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Posted

 

 

About visual leashes, I am looking to solve this issue for a while now and believe me I tried a lot of different methods... unfortunately, leashes that are attached to two actors are not possible without some kind of skse function to attach havok objects to non-ragdolling actors. I actually made a havok rope that is initially not attached to anything and can be attached to 2 different objects but this doesn't work with actors. I haven't included this rope into Heretical Resources because it serves no purpose at the moment but I can send you the files If you want to experiment with it.

 

Longer chains&ropes will be included in one of the future HR updates I am still working on it. Like Zaira said, there are problems with clipping, and I am still not an HDT expert. Unfortunately, there aren't many of them I believe, so I have to dig through the work of others and gather the knowledge the hard way.

 

Btw good to see you back Slaves of Tamriel, if you need any help feel free to pm me  :)

 

Definitely, I'd love to test it! I only fear that my knowledge about animation might fall short in allowing me to do anything useful with them. But I really wish I could at least make it work between a static and an actor, like an leash between a collar and a post. It'd be lovely to have such a feature in my pet girl mod, if such a thing could be possible.

 

It's kind of possible.

 

The latest version of Home Sweet Home has slaves standing or kneeling with a Havok chain (using the nice chains in Heretic Resources) connected to a collar or manacle and the wall. If they are kneeling they will even struggle a little, making the chain wiggle :) It does require a few nasty tricks to get the slaves in the right position, being half ragdolled and still animated, and the result isn't always as intended. And they have to paralyzed to stay in that mode, so no AI or dialogue is possible. I'm still working on optimizing the procedure, but I'd be happy to PM you the code as it is now.

 

What I am wondering is: we are able to have actors equip HDT stuff like hair, dresses or the hilarious cowbell-on-a-buttplug. Would it be possible to make an equipable HDT chain, with the free end of the chain attached to a fixed position? I have no idea how this armor nif stuff works, but is it possible to reference points in world coordinates rather than skeleton coordinates, and could the chain be attached to that?

 

 

Yeah I have tested this method already and it opens up some possibilities but like you mentioned it has some flaws. We can only connect actor's who have contact with the ground otherwise the ragdoll will attach to some wall, for me this even happens sometimes without the actor beeing in the air.

And of course it carries the same flaws as my basic connection script as it share's the unconscious state of actors, so no talking and face movement, plus the connection issues that occur sometimes. 

If we can heavily optimize this method this might be the way to go for leashes but unfortunately, at it's current state it is just too unreliable and glitchy.

 

Currently, I still have 2 possible ways I try to achieve the effect. Running a chain between an actor and a static point might be easier then connecting two actors but I am still looking for a solution to both options.

 

1. With an HDT chain that is connected to a fixed world position on equipping. This involves a kind of hacky approach I noticed while experimenting with the havok physics of carts. I could make a static node with a ridgidbody inside the nif and connect the chain to this point. But at the moment this just causes crashes while used on an armor object.

2. I find a way of connecting my havok chains/ropes to some object that is attached to an actor. I have thought about connecting the ropes to art or anim objects which can be attached to actors, but I can't reference them in a script so I can't even try to call the havokconstraint function with papyrus. In principle, there isn't any problem with connecting my "free" rope to two different points in the world, even if these points move... I am working on custom carts and just for fun I have connected 2 carts to each other with this rope and it worked... Problem is that the havokconstraint function automatically disconnects again when an actor leaves the ragdoll state. I don't think this is an engine limitation because we know animation and havok connection at the same time work for a short time with your workaround. But then the connection between rope and actor gets cut and I suspect this is forced by some hardcoded script running in the background.

Posted

What about how the devious framework mod uses magic as a leash you can see the magic effect bouncing back and forth between player and owner npc what would it look like if you replaced the magic effect with a chain?

Posted

1. With an HDT chain that is connected to a fixed world position on equipping. This involves a kind of hacky approach I noticed while experimenting with the havok physics of carts. I could make a static node with a ridgidbody inside the nif and connect the chain to this point. But at the moment this just causes crashes while used on an armor object.

