Guest Posted March 24, 2017 Posted March 24, 2017 Hi there! I have few questions about adding own animations to Sexout. I created my own .esp from skeleton file following this guide: http://www.loverslab.com/topic/46051-tutorial-adding-new-animations-to-sexout-with-skeleton-plugin/ But still cannot make it work ingame. Animations are OK, I've tested them with usual playidle command. Here's shots from GECK: And Script Window: Animation never appears from random picker. Also I tried to call it manually via code: NX_SetEVFL "Sexout:Start::CallVer" 1 NX_SetEVFO "Sexout:Start::ActorA" 46056f89 NX_SetEVFO "Sexout:Start::ActorB" Player NX_SetEVST "Sexout:Start::Plugin" "Sexout-AllnartaAnims.esp" NX_SetEVFL "Sexout:Start::Anim" 666001 CIOS 2e0027A8 But I get only usual random sex start. So where is my mistake? I will be very thankful for help.
D_ManXX2 Posted March 24, 2017 Posted March 24, 2017 it has been a while but you alse need to edit several scripts and add the numners you used for naming of your new animations. maybe my older thread explains it but from what i could gather i dont think anyone ever made a tutorial on how to add an animation completely: http://www.loverslab.com/topic/17191-d-manxx2-animations-sexoutng-showcase/page-3?do=findComment&comment=463139
Guest Posted March 24, 2017 Posted March 24, 2017 Ah, thank for the info. But.. You also need to edit 2 scripts from sexout itself What exactly scripts should I edit? Their names and place where I should add somrthing (anim index as I understood?) would be enough. x) Thanks in advence! P.S. I've notised that forgot to remove ;'s in script, but this didn't help anyway.
DoctaSax Posted March 24, 2017 Posted March 24, 2017 The way sexout organizes anims changed rather drastically since then. Have a look at fnSexoutAddInternalAnims, fnSexoutAmraAddAnimsA and some of the standard fnSexoutAddInternalAnims scripts for comparison. Better still, ask Odessa about this. I do remember that eg the "flags" and "pos" data contained for each anim combo is rather peculiar (as I had a hand in reorganizing some of that so that Spunk could consult it for a number of things).
Odessa Posted March 24, 2017 Posted March 24, 2017 In the script, you need to remove the semicolons from the lines that add your animation (the ones you highlighted in your screen shot) and then save the script. If it doesn't work, you need to start the GECK with NVSE support. A line starting with a semicolon; is a 'comment', it does not get run. When calling the animation via console, the anim number needs to match the idx defined in the script, in your case you have "idx"::6001, which corresponds to NX_SetEVFL "Sexout:Start::Anim" 6001 --- If that still doesn't work, possibly the skeleton plugin is out of date- let me know and I will look into it. I could also add them to the sexout beta if you upload the animation files, but obviously that means waiting on me to get around to it .
Guest Posted March 26, 2017 Posted March 26, 2017 As I already said, I fixed mistakes in syntax but it still doesnt work. The only way to make new anims work is to edit any existing animation by adding new resource animation path. Also fnSexoutAmraAddAnimsA is not compiling, here's error message: I am familiar with editing SO scripts (forced to do it for almost every mod because I play male PC) so I always run GECK with NVSE. fnSexoutAmraAddAnimsB and others are compiling succesfully.
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