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


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Posted

Any possibility of 9.3 staying up as an archive? Its a requirement for some wabbajack modlists (Congrats on getting to v10 btw)

Posted
3 hours ago, Wingys said:

Any possibility of 9.3 staying up as an archive? Its a requirement for some wabbajack modlists (Congrats on getting to v10 btw)

Or... Hear me out on this crazyness... Bug the Wankajack list maker to update their list...

Posted
On 3/5/2026 at 7:47 AM, a_random_user said:

 

I've been manually eslifying the SLAL patch for a long time, I've never noticed a problem because of it.

Hrmm, noted. Might check it out at some point. There a formal way to do that? With outfit mods I’ve just use zedit to add an esl tag without doing anything else, but that might be ‘messy’.

On 3/5/2026 at 12:09 PM, Hex Bolt said:

Thank you so much for the update, and thank you for your support for LE players.  👏

Yerp, no real plan to drop support for LE as I compile the mod/animations for an old NMM install LE first, as I find it easier to work with the direct skyrim folders as opposed to virtual folders. Then after 2 rounds of LE testing (1st testing the animations themselves are working/appearing correct in-game, then I compile it into an installable mod format, which I test again in a different Skyrim LE MO install to see it functions correctly), and then afterwords gets an SE conversion, and then I guess after that it gets a P+ conversion... It do be a process.

23 hours ago, modball said:

Happy v10 and thank you!

Yeah, it snuck up on me. I was like “is it really at v10?” That’s a lota updates.

Posted
8 hours ago, Billyy said:

Hrmm, noted. Might check it out at some point. There a formal way to do that? With outfit mods I’ve just use zedit to add an esl tag without doing anything else, but that might be ‘messy’.

The way I did it, this works for practically every mod that falls within the record limit:

Open the mod in xEdit, right click the name in the left panel and select "Compact formIDs for ESL".

Then open the mod's File Header in the mod's tree. Open Record Header on the right, right click on Record Flags and select Edit. This opens a window with a bunch flag options, select ESL and save.

 

I don't know how zEdit works, but if it brute forces the esl flag without compacting, things might get messy as the mod's formID won't be in the correct form. If it does compact, then it's probably fine.

 

A bit of a technical explanation on what the compacting does: formID from esp and esm files are in the form xx123456 with xx the load order index in hexadecimal, leaving 6 numbers for the actual information. FormID from esl are in the form FExxx123, with xxx being the load order index (having 3 index numbers is why you can have so many esl plugins). This leaves only 3 digits for the actual information, which is why esl files have a record limit.

Compacting reorders the esp formID to the form xx000123 which is still a valid esp form, but the 000 can be safely overwritten by the esl index. As such, compacting is completely safe. (Mods that depend on the compacted mod must be updated for this.)

 

Posted
On 2/15/2026 at 9:07 PM, Billyy said:

Just one of the like Sexlab 'enhanced' kind of options. Has it's own up and downs, but they seem to be working on it. 

Thank you very much for your reply! So it's SE only - that would explain why I have never seen it before :)

Posted

For those who use Vortex, open the plugins tab and make sure the flags category is enable (can select specific options). Any plugin with the 'could be light' flag can be made so in Vortex w/o opening Xedit at all; just double-click the plugin to open the right panel and click the 'Mark Light' button. Now, I don't know exactly what it does, but I haven't had any issues so far.

Posted
On 3/7/2026 at 6:06 AM, a_random_user said:

The way I did it, this works for practically every mod that falls within the record limit:

Open the mod in xEdit, right click the name in the left panel and select "Compact formIDs for ESL".

Then open the mod's File Header in the mod's tree. Open Record Header on the right, right click on Record Flags and select Edit. This opens a window with a bunch flag options, select ESL and save.

 

I don't know how zEdit works, but if it brute forces the esl flag without compacting, things might get messy as the mod's formID won't be in the correct form. If it does compact, then it's probably fine.

