Jump to content

[WIP/Rel] Sexrim


Recommended Posts

Posted

So the animation doesn't work for me. The character just stand there..the dialog works(well it kinda freezes sometimes need to press tab then talk again to npc to continue) but they just stand there.

 

Hmm... I get the delay at the start of some conversations as well. I was hoping it was just me. I don't know what causes that.

 

Do they stand in "semi-t" pose? upright with arms hanging down at about 45 degrees to the body?

 

(i installed fins 3.0 and used the user generator..it says 789 animations for 4 mods successfully included...could be an incompatibility with one of those mods?...

 

If there was a clash the consistency check on the tool should detect that. Does the user tool mention ssg by name as one of the mods it detected? SSG_Secundas_Watch should come up in the scroll pane.

 

 

..and in fins log i can see this at the end of animation list

 

That certainly looks like it's finding the animations.

 

that seems to be the animation that appear in upper left cornet when an animation is about to start.

 

Hmmm... and the animations are defined and loaded in the test ESP. That was part of the point of the exercise.

 

I must admit' date=' I'm stumped. You seem to have done everything right.

 

Can I just check if you're using the latest version of Skyrim? If you're using a pre-v1.6 version, the animations will break more or less as you describe.

 

It seems an great mod and i like it so far...waiting for thefinal release :)

 

Thanks. I hope we can get it working for you.

 

Very funny mod but i have 1 small problem' date='The spell tome Bound Phials does not spawn on my lv 35 save but is there if i go there with a low lv or coc in from the title screen

[/quote']

 

That's the second report I've had of things not working got higher level characters. I tested it with my lvl35 dude and it seemed to work just fine.

 

Obviously something is amiss, but I'm not sure how to find it.

 

The book does like to start off half sunk in the table for some reason. Maybe it's fallen through entirely?

 

Thank you very much for releasing this Test-Version.

 

Nice Dialogue :D

 

Keep up the good work' date=' youre great! *thumbs up*

[/quote']

 

Thank you :D

 

Doc...what is the difference between Sexrim and Slavers Guild?...I am assuming their compatible?

 

Sexrim is a proposed framework

 

Slavers Guild is a planned seperate mod

 

What DM said. Sexrim is the framework to organise animations and other assets. The idea is to have a set of scripts to make it simple to add new animations to the game, and even easier for modders to call them in their mods. Think of Sexout in NV and you'll have the right idea.

 

The SSG is a mod that uses the Sexrim framework. All the custom animations, sexy and otherwise are going to be stored and invoked via Sexrim.

 

Finally, the mod here has a test cell that's supposed to be an SSG open day. It's a little bit silly and isn't part of the SSG storyline (it's not 'cannon' if you will) but it was a useful excuse to have lots of different sorts of sex happening.

 

And it also gave me an excuse to experiment with some ideas for player slavery, which I've done. Those will make their way back into the SSG soon.

Posted
Do they stand in "semi-t" pose? upright with arms hanging down at about 45 degrees to the body?

 

No. The characters are on idle position animation and they just stand there and talk. And like i said in the NPC to NPC the 2 NPC just clip through each other on idle animation(i mean they move when i press the button from their original position but they don't do the right animation).

 

If there was a clash the consistency check on the tool should detect that

 

Well...i can't find anything that says that.

 

Can I just check if you're using the latest version of Skyrim? If you're using a pre-v1.6 version, the animations will break more or less as you describe.

 

Yes i am using the last version of skyrim.

 

Maybe there is something that is messed up in my save because for the past week i tried to make my skyrim to work again (after update i had lost of random ctd's and freezes). And even if i managed to removed the ctd's while i was playing lately when i wanted to attack an enemy i was attacking but the weapon wasn't out..it was like i was attacking on walking animation then my character become transparent ... there is something wrong in that save or with some mods. I will try a new game and see what is happening. And i will also try a fresh install of skyrim.

 

Thank you for response, and i'm look up to this mod like i said :P

Posted

 

Do they stand in "semi-t" pose? upright with arms hanging down at about 45 degrees to the body?

