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


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Posted
12 hours ago, blindstreak said:

Same thing was happening with FNIS

I tried first before coming to see if anyone has a idea if an animation file for some reason is broken

Then post your FNIS log.

Posted
4 hours ago, blindstreak said:

Guessing you mean this one

 

Care to explain this?

>>Warning: Generator not run from a legal (Steam) Skyrim installation directory. If you use SKSE, this can be fixed by starting Skyrim once through Steam.<<


FNIS Behavior V7.6 XXL   3/10/2025 9:09:57 PM
Skyrim SE 64bit: 1.6.1170.0 - D:\games\The Elder Scrolls V. Skyrim. Anniversary Edition v.1.6.1170.0.8  (2011-2021)\Skyrim Special Edition\

 

1.6.1170 is an update for the Steam version of Skyrim Special Edition and it's not located within a steam folder hierarchy (i.e. \steam\steamapps\common), which indicates it isn't a legitimate copy of the game.  This site has rules against piracy and helping those who engage in it.

 

Posted
47 minutes ago, Kastagir said:

 

Care to explain this?

 

As far as that parts concerned it wont be long before i get a legitimate copy soon at this point just testing what mods from my memory even still function since last time i even touched skyrim was from before SE came out 

Posted (edited)

Is this compatible with AE 1.6.1170 ?? I am getting an error that say the esp is using form 43 or lower, and is not ported properly to AE, should i just ignore this?

 

I installed SLAL_Billy_Animations v8.8 SE

 

EDIT: apparently its finee based on previous posts, on that note, is there a better way to search the comments?? 

Edited by theboss152
Posted
45 minutes ago, Lulkok said:

I could use some help regarding the 3p+ creature animations...

That's really a question for the Defeat support topic.  You might need to adjust some Defeat settings, but Billyy just provides the animations.

  • 2 weeks later...
Posted
On 12/6/2024 at 11:19 AM, Luka9470 said:

In some animations, my character will only stack with another character from start to finish, standing still, but the animation seems to have triggered, does anyone know what's going on?I recently used pandora, is that the problem with it?

I'm having same issue. All of Billyy's animations the characters stack on top of each other, only MNC animations are working in my game. I'm using FNIS, only. Does anyone know if this happens because of animation limit? and not something else?

Posted

hi i kinda need help, how do you install this? do i download billy animations SE v8.2 and then install billy animations SE v8.3 up until v8.8? then install billy original animations v1.2 SE? or the billy original animations not needed and its old for oldrim?

Posted
4 hours ago, faggotshit said:

do i download billy animations SE v8.2 and then install billy animations SE v8.3 up until v8.8? then install billy original animations v1.2 SE? or the billy original animations not needed and its old for oldrim?

The downloads are labeled for LE and SE.  Choose the version that matches your game.  You only need the most recent download.  It sounds like you want the one at the bottom of the list, 8.8 SE.

Posted
30 minutes ago, Hex Bolt said:

The downloads are labeled for LE and SE.  Choose the version that matches your game.  You only need the most recent download.  It sounds like you want the one at the bottom of the list, 8.8 SE.

thanks bruh

Posted

New oddly specific issue ive had recently, with animations on the new update 8.8 the game CTDs only on the lesbian cunninglus animations, when i go back to 8.7 it works fine, all other animations seem to work fine in the pack except for the lesbian cunninglus series, anyone else have this issue? 

Posted

Hello..when the animation starts, it only continues on my character, the creatures remain stuck(walks), how can I fix this? I did not encounter this problem in the previous version.

 

 

 

dd.png

Posted (edited)

@Billyy what version of SLAnimGenerate are you using? i wanted to edit some things to use my new cum AnimObjects that i added to MNC, but it's saying "error" when i have not even done anything yet.

 

fsscr020.png

 

 

 

edit: i found what it's not happy with: "Can_B_4pDog" +"Can_B_5pDog" + "Chaur_B_InsS" has "add_cum" in the actor 1 stage params, the version of SLAnimGenerate i have does not support that, but i still can't find what version does, it's not 1.7.8, and 1.8 seems to have a older version of the generator that lacks my race edits.

 

guess i'll just # them out for now and try replacing them with the AnimObjects.

Edited by MadMansGun
Posted
5 hours ago, MadMansGun said:

@Billyy what version of SLAnimGenerate are you using?

 

This one attached that I've described as "OsmelMC Edit". Not totally sure what it had over default one aside from at least allowing for stage cum, as you reminded me. But I don't think the stage cum ever worked for me anyway. Only something I tested and I guess just left in.

