hoodedfigure13 Posted September 7, 2024 Posted September 7, 2024 On 9/5/2024 at 9:13 PM, ghostname said: I am just a player, I have a life and work, reading how to make mods should be on modders. Now you want me to alter huge complete modlist made by someone with insane experience on modding, while I have none. What can go wrong? They do this shit for you for free. You're not entitled to them doing anything for you. Learn a little bit about what you're doing. 2
DGfog Posted September 7, 2024 Posted September 7, 2024 Man, wish You'd do more nelson position, it is soo good looking
calibre123 Posted September 8, 2024 Posted September 8, 2024 hi guys i have a question i have recently upgraded the mode MORE NESTY CRITES and this mod and when i tested some animations and everything is looking perfect except for the BOAR animations. for some reason only my character is animating but the boar is just standing in place can anyone have an idea on how to solve it ? by the way i have reconfigure animations in SLAL and re enabled all the animations back. all other creature and human animations seems to work fine any help or suggestion will be very appreciated many thanks for the AMAZING mod authors BILLYY and MADMANSGUN for your fantastic work !!!
calibre123 Posted September 8, 2024 Posted September 8, 2024 25 minutes ago, calibre123 said: hi guys i have a question i have recently upgraded the mode MORE NESTY CRITES and this mod and when i tested some animations and everything is looking perfect except for the BOAR animations. for some reason only my character is animating but the boar is just standing in place can anyone have an idea on how to solve it ? by the way i have reconfigure animations in SLAL and re enabled all the animations back. all other creature and human animations seems to work fine any help or suggestion will be very appreciated many thanks for the AMAZING mod authors BILLYY and MADMANSGUN for your fantastic work !!! i'm using pandora instead of FNIS if it matters
MadMansGun Posted September 8, 2024 Posted September 8, 2024 5 hours ago, calibre123 said: i'm using pandora instead of FNIS if it matters it may, i'm not sure if pandora is doing all of the creatures yet. 1
calibre123 Posted September 8, 2024 Posted September 8, 2024 2 hours ago, MadMansGun said: it may, i'm not sure if pandora is doing all of the creatures yet. now when you mention it i cant remember testing the boar animation since i have switched to pandora. also i have tried to reinstall the old versions of the mods but the result was the same so you might be right but beside that my friend thank you for helping me and answering my questions for this couple of months ! you are such a BRO ^^👍
libertyordeath Posted September 11, 2024 Posted September 11, 2024 Not sure if it's still the case with the current version, but at least the version from a few months ago had an animobject bug: Pelvis2 use in the Spriggan animations for the doubledick, does not unequip when switching between animations. It does unequip on scene end, so the problem only appears when using mods like SL Tools to switch between available anims. It causes unrequested multilation, by for example switching from an anim with the doubledick, to a blowjob anim, the second dick will now poke through the woman's head, even when properly aligned. I fixed it the dirty way on my setup, by just replacing pelvis2 with the pelvis1 nif, and for extra measure edit the fnis files to remove the second dick. Of course that's no proper fix, but it's all i could do with my limited skills. Just letting Billyy know this bug exists. And no, i have no animobject issues with other animpacks - not even with other objects in billy's pack. It only happens with the spriggan pelvis2 nif.
sharsharkan Posted September 12, 2024 Posted September 12, 2024 (edited) Apologies if this is addressed already. Some of the new animations have loaded fine, but I'm missing Canine Scrunched and a few others, any advice? EDIT: Forgot to rebuild my registry, ignore me lol Edited September 15, 2024 by sharsharkan
DuckyDuo Posted September 16, 2024 Posted September 16, 2024 (edited) Can't seem to use these animations with a FNIS/Nemesis setup, this pack specifically is the only one that causes Nemesis to throw 6002 and 1113 errors. All other animations working in my game with Nemesis. Edited September 16, 2024 by DuckyDuo
UsernameTaken666 Posted September 16, 2024 Posted September 16, 2024 6 minutes ago, DuckyDuo said: Can't seem to use these animations with a FNIS/Nemesis setup, all other mods/animations work fine but this pack causes Nemesis to throw 6002 and 1113 errors. After searching the thread I found this happens to some other people. Is there any kind of workaround? Is your setup correct to use both nemeshit and fnis? only fnis supports creatures..