 

No. The characters are on idle position animation and they just stand there and talk. And like i said in the NPC to NPC the 2 NPC just clip through each other on idle animation(i mean they move when i press the button from their original position but they don't do the right animation).

 

If there was a clash the consistency check on the tool should detect that

 

Well...i can't find anything that says that.

 

Can I just check if you're using the latest version of Skyrim? If you're using a pre-v1.6 version' date=' the animations will break more or less as you describe.[/quote']

 

Yes i am using the last version of skyrim.

 

Maybe there is something that is messed up in my save because for the past week i tried to make my skyrim to work again (after update i had lost of random ctd's and freezes). And even if i managed to removed the ctd's while i was playing lately when i wanted to attack an enemy i was attacking but the weapon wasn't out..it was like i was attacking on walking animation then my character become transparent ... there is something wrong in that save or with some mods. I will try a new game and see what is happening. And i will also try a fresh install of skyrim.

 

Thank you for response, and i'm look up to this mod like i said :P

 

 

I got exactly the same behavior. I got both MiniLovers and ASX installed. When I disable just the esp's and then add your mod to a save without it, the animations work, even if asx and minilovers are enabled again.

 

Hope that helps finding a solution for the problem.

Posted

Good point. Other FNIS based mods may need updating to work with 3.0

 

Come to think of it, the last SSG release probably needs updating to work with 3.0.

 

I suppose I should get an SSG update out asap...

Posted

Does the fnis user-tool overwrite existing animations? Like for weapon idles? and walk animations?

 

No FNIS 3.0 creates entirely new animation slots and then by using the generator tool assigns them to whatever animation slots are not used by any other mod using this system. As long as you remember to run the tool every time you deactivate or install a mod using FNIS it should work without any incompatibilities.

Posted

Hi,

Firstly, great mod =D

 

I had a bit of a play around with it on a couple of female characters,

other than what's mentioned above I noticed a couple of issues,

 

(For me)

neither of the guys (orc & argonian) wouldn't initiate their table-sex if I hadn't talked to the main dude first, this is possibly deliberate however.

(Edit - apparently it was whether or not I picked up the spell book)

 

They also didn't remove their pants,

if I console removed their pants beforehand they'd reequip them when the animation started, however unequipping them while they were in animation worked.

 

When naked their wangs were a little too low, making them thrust between the girls legs XD

The main chick I played it on was a High Elf (which if UESPwiki's right, is the tallest race) so to align them - player.setscale .83

the button chick was also a little too high, so setting her to about .95 seemed to fix that.

 

I didn't disable any other mods while trying this, so there might have just been some conflict if no one else had a problem with these.

 

Anyway, looking forward to more sexcapades in skyrim ^.^

Posted

 

 

Doc...what is the difference between Sexrim and Slavers Guild?...I am assuming their compatible?

 

Sexrim is a proposed framework

 

Slavers Guild is a planned seperate mod

 

What DM said. Sexrim is the framework to organise animations and other assets. The idea is to have a set of scripts to make it simple to add new animations to the game' date=' and even easier for modders to call them in their mods. Think of Sexout in NV and you'll have the right idea.

 

The SSG is a mod that uses the Sexrim framework. All the custom animations, sexy and otherwise are going to be stored and invoked via Sexrim.

 

Finally, the mod here has a test cell that's supposed to be an SSG open day. It's a little bit silly and isn't part of the SSG storyline (it's not 'cannon' if you will) but it was a useful excuse to have lots of different sorts of sex happening.

 

And it also gave me an excuse to experiment with some ideas for player slavery, which I've done. Those will make their way back into the SSG soon.

[/quote']

 

Thank you...:-)...will keep watching and waiting until I have sorted a few issues out of my own within my game...patience is a virtue they say...but wow am I looking forward to this.

Posted

well doc, it will either work or help a lot or you continue on... nothing really to lose by testing out ideas :D

 

let me know when you get around to testing using unciousness with the framework (testing environment).