2. I find a way of connecting my havok chains/ropes to some object that is attached to an actor. I have thought about connecting the ropes to art or anim objects which can be attached to actors, but I can't reference them in a script so I can't even try to call the havokconstraint function with papyrus. In principle, there isn't any problem with connecting my "free" rope to two different points in the world, even if these points move... I am working on custom carts and just for fun I have connected 2 carts to each other with this rope and it worked... Problem is that the havokconstraint function automatically disconnects again when an actor leaves the ragdoll state. I don't think this is an engine limitation because we know animation and havok connection at the same time work for a short time with your workaround. But then the connection between rope and actor gets cut and I suspect this is forced by some hardcoded script running in the background.

 

 

Not sure about option 2. As far as I can tell, objects in an Actor's inventory or worn by an Actor are simply Form IDs rather than ObjectReferences, so you cant attach anything :(

Posted

What about how the devious framework mod uses magic as a leash you can see the magic effect bouncing back and forth between player and owner npc what would it look like if you replaced the magic effect with a chain?

Like you said, you see a magic effect bouncing back and forth between the actors... This effect is achieved by constantly firing a projectile from one actor to the other, there is no connecting spell as you might imagine. As far as I know there are no raycasting spells in skyrim so you can't make an effect like a constant straight line between 2 actors. And even if raycasting effects where possible we could only do exactly that, cast a straight line between 2 actors and maybe make it look like a rope or a chain. But it wouldn't behave like a rope or a chain, because no physics could be applied in any way.

 

 

Not sure about option 2. As far as I can tell, objects in an Actor's inventory or worn by an Actor are simply Form IDs rather than ObjectReferences, so you cant attach anything :(

 

 

That's why I was looking into art/anim objects instead of armor objects. But it might be the same case for them... If we can't find a way of attaching an object reference to an actor so we can connect a havok object it, I see no way of achieving Actor to Actor chains. Like I said a simple hdt chain armor object that is connected to a static point in the nif might be easier, I still have problems with this approach too but I looks a bit more promising at the moment.

Posted

There was some mod for beam spells a while back and the lightning spells are beam spells just with random looking art what about that two handed destruction spell looks like dragonball effect? that is beam spell technically right? So if the spell is being cast back and forth put the chain there and see what happens? How bad would it look? Maybe something to consider just in case.

Posted

 

 Like I said a simple hdt chain armor object that is connected to a static point in the nif might be easier, I still have problems with this approach too but I looks a bit more promising at the moment.

 

 

That would give us chains (visually) connected to a wall or pole if the actor is positioned right, and that would already be awesome. The current method in HSH is still not 100% reliable; the other day I entered a house to find a chained slave slowly floating up until the chain stopped him...

 

Posted

I'm trying to narrow down some CTD's, and I thought I'd mention a major error happening in my Papyrus log. I'm unsure if it's related to my crash, but it seems serious enough to report:

 

 

 

[12/18/2016 - 03:18:43AM] Error: Static function GetAAnumber not found on object fnis_aa2. Aborting call and returning None
stack:
	<unknown self>.fnis_aa.GetInstallationCRC() - "FNIS_aa.psc" Line 217
	[zbfx (12006959)].zbfxmain.OnUpdate() - "zbfxMain.psc" Line 127
[12/18/2016 - 03:18:43AM] Warning: Assigning None to a non-object variable named "::temp32"
stack:
	<unknown self>.fnis_aa.GetInstallationCRC() - "FNIS_aa.psc" Line 217
	[zbfx (12006959)].zbfxmain.OnUpdate() - "zbfxMain.psc" Line 127

 

 

 

Papyrus log attached.

 

I'm using FNIS XXL 6.3 if that information helps.