DuckyDuo Posted September 16, 2024 Posted September 16, 2024 (edited) On 5/8/2024 at 7:01 PM, wower2345 said: I would like to report that I'm also facing issues with the 'bad allocation error' during Nemesis launching on the newer versions of the mod. This to be exact: ERROR(6002): An exception has occurred while patching. Report to Nemesis' author immediately File: animationdatasinglefile.txt Message: bad allocation Did you manage to ever fix the error? Edited September 16, 2024 by DuckyDuo
RAAM626 Posted September 16, 2024 Posted September 16, 2024 @Billyy could you make a animation of threesome and gangbang for giants FCC and FCCCC please?
Kastagir Posted September 16, 2024 Posted September 16, 2024 (edited) 3 hours ago, DuckyDuo said: Can't seem to use these animations with a FNIS/Nemesis setup, all other mods/animations work fine but this pack causes Nemesis to throw 6002 and 1113 errors. After searching the thread I found this happens to some other people. Is there any kind of workaround? Your "workaround" is to read the first post and use FNIS. Nemesis is not directly supported. If you have a problem with Nemesis (which doesn't support creature animations) then you should be asking for support on the Nemesis mod page - not here. Quote ERROR(6002): An exception has occurred while patching. Report to Nemesis' author immediately Quote Installation: 1. Download and copy files from each individual folder you want into skyrim data, or use a mod manager to install and then tick the boxes for which packs you want in the fomod upon installation (don't forget to tick the 'animobjects' option if you want objects). 2. Run FNIS 3. Register animations in SLAL's MCM menu TL;DR? 1. Use FNIS with this pack. Only FNIS. 2. If you choose to ignore this and encounter an error with Nemesis, report the error to the Nemesis author. This is not a Nemesis support thread. Edited September 16, 2024 by Kastagir 1
Kastagir Posted September 16, 2024 Posted September 16, 2024 (edited) On 9/11/2024 at 10:16 AM, libertyordeath said: Not sure if it's still the case with the current version, but at least the version from a few months ago had an animobject bug: Pelvis2 use in the Spriggan animations for the doubledick, does not unequip when switching between animations. It does unequip on scene end, so the problem only appears when using mods like SL Tools to switch between available anims. Just letting Billyy know this bug exists. And no, i have no animobject issues with other animpacks - not even with other objects in billy's pack. It only happens with the spriggan pelvis2 nif. Animobjects and similar add-ons exhibit this behavior in all animation packs whether you've noticed it or not. It is not limited to or introduced by this pack. The "add-on" can easily be cleared by using the "Realign Actors" hotkey under the "Scene Manipulation" category of SL Hotkeys once you've switched to an animation that no longer calls for it. Edited September 16, 2024 by Kastagir
wower2345 Posted September 16, 2024 Posted September 16, 2024 (edited) 8 hours ago, DuckyDuo said: Did you manage to ever fix the error? I think I "fixed" it by swapping to Sexlab p+ and the SLSB pack for Billy. Edited September 16, 2024 by wower2345
pete67 Posted September 18, 2024 Posted September 18, 2024 My game has version 15.97.0 and your mods are Form 43. That won't work as MO2 warns it has to be Form 44. So why has it this wrong form?