Posted

This is intended only as a hint. I don't know if it's applicable with Sexrim related problems, but I hadn't noticed it mentioned here.

 

So, I had some problems with the mod "Niruins Business Plan" that also requires FNIS 3.0. The problems went away when I installed only the behavior files. "ADD ON for the Spells" could cause some problems and AFAIK is not needed.

Posted

Does the fnis user-tool overwrite existing animations? Like for weapon idles? and walk animations?

 

No FNIS 3.0 creates entirely new animation slots and then by using the generator tool assigns them to whatever animation slots are not used by any other mod using this system. As long as you remember to run the tool every time you deactivate or install a mod using FNIS it should work without any incompatibilities.

 

In a nutshell.

 

neither of the guys (orc & argonian) wouldn't initiate their table-sex if I hadn't talked to the main dude first' date=' this is possibly deliberate however.

[/quote']

 

That's not intentional. I mean it would probably be a good idea, but since it's a test cell as well as a mod, I like fast access to the NPC cell.

 

Very odd.

 

They also didn't remove their pants' date='

if I console removed their pants beforehand they'd reequip them when the animation started, however unequipping them while they were in animation worked.

[/quote']

 

Ah, that explains why I had so much trouble getting them to get naked. I'd get them de-pantsed and then they'd re-equip for the animation. That was driving me scatty yesterday.

 

Anyway problem is fixed and will be in the next release.

 

When naked their wangs were a little too low' date=' making them thrust between the girls legs XD

 

The main chick I played it on was a High Elf (which if UESPwiki's right, is the tallest race) so to align them - player.setscale .83

the button chick was also a little too high, so setting her to about .95 seemed to fix that.

[/quote']

 

I can see I'm going to need some z-offset parameters in there too. We can probably add facility for per-race modifiers as well.

 

I wonder if it's better to scale the prime actor, or just to raise or lower one of them. I suppose it all depends on whether havok settles them.

 

I could set motion to keyframed I suppose. I wonder if that would solve the collision issues as well... worth a try.

 

I didn't disable any other mods while trying this' date=' so there might have just been some conflict if no one else had a problem with these.

[/quote']

 

It's possible. Can you get a log file showing the problem and stick it on pastebin, do you think?

 

There are instructions to set up logging on the SSG wiki if you need them.

 

Anyway' date=' looking forward to more sexcapades in skyrim ^.^

[/quote']

 

Looking forward to providing them :)

 

 

Thank you...:-)...will keep watching and waiting until I have sorted a few issues out of my own within my game...patience is a virtue they say...but wow am I looking forward to this.

 

You and me both :)

 

well doc' date=' it will either work or help a lot or you continue on... nothing really to lose by testing out ideas :D

 

let me know when you get around to testing using unciousness with the framework (testing environment).

[/quote']

 

Done that, but it just stops the idle from playing.

 

I wonder if it would work if I started the animation set uncon, and then moved them? That's worth a shot when I get back.

 

So' date=' I had some problems with the mod "Niruins Business Plan" that also requires FNIS 3.0. The problems went away when I installed only the behavior files. "ADD ON for the Spells" could cause some problems and AFAIK is not needed.

[/quote']

 

Interesting. Certainly the spells aren't needed for SSG or Sexrim, so that might be a thing to try for those having problems.

 

*****************************

 

A quick update:

 

I've patched a few of the more obvious bugs. Tightend up who says what to who, that sort of thing.

 

I'm going to disable player movement on the npc cell. One side effect of this is that you don't get a cursor to show when you're over the off button, but it still works. I'll probably need to add a timer to the animation as well...

 

You can still tfc from the console if you need to get up close and personal. I might move the buttons too so you get a better view by default as well.

 

Speakign of the NPC cell, I've put some offset adjusters on the table, so you can change the difference by +/- 10 1 or 0.1 units per click. That should make it a lot easier to get these things lined up properly. I shall have to add them for z-offsets as well.

 

I've added some more PC slavery bits, and more to come. Didn't get as far as I'd hoped on account of the ongoing Kitten Apocalypse in our household.

 

Also added a missionary position animation.

