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How to make an animal companion Sexlab-compatible?


Caelryn

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Posted

I quickly loaded mod and look into: Garm's race "DLC1HuskyArmoredCompanionRaceGARM" and it uses Dog skeleton.
1. You have to open in CK "SexLab.esm", find quest "SexLabQuestRegistry", open "sslCreatureAnimationSlots.psc", in function "RegisterRaces()", find lines:
    ClearRaceKey("Dogs")
    AddRaceID("Dogs", "DogRace")
    AddRaceID("Dogs", "DogCompanionRace")
    AddRaceID("Dogs", "MG07DogRace")
    AddRaceID("Dogs", "DA03BarbasDogRace")
    AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRace")
    AddRaceID("Dogs", "DLC1HuskyArmoredRace")
    AddRaceID("Dogs", "DLC1HuskyBareCompanionRace")
    AddRaceID("Dogs", "DLC1HuskyBareRace")
and add line:
    AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRaceGARM")
recompile script.
2. For using More Nasty Critters' animations you have to open MoreNastyCritters.esp, find quest MoreNastyCritters, open MoreNastyCrittersFactory.psc, find:
        AddRaceID("Dogpanic", "DogRace")
        AddRaceID("Dogpanic", "DogCompanionRace")
        AddRaceID("Dogpanic", "MG07DogRace")
        AddRaceID("Dogpanic", "DA03BarbasDogRace")
        AddRaceID("Dogpanic", "DLC1HuskyArmoredCompanionRace")
        AddRaceID("Dogpanic", "DLC1HuskyArmoredRace")
        AddRaceID("Dogpanic", "DLC1HuskyBareCompanionRace")
        AddRaceID("Dogpanic", "DLC1HuskyBareRace")
and add to it:
        AddRaceID("Dogpanic", "DLC1HuskyArmoredCompanionRaceGARM")
recompile.

Kind regards.

Posted

 

After recompiling did you reset SL animations?

 

Yeah, I tried that. I even started a new game just to test this.

 

Posted

I downloaded upper "garm_companion-33061-4-0", others must work too. Restore your original SL and MNC files and use this attachment. Hope you will understand how it works (load order has no matter). I don't use Matchmaker, tested after resetting SL anims via SL MCM functionality. Press "N" on Garm to select for SL, go to SL MCM "Animation Editor", select "(DOG) Doggystyle" animation an so on... Works.
About CF compatibility: it uses own armor so for every garm variant (armor name changes, even ".esp" name changes too etc.) must be created separate entry for CF. And maybe some edits in CK. You have to read CF thread for information and look how MNC and other SL mods do that.

Kind Regards.
GarmSL.7z

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