YumiSkyrimFan Posted April 8, 2017 Posted April 8, 2017 From what I'm reading this looks like this will be the penultimate needs mod in LL. Now if we can only get it to work with toilets you can sit on in certain mods, as I tried to put a tiny bucket with Jaxon's positioner (or w/e) into the toilets i have, and it really doesn't work as well as I'd hoped (hard to target/click on that over the actual toilet). I wonder if there is any way to have toilets usable by the player with this mod form two mods on nexus. Lake View Manor Evolution here: http://www.nexusmods.com/skyrim/mods/55154/? and Underground Bathhouse/Paradise Valley http://www.nexusmods.com/skyrim/mods/27361/? both have usable toilets you can sit down on in the same way like the PAF has you spawn, but no way to make them recognized by PAF to relieve yourself at/on so you sit, but you don't so anything its just for make believe atm. I have to just awkwardly squat above them for now. Do like I do.. spawn a bucket where the toilet is.. then reduced the size (setscale in the console) to where it fits snugly inside the hole.. or until you can't see it :3 You can see in the earlier post where I mentioned which mods have actual toilets you can sit on but not use. I think that Aether Suite has toilets too, but I don't mess with that modern world mod as it uses a different body than UUNP for stuff in it.
MayDayCray Posted April 8, 2017 Posted April 8, 2017 From what I'm reading this looks like this will be the penultimate needs mod in LL. Now if we can only get it to work with toilets you can sit on in certain mods, as I tried to put a tiny bucket with Jaxon's positioner (or w/e) into the toilets i have, and it really doesn't work as well as I'd hoped (hard to target/click on that over the actual toilet). I wonder if there is any way to have toilets usable by the player with this mod form two mods on nexus. Lake View Manor Evolution here: http://www.nexusmods.com/skyrim/mods/55154/? and Underground Bathhouse/Paradise Valley http://www.nexusmods.com/skyrim/mods/27361/? both have usable toilets you can sit down on in the same way like the PAF has you spawn, but no way to make them recognized by PAF to relieve yourself at/on so you sit, but you don't so anything its just for make believe atm. I have to just awkwardly squat above them for now. Do like I do.. spawn a bucket where the toilet is.. then reduced the size (setscale in the console) to where it fits snugly inside the hole.. or until you can't see it :3 You can see in the earlier post where I mentioned which mods have actual toilets you can sit on but not use. I think that Aether Suite has toilets too, but I don't mess with that modern world mod as it uses a different body than UUNP for stuff in it. I'm not sure since I don't use Jaxon's Positioner at the moment.. but I don't think your suppose to move the buckets with that. All you have to do is spawn a bucket where the toilet bowl is and setscale to something like .5 or whatever. I can decide to sit normally or take a shit with ease. lol ........................... I was wondering if the pee rates and poop rates work according to what any of you may have set them to?. I set the pee rate to every 24 hours and a deuce for every 48 hours.. but my PC has to run to a bathroom 2 to 3 times a day! and my settimescale is set to 10. It's frustrating when I'm consistently about to piss my undies in the middle of a fight.. or perpetually short on tissue paper.