 

I won't be back to my dev box till Wednesday night, so nothing is likely to be released before Thursday. Then I'll sink a few more days into it and, Kittens allowing, we'll get something working a bit better for the weekend.

Posted

Just tried this out, very well-done so far! I've been watching the Slaver's Guild stuff for a while and it's nice to see how all of it's working out. I did have a couple little bugs/things I noticed, though:

 

The Bound Phallus spell didn't work for me on the first couple casts. I was using a level 40 character, so like others have said that might have something to do with it, but on the third try it worked out. Switching to third person might have helped it.

 

The oral alignment for me wasn't lined up right, like some others have had happen - the giver was about a foot away from my character, effectively blowing the air.

 

Besides that, everything else worked great! Thanks for this mod, it's quite nice!

Posted

good job so far!

as for the framework, something I would consider a real benefit to it is if it automatically switches between erect and flaccid members... everyone - even corpses - having a boner just looks so wrong to me. a quick and dirty solution of not having players choose which penis to use might actually be not so bad, as aligning characters for the act might need less fine-tuning afterwards, maybe?

 

I'm also experiencing that occasional dialogue freeze, to hopefully add some value to that posting.

Posted

we had planned that, and have it do that... but we need to setup all the basic framework script and assets, then we can go back and do all the little extra's that will polish things like that off.

 

i have been bugging doc about it for a while... lol

and he is doing the coding for both this and SSG so its basics and SSG first for a lot of stuff, dont worry we havent forgotten some of the finer points we would also like to see.

 

keep the ideas and suggestions coming though, because you might have something that we have not considered.

Posted

The Bound Phallus spell didn't work for me on the first couple casts. I was using a level 40 character' date=' so like others have said that might have something to do with it, but on the third try it worked out. Switching to third person might have helped it.

[/quote']

 

It's possible I've got a file or two missing from the bsa. I'm sure I'm missing the meshes for the facegen data, for instance.

 

I think I'll have to set up a blank data folder so I can swap it with my dev folder and test the BSA locally. That'll probably flush out a lot of these problems.

 

The oral alignment for me wasn't lined up right' date=' like some others have had happen - the giver was about a foot away from my character, effectively blowing the air.

[/quote']

 

fixed in the next release :)

 

Besides that' date=' everything else worked great! Thanks for this mod, it's quite nice!

[/quote']

 

Y'r welcome :)

 

as for the framework' date=' something I would consider a real benefit to it is if it automatically switches between erect and flaccid members... everyone - even corpses - having a boner just looks so wrong to me. a quick and dirty solution of not having players choose which penis to use might actually be not so bad, as aligning characters for the act might need less fine-tuning afterwards, maybe?

[/quote']

 

Well, switching body meshes is not so simple, and I've still not found a decent wearble weenie. So I'm thinking I might just equip a pair of undies on the PC after the scene ends, and let the player choose his own body mod.

 

Still doesn't help with dead bodies and the like. Really it needs a bodysuit. No idea how to make one offhand though.

 

I'm also experiencing that occasional dialogue freeze' date=' to hopefully add some value to that posting.

[/quote']

 

I really want to know why that happens. General consensus on Beth Forums seems to be that it's a CK bug with 1.6, but no sniff of a workaround yet...

 

we had planned that' date=' and have it do that... but we need to setup all the basic framework script and assets, then we can go back and do all the little extra's that will polish things like that off.

[/quote']

 

Well, it'll be easy enough to set up a sex garment and a post sex garment. We can even do it by race and with a special slot for the player.

 

I just need suitable garments really. If someone has a separate loin-cloth, I can probably set it up so it auto-equips on actors post sex, and on dead bodies when they're looted. Then we could use the boner model of our choice and not have to look at them every time we looted a corpse

Posted

i think underwear should be optional in the MCM and if people want to have their character or NPC's in the game wear it make it so it can be wearable & removable like how it is in RL.

 

i hope that made sense... imma go die for a few hours now.

Posted

Very nice mod.