Papyrus.0.log

Posted

I'm trying to narrow down some CTD's, and I thought I'd mention a major error happening in my Papyrus log. I'm unsure if it's related to my crash, but it seems serious enough to report:

 

 

 

[12/18/2016 - 03:18:43AM] Error: Static function GetAAnumber not found on object fnis_aa2. Aborting call and returning None
stack:
	<unknown self>.fnis_aa.GetInstallationCRC() - "FNIS_aa.psc" Line 217
	[zbfx (12006959)].zbfxmain.OnUpdate() - "zbfxMain.psc" Line 127
[12/18/2016 - 03:18:43AM] Warning: Assigning None to a non-object variable named "::temp32"
stack:
	<unknown self>.fnis_aa.GetInstallationCRC() - "FNIS_aa.psc" Line 217
	[zbfx (12006959)].zbfxmain.OnUpdate() - "zbfxMain.psc" Line 127

 

 

 

Papyrus log attached.

 

I'm using FNIS XXL 6.3 if that information helps.

 

Your last FNIS run didn't succeed, or you have FNIS.esp deactivated.

 

But forget using the Papyus log for CTD hunt. The Papyrus log is a DEBUG log, helpful to clean up the mess all your uninstalls have caused.

 

It is by no means a CTD dump, and I have never heard that it was ever helpful to chase CTDs.

Posted

 

Your last FNIS run didn't succeed, or you have FNIS.esp deactivated.

 

But forget using the Papyus log for CTD hunt. The Papyrus log is a DEBUG log, helpful to clean up the mess all your uninstalls have caused.

 

It is by no means a CTD dump, and I have never heard that it was ever helpful to chase CTDs.

 

Yeah I wondered if it was a failed FNIS run, so I decided to make a fresh FNIS generation in MO instead of overwriting the files. Still doing more tests. I'm dealing with a very large plugin/mod list. I have been able to get it stable with older versions of the mods before.. so I'm just trying to narrow out my current bugs. I think I found the source of the crashes though. Devious Extras not recommended is all I can say.

 

Question: Recommendations on how to actually narrow down a CTD with a ramdump? Tool recommendations, etc? I am aware that these dumps can be used for such things, but I am wondering if you are supposed to use a hex editor or something else. Hex editor would be a pain.

Posted

...

Yeah I wondered if it was a failed FNIS run, so I decided to make a fresh FNIS generation in MO instead of overwriting the files. Still doing more tests. I'm dealing with a very large plugin/mod list. I have been able to get it stable with older versions of the mods before.. so I'm just trying to narrow out my current bugs. I think I found the source of the crashes though. Devious Extras not recommended is all I can say.

 

Question: Recommendations on how to actually narrow down a CTD with a ramdump? Tool recommendations, etc? I am aware that these dumps can be used for such things, but I am wondering if you are supposed to use a hex editor or something else. Hex editor would be a pain.

First make sure you have the patches for known CTDs installed:

 

http://www.loverslab.com/topic/56084-crash-fixes/

 

Then if you are still getting crashes:

 

http://www.loverslab.com/topic/46913-how-to-debug-ctd/?do=findComment&comment=1174832

Posted

 

First make sure you have the patches for known CTDs installed:

 

http://www.loverslab.com/topic/56084-crash-fixes/

 

Then if you are still getting crashes:

 

http://www.loverslab.com/topic/46913-how-to-debug-ctd/?do=findComment&comment=1174832

 

Wow I've been all over LoversLab. How did I miss this guide? I've known about the CrashFix plugin and Plugin Preloader and I have them installed, but I wasn't aware of all this.

 

Thanks so much!

Posted

...

Wow I've been all over LoversLab. How did I miss this guide? I've known about the CrashFix plugin and Plugin Preloader and I have them installed, but I wasn't aware of all this.

 

Thanks so much!

It's linked on the crash fixes plugin page, it's where he got the information to make the fixes he has made. Just remember that and it'll be easier to find next time you need it.

  • 2 weeks later...
Posted

hello everyone =)

I know it's silly question (sorry :> ) but WHERE are all new toys? 

In theory everything works/nothing crashes. All required mods installed, FNIS worked, all packs started - all (old) stuff works, but I can't find anything new. Pony harness? gallows? how do I use them? They're not in forge menu/leather rack menu/ display model2 menu, no new book or spell - at least I can't spot them.