 

A bit of a technical explanation on what the compacting does: formID from esp and esm files are in the form xx123456 with xx the load order index in hexadecimal, leaving 6 numbers for the actual information. FormID from esl are in the form FExxx123, with xxx being the load order index (having 3 index numbers is why you can have so many esl plugins). This leaves only 3 digits for the actual information, which is why esl files have a record limit.

Compacting reorders the esp formID to the form xx000123 which is still a valid esp form, but the 000 can be safely overwritten by the esl index. As such, compacting is completely safe. (Mods that depend on the compacted mod must be updated for this.)

 

Ya. no converting is ever done afaik, which is why I assumed there must be more to it. Thanks for info. I'll keep it in mind if I get the time to look into it.

 

 

On 3/11/2026 at 12:53 PM, MadMansGun said:

@Billyy

 

Pain peko.

 

Holo Peko (5).png

Posted (edited)

@Billyy

I dunno why but constructs anim pack (behavior file), iirc specifically dwemer centurion, keeps crashing my game, problem persists through all versions all the way to v10. I've been using FNIS+Nemesis before, now i'm on Pandora, still crashing.

Also, same issue with lurker and dwemer centurion behavior files in your other anim pack, the one that is not presented here.

Edited by redhat42
Posted (edited)

Billy Human file too big. 4 animations 3p mmf not visible at  SLAL interface but show up in sexlab if full human pack is loaded. looks like all the 3p animations should go into the gangbang folder.

Edited by shiagwen
Posted

does anyone know how to fix the rabbit? For me, the player has their animation triggered, but the rabbit doesn't. If anyone can help me out, it would be much appreciated. For clarification, I am indeed using vortex. I know, I'm a tourist.

Posted
2 hours ago, spookybnnuy said:

does anyone know how to fix the rabbit? For me, the player has their animation triggered, but the rabbit doesn't. If anyone can help me out, it would be much appreciated. For clarification, I am indeed using vortex. I know, I'm a tourist.

pandora issue, yell at pandora about it.

Posted
9 hours ago, MadMansGun said:

pandora issue, yell at pandora about it.

i built the behaviors using fnis tho. can pandora do that if i just have it installed?

  • 2 weeks later...
Posted

Can someoen explain to me if these animatiosn work in Steam SE/AE (1.6.1170), because when I load this to my load order and re-build animation in Pandora, I get T-posing.

I see MO2complain about 43 vs 44, like it's not proper format?

Posted
1 minute ago, Soronarr said:

Can someoen explain to me if these animatiosn work in Steam SE/AE (1.6.1170), because when I load this to my load order and re-build animation in Pandora, I get T-posing.

I see MO2complain about 43 vs 44, like it's not proper format?

 

I use the same version of the game, plus Pandora, and it all works perfectly - at least for human animations. I can't speak for creatures, as I don't activate them. (I do have FNIS installed and run that first, before then running Pandora, which might be an uneccessary step, but gets the job done for me.)

 

The form 43 vs 44 issue is completely harmless. I'd adivse digging into MO2's settings and disabling that check/warning, if you can find where it is.

Posted
3 minutes ago, Soronarr said:

I'm nto using FNIS, only Pandora... Could be that some aniamtion is causing issue. Or could be I got hte wrong version

 

Pandora is presented as a replacement for FNIS, but there is at least one script that FNIS generates when you run it that Pandora doesn't. SexLab will complain if it can't find it, so that's why I run FNIS first. You probably only need the scripts folder FNIS outputs, but I just keep everything and then have Pandora's output overwrite it.

 

I can only speak for my own experience, but that works for me.

Posted
On 4/3/2026 at 11:19 AM, swords and sandals said:

The form 43 vs 44 issue is completely harmless. I'd adivse digging into MO2's settings and disabling that check/warning, if you can find where it is.

This is not the whole story, but in this case it is true. 

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