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


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Posted
6 hours ago, Enduos said:

Check load order, run FNIS, etc.

I checked everything. FNIS launched. But new animations do not work (penises remain static).

Posted
11 hours ago, ostwind said:

I checked everything. FNIS launched. But new animations do not work (penises remain static).

 Have you tried re-registering all creatures in "Creature Framework"

 

Do that, and let creature framework apply the cloak on the creature (preferably a freshly spawned one after the registration) and see if it works.

Posted
6 minutes ago, VaeVictus said:

 Have you tried re-registering all creatures in "Creature Framework"

 

Do that, and let creature framework apply the cloak on the creature (preferably a freshly spawned one after the registration) and see if it works. 

Done. But the result is the same. Does not work.

Posted
5 hours ago, ostwind said:

Done. But the result is the same. Does not work.

If you're using NMM, try to let ABC HDT Patch replace some of the things. Try to click "Yes to All" when installing ABC.

Posted
7 hours ago, Dragonaut_Doughnut said:

If you're using NMM, try to let ABC HDT Patch replace some of the things. Try to click "Yes to All" when installing ABC. 

I have never used installation managers. And I do not plan in the future. All installations are manual only. I prefer to make backups of the whole game in several copies.

Still work only animation with static penis.

Posted
7 hours ago, ostwind said:

I have never used installation managers. And I do not plan in the future. All installations are manual only. I prefer to make backups of the whole game in several copies.

Still work only animation with static penis.

Sorry for the late reply.

But, you do you. People have their preferences over installing mods in Skyrim. If you feel that static genitals are good enough, so be it.

If you're doing manual installations, well, all you can do is to place/replace files. But, I think it would be tiring for you to copy-paste the whole thing if it goes wrong.

Best of luck!

Posted

EDIT: I got the problem solved. Something in SLAL the animations become unregistered. Simply re-register the animations will solve the problem.

 

Hi I got a strange problem here. I installed Clams of Skyrim HDT Vagina and then installed Naturalistic HDT + Beast HDT 3.68 (it only supports HDT Penis for some creatures. ).

 

But then all dwarven machines (whose penis are not HDT supported) stopped playing their animations somehow. All other creatures with HDT penis support can still play their animations, but just dwarven machines. Does anyone has any idea why this happens?

Posted
On ‎2‎/‎2‎/‎2019 at 3:54 AM, FauxFurry said:

There still seems to be no one who finds having crabs anywhere near anyone's genitals to be appetizing, though.

One of life's mysteries.

Posted
5 hours ago, Grey Cloud said:

.

as we keep saying the behaviors for them are fucked up so any animations for them will randomly stop playing.

 

that and they are 1 race with 4 different sizes and 2 meshes, so the animations would never line up anyways.

Posted
5 hours ago, ostwind said:

Dear Billyy, please duplicate animations for static penis creatures instead of animated . They are not very many.
Thank you.

I agree to this Billyy, perhaps you can add a new option to FOMOD installer to replace the static ones with animated ones in the later pages of the installation as an optional patch? Duplicating the animations may overburden the animation limit so please consider patching the animations with ABC rather than straight-out overwriting them... Sadly, I am having peculiar problems with ABC as well and not everybody is willing or suitable to use ABC due to the their custom bodies and etc.

 

Just an advice.

Posted
2 hours ago, VaeVictus said:

I agree to this Billyy, perhaps you can add a new option to FOMOD installer to replace the static ones with animated ones in the later pages of the installation as an optional patch? Duplicating the animations may overburden the animation limit so please consider patching the animations with ABC rather than straight-out overwriting them... Sadly, I am having peculiar problems with ABC as well and not everybody is willing or suitable to use ABC due to the their custom bodies and etc.

 

Just an advice.

Have you tried his newer versions of older animations without ACB?  I'm fairly certain they work with or without ABC so far, and ABC just adds extra movement to the penis that you won't see without it installed.  So the fact they are overwriting the old animations may not affect your options or add to the animation limit.

 

For example Horse Doggy 2 has two stages at the start where the horse is licking the female.  In those stages the penis is animated and flopping around, then it is mostly static for the actual penetration stages (3-5).  The only real difference between the older version and the ABC version is the floppage in those early stages, and you'd just get a static version instead without ABC (same as before).

 

Animations designed from scratch around ABC absolutely would need it, so I wouldn't be shocked if Billyy added another pack for those once there are enough of them to make it worthwhile.  I'd personally prefer animators feel they can run wild with the new possibilities of animated creature dongs rather than always be restricted to making animations that can work with or without - altho making regular animations that have extra subtle movements for spice is a nice attention to detail for sure.

Posted
4 hours ago, Reesewow said:

Have you tried his newer versions of older animations without ACB?  I'm fairly certain they work with or without ABC so far, and ABC just adds extra movement to the penis that you won't see without it installed.  So the fact they are overwriting the old animations may not affect your options or add to the animation limit.

 

For example Horse Doggy 2 has two stages at the start where the horse is licking the female.  In those stages the penis is animated and flopping around, then it is mostly static for the actual penetration stages (3-5).  The only real difference between the older version and the ABC version is the floppage in those early stages, and you'd just get a static version instead without ABC (same as before).

