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


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Posted
On 10/1/2025 at 11:48 AM, xyzxyz said:

ABC download requires a subscribestar.adult account. No thx

you know most VPNs will get you around that, I believe nordvpn, (thought that was kind of ironic) I believe does the skip all the id requirements, personally all this is about is control and they are using kids to do it. watching what you kids do is the parents job not the nanny state!!!

Posted (edited)

Ok Ocreature needs to be overwritten by MNC and Creature framework or they this pack creature animation won't play

Edited by alphafr
Posted

Thanks for your work,

💖

 

I'm using Skyrim AE (1.6.1170) - I just installed the latest SE version of your mod (with MO2) and I'm getting a "Format 43" warning... supposedly your esp is configured for LE.

 

Can I ignore this, or did you make a mistake updating the AE/SE version?

 

Posted
6 hours ago, Miauzi said:

Thanks for your work,

💖

 

I'm using Skyrim AE (1.6.1170) - I just installed the latest SE version of your mod (with MO2) and I'm getting a "Format 43" warning... supposedly your esp is configured for LE.

 

Can I ignore this, or did you make a mistake updating the AE/SE version?

 

 

It's safe to ignore. Format 43/44 makes no difference to whether a mod will work on SE or not. Some modding tools will flash alarming warnings about it, but their information is out of date. (I think in the early days of SE, it was thought the esp needed to be converted, but that's not the case.)

 

While I can't remember exactly where the option is, you can disable the MO2 feature that warns you about this.

 

Posted
Vor 2 Stunden sagte Swords and Sandals:

 

Es kann ignoriert werden. Format 43/44 spielt keine Rolle, ob ein Mod auf SE funktioniert oder nicht. Einige Modding-Tools zeigen zwar Warnmeldungen an, aber ihre Informationen sind veraltet. (Ich glaube, in den Anfangstagen von SE dachte man, das ESP müsse konvertiert werden, aber das stimmt nicht.)

 

Ich kann mich zwar nicht genau erinnern, wo sich die Option befindet, aber Sie können die MO2-Funktion deaktivieren, die Sie davor warnt.

 

 

Thanks for the info – I also installed animations from other authors today and received the same message.

 

I found the setting in MO2 regarding the "Format 43" message and deactivated it according to your advice.

 

Posted
On 9/7/2025 at 8:50 PM, GayCultist said:

Love to see it's still updated, and even for LE

Hello Billy, hello master, first of all, thank you very much for your tireless work in constantly creating new animations – and also for taking us "old" SLE gamers into account. I have a big suggestion, or rather a request: since there are so many animations these days, a detailed distribution of sex partners would be very useful. You let us activate the individual groups in the preselection, but a more refined selection would be better. For example, in your pack: Creatures humanoid large: I will never play with a lurker, seeker, or gargoyle; on the other hand, the troll and the giant are essential in this pack. Or creature constructs, the dwarven animation is important, but never for me spriggans or atronachs. The creatures misc pack: only the rabbits are funny; I would never play the rest. So I would have to install 29 animations for 4 rabbit animations. Of course, I don't have to activate them, but they take up too much space in the animation list. Perhaps you can improve something? Even just for SubscribeStar members, I'd be happy to support your work. Let's see if my idea and request would please other users. Best regards, and stay safe.  I hope  this is the right topic.

Posted (edited)
On 7/26/2025 at 9:10 PM, elzee said:

Anyone help? Dwarven Ballista Centurion just stand there with normal idle, with only my character playing animations. Other creatures are fine.

I have checked No other mods editing Dwarven ballista centurion's behavior file, race record, meshes.

I have re-run FNIS.

Dwarven Ballista Centurion in Creature Framework is using MNC mesh.

 

Hello And sorry about all these quote but I noticed a lot of people had trouble with Dwarven Ballista bugged and stuck during animations. I tried to find a fix but unfortunatly the problem still persist.

I Regenerate Fnis and creature pack, updates MNC, creatures framework, use old Dwarven animation from old update, Tried to convert Skyrim LE animation, followed the instructions to disable all animation and rebuild anim registry...I completely reinstall FNIS and even installed Pandora but no success... But except this specific creature, this mod works greatly!

Edited by leighn
Posted

I'm having a weird issue where a lot of these animations aren't working, including falmer and draugr. My character animates properly, but the creature(s) are stuck idling in their starting position. I am using FNIS, and other creature packs work ok. Is there anything special I need to do with the load order?

Posted

Ever since I got the billyys FFM threesome animations sexlab completly fails to choose the right animations. It too often chooses an FFM animation for a MMF group. Is there anything I can do about that?

Posted (edited)

Billy's SLAL 9.0 seems to work well with OCreatures, however the problem is that orgasms aren't triggering. Some comments in OCreatures page said you need to add appropriate tags to animations (climaxing I believe) but this is way out of my league. Is there any chance someone could "convert" them to work correctly with OStim Standalone?

Edited by MessiahDF
Posted

Sorry, I’ve been even less active than normal. I’ve been having some insomnia-like issues for past few months and have been slacking on upkeeping everything. Also, directly and indirectly related to my not-as-punctual update timings.

 

On 9/7/2025 at 9:52 AM, xyzxyz said:

Are the MFC animations working for you? Sexlab always fails to give the actors the right positions.

At least in my game the male always takes actor 1 slot in these animations regardless of what I’ve set the genders as in SLAL. In theory I’ve set it out to work that way though, so should work. Unless some newer Sexlab or otherwise mod has changed it up? Creature anims also have the issue of not being able to hotkey swap actor positions between the humans.

 

On 9/7/2025 at 3:54 PM, Hex Bolt said:

Billyy, thank you very much for the regular updates.  It's like a gift every month.  I appreciate that you support LE and SE.