MadMansGun Posted September 18, 2024 Posted September 18, 2024 for the 1000000000000000000000000000000000th time they don't effect anything, SE knows how to use LE esp files. 5
Hex Bolt Posted September 18, 2024 Posted September 18, 2024 51 minutes ago, pete67 said: My game has version 15.97.0 and your mods are Form 43. That won't work as MO2 warns it has to be Form 44. It will work fine with your game version. Quoting from a discussion on another mod, "Form 43 is fine for SE and AE. You can turn off the warning in MO2, because the warning doesn’t really add any value. It is a relic from the past, when people were not familiar with converting mods from LE to SE." It's not unusual for mod authors who support LE and SE to use Form 43 for both. It makes the author's job a little easier, freeing up time for Billyy to work on great new animations. 1
ebbluminous Posted September 18, 2024 Posted September 18, 2024 13 hours ago, MadMansGun said: for the 1000000000000000000000000000000000th time they don't effect anything, SE knows how to use LE esp files. Maybe the 1000000000000000000000000000000001st time will be the winner 1
PippinTom Posted September 18, 2024 Posted September 18, 2024 doing something same way for the second time in hope for different outcome is suspicious on various levels, so "+1 and repeat" approach is apparently not always a solution, 🤪 1
Kastagir Posted September 18, 2024 Posted September 18, 2024 (edited) 17 hours ago, pete67 said: My game has version 15.97.0 and your mods are Form 43. That won't work as MO2 warns it has to be Form 44. So why has it this wrong form? Other members have clued you in but here is more info if you would care to be a more informed mod user: https://davidjcobb.github.io/skyrim-writings/articles/form-versions-43-and-44.html Form 43 mods can cause issues with SE/AE games but only in very specific circumstances, such as when they use scripts or use records that conflict with Form 44 records. You will find no such issues with animation packs. Claiming a Form 43 mod "won't work" simply illustrates that you are ignorant of this fact, that you trust MO2 too much and that the developers of MO2 remain too ignorant or lazy to provide a more meaningful warning message. Learn how to use your mod manager and how to interpret the (mis)information it is providing you. Here's a quote from the above linked article: Quote any mods that contain any version 43 data; it's fortunately somewhat less common, but still too common, for users to react to this by immediately contacting the authors of these mods and telling them that they absolutely must resave the mod in the Creation Kit. This is excessive. Quote For users Regardless of your expertise, if a version 43 record ever actually leaves you feeling worried, then just re-save the mod's ESP file in the Skyrim Special Creation Kit (with CK fixes installed) yourself. Don't go combing your load order and contacting mod authors over it unless you have a clear reason to be concerned. Edited September 18, 2024 by Kastagir formatting 1
NCK30 Posted September 19, 2024 Posted September 19, 2024 On 9/18/2024 at 2:03 AM, pete67 said: My game has version 15.97.0 and your mods are Form 43. That won't work as MO2 warns it has to be Form 44. So why has it this wrong form? You said the exact same thing in my thread. I gave You the answer. 1
libertyordeath Posted September 20, 2024 Posted September 20, 2024 (edited) Billyyyyy! You are supposed to be the grandmaster of properly aligned anims. If it's from Billy, it either fits out of the box, or it needs at most 0,5 units adjustment. Every single time. You just don't make mistakes. So what the hell is this?! That's from "B_StormA_B_Bhd". Not only is it totally off, but it cannot even be fixed with offset corrections. Because if you move the foot out of the structure, then other arm and leg grab from the atronarch clips through his hands instead, and not just a little bit. Basically everything is properly aligned except for the structure. And users cannot move the structure alone, since it's position is linked to the atronarch. So this cannot be fixed by users - only in the animation itself. Or i guess one could just rescale the structure-nif - getting the scale wrong and then not checking before release is probably what happened. Are you alright Billyy? Has someone hacked your account? The above cannot possibly be your work. You're the master of alignment! EDIT! On further investigation it turns out this was AGAIN a stuck animobject from a different anim in Billy's pack, failing to unequip when switching animations via SLTools. In other words: The structure in the above image isn't even supposed to be there. It was carried over from another Billy anim. Edited September 20, 2024 by libertyordeath
