omp123 Posted July 11, 2012 Posted July 11, 2012 I've explored as many options as I could and searched tirelessly for answers for this problem, but have failed. So here's my issue; When I adjust PC-with-NPC animations (with CTRL+123490), those changes are saved, and I have no issues with it. However, I cannot find any way whatsoever to A: adjust the positioning of animations involving 2 npcs and not the PC, and/or B: save my PC positioning adjustments so that they apply to NPC-on-NPC animations as well. Is there a mod or program or cleverly hidden menu option to allow me to both edit the positioning of NPC-on-NPC animations and save that positioning? I'm tired of all my non-PC involved animations being at their default misalignment. Oblivion.esm Beautiful People 2ch-Ed.esm Lovers with PK.esm BreakUndies.esm LoversCreature.esm x117race.esm Chanpon.esm Unofficial Oblivion Patch.esp UOP Vampire Aging & Face Fix.esp Oblivion Citadel Door Fix.esp DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp DLCHorseArmor.esp DLCHorseArmor - Unofficial Patch.esp DLCOrrery.esp DLCOrrery - Unofficial Patch.esp DLCVileLair.esp DLCVileLair - Unofficial Patch.esp DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.esp DLCSpellTomes.esp DLCSpellTomes - Unofficial Patch.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch.esp DLCBattlehornCastle.esp DLCBattlehornCastle - Unofficial Patch.esp DLCFrostcrag.esp DLCFrostcrag - Unofficial Patch.esp Knights.esp Knights - Unofficial Patch.esp LoversFSE.esp Lovers with PK.esp LoversCreature.esp LoversSlaveTrader.esp AinmhiRace.esp Beautiful People.esp Beautiful People 2ch-Ed Disable BandBlindMask.esp Beautiful People 2ch-Ed Sheogorath Eye.esp Beautiful People 2ch-Ed Vanilla Race.esp Beautiful People 2ch-Ed Merged Hair Modules.esp Beautiful People 2ch-Ed Merged Eye Modules.esp Beautiful People 2ch-Ed Merged SKSRENs Hair Modules.esp Beautiful People 2ch-Ed Merged RoseSims Hair Modules.esp x117 Merged SKSRENs Hair Modules.esp Beautiful People 2ch-Ed CustomRace.esp Beautiful People 2ch-Ed Chocolate Elves.esp Beautiful People 2ch-Ed Ashara's Sirens and Tritons.esp Beautiful People 2ch-Ed Cute Elves.esp Beautiful People 2ch-Ed Nec Mystic High Elf Remake.esp Beautiful People 2ch-Ed MS Elves - NoSc.esp Beautiful People 2ch-Ed ENG Race.esp x117race.esp x117Race ENG Race.esp Lop-ears Elf.esp KT_CustomRaceFix.esp LoversProstitute.esp Tinko00v3.esp DiabloEF 6 in 1.esp Lop-ears Elf_mini.esp LSTBravilUnderground.esp Dremora female.esp I let BOSS handle my load order, so that may or may not be my problem.
gregathit Posted July 11, 2012 Posted July 11, 2012 First, no there is no setting or plugin for adjusting npc to npc sex. It is what it is. The only way to adjust things is either through the ini (very difficult even if you know what you are doing) or with blender. Second, Boss sucks at organizing lovers plugins so if you run into animations/features not working then you will know why. A working load order can be found right here: http://www.loverslab.com/showthread.php?tid=6133 (which you should have read before posting). Third, that can't possibly be your full load order as these two esp files are missing which are critical to lovers even working at all: LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp If that is your full load order how in the world did you install things without managing to get the core required files? Oh, and by the way this file: KT_CustomRaceFix.esp isn't needed since you have UOP which already contains that fix. Also you should only be using one of these: Lop-ears Elf.esp Lop-ears Elf_mini.esp Right now the mini version is overwriting the other version since it is lower in the load order (in cases of conflicts whichever mod is lower in the load order "wins"). Lastly, MBP stuff should be merged into a bashed patch for stability purposes. This is not mandatory but it really will make your game more stable if you do. What to merge and what not to is listed at the link above to a proper lovers load order. Hope that clears things up for you. Cheers, Greg EDIT: And welcome to the forums....
omp123 Posted July 11, 2012 Author Posted July 11, 2012 Holy shit, looks like I'm getting homework my first day of class. I'll try to clean up the clusterfuck that is my data folder and fix those things you pointed out. And yeah, I don't know why those priority files didn't show up in my load order, but they're definitely activated and working. In any case, guess I'll cross my fingers and click my heels and wish for someone to come up with a way to fix my problem in the future then.
omp123 Posted July 11, 2012 Author Posted July 11, 2012 And holy shit, by telling me I can't change those animations, you helped me fix those animations. After mentioning editing the .ini files was hard, I thought "Oh what the hell" and decided to take a peek at them. Turns out the xymov, xaddz and zaddz looked really familiar, and realized those were the values shown in the colsole after adjusting my PC alignment. So I deleted my saved alignments, got raped by a female mushroom, adjusted my position, hopped into the console, and jotted down the last of the xaddz and xymov values, then replaced the default values in the .ini with the new values, got an NPC raped by a female mushroom, and success! The positioning is now perfectly lined up. Granted it's going to be hell in a handbasket to do that for every animation, but hey, it's worth it to me. So you actually helped solve the issue! Thanks brah. --edit-- Might've spoken a bit too soon for the creatures. It seems The male and female mushrooms run off the same 302 ini, so offsetting for the one also offsets the other, making the female in alignment and taking the male out of alignment. Hopefully it's not too common like that.
gregathit Posted July 11, 2012 Posted July 11, 2012 Omp123, there are 8 kf files (4 offense and 4 defense - in the 1-200 range) for each of the human/human animations. It is only necessary to line up the 1st one generally so it is not impossible. Now the kicker is that the creatures will use their own kf file (in the 201 -2000 range) but the person they are getting it on with will use one of the kf files in the 1-200 range (not always - there are exceptions) - so getting those to line up may get screwed up by you adjusting the human/human ones. Couple this with the shear number of animations and that is why I said it would be difficult. Best of luck to you
omp123 Posted July 11, 2012 Author Posted July 11, 2012 Omp123' date=' there are 8 kf files (4 offense and 4 defense - in the 1-200 range) for each of the human/human animations. It is only necessary to line up the 1st one generally so it is not impossible. Now the kicker is that the creatures will use their own kf file (in the 201 -2000 range) but the person they are getting it on with will use one of the kf files in the 1-200 range (not always - there are exceptions) - so getting those to line up may get screwed up by you adjusting the human/human ones. Couple this with the shear number of animations and that is why I said it would be difficult. Best of luck to you [/quote'] I see. Thanks for the info, that will definately shine a light on any future headaches I'll probably have then.
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