 

Animations designed from scratch around ABC absolutely would need it, so I wouldn't be shocked if Billyy added another pack for those once there are enough of them to make it worthwhile.  I'd personally prefer animators feel they can run wild with the new possibilities of animated creature dongs rather than always be restricted to making animations that can work with or without - altho making regular animations that have extra subtle movements for spice is a nice attention to detail for sure.

 

It is a sound idea, yet the ABC problems are not just limited to their visual preferences. For instance, my problem is about the HDT collision not working with most animals after I install ABC patch, however the Beast HDT works fine perfectly with all of them without the ABC. If I remember right, one another had a similar problem where the HDT files were somehow conflicting the custom xml he created himself in a long time (or something similar).

 

Compatible animations are absolutely the golden spot for either case because that would redirect the entire base of problem to the ABC post rather than here. So, an alternative OR an over-writing patch are both quite valid. It would be improper to ask Billyy to fix the problem that he himself has not caused or related to his animations.

Posted
1 hour ago, Jughilgo said:

can someone help me with the wolf 3p animations and the rest of the animations, character does the animation but npc just stand idle

did you run FNIS? do you have the Creature Pack for FNIS? (it's on the same download page as FNIS)

 

did you do this?:

Quote

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

Posted

On the ABC debacle… I think they’re far too game changing to ignore or half-ass. It opens up a lot of possibilities for animators in terms of positions, as well as more life-like dick behaviours. Dicks can shirnk/expand, they can be bent, flesh can be dragged to simulate handjobs, etc. Balls are able to reliably flop around, expand/shrink, as well as be fondled.

So in terms of animation quality and benefits are obvious, but I also find more enjoyment in making animations with animateable dicks. I can be more creative with them and/or just generally improve how the animation looks, and it’s quite satisfying.

I know there are some issues with ABCs at the moment, but I think the benefits far outweigh the negatives. Instead of having animators stick to the static dicks with tride-and-true HDT, maybe people should voice their concerns to Baka/Factory, or perhaps it’s an area for someone with HDT skills to step in and improve on them.

ABC should in theory be pretty easy to install. Just plop in and make sure it replaces everything. Afaik, it doesn’t touch your human/PC skeletons, just creatures. It also doesn’t need HDT to get the bendiness to function, so I don’t think it’s too unreasonable to assume people should have it.

Ultimately I’ve grown a fondness of it, and I think Factoryclose is doing something amazing that I’m sure anybody who uses creature animations has dreamed of. It’s not something I’m willing to give up for the sake of backwards compatibility with those stuck in their ways. I’ve seen people asking to separate ABC and non-ABC animations, but that’s counter-intuitive. At least the large portion of new animations will be for ABC now, and the goal is to edit all more recent (not creature1) of my older animations to become ABC (should Baka/Factory be able to pull off the feat), so there’s no point in separating them. Other suggestions such as “make 2 variants”, or “make them compatible with both” are also pretty unreasonable. One will take more effort making/editing/testing/compiling the animation twice, while the other removes most of the added potential of the ABCs in the first place.

So the best I can offer is that I can leave old edited ABC .hkx files inside the packs for people to manually replace if they want (Horse ones are currently in there with “- Copy” affix on file name). However I imagine I’m not the only animator who’s going to pick up on this, so the ABC issue will likely be more of a “get on board or get left behind” kind of scenario. I apologize to anyone who has issues with getting ABC to work, or who don’t want to change. However I can’t satisfy everyone and at this crossroad I’m taking the path that I believe to be the most beneficial to the future of creature animations.

Posted
21 hours ago, MadMansGun said:

did you run FNIS? do you have the Creature Pack for FNIS? (it's on the same download page as FNIS)

 

did you do this?:

 

you are a god, thanks

Posted
6 hours ago, Billyy said:

So the best I can offer is that I can leave old edited ABC .hkx files inside the packs for people to manually replace if they want (Horse ones are currently in there with “- Copy” affix on file name). However I imagine I’m not the only animator who’s going to pick up on this, so the ABC issue will likely be more of a “get on board or get left behind” kind of scenario. I apologize to anyone who has issues with getting ABC to work, or who don’t want to change. However I can’t satisfy everyone and at this crossroad I’m taking the path that I believe to be the most beneficial to the future of creature animations.

 

? ? Handled with grace. Thank you for your work, Billyy, I'm super excited you're sticking with it and thank you for all of the animations present and future. 

Posted

Guys, need help!

I can't register the animation in SLAL. I want to say that SLAL sees these animations but when I select it and click "register animation" SLAL shows me a message "0 new animation register". Btw this does not happen with all animation packages, some packages are registered, but not all animations in it. 

What could be the problem? Animation file names?

Posted
4 hours ago, GLEBUSxp said:

Guys, need help!

I can't register the animation in SLAL. I want to say that SLAL sees these animations but when I select it and click "register animation" SLAL shows me a message "0 new animation register". Btw this does not happen with all animation packages, some packages are registered, but not all animations in it. 

What could be the problem? Animation file names?

You may need to reload the animations, go to the Animation Loader's MCM and then:


1. click on the "Disable All" button.
2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
3. click on "Reload JSON".
4. click on "Enable All".
5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are.
6. click on "Register Animations", then Wait for the message to pop up*.


*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

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