donttouchmethere Posted April 8, 2017 Posted April 8, 2017 I use iNeed & PAF, the sliders seems to work and effect peepoop over time but if food or drinks are consumed they immediately trigger the need to peepoop, additionaly to the time peepoop like this its hard to follow the rule: dont shit where you eat ...after typing this i get the urgent need to wash my hands xD
MayDayCray Posted April 9, 2017 Posted April 9, 2017 I use iNeed & PAF, the sliders seems to work and effect peepoop over time but if food or drinks are consumed they immediately trigger the need to peepoop, additionaly to the time peepoop like this its hard to follow the rule: dont shit where you eat ...after typing this i get the urgent need to wash my hands xD Okay. I use those. It makes sense now. I wonder if there is a way to get rid of that correlation. I don't mind eating and drinking multiple times a day.. but I only want to shit maybe just once daily
Bubbajones_ya Posted April 9, 2017 Posted April 9, 2017 That's cool.. it's a little too featured for my relief needs.. but I do like your animation and the meshes where the pants are down.. that's pretty immersive and exciting. That's cool.. it's a little too featured for my relief needs.. but I do like your animation and the meshes where the pants are down.. that's pretty immersive and exciting. Yeah I figured a bit of the stuff I was doing wasn't going to be too much for a bit of people (especially the body change thing). I still plan on making that stuff, but don't know how I'll package it together. I may make a more simplified version when I get time to do more that won't require too changing too much. As for stuff specifically for this mod, I may try to update certain aspects of this mod and include new animations as I make them and maybe tweak other stuff if people are interested/ask (that is, unless Trognog has different plans/doesn't like me changing stuff. I don't want to intervene with what's his.) I'm still learning scripting stuff, so while I know how to do a bit now, I'm still quite unfamiliar with a lot so I can't make anything too super intense currently as well (like NPC interactions and such. ). What I plan on trying to do semi-soon is implement new animations for signs of bladder and bowl relief needs. If I can get chair animations working, then maybe implement different specific animations for using the toilet. I'd like to try and make certain bathrooms/washroom around villages/inns so it seems more immersive (instead of needing to use the console or menu to place things), but I'll have to make sure that IF I do that, it doesn't interfere with any good town/building mods. It's nice how this mod allows placement of toilets and such, but to me, it's a little cumbersome to have to place them individually, and the toilet-house makes you get stuck sometimes. I like the idea of less menus, so if I can make the menu requirements during play less needed, that would be nice. As for what I would like to do eventually is make this more of a needs based mod included with food/drink (maybe sleep) etc so it's a more complete and interactive setup (instead of trying to couple it with several needs mods.) Now I'd have this be a separate thing (alongside the other changes I do) so that people won't have to use all these things/changes if they just want to keep the standard PAF setup. I'll say I don't know when I'll get around to getting things added or done since I have tons of things going on that need to get done, but I'll try to put things out here and there. Plus the new Zelda game came out and Calamity Ganon isn't going to defeat himself you know.
Bubbajones_ya Posted April 9, 2017 Posted April 9, 2017 I use iNeed & PAF, the sliders seems to work and effect peepoop over time but if food or drinks are consumed they immediately trigger the need to peepoop, additionaly to the time peepoop like this its hard to follow the rule: dont shit where you eat ...after typing this i get the urgent need to wash my hands xD Okay. I use those. It makes sense now. I wonder if there is a way to get rid of that correlation. I don't mind eating and drinking multiple times a day.. but I only want to shit maybe just once daily Yeah that's what I kinda wanted to implement more needs based just on this mod. I use an edited version of realistic needs and diseases that has nice widgets and stuff, but it's correlation to this mod didn't always work out as I planned. I think it would be easier to implement all the needs into one mod so that things will be easier to make work off each other. However, that may be a ways away for me actually making that setup. As I said, I'll probably make small tweak and add new animations in the meantime (so nothing major changes with the PAF mod) while I figure out the system I want.
donttouchmethere Posted April 9, 2017 Posted April 9, 2017 lol, i just stumbled over PAF today, and even with that food/pop issue, its alrady petty aweseome, still laughing about the mighty dragonborn in a cute diper. if you realy can combine DD/sleep/food/fart/bathing? without loosing your sanity, this mod will save a lot of single mods, and makes it an immersive must have =D best of all: it just works my PC ended up in prison overhaul for... errr... leaking, and i set the jailor as possible PAF NPC, and it worked, PAF didnt broke prison overhauls jailor scripts are there more dipers, i see always the same?