Please help, I'm out of new ideas :(

Posted

Thank you XD

I mistakenly understood that  they are integrated and you can play with them w/o Marie Eden and other mods. Once again thanks =)

Posted

Hi,

 

Got a bug report.  Was starting a new game at Helgen and it kept hanging at the chopping block.  My character would walk up to the block, turn to face Hadvar and then... nothing.  Everyone just stood around.  After quite a bit of uninstalling and repeated new games I discovered that if I simply deleted the HeadChopBlockHookupScript.pex then the scene at Helgen would run fine without a hitch.  Put it back in and it hangs at exactly the same point every time.  Not sure how you can exclude that scene but thought I'd give you a "head's up" (pardon the pun) about it.  For now if anyone else encounters it, delete or temporarily remove that script and it'll solve your problem.

Posted

Hi,

 

Got a bug report.  Was starting a new game at Helgen and it kept hanging at the chopping block.  My character would walk up to the block, turn to face Hadvar and then... nothing.  Everyone just stood around.  After quite a bit of uninstalling and repeated new games I discovered that if I simply deleted the HeadChopBlockHookupScript.pex then the scene at Helgen would run fine without a hitch.  Put it back in and it hangs at exactly the same point every time.  Not sure how you can exclude that scene but thought I'd give you a "head's up" (pardon the pun) about it.  For now if anyone else encounters it, delete or temporarily remove that script and it'll solve your problem.

 

same. and same deal with HeadChopBlockHookupScript.pex .

Posted

I'm learning and contributing, well, mostly learning :). I modded the horny candle chandlier and created a little idle for it (pretty subtile, nothing to brag about, and the shoulders looks strange).

 

1) Would you be interested to integrate this into the ZazExtensionPack?

2) Can somebody tell me, what is missing? The idle (tested as mt_idle.hkx) and the static don't crash my game, so far so good, but I can't get them to work together.

post-1082376-0-09948100-1484170050_thumb.jpg

hangingChandlierIdle.7z

Posted

I'm learning and contributing, well, mostly learning :). I modded the horny candle chandlier and created a little idle for it (pretty subtile, nothing to brag about, and the shoulders looks strange).

 

1) Would you be interested to integrate this into the ZazExtensionPack?

2) Can somebody tell me, what is missing? The idle (tested as mt_idle.hkx) and the static don't crash my game, so far so good, but I can't get them to work together.

 

Just got back from my xmas vacation so I haven't followed the thread but, can you elaborate on what you mean by 'working together'?

 

Is the static item bound to a bone with that bone being named and setup in the nif? If you don't know what I mean I can pull up my files and run you through how I got it working with canes/whips.

Posted

First thing I want to say, I love this mod! It fits in perfectly for some of my characters. Especially the crawling asnimation is an essential part of one of my characters. But sadly every time I strave, she stands up. Would it be possible to change the animation, so you also could crawl if you strave?

I also like the fact, that you can learn the enchantment and enchant other items with the crawling effect. This removes the "dependency" to wear the pony harmess and you can crawl naked through Skyrim, wearing nothing like a tail, foxears and a nose piercing. That´s what I callk a pet girl!

Nice work!

Posted

 

I have no hogtied struggle animations that can be used for Alternate Animations - so hogtied remains as it is now.

Sorry - but I know coding, creating SKSE plugins and creating furnitures. For every other task I need advice.

 

If you need any custom poses, idles or sex animations I can hook you up. Been running out of ideas lately so not done much but I have my rigs ready to go for M+F, Male solo, female solo, Female + Creature. Haven't played with furniture yet but idles are easy.

 

@Everyone, if anyone is good at modelling and fancies a crack at gear that forces a position like:

tumblr_n7umloa5qH1sox9bko4_500.jpg

 

 

I'd be up for animating a movement set for those, really wanted to do something along those lines for a while but no motivation as I don't do modelling.

 

 

could you make an idle[or several] that would rub captives in x chains not an animation, so much as an activation, some thing npc's would do as an idle like sitting or chopping wood , maybe two or three from different angles at the same time so you wouldn't be commited to sex lab

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