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


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Posted

Thanks for the update. Your last version was 1.8, is this now 1.9 or 1.8x? Because the file has the same versioning like the last one from January.

Posted
9 minutes ago, dragonoftheendtime said:

how do I see what the count is 

You run FNIS. After it finishes working it will show your animation count at the end of the log.

Posted
49 minutes ago, dragonoftheendtime said:

hi ive installed this mod with vortex but when I try to load a save game or start a new game my game just ctd could anyone help me with this please 

Vortex is not that good when it comes to mods that require assets from other mods. MO or NMM are still superior here.

Posted
6 minutes ago, btasqan said:

You run FNIS. After it finishes working it will show your animation count at the end of the log.

 12440 animations for 53 mods successfully included (character)
 4685 animations for 17 mods and 45 creatures successfully included. this is what comes up after I run fnis I have the xxl fnis 

Posted
56 minutes ago, dragonoftheendtime said:

 12440 animations for 53 mods successfully included (character)
 4685 animations for 17 mods and 45 creatures successfully included. this is what comes up after I run fnis I have the xxl fnis 

CTD at booting the game means some mods cant find required esp files or they have been installed at the wrong location. I personally would just advise you to use one of the latest NMM builds. They work better than vortex. Vortex is new and might be solving some of NMMs issues, but if you need to crazily mod sykrim without overthinking installation orders of mods, it is not good. Better just go old school:

 

https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases

 

Version0.65.11 is the latest (Dec. 28th 2018). I had issues with it not beieng able to install mods when I queued too many at once, so I reverted to 0.65.10, which works fine for me.

Posted
2 hours ago, dragonoftheendtime said:

 12440 animations for 53 mods successfully included (character)
 4685 animations for 17 mods and 45 creatures successfully included. this is what comes up after I run fnis I have the xxl fnis 

you have faaaarrrrrrr too many animations, the crash zone is 12000-14000, your at 17125.

Posted
39 minutes ago, MadMansGun said:

you have faaaarrrrrrr too many animations, the crash zone is 12000-14000, your at 17125.

FNIS 7.4.5 XXL can handle 20 000, I ve been at over 18 000 without issues. But I agree less is more stable depending on which scripts other mods are running.

Posted
1 hour ago, btasqan said:

FNIS 7.4.5 XXL can handle 20 000, I ve been at over 18 000 without issues. But I agree less is more stable depending on which scripts other mods are running.

then your a freak of technology, everyone else crashes around 12000-14000.

Posted
19 minutes ago, MadMansGun said:

then your a freak of technology, everyone else crashes around 12000-14000.

It may be possible with a very light load of mods.  We really don't know exactly which resource is used up by adding more animations though if we did we might be able to find a tweak to allow the full 20k that FNIS does.

 

I've have been hoping that someone might figure that out some day.

Posted
1 hour ago, MadMansGun said:

then your a freak of technology, everyone else crashes around 12000-14000.

Nah. I even dont use the latest FNIS XXL, I use 7.2 XXL, more stable if you are on a playthrough under with around 11-12K animations. But 18K is possible with like no quest mods etc, But that is no fun.

Posted

So... do the new ABC animations work by adding a separate dangley schlong to creature framework? obviously with ABC installed I mean.

 

I'm trying to figure out what compatibility issues there might be, is it the same thing as HDT? will it overwrite anything like "Beast HDT" for the... Blooming of the flowers as it were? lol

 

Just wondering how it works, if ABC anims are going to be mixed in with the static anims now, how will the alignment work consistently with both types of anims? if most are static but only a few are dangley.

 

I believe Beast HDT works by adding a collision object to the static schlongs, but you also have to use it as your characters HDT setting in order for it to work I think, by applying it through bodyslide.

 

So will ABC affect any of that or does it "Just work"? lol ?

Posted

Hi, don't know if anyone can help but the giant anim erm sack as such well sticks out horizontally, I'm pretty sure that's not the norm is that part of the anatomy HDT?

 

All fixed, a new version of ABC on the scene :)

Posted
On 2/2/2019 at 11:05 PM, Dragonaut_Doughnut said:

Be sure to clear up some spaces by uninstalling any animations that you don't need. I think the problem might be the animation number that exceeds its limit. Sexlab itself can only hold 500 animations for both human and creature.

thanks bro ,i solve it perfectly.can you tell me how to achieve 3p-5p for follower defeat Animation?