Bubbajones_ya Posted April 9, 2017 Posted April 9, 2017 lol, i just stumbled over PAF today, and even with that food/pop issue, its alrady petty aweseome, still laughing about the mighty dragonborn in a cute diper. if you realy can combine DD/sleep/food/fart/bathing? without loosing your sanity, this mod will save a lot of single mods, and makes it an immersive must have =D best of all: it just works my PC ended up in prison overhaul for... errr... leaking, and i set the jailor as possible PAF NPC, and it worked, PAF didnt break prison overhauls jailor scripts Yeah that's kinda my plan, but it will probably take me a while. With the bathing mod I have, and Realistic Needs and Dieseases (2.0 I think it is) and some other stuff, I have some partial incompatibilities. I'd really like to try and combine them as best as I can. Potentially use parts of scripts from the other ones so I don't have to re-write them all, but it all depends on how they are setup and my scripting capabilities (and also how long it will take). I have yet to figure out MCM scripting, but I've taken a peek at how things are done. Once I get the functionality of the MCM menu better, I should be able to start making some good progress on a making this an overall total needs mod. As a side note, here's the pee desperation animation I made earlier. The GIF loop isn't perfect because I used a different program to record it (so it may not loop properly). However, instead of alt-printscreening and pasting 75 different images from Blender (skipping a frame for every image) over into the Gimp, then trying to make a gif, I just hit 'record' on this program so it saved me a lot of time. I should be able to show the 250 frame animations a little easier now. I wasn't looking forward to trying to copy over 125 images per animation on several sequence animations, but this should be easy with this program now. Edit: As a side question, which animations would you guys like to see? I may try to get some animations in so I may try to make something that other people may want. Now, I can't promise I'll make an animation you'll request, but some suggestions wouldn't hurt. As of now, I don't know how to do more than one character animations either so I'm sticking to single animations. I know FNIS allows furniture animations so I'll try and look into those as well, but I may not touch those until I see how that's done a little better.) (Plus, if anyone has any good animating tips for blender I'm all ears!)
donttouchmethere Posted April 9, 2017 Posted April 9, 2017 great work! i cant look too long at the gif tho, or i will have to pee in RL interesting to read how you make progress, and i even understood your explanation
MayDayCray Posted April 9, 2017 Posted April 9, 2017 That's really well done. The only other animations I can suggest are walking/running/sprinting animations while you've got to pee. Toilet animations would be nice, if possible
TheDudeIV Posted April 9, 2017 Posted April 9, 2017 That's really well done. The only other animations I can suggest are walking/running/sprinting animations while you've got to pee. Toilet animations would be nice, if possible I wholeheartedly second this.
Aleawen Posted April 10, 2017 Posted April 10, 2017 talking of animations, how would one go about switching the animations for the "have a drink/have a snack" options? There are animations that would fit the scene better, but not sure how to use TESVedit to switch which ones get used.
Bubbajones_ya Posted April 10, 2017 Posted April 10, 2017 That's really well done. The only other animations I can suggest are walking/running/sprinting animations while you've got to pee. Toilet animations would be nice, if possible I'll see if I can work on this. Since I just started animating, I'm not sure if there are any special tricks to moving animations but I should be able to figure it out somewhat soon I think. I'll also need to see how to use the scripting to replace animations dynamically, but because this is something I'll absolutely need to do with the other mod I have in mind, I'll make use of it for this when I do figure it out. I don't believe it will be that complicated.
