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Billyy's SLAL Animations (2026-6-4)


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Posted
2 hours ago, Billyy said:

Ya, eventually sometime, maybe... I need to set aside some time to like do it while binge watching something, which I unfortunately don't get to do overly often. It's a pretty intrusive and lengthy process uploading many things to redgifs. It all needs to be done 1-at-a-time, and manually adding mandatory tags every single time... I've not even scouted how many animation sets I have that are broken now. It'd estimate it'd take 15~ minutes per animation set to upload and get new links, etc, So I'll be looking at many hours of of fairly involved busywork.

 

I simply lack the free time to be able to do it easily, and while I understand it's useful for others, to me it's a complete unproductive use of time. So it's not easy to motivate myself. I will say it has somewhat open my eyes at how maybe I'm doing too much if I can't even find time to fix some broken links.

 

Ok, I understand, no problem.

If you still have the original gifs you could maybe just offer them as a separate download. Put them all in one zip and offer the gifs for download for people who need them. For example I my case I usually search for specific animations for screenshots,

 

Posted

For what ever reason creature animations don't want to start even though I have plenty installed. In the mcm for SL I tried turning off/on settings like creature gender, futa considered females, filter aggressive animations etc. I ran Fnis and Nemesis, loaded them in with slal and nothing happens. 

loadorder.txt

Posted
28 minutes ago, Bandit_of_Trash said:

For what ever reason creature animations don't want to start even though I have plenty installed. In the mcm for SL I tried turning off/on settings like creature gender, futa considered females, filter aggressive animations etc. I ran Fnis and Nemesis, loaded them in with slal and nothing happens. 

Quote

5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings.

 

6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play.

 

7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8
NOTE: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"
(doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed)

 

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 500 (or 1000 if SE/AE), turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

Posted

 

18 minutes ago, Bandit_of_Trash said:

5, 6, and 7 does not help because I did that already did those. I'll give 8 a try but if that doesn't work, "I'll be back." 

When you don't set "allow creature animations" before registering your Animations, they won't get registered

Might be that

Posted
1 hour ago, Bandit_of_Trash said:

5, 6, and 7 does not help because I did that already did those. I'll give 8 a try but if that doesn't work, "I'll be back." 

it didn't work. only _____ fucker and ______ bj are played, I would have to change my character to female, go to the animation I want to play and start it from there.

Posted (edited)
1 hour ago, Gukahn said:

 

When you don't set "allow creature animations" before registering your Animations, they won't get registered

Might be that

I usually set up sl first after any non-sexual mod 

 

But I did notice the after I rest the animations "allow creature animations" was turned off

Edited by Bandit_of_Trash
  • 2 weeks later...
Posted

Alright i have a problem i need help with. An this is using Vortex. I tried this with COCO an it didn't come out right. So i moved on to  Clams of Skyrim  or COSIO mod is wonderful. I picked the animations but i didn't so much like the fact the skin had little gloss. So i add Demoniac 1.12 CBBE Only. The install is strait forward.  Now lets add in LE mind you. The animations. I add SexLabFramework_v160_hotfix2_FULL Why? I like the animation of Lactation when doing BJs. Works fine by the way. But when using Your animations. This happens.

 

20231030051749_1.zip

Posted (edited)

Let me see if i can get the image to load using a VPN. This is always with the left one. Not the right. The right one seems to take up the space where the other moved away. As if its forcing the rib cage to move left.

 

So i uninstalled it an tried a different one.

MYSLALPACK v12.0. No problem. Even tried. SLAL NibblesAnims 5.81 No problems. It seems to only be affected by your mod. Now my guess was its the nipple moving or not aligning due to touch. Like these are collision nipples. So that may be it. But then i question why the others would not be affected.

 

Gonna point out i`m using SLAL_Billyy_Animations v7.1 LE. It is still happening. Would love to know how to fix it. I also choose to leave the image in cause some people had the same issue.

