but didnt work :(

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Very good anims, mostly lined up for me.

 

Love the concept in the alteration ones. I think it was female wizard 1? straddling the guy and making him hover.  Could use that in the necro category as well (similar to the paralyze one)

 

I suppose they could. I might add that in a future update. For now go into SLMasterMike\SLanims\source open testpack.txt, scroll until you find the animation of your choosing. In the tags section, go to the end before the " and type ,necro. So for example the tag list under Allure of Illusion

Paralyzed would look like this...

 

tags="Sex,Straight,Dirty,MF,Anal,Aggressive,Oral,Necro",

 

From this point on I don't know if the rest of these steps are necessary but go ahead and do them to be sure...

 

Go back to SLanim folder and run SLanimgenerate.pyw

 

Click build all categories.

 

(Almost done, trust me this is easy.)

 

Go to your FNIS folder and look for the blue FNIS icon located in the FNIS for modders folder.

 

From that app locate FNIS_testpack_list.txt, you'll find it in SLMasterMike\Meshes\Actor\Character\Animation\testpack

 

Open it and boom. The new behavior is built. Just run FNIS one more time and you should find the animations trigger when you expect them too.

 

Hope that helps.

 

EDIT: One final step just to be safe, open the FNIS Behavior\meshes\actor\character\behavior folder and locate FNIS_testpack_bahvior.hkx file. Cut and paste it into SLMasterMike\Meshes\Actor\Character\Behavior folder, overwriting the original. Good to go for sure now.

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Very good anims, mostly lined up for me.

 

Love the concept in the alteration ones. I think it was female wizard 1? straddling the guy and making him hover.  Could use that in the necro category as well (similar to the paralyze one)

 

I suppose they could. I might add that in a future update. For now go into SLMasterMike\SLanims\source open testpack.txt, scroll until you find the animation of your choosing. In the tags section, go to the end before the " and type ,necro. So for example the tag list under Allure of Illusion

Paralyzed would look like this...

 

(((((((( lots of good directions ))))))

 

EDIT: One final step just to be safe, open the FNIS Behavior\meshes\actor\character\behavior folder and locate FNIS_testpack_bahvior.hkx file. Cut and paste it into SLMasterMike\Meshes\Actor\Character\Behavior folder, overwriting the original. Good to go for sure now.

 

 

I just use sexlab tools and pick whatever anim I feel like, if the one picked isn't "right" for what is happening.

 

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Oh, I was thinking of the basic cast ready spell that only show in the hands. I tried player.equipspell ID left/right in console while in the animation but didnt work :(

 

You know that a spell is handled like a weapon, and sexlab usually removes them, while playing the animation.

But you can tweak the code to start the SL anim to avoid to do that.

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Oh, I was thinking of the basic cast ready spell that only show in the hands. I tried player.equipspell ID left/right in console while in the animation but didnt work :(

 

You know that a spell is handled like a weapon, and sexlab usually removes them, while playing the animation.

But you can tweak the code to start the SL anim to avoid to do that.

 

 

Would it theoretically be possible to make an animobject for the hands that looks like a Spell or am i retarded?

 

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Would it theoretically be possible to make an animobject for the hands that looks like a Spell or am i retarded?

 

 

Technically is possible.

But the object will be really complex because it should use the shaders FX to look like a spell.

And these are not easy to implement.

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Ok so i updated it and still wasnt working.

 

i started to turn off some other sex lab animations mods that i have installed and active just to mess around and see what happened and there was one mod that i turned off called "NonReplacerModPATCHED" i think its from FunnyBizness animation mods but anyway turned that one off and i ran FNIS again and it worked. I guess it was conflicting in a way with FNIS and not with Mod Organizer.

 

Checked it out and its awesome.

 

 

Post your FNIS log just to clear what is exactly the problem. That error was also can cause by having too many animations which it was on your end, try remove some animations that you dont really need.

 

 

Yeah i removed an animation pack since last time i checked it registered like almost 5000 animations XD (dont know if that too much or not)

Edited by CPU
Removed too many inner quotes
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I really like this animation pack with everything related to magic. Its like one of those awesome videos you watch in anime porn which are very rare to find...