Bubbajones_ya Posted April 10, 2017 Posted April 10, 2017 talking of animations, how would one go about switching the animations for the "have a drink/have a snack" options? There are animations that would fit the scene better, but not sure how to use TESVedit to switch which ones get used. I haven't looked too much into it, but a quick glance at the script make me believe the animations used are, "Leito Blowjob", "Mitos Female Facedom", (both of these male oriented I believe) and "Arrok 69" and "Zyn Licking". (for female oriented I think. This is how the script calls the animations, and this is for if the player is the one in the receiving position I believe.) I believe this is calling animations off of what's installed with sexlab, because these animations are not in the PeeAndFart animations folder. Basically, the script is calling (I think) one of these animations to be called when the character function of "have as snack/drink" option is used. To change these animations, you'd either have to rename and replace the animation files (these are a sequence of animations) these are referring to with a different animation file of the same sequence, or change the script (PAF_MainQuestScript) to call on a different animation for these options (by inserting the animation sequence in the quotations.) This is something I was considering changing as well if there were different animations out there, or maybe tinker with making my own later on, but it wouldn't be right away (for making these animations at least since I don't know how to make paired animations with NPCs)
Bubbajones_ya Posted April 11, 2017 Posted April 11, 2017 So I manage to figure out how to implement the alternate animations. I still need to be cautious of how I implement it since I just figured it out, but I think I'll be able to get the hang of things. This is pretty exciting since it seems there are basically endless way alternate animations can be implement. It makes me wonder why I haven't seen any more mods taking advantage of this feature before, but it's probably because of the hurdles of learning how to animate, learning how to script, and then actually being decent at both and spending the time to implement them. I'm quite excited to start animating things for my Final Fantasy mod, but I'm going to be doing this first because I'm learning a lot more working on this mod. Anyways, This means I should be able to make walking/running/sprinting animations for needs urgency. Probably alternate ones for toilet use as well. However, I think there may be a limit on how many alternate animations there can be (I'll have to research it more), so I want to make sure not to go too crazy. I finished an animation sequence today for accidental relieving (pee), but I don't know how to combine them all in a nice GIF (since it's 3 separate animation files.) I may be wrong, but I read that animations were limited to 250 frames. I haven't tested it so if that's not the case, I could have made it into one animation. I can post up some GIFs later if anyone is interested in seeing it. I'll have to get a video recorder or something to record the animation in game, then make that into a GIF I can upload so it's easy to see. Otherwise, I'll be working on movement animations. The test animation I made looked so damn awful but I was excited to see it actually work in game! I just need a reference of foot placement to movement amount in game so the animations don't look like sliding. I don't want to spend too much time making an animation, then find out it doesn't line up with movement!
MayDayCray Posted April 11, 2017 Posted April 11, 2017 Reading this has made me excited to start animating again. I always sucked.. but practice makes perfect, right. Can you show me any tools you're using
Bubbajones_ya Posted April 11, 2017 Posted April 11, 2017 Certainly, I'm using: Blender 2.78c Anton's animation tools (his "N3" folder) The Latest FNIS (Both the Modders and Users versions) And then Skyrim Script Compiler Pro 3.4.0.7 (for scripting purposes if you plan on dynamically adding it) (Just upgraded to the SE version, 4.0.0.0 which seems better, but haven't used it much yet. I think I'd use 4.0 though if were you.) The Creation Kit (if you plan on scripting things in) I followed spoons666 tutorial for pose making, which almost gets you there to make an animation. The things it doesn't cover are animation specifics, using the FNIS setup, and scripting the animations into the game. I did not use the FNIS spells thing they listed because I have no current need to activate animations by spells, I want them to be more automatic. I believe I will get around to making a modified version of Spoon's tutorial so that it will be easy to understand how to get an animation in game from start to finish (at least my workflow. It's surprisingly quick minus the actual detail in animating.) For a very crude, quick explanation my process goes something like: 1. Open the example_female_unp file in the N3 folder in Anton's Animation Tools. (this is important to open the blender file IN THIS FOLDER. You can save a new blender file for different animations, but make sure it's in the same "N3" folder when you actaully need to run the script because the Anton's scripts only compile when the blender file is in this folder.) 2. Start animating the skeleton 2.1 Set the animation length in frames (again, I think 250 frames is the max for skyrim animations, but I could be wrong. Do anything from 1 to 250 frames, with 30 frames being roughly 1 second.) 