 

20231030051749_1.jpg

20231030051807_1.jpg

20231030051813_1.jpg

20231030051959_1.jpg

Edited by WarsunGames
Posted (edited)
On 10/9/2023 at 8:27 PM, Billyy said:

Hmm, odd. It seems like the spider beheviours and animations are where they should be under insects pack, and isn’t duplicated elsewhere in the fomod… I’ll keep it in mind if something jumps out at me.

 

I m getting this FNIS error in version 7.1:

 

>>Warning: AnimationList found in  "Animations\Billyy_CreatureHumanoidsLarge", but no corresponding Behavior file. Incomplete mod IGNORED.<<

 

Are these related?

 

How to solve this error, please.

Edited by btasqan
Posted (edited)
51 minutes ago, btasqan said:

 

I got this type of error instead:

 

>>Warning: AnimationList found in  "Animations\Billyy_CreatureHumanoidsLarge", but no corresponding Behavior file. Incomplete mod IGNORED.<<

 

I'm obviously not the one to give authoritive answers around here, but if you want my take on it:

 

Looking at my own folder structure, I see each Billy_CreatureHumanoidsLarge directory has a *_List.txt file in it, and the behavior directory nearby has a corresponding _Behavior.hkx file. Thus my first guess is that you got the list file, but not the hkx. Which I guess is just me repeating what FNIS already said. Here's a directory tree dump from my current install, go through it and make sure you're not missing something:

Spoiler

meshes\actors\character\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_List.txt
meshes\actors\character\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_Behavior.hkx


meshes\actors\dlc01\vampirebrute\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_vampirebrute_List.txt
meshes\actors\dlc01\vampirebrute\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_vampirebrute_Behavior.hkx


meshes\actors\dlc02\benthiclurker\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_benthiclurker_List.txt
meshes\actors\dlc02\benthiclurker\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_benthiclurker_Behavior.hkx


meshes\actors\dlc02\hmdaedra\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_hmdaedra_List.txt
meshes\actors\dlc02\hmdaedra\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_hmdaedra_Behavior.hkx


meshes\actors\giant\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_giant_List.txt
meshes\actors\giant\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_giant_Behavior.hkx


meshes\actors\troll\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_troll_List.txt
meshes\actors\troll\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_troll_Behavior.hkx


meshes\actors\werewolfbeast\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_werewolfbeast_List.txt
meshes\actors\werewolfbeast\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_werewolfbeast_Behavior.hkx

 

Edited by traison
Posted
59 minutes ago, traison said:

 

I'm obviously not the one to give authoritive answers around here, but if you want my take on it:

 

Looking at my own folder structure, I see each Billy_CreatureHumanoidsLarge directory has a *_List.txt file in it, and the behavior directory nearby has a corresponding _Behavior.hkx file. Thus my first guess is that you got the list file, but not the hkx. Which I guess is just me repeating what FNIS already said. Here's a directory tree dump from my current install, go through it and make sure you're not missing something:

  Hide contents

meshes\actors\character\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_List.txt
meshes\actors\character\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_Behavior.hkx


meshes\actors\dlc01\vampirebrute\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_vampirebrute_List.txt
meshes\actors\dlc01\vampirebrute\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_vampirebrute_Behavior.hkx


meshes\actors\dlc02\benthiclurker\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_benthiclurker_List.txt
meshes\actors\dlc02\benthiclurker\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_benthiclurker_Behavior.hkx


meshes\actors\dlc02\hmdaedra\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_hmdaedra_List.txt
meshes\actors\dlc02\hmdaedra\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_hmdaedra_Behavior.hkx


meshes\actors\giant\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_giant_List.txt
meshes\actors\giant\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_giant_Behavior.hkx


meshes\actors\troll\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_troll_List.txt
meshes\actors\troll\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_troll_Behavior.hkx


meshes\actors\werewolfbeast\animations\Billyy_CreatureHumanoidsLarge\FNIS_Billyy_CreatureHumanoidsLarge_werewolfbeast_List.txt
meshes\actors\werewolfbeast\behaviors\FNIS_Billyy_CreatureHumanoidsLarge_werewolfbeast_Behavior.hkx

 

Thanks, reinstall of the mod solved the problem.