Billyy Posted September 20, 2024 Author Posted September 20, 2024 Lol, sorry about the form 43 thing. I heard it didn’t matter for simple animobject use so I’ve never really looked at how to not 43 it. I figure I had enough questions regarding animobjects that if it aint broke, don’t fix it. On 9/7/2024 at 6:08 PM, DGfog said: Man, wish You'd do more nelson position, it is soo good looking Well, they’re pretty visually distinct and tricky to make/align properly, so I don’t tend to do many, but I’ll agree they can come out pretty nice. What’s ‘more nelson position’ mean by your definition anyway? Different variations, different creatures with it, etc? Werewolf has at least something that looks like it slotted in the free pack release schedule. On 9/16/2024 at 12:56 AM, RAAM626 said: @Billyy could you make a animation of threesome and gangbang for giants FCC and FCCCC please? I’ve never really liked Skyrim giants for some reason which is why they get kind of neglected. One day I do need to make an FCC or two for them again. FCCC/FCCCC is pushing it though and I doubt I’d do that necessarily. Functionally would probably just be like FCC with extra guys standing around fapping… 4 hours ago, libertyordeath said: Billyyyyy! You are supposed to be the grandmaster of properly aligned anims. If it's from Billy, it either fits out of the box, or it needs at most 0,5 units adjustment. Every single time. You just don't make mistakes. So what the hell is this?! That's from "B_StormA_B_Bhd". Not only is it totally off, but it cannot even be fixed with offset corrections. Because if you move the foot out of the structure, then other arm and leg grab from the atronarch clips through his hands instead, and not just a little bit. Basically everything is properly aligned except for the structure. And users cannot move the structure alone, since it's position is linked to the atronarch. So this cannot be fixed by users - only in the animation itself. Or i guess one could just rescale the structure-nif - getting the scale wrong and then not checking before release is probably what happened. Are you alright Billyy? Has someone hacked your account? The above cannot possibly be your work. You're the master of alignment! EDIT! On further investigation it turns out this was AGAIN a stuck animobject from a different anim in Billy's pack, failing to unequip when switching animations via SLTools. In other words: The structure in the above image isn't even supposed to be there. It was carried over from another Billy anim. For the spriggan thing, that was one of my ‘failed’ experiments as I failed to anticipate how Todd was going to handle the animobjects. For whatever reason, Skyrim/Sexlab holds onto animbobjects for creatures after anim/when swapping. It sounds like you may know at this point, but during sexing, pressing the key that resets the stage (the [ or ] key I forget…) it’ll reload the stage and thus the animobjects and should unload ones that shouldn’t be there. If it’s after sexing you can console disable -> enable the creature to get rid of it. Neither are ideal solutions by my standards though. Which is why I don’t continue to utilize animbojects that way anymore. I leave those I’ve already made though as people still like them as they are. For Storm Atronach bro, I had to check it out myself in-game but I didn’t recall anything that looked like that in my animations. I think Baka might’ve had those included in one of his animations or something? Either way, ya, indeed shouldn’t be there, same deal with spriggan things. Also, thanks, lol. I can appreciate the humour there. I do indeed invest a lot of time on trying to get alignments right. A whole step of my QA involves tweaking anims while in-game to get them right. Human dick-aim of course being the worst offender.
libertyordeath Posted September 20, 2024 Posted September 20, 2024 (edited) 5 hours ago, Billyy said: It sounds like you may know at this point, but during sexing, pressing the key that resets the stage (the [ or ] key I forget…) it’ll reload the stage and thus the animobjects and should unload ones that shouldn’t be there. If it’s after sexing you can console disable -> enable the creature to get rid of it. Neither are ideal solutions by my standards though. Which is why I don’t continue to utilize animbojects that way anymore. I leave those I’ve already made though as people still like them as they are. I mean if the function exists in sexlab, then in theory it should be able for other mods to call it? I've only seen stuck animobjects happening via scene switching so far, not after the scene ends. So if there's sourcecode for SLTools, and it's not overly complicated to implement (my papyrus skill is very basic), i might try to make SLTools do this automatically when switching animations. Then again, SLTools is already kinda buggy and causes issues on a regular basis. Adding another piece of complexity might do more harm than good. Still worth a try i think, if it's within my abilities. EDIT: I've experimented a bit with the realignment function, and i have bad news: it desyncs actor timing in 80% of cases it is used, so all motions will be out of sync. What does work is using the realign key, then go back to stage one so sexlab reinitializes the scene "some other way", and then you get rid of animobjects, timing will be right, and SL actually does not fuck up finegrained Z-positioning (all actors will be at the exact same altitude every time, so saved offsets actually work right). Problem is, i don't see a 3rd-party mod like SLTools do this juggling right, without some really ugly hackjobs. Instead this is looking like it should be addressed in sexlab itself. Stuck animobjects are known since forever, so the chance of sexlab-dev fixing this is close to zero. Maybe one of the forks will, but those all have their own problems. So in a best case you just trade one bug for a bunch of other bugs. Edited September 21, 2024 by libertyordeath
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