 

I have a suggestion, if it interests you (I don't recall seeing this in your animations).  Masturbation with a horker tusk, like the well-used one under Haelga's bed.  Females would be straightforward.  Males could use one anally.

I do somewhat dislike animobjects as they’re physics-less. Also tusks/bones don’t really do it for me. I’d almost rather use some forbidden out-of-place modern deadric object.

 

On 10/6/2025 at 5:38 PM, shiagwen said:

download does not finish.

do you repair draugr kneeling ?

I was unable to see anything wrong with that Draugr animation in my game. Could try a clean re-registering, or maybe if it was broke I fixed it.

 

On 10/11/2025 at 7:22 AM, HELLRIM said:

Hello Billy, hello master, first of all, thank you very much for your tireless work in constantly creating new animations – and also for taking us "old" SLE gamers into account. I have a big suggestion, or rather a request: since there are so many animations these days, a detailed distribution of sex partners would be very useful. You let us activate the individual groups in the preselection, but a more refined selection would be better. For example, in your pack: Creatures humanoid large: I will never play with a lurker, seeker, or gargoyle; on the other hand, the troll and the giant are essential in this pack. Or creature constructs, the dwarven animation is important, but never for me spriggans or atronachs. The creatures misc pack: only the rabbits are funny; I would never play the rest. So I would have to install 29 animations for 4 rabbit animations. Of course, I don't have to activate them, but they take up too much space in the animation list. Perhaps you can improve something? Even just for SubscribeStar members, I'd be happy to support your work. Let's see if my idea and request would please other users. Best regards, and stay safe.  I hope  this is the right topic.

I actually use an old LE install I’ve had forever that I use to do initial testing and build the pack from, which then gets fed through an SE converter. I find it easier working with a hard modding install with all the file folders in the Skyrim data than trying to do it through the virtual mod install stuff from a MO install of SE. So, it’s like 0 extra work and in theory there will always be an LE version.

As for slal pack distribution I can consider some more methods of splitting like-actors. Like splitting off the atronachs/spriggan into a like ‘elementals’ pack could be reasonable. It does kind of stop there for obvious splits though as my main issue is there isn’t a great way to split things to suit everyone’s needs. Like by your example, I can’t see a reason why I’d ever split Giants and Lurkers up. My brain see’s literally the same thing, a giant humanoid. Though I know some don’t as one is like a fish dude and icky or something, and some people can love draugr and hate falmer or vice-versa.

I can’t reasonably recommend it as is time-consuming, but I know people that will create their own slal packs by copying over only the animations they want. But if you’re really looking for a space boost, that’s a surefire way to get it.

On 10/14/2025 at 3:06 PM, leighn said:

 

Hello And sorry about all these quote but I noticed a lot of people had trouble with Dwarven Ballista bugged and stuck during animations. I tried to find a fix but unfortunatly the problem still persist.

I Regenerate Fnis and creature pack, updates MNC, creatures framework, use old Dwarven animation from old update, Tried to convert Skyrim LE animation, followed the instructions to disable all animation and rebuild anim registry...I completely reinstall FNIS and even installed Pandora but no success... But except this specific creature, this mod works greatly!

I unfortunately don’t have any specific info on this. I know like rabbits and spiders have/had this issue from some behaviour issue originating from… not sure which mod… but there’s a patch existed for it. Could try replacing the ballista base behaviour file as maybe something wrong with it/some mod affecting it. I personally don’t have the issue, so can’t really troubleshoot.

7 hours ago, DumCumpster said:


+1
pwease fix

As far as I know, this is outside my control. I at least haven’t done anything different that’d make dogs/wolves be suddenly fixed.

Posted
16 hours ago, Billyy said:

At least in my game the male always takes actor 1 slot in these animations regardless of what I’ve set the genders as in SLAL. In theory I’ve set it out to work that way though, so should work. Unless some newer Sexlab or otherwise mod has changed it up? Creature anims also have the issue of not being able to hotkey swap actor positions between the humans.

I use the latest sexlab (1.6.2) and the male often takes the female position in the middle. Is that the fault of the mod that starts the animation?

Posted (edited)
6 hours ago, xyzxyz said:

I use the latest sexlab (1.6.2) and the male often takes the female position in the middle. Is that the fault of the mod that starts the animation?

 

most of the time yes, eg: hit the females with matchmaker first, then males (and then creatures if in use)

Edited by MadMansGun
Posted
1 hour ago, MadMansGun said:

 

most of the time yes, eg: hit the females with matchmaker first, then males (and then creatures if in use)

In my install at least it didn't matter who got zapped first. It always put the male in actor 1 position for whatever reason.

Posted
20 hours ago, Billyy said:

In my install at least it didn't matter who got zapped first. It always put the male in actor 1 position for whatever reason.

Is that the right or wrong position?

Posted
On 10/28/2025 at 11:26 AM, xyzxyz said:

Is that the right or wrong position?

For my MFC animations it should be correct. My testing always failed when female was actor 1 so I swapped it. Pretty sure I looked and saw Leito had done his that way too, so figured was just a sexlab ‘feature’. I even had to change my naming for those anims from FMC to MFC to better reflect the registered reality or whatever, haha.

5 hours ago, shiagwen said:

screenshot is a bmp file and not allowed.  i wanted to show you draugr kneeling, pc doing alright, but draugr standing behind doing nothing. 

I don’t doubt you that it’s happening for you, it’s just it doesn’t happen for me, so I can’t really say what would be wrong. I have very little control over it. Unless the animations files for that animation are missing from the draugr it should animate. I guess the behaviour file could be old too, but neither seem likely as my game uses the same installer everyone else does. Aside from doing a clean sexlab animation re-registration, I’m not totally sure what you could do.

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