 

I'd like to note that Sexrim_tester esp has to be loaded before ASX' date=' Minilovers, and FNISspells; or the animations won't play (for my game, at least).

[/quote']

 

I had all models in the game like inanimate cardboard cookie monsters untill I read the FNIS page and found out that you need to run the tool they mention on the mainpage for everything to work. The load order between those doesnt really matter a lot after that..

 

 

I did some more extensive and deep testing, and came to the shamefull conclusion that #2, 3 and 6 were nowhere to be found! :o

 

 

Also, Doc - I went into the creation kit and delved into the code a little. I never realised I could make a quest without stages and creatively use conditions to track dialogue, very nice :-)

 

I am eager to learn more how to 'hook' a mod into this. And also curious how parameters are going to be stored and managed at a later stage.

Posted

Very nice mod.

 

I'd like to note that Sexrim_tester esp has to be loaded before ASX' date=' Minilovers, and FNISspells; or the animations won't play (for my game, at least).

[/quote']

 

I had all models in the game like inanimate cardboard cookie monsters untill I read the FNIS page and found out that you need to run the tool they mention on the mainpage for everything to work. The load order between those doesnt really matter a lot after that..

 

That's why I find it strange.

 

I ran the tool, saw that Sexrim is included in the log, but animations still didn't play until I change the load order.

Posted

As an experiment I started a new game and have kept the mods loaded and have run into no problems. I've teleported in and out multiple times, didn't talk to the main guy the first time, didn't pick up the book, picked up the book, everything I could think of. I didn't have any problems or additional crashes so I tried with my max level main and it worked for me. I might be lucky but the foundation seems solid. The only two issues I noticed was with the two slaves by the main guy the oral animation is off, and that the trainers don't drop their pants.

 

For the size thing you might be able to scale both actors to 1, it'll be jarring to see the change but it's the easiest solution I can come up with.

Posted

i think underwear should be optional in the MCM and if people want to have their character or NPC's in the game wear it make it so it can be wearable & removable like how it is in RL.

 

Sure. Once we get the MCM' date=' anyway :)

 

The plan is still to wait for schlangster to incorporate it into SkyUI. There's only so many hours in the day :)

 

I'd like to note that Sexrim_tester esp has to be loaded before ASX, Minilovers, and FNISspells; or the animations won't play (for my game, at least).

 

Interesting, and I wonder why. There shouldn't be any clashes under FNIS 3.0

 

One thing that could have a bearing: if you unstall a FNIS based mod after Sexout or SSG, you'll need to run the user generation tool again, just as you did for SSG. And if you have 2.0 version of those mods it's probably best to upgrade to 3.0 versions.

 

I had all models in the game like inanimate cardboard cookie monsters untill I read the FNIS page and found out that you need to run the tool they mention on the mainpage for everything to work. The load order between those doesnt really matter a lot after that..

 

Ah' date=' that makes sense. Yes, run the user generation tool after installing or updating any FNIS 3.0 based mod. Very important.

 

I did some more extensive and deep testing, and came to the shamefull conclusion that #2, 3 and 6 were nowhere to be found! :o

 

You got me. I was going to number them 1, 2, 3, 4 ... and then thought it might be more fun to have them out of sequence. I expect I'll add in a few more girls before I'm done though, so we might see the missing numbers yet.

 

Also' date=' Doc - I went into the creation kit and delved into the code a little. I never realised I could make a quest without stages and creatively use conditions to track dialogue, very nice :-)

[/quote']

 

Thank you. Although I'm coming to think some parts of it might have been easier if I'd set stages, if only so I could use the quest stages as a cheap state indicator.

 

I'm also falling in love with the idea of using multiple dialogue only quests and adding conditions to quest dialogue as a whole. it would be great to have one quest with all the "mmm-mmm-mmm" dialogue in it, and not have to worry gagged dialogue turning up in ungagged player's dialogue, or ungagged lines for gagged players. In fact I'd probably have four quests: unggagged/free, gagged/free, ungagged/slave, and gagged/slave. That would simplify the dialogue immensely.