2.2 Change the keying set to "LocRot" for capturing bone location and rotation settings 2.3 Make the animation (either make sure to hit the red button for automatic keyframes, or insert each keyframe manually when making the animation!) 3. Preview the animation loop, then hit "Run Script" (this will be visible with Anton's script in the Blender window.) 4. Open up the "Convert" batch file in the N3 folder provided in Anton's tools. 5. type in "hkxcmd.exe convertkf skeleton.hkx empty_new.kf empty_new.hkx" (without quotes, I just copy paste it in usually) in the command prompt that comes up when you open the batch file and hit enter (or if you copy paste it automatically runs) 6. Find the file it creates (it's going to be called empty_new.hkx) and name it to whatever you want. If it's a replacer, name it the same name as the animation you're replacing. ============================================================================================================= That's it for making the animation file itself! Now you'll need to move onto the FNIS stuff if you are planning on dynamically adding it. If you aren't, then all you need to do is replace the animation file with the one you just made (no running of FNIS needed either for just replacing). For adding it using FNIS, this is not hard at all, but requires a little setup. Like I said, I'll probably make a easier to follow tutorial this coming week or so so that it's easier to understand, but I'll go over the highlights again. ============================================================================================================= 1. Find the mod animation folder you want to add the animation to (or create your own) File structure should be something like Skyrim/Data/Meshes/actors/character/animations/MYMODFOLDER (in this instance, I'm using the folder "PeeAndFart" (without quotations obviously, so it's going to look like Skyrim/Data/Meshes/actors/character/animations/PeeAndFart)) 2. Place your new animation in the folder. 3. Find the FNIS_MYMODFOLDER_List.txt file and open it up. (in this instance FNIS_PeeAndFart_List.txt) 3.1 Add your animation file to this text list. This file will designate the behavior files of the animation, which the FNIS documentation lists what format to use for designating behaviors for animations. A simple basic idle animation that is acyclic (non repeating) will look like this: b -a MyNewAnimationName MyNewAnimationFileName.hkx (Here the first portion is the animation name the game will recognize, and the second portion is the actual file name of the animation, the "b" stands for basic animation, and the "-a" stands for acyclic.) 4. Save the text file and close it down. 5. Open FNIS Generator for Modders and locate your FNIS_MYMODFOLDER_List.txt file. 6. Run the generator and make sure there are no errors. 7. Open the FNIS Generator for Users and execute it. Your animation will now be recognized by the game! However, it won't be used by anything yet so you'll have to call it by the console at this step. I may be wrong on this, but I believe you can type (without quotes) "playidle MyNewAnimationName" in the console and your animation should be played as long as you select your character in the console window. Otherwise, it's a different console command like sendanimatinoevent or something, but I don't know off the top of my head. If you plan on adding the animation via script, then a little more understanding of scripting will be necessarily. I may try to do a wirteup for a simple script here as well, but I won't go too much into detail right now. Some functions you can use are: sendanimationevent(PlayerREF, "MyNewAnimationName") or PlayerREF.PlayIdle(MyNewAnimationName) This is based on if you have the actor property setup like Actor Property PlayerREF Auto Then make sure to fill the properties in the script (which this step requires the creation kit) Like I said, I'll probably try to write a detailed step-by-step thing soon so that my entire process is documented. That way people can copy what I do to make their own stuff! Making a script to call an animation isn't really anything too big of a deal, but there are a lot of ways of doing it, so I'll save that part for an actual writeup. 3
Guest Posted April 12, 2017 Posted April 12, 2017 -snip- Holy crap even though this was not intended for me that is insanely useful appreciate the walkthrough SAVING THIS FOR SURE!!
Bubbajones_ya Posted April 12, 2017 Posted April 12, 2017 No problem! Yeah once I got around to putting all the information together I found and seeing that I got animations in game, I was pretty excited! I didn't think it would be so simple! A big thanks to Anton, Fores, and Spoons666 for the main info and tools used! I think if I can get a tutorial up from start to finish on making the animation, adding it to FNIS, making a script to call it, then making an .esp reference that script, it would be a big help for people. Everything by itself is pretty simple really, it's just every step is important and if you don't know all the steps, it can be super tedious trying to figure out what you're doing wrong! Most of the things I read don't have a 100% complete tutorial from start to finish so maybe I'll make the first? What I wrote above is pretty much the main steps though, I just left out the scripting parts and could probably clarify some more options here and there. Edit: When I do make the more full tutorial, I'd like to have the "hide" option for the text. How do you do that in these forums? I'd like that just so if I go into depth on an animation part or something, only people who need to see the explanation will have to expand that section so the tutorial looks less cluttered overall.