Posted
On 10/30/2023 at 6:38 AM, WarsunGames said:

Let me see if i can get the image to load using a VPN. This is always with the left one. Not the right. The right one seems to take up the space where the other moved away. As if its forcing the rib cage to move left.

 

So i uninstalled it an tried a different one.

MYSLALPACK v12.0. No problem. Even tried. SLAL NibblesAnims 5.81 No problems. It seems to only be affected by your mod. Now my guess was its the nipple moving or not aligning due to touch. Like these are collision nipples. So that may be it. But then i question why the others would not be affected.

 

Gonna point out i`m using SLAL_Billyy_Animations v7.1 LE. It is still happening. Would love to know how to fix it. I also choose to leave the image in cause some people had the same issue.

 

 

Q: My characters breasts stretch during some animations.

A: You'll want to make sure you're using a recent version of XP32 skeleton. Factoryclose added some bones into the new versions that in theory improve the experience and give animators more bones to utilize. Could also be caused by odd old physics setups.

 

Doesn't happen to others because I animated on factoryclose's a skeleton rig with more bones. Make sure XP32 skeleton .nifs aren't being overwritten by anything.

 

8 hours ago, btasqan said:

Thanks, reinstall of the mod solved the problem.

Ya, in theory a behavior file was missing. Install maybe was no good first time. Either way seems like you're good.

Posted

Ty for the update Billyy :)

 

Would it be feasible to make one or two Riekling solos ?

In part they exist, if he stands aside.

Karlossos is asking fo it.

 

 

Posted (edited)

I just had to come here and praise You for the Gallows Pole animation.

 

Not going to use it myself, as it is not my tastes. But when I see great animating I just have to comment here.

 

 

Well done. Looks more advanced than anything I have seen for a while!!

 

 

Edit.: How the hell do You animate the AnimObjects? - If it is simple enough I might try it.

 

Edited by NCK30
Posted (edited)
17 minutes ago, NCK30 said:

Edit.: How the hell do You animate the AnimObjects? - If it is simple enough I might try it.

in this case the objects are not actually animated, "AO_BGPWHSuspYokeChains.nif" is attached to "NPC Spine2 [Spn2]", and "AO_BGPWHSusp.nif" is attached to "AnimObjectB" (a extra node that's near the root node)

Edited by MadMansGun
Posted
1 minute ago, MadMansGun said:

in this case the objects are not actually animated, "AO_BGPWHSuspYokeChains.nif" is attached to "NPC Spine2 [Spn2]", and "AO_BGPWHSusp.nif" is attached to "AnimObjectB"

 

Attached. Do You mean that the Animobjects follow the movement of the controllers.

 

When You say attached do You refer to "Link".

 

 

In this example I have the 1 part common chair attached to the female.

 

How do I make the chair move from here?

 

image.png.5fb4d550e9f3eea88c3a6703b2c699ef.png

Posted (edited)
36 minutes ago, NCK30 said:

Attached. Do You mean that the Animobjects follow the movement of the controllers

yes, or bone/node whatever you want to call it.

36 minutes ago, NCK30 said:

When You say attached do You refer to "Link".

inside the object's nif file you will see a thing called "NiStringExtraData" with the name "Prn" and a "string data" that will be a name of a node, this attaches the mesh to whatever note you want (if the NiStringExtraData is missing the mesh will default to being attach to the player/npc's root node)

36 minutes ago, NCK30 said:

How do I make the chair move from here?

for the way billyy has done it here you basically need 2 different meshes: one to use in max that will be rigged/skined to a node (eg: AnimObjectB) so you have a reference, and another for in game that has no rigging and instead uses this annoying "Prn" system to attach to a none.