 

It would be awesome to see more animations with just magic, im tired of seeing the regular stuff and dont get me wrong cause theres good animations pack but this is something different and with magic anything is possible and the creativity in magic is unlimited, even more when its about sexual stuff XD

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Yeah i removed an animation pack since last time i checked it registered like almost 5000 animations XD (dont know if that too much or not)

 

 

The limit is about 8000 anims.

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Yeah i removed an animation pack since last time i checked it registered like almost 5000 animations XD (dont know if that too much or not)

 

 

The limit is about 8000 anims.

 

 

Oh ok, cool. Anyway i already had another animation pack from FunnyBizness the latest one  (i think its spelled like that) that contained most animations from the pack i had previously installed.

 

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i have more than 7000 but it cant be updating by FNIS ERROR(2026): Too many animations 1558 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): o ZazAPPillTorPusBroom1A ZazAPPillTorPusBroom1A.hkx AOZAZBroomA

 

and Fores wont increase the animation limit :-/

 

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i have more than 7000 but it cant be updating by FNIS ERROR(2026): Too many animations 1558 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): o ZazAPPillTorPusBroom1A ZazAPPillTorPusBroom1A.hkx AOZAZBroomA

 

and Fores wont increase the animation limit :-/

 

Fore can't increase the animation limit.

Because the limit is from the structure of the behavior files.

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User FNIS, unless NMM runs it when you add a mod with animations automatically (MO does, as I have it configured)

 

I am not sure it is labeled as such, but this mod is setup for SLAL, just drop in, and when you get into the game, open the MCM and you should see an entry for this set of anims in SLAL's menu.

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User FNIS, unless NMM runs it when you add a mod with animations automatically (MO does, as I have it configured)

 

I am not sure it is labeled as such, but this mod is setup for SLAL, just drop in, and when you get into the game, open the MCM and you should see an entry for this set of anims in SLAL's menu.

post-400293-0-85285500-1466494746_thumb.jpg

That's the problem when i refreshed animations by FNIS...seems abnormal...

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User FNIS, unless NMM runs it when you add a mod with animations automatically (MO does, as I have it configured)

 

I am not sure it is labeled as such, but this mod is setup for SLAL, just drop in, and when you get into the game, open the MCM and you should see an entry for this set of anims in SLAL's menu.

attachicon.gifQQ截图20160621110743.jpg

That's the problem when i refreshed animations by FNIS...seems abnormal...

 

 

Way too many animations that FNIS can handle most likely. Since SLAL dont use plugin it's not easy to disable/enable them from Mod manager, you have to take the behaviour directly from data/meshes/actors/character/behaviours well that's my way. Unless anyone know a better way.

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User FNIS, unless NMM runs it when you add a mod with animations automatically (MO does, as I have it configured)

 

I am not sure it is labeled as such, but this mod is setup for SLAL, just drop in, and when you get into the game, open the MCM and you should see an entry for this set of anims in SLAL's menu.

attachicon.gifQQ截图20160621110743.jpg

That's the problem when i refreshed animations by FNIS...seems abnormal...

 

 

Update fnis to 6.3,it's a bug of the 6.2:

 

FNIS Behavior 6.3:

"Fixes an error 9 bug (index out of bounds) when generating with more than 1000 "Sequenced Aniimations"

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User FNIS, unless NMM runs it when you add a mod with animations automatically (MO does, as I have it configured)

 

I am not sure it is labeled as such, but this mod is setup for SLAL, just drop in, and when you get into the game, open the MCM and you should see an entry for this set of anims in SLAL's menu.

attachicon.gifQQ截图20160621110743.jpg

That's the problem when i refreshed animations by FNIS...seems abnormal...

 

 

Update fnis to 6.3,it's a bug of the 6.2:

 

FNIS Behavior 6.3:

"Fixes an error 9 bug (index out of bounds) when generating with more than 1000 "Sequenced Aniimations"

 

Thanks a lot! it finally works after i updated FNIS to 6.3. 

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