Posted

@euhn and @timothy1022

Group animations (3p to 5p) can be triggered only with the use of SexLab Match Maker. If I were you, I would use SL Match Maker to achieve those 3p - 5p animations to work. I don't think that Defeat would help you much on that. SL Match Maker utilizes spells (spoiler: It's located in the Illusion spell tab) and made triggering these animations easier than to configure 100% Gangbang chance in SL Defeat. (honestly, tho, I don't want to wait for my character to reach 20% health to get a gangbang while I can do it without harm using the "tdetect" feature, and utilizes the use of either SL Submit or SL Match Maker.)

 

Or...

 

You can use SL Submit. Although it's limited to 3p human animations only (FFM/MMF and its variations), this one helps you increase your speech level per any success chance getting an NPC to submit to your seduction (via dialogue menu). You can use both or stick with one, either the Match Maker or the Submit.

 

Now, I leave it up to you folks.

Posted
14 hours ago, timothy1022 said:

thanks bro ,i solve it perfectly.can you tell me how to achieve 3p-5p for follower defeat Animation?

 

12 hours ago, euhn said:

Hi, please tell me how to use group animations with creatures and people?

 

11 hours ago, Dragonaut_Doughnut said:

Group animations (3p to 5p) can be triggered only with the use of SexLab Match Maker.

Match maker (and not the Mass version) is the simplest version, but a number of other dialog based mods will also use multiple people anims.  Scent of Sex, SL Eager NPCs, Follow Me for Sex, Pay Sex Crime (up to 3p), and others I'm not remembering at the moment.

 

The new Dragonborn in Distress should also handle up to 5, both people and creatures.

Posted
3 hours ago, karlpaws said:

The new Dragonborn in Distress should also handle up to 5, both people and creatures.

I might want to try this one. Is this still regularly updated?

 

Edit: NVM. I found the mod released a couple days ago. My bad. Thanks for the info, though.

Posted
11 hours ago, Celedhring said:

7975 animations for 41 mods successfully included (character)
 4639 animations for 15 mods and 45 creatures successfully included.

 

?

 

Keep it up lad! Just please pay extra care on potential conflicts, learn to use TES-Edit, Use multiple saves when actively modding and keep an eye on the papyrus log and reduce bloating whenever possible through various clean-ups... Also, be careful not to remove functional scripts while cleaning.

 

I have been fine-tuning my own Oldrim for such a long time with over 300 mods (merged esps). I can literally play for over 4 to 5 hours without a single CTD. I do feel like a proud father about my own Oldrim setup to be honest.

 

 11029 animations for 58 mods successfully included (character)
 8145 animations for 28 mods and 47 creatures successfully included.

 

With such absolutely perfect community, there is no way you can have enough of Skyrim, even after so many years.

 

On 2/4/2019 at 12:52 PM, Dragonaut_Doughnut said:

@euhn and @timothy1022

Group animations (3p to 5p) can be triggered only with the use of SexLab Match Maker.

 

SexLabZzz also works perfectly, to be honest I consider it to be immersive too in terms of gameplay. A hidden and old gem that works flawlessly for all sorts of setups. A small alternative that allows precise actor selection and precise timing on when animation starts... Not bad at all, really.

 

--------------------------------------------------------------------------------------------------------------------------------------------------------

 

By the way, Billyy, I see that you have changed some names of your previous animations, namely; Draugr Reverse Cowgirl or Missionary etc. Are you planning to change the names of others in the future similar to your new code-based naming method? Because I was preparing an apropos description pack (ever-so-slowly as usual) and realized the Unique animations were not registering them. Found out that names have changed, shall I expect more before I post them on the apropos descriptions?

 

Posted
19 minutes ago, VaeVictus said:

11029 animations for 58 mods successfully included (character)
 8145 animations for 28 mods and 47 creatures successfully included.

how in the fuck is your Skyrim even starting?

Posted
4 hours ago, MadMansGun said:

how in the fuck is your Skyrim even starting?

But I... I mean, it.. But it is working without even a hickup, honestly... Now I feel worried, should I be worried?.. Yeah,I feel worried!

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