 

personally i prefer to use actual animated objects (but they have there own set of annoyances to deal with)

Edited by MadMansGun
Posted
49 minutes ago, MadMansGun said:

yes, or bone/node whatever you want to call it.

inside the object's nif file you will see a thing called "NiStringExtraData" with the name "Prn" and a "string data" that will be a name of a node, this attaches the mesh to whatever note you want (if the NiStringExtraData is missing the mesh will default to being attach to the player/npc's root node)

for the way billyy has done it here you basically need 2 different meshes: one to use in max that will be rigged/skined to a node (eg: AnimObjectB) so you have a reference, and another for in game that has no rigging and instead uses this annoying "Prn" system to attach to a none.

 

personally i prefer to use actual animated objects (but they have there own set of annoyances to deal with)

 

This all seems like rocket science to me. I guess You have to learn it by doing.

 

I found the nif file for the common chair. You said "PRN". I have a "FRN" and "BSX" in the extra data.

 

 

I know nothing about rigging. I have always just been using PornPhile's rig for paired animations.

 

Any advanced features of 3DSMax I just do not understand. I can animate in it, but that is it.

 

image.png.40c33b942a0c0071a7418b29102c69ef.png

 

Posted (edited)
4 hours ago, NCK30 said:

This all seems like rocket science to me. I guess You have to learn it by doing.

I remember looking at this tutorial for Fallout for dealing with animobjects:

https://www.youtube.com/watch?v=p6Rtbr1NlVg

 

I don't know about the 3dsmax parts, as I use Blender & Cascadeur for animations - however, the general principle of it is well explained there, I think ?

 

You need find out which bone the animation object is tied to (if you're re-using an already exisiting one) or create a new animation object tied to a specific bone, then animate said bone in your software (set up a constraint or just do it manually, depending on the type of animation you need).

Edited by krzp
Posted
48 minutes ago, krzp said:

I remember looking at this tutorial for Fallout for dealing with animobjects:

https://www.youtube.com/watch?v=p6Rtbr1NlVg

 

I don't know about the 3dsmax parts, as I use Blender & Cascadeur for animations - however, the general principle of it is well explained there, I think ?

 

You need find out which bone the animation object is tied to (if you're re-using an already exisiting one) or create a new animation object tied to a specific bone, then animate said bone in your software (set up a constraint or just do it manually, depending on the type of animation you need).

 

This still seems like witchcraft to me. The guy created a rig for gods sake. I am no where near that level.

 

I can add Animobjects. No problem. But making them move is the problem.

 

 

Most animators use Curve Editor and Dope Sheet when finishing their animations.

 

I don't do that either, as I think it ruins my special moves. Crude simple hot animations is all I am after. Worked pretty well so far.

 

 

It's like when comparing Vanilla head to High Poly Head.

 

Sure HPH is more smooth than Vanilla head. But it is some of the quirks that make them special.

 

As with my animations the smoothness ruins the great look of followers.

 

 

My buddy and I released 2 followers. Riley Steele and Lucyah. Both much better looking than those fake HPH head ones.

 

Every follower that I saw converted to HPH has looked worse. We need sharp edges.

 

 

Only with Armor Conversions do I like the High Poly more. Low Poly armors/clothes are a pain to do.

Posted
16 minutes ago, NCK30 said:

I can add Animobjects. No problem. But making them move is the problem.

When I tried wrapping my head around it, I just took existing animation objects - like, say, those chains from that animation, and just created an animation where I moved & rotated the AnimobjectB bone around in different keyframes, and then looked at how it behaved in-game, it was much easier to understand how all this wizardry works when you look at it yourself ?

Posted
5 hours ago, NCK30 said:

I found the nif file for the common chair. You said "PRN". I have a "FRN" and "BSX" in the extra data.

your chair does not have the "NiStringExtraData" i'm talking about, try this one (note: LE format)

chair.nif

and use this one in max:

3dsmax chair.nif

assuming i did theses right they should be aligned for the AnimObjectB node on your npc....you just have to make sure it's attaching to the right npc when you import it. (if you need to you can rename the node in "3dsmax chair.nif" before importing it, Eg: going by your screenshot i think the current name of your "AnimObjectB" node is "AnimObjectB_F" )

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