Meerkats Dance Posted April 12, 2017 Posted April 12, 2017 ... Edit: When I do make the more full tutorial, I'd like to have the "hide" option for the text. How do you do that in these forums? I'd like that just so if I go into depth on an animation part or something, only people who need to see the explanation will have to expand that section so the tutorial looks less cluttered overall. Like this? Just use the spoiler tag. [spoiler*]Text[/spoiler*] ^take out the asterisks. Btw, could it be possible not having to use the Loverslab framework?
Guest Posted April 12, 2017 Posted April 12, 2017 @BubbaJones_ya As Meerkats Dance has highlighted in the spoiler thats how you use spoiler tags an alternative method is if you look up in the comment box you'll see what looks like an eraser on the top left but directly to the right of that allows you to easily add the BBCode without having to constantly write it out, so just click on that and select spoiler. Again I appreciate this tutorial I was trying to learn how to use blender a while a go but alot of the information is so scattered about it and there is no "go to" tutorial and some of the more useful tutorials I found were in a different language XD
Bubbajones_ya Posted April 13, 2017 Posted April 13, 2017 ... Edit: When I do make the more full tutorial, I'd like to have the "hide" option for the text. How do you do that in these forums? I'd like that just so if I go into depth on an animation part or something, only people who need to see the explanation will have to expand that section so the tutorial looks less cluttered overall. Like this? Just use the spoiler tag. [spoiler*]Text[/spoiler*] ^take out the asterisks. Btw, could it be possible not having to use the Loverslab framework? Thanks that should be helpful! I'll work on writing up the tutorial now. As for the Loverslab framework, it's not required at all for adding the animations. It will be possible to add the animations to the loverslab stuff (like sex lab animation loader) if someone wants to, but that's a separate step that would be used after the animation file itself is done. I haven't messed with sexlab animation loader or anything yet, so I won't be covering this. The tutorial should be just for simply making animations in general as replacers (for any vanilla animation) or additional ones (for scripted events etc.). @BubbaJones_ya As Meerkats Dance has highlighted in the spoiler thats how you use spoiler tags an alternative method is if you look up in the comment box you'll see what looks like an eraser on the top left but directly to the right of that allows you to easily add the BBCode without having to constantly write it out, so just click on that and select spoiler. Again I appreciate this tutorial I was trying to learn how to use blender a while a go but alot of the information is so scattered about it and there is no "go to" tutorial and some of the more useful tutorials I found were in a different language XD Thanks for the info! I hope the tutorial I'll make and post can help a lot more people as well! I know there is a lot of information out there, but it's kinda scattered and skips some steps here and there (for the complete process) which can be a really big deterrent for most people. I started writing some stuff up, but don't know if It will be done today. I really need to get to work cleaning a second replacement engine I have for my truck (so I can paint it then tear out my old one and put this one in, I swapped in a bigger motor but it wasn't in good shape...). I've been stalling getting that done because I just did it not too long ago... but I want my truck up and running again so I may be slightly slow the next week or so on any modding stuff. The tutorial will be out hopefully soon though. Edit: I just added part of the tutorial up: http://www.loverslab.com/topic/76421-animation-in-blender-tutorial-neat/ I only finished the first section, so I need to go over the FNIS, Scripting, and Creation Kit portions. I may add more pictures and gifs in the Animation portion later, but probably not until I'm done with the other sections.
YumiSkyrimFan Posted April 13, 2017 Posted April 13, 2017 How do I fix this? My diaper for UUNP special is not fitting right on my player, it clips partially with her body I can't seem to preview it on her body in Bodyslide just the diaper itself, so not sure how to get it to fit. i use UUNP HDT SPECIAL body with slide to UNPB oppai v3.2. Also, i don't seem to yellow in it after peeing twice with it on.
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