 

Been using same one for years. Maybe I'm behind on relevant SLAnimGenerate tech? Or new versions just increase the allowable races?

 

SLAnimGenerate.7z

Posted

ah, i forgot about OsmelMC's exparaments, it seems to have quite a few changes compared to the others & what i'm using.....think i'll just stick to replacing the stage add_cum with AnimObjects, it's probably more compatible with the scripts i already have running in my game.

 

Posted (edited)

@Billyy here's what my experimenting has gotten so far:

MNC16_edited_LE Billyy_v9-1_files.7z

MNC16_edited_SE&AE Billyy_v9-1_files.7z

the new mnc effects seem to look fine on most of them, (but had to skip most of the "mating press" style animations due to the effects clipping down through the body)

and i removed the "AOCumshotBigMagicNode" object from the dragon in "(Dragon) BodyJob 2" and replaced it with the new effect on the human.

 

also i edited/updated your horse cum effects, the one used in "(Horse) FFC 1 Cowgirls" looks much better now (comparatively speaking that is).

 

 

 

post edited for v9.1

Edited by MadMansGun
Posted
On 4/3/2025 at 2:53 AM, MadMansGun said:

@Billyy here's what my experimenting has gotten so far:

MNC16_edited_LE Billyy_v8-9_files.7z 108.3 kB · 5 downloads

MNC16_edited_SE&AE Billyy_v8-9_files.7z 111.44 kB · 4 downloads

the new mnc effects seem to look fine on most of them, (but had to skip most of the "mating press" style animations due to the effects clipping down through the body)

and i removed the "AOCumshotBigMagicNode" object from the dragon in "(Dragon) BodyJob 2" and replaced it with the new effect on the human.

 

also i edited/updated your horse cum effects, the one used in "(Horse) FFC 1 Cowgirls" looks much better now (comparatively speaking that is).

Ah, yes. Interestings. I’ve recentlyish looked a bit at buggering with the fluid effects and tweaking the nif particle value things to get different effects. I only like half (at best) understand what I’m doing, but have roughly gotten the effect I wanted. Like messing with the lifespan to make it despawn roughly ‘on contact’ with a body or whatnot instead of clipping through, and like speed, pauses, quantity, gravitys, etc.

Neat effect indeed. I assume there could be a way to give the effect a little bit of an arc to it for curve around pelvis for missionary poses. It sounds like you’re still toying with other possibilities. Could have like smaller quantities for smaller creatures, or some that ‘gush’ out on a like delay between squirts.

I’ll def have to steal that enhancement to the horse FFC. Does look a lot better. Dragon effect def a better way of doing that too.

Posted (edited)
3 hours ago, Billyy said:

I assume there could be a way to give the effect a little bit of an arc to it for curve around pelvis for missionary poses

yes, the most simple setup is as follows:

 

1. make sure the Gravity02 node is at X0.0000 Y0.0000 Z0.0000 and Y0.00 P0.00 R0.00

 

2. click on NiParticleSystem and scroll down to make sure "world space" is set to "yes"

 

3. open NiParticleSystem and go down to NiPSysGravityModifier:7 and make sure that:

"Gravity Axis" is X0.0000 Y0.0000 Z-1.0000 (not 1.0000),

"Force Type" is set to "FORCE_PLAINER"

"World Aligned" is set to "yes"

....then set "Strength" to whatever you need/want it to be.

 

4. in NiPSysMeshEmitter:0 set

"Initial Velocity Type" to "VELOCITY_USE_NORMALS"

"Emission Type" to "EMIT_FROM_FACE_SURFACE"

.....then"speed" to whatever you need/want it to be, in this case it would probably be 15 to 20 depending on what the Gravity Strength was set to.

 

also depending on how extreme you set the numbers you may want to go into NiPSysData and set the "Speed to Aspect Speed 1&2" numbers up a bit, Eg: i had to do that with the FFC horse effect to get rid of some of the spikiness/chainsaw tooth look from the flow.

 

 

and here's a time saving trick i found, if you run the game in windowed mode you can alt+tab yourself into NifSkope and edit the mesh while the game is still running.

just go back a stage to where the effect is not loaded, alt+tab out to Skope and edit & save something, then alt+tab back into the game and go forward a stage to immediately see the effect.

Edited by MadMansGun
Posted

Nice update, thanks as always.

I have a little idea, Would you consider converting some laying back/reverse cowgirl (such as human laying back anal, cuff/york reverse cowgirl) animations to humanoid creatures, or vice versa (such as to convert 'falmer laying back anal' to human animation) in the future? Is it difficult to do so?

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