 

Oh well, this is why we do dry runs in the first place :)

 

I am eager to learn more how to 'hook' a mod into this. And also curious how parameters are going to be stored and managed at a later stage.

 

It's pretty much unchanged from the Skysex tutorial in my sig. To add animations:

 

  • Create / find your animations.
  • Create a mod to add them.
  • Set up the animations for FNIS. Detailed instructions on the FNIS page on nexus under Usage for MODDERS
  • Start the CK and go to gameplay->animation. Set up idles using the animation events you just defined using FNIS.
  • Create a script to run' date=' probably as a quest. Give it an OnInit event or similar initialisation routine. Give it a property referencing the Sexout_Warehouse_S quest script.
    [*'] In the script initialisation, call Sexout_Warehouse_S.add_animation to add the new animations. The important parameters are the animation idles you defined earlier, the text name you want to use to identify the action, the name of your mod and the index number. I'll update the tutorial properly when I'm home and can refer to my code.

 

Once all that is done, you can use the animations by calling Sexrim_Resources_Warehouse_S.play_animation and passing it the name of the act and the mod name that you used when you added the animations to the warehouse. You'll also need to pass references to the actors involved. I think the function currently supports up to five participants plus the primary. So if you want to to set up a girl to get a triple penetration while giving out handjobs to the left and right, we can do that. If you want someone getting a titty fuck as well, we need to add another slot. I can't imagine we're going to need more than seven slots for a single act, though :)

 

I should also add that if all you want to do is use animations already in the warehouse, all you need to do is call Sexrim_Resources_Warehouse_S.play_animation. Someone else will have already done most of the hard work :)

 

That's why I find it strange.

 

I ran the tool' date=' saw that Sexrim is included in the log, but animations still didn't play until I change the load order.

[/quote']

 

Doubly odd, then.

 

As an experiment I started a new game and have kept the mods loaded and have run into no problems. I've teleported in and out multiple times' date=' didn't talk to the main guy the first time, didn't pick up the book, picked up the book, everything I could think of. I didn't have any problems or additional crashes so I tried with my max level main and it worked for me. I might be lucky but the foundation seems solid. The only two issues I noticed was with the two slaves by the main guy the oral animation is off, and that the trainers don't drop their pants.

[/quote']

 

I can get a fix out for those issues on Thursday. Probably introduce new bugs since there'll be new animations and new dialogue for slave PCs, but so long as people don't mind playing guinea pig, I'll upload it then :)

 

For the size thing you might be able to scale both actors to 1' date=' it'll be jarring to see the change but it's the easiest solution I can come up with.

[/quote']

 

I think I'd like to try a z-offset, and maybe per-race offsets. It might be easier on the eye to have one of the participants floating an inch off the floor (or maybe sunk a couple into it) than have them change size unexpectedly :)

 

If it doesn't work, I can scale the actors as Plan B

Posted

sounds good... still on target.

 

i still plan on adding a dragon variant based on DnD style

want to use this one till i can get or make something better:

 

 

mesh/texture:

 

Posted

I managed somehow to make animation work. Don't ask me how because i have no idea but i did it. I just installed and uninstalled sextim,fins and asx cople of times and keep making clean saves, using the fins user generator all the time. Finally it worked, though now asx doesn't work anymore (well to be hones dunno if it worked even before because never tested ...just installed it and forgot to test it every time) but no biggie. Anyway...the animation are great..a little off in some places like people mentioned before but are good.

 

The get me out thing doesn't work for me ... sometimes the table guy does nothing ..sometimes it cast a spell that put some things on my character ...like blood splats. And after i make them work, the dialog is even buggy. Sometimes it takes 2 or 3 times to start the animation..and some times after 2 or 3 line of dialog it wont advance anymore, need to press tab and then talk again to continue from where i was. And if the "tcl" bug is on the animation wont start, at least for me, the dialog goes on but the animation won't, just idle pose for bot npc and player.

 

I liked the thing that if you resist you become a slave and can't get out but if you go intro the game you won't become a slave but a slut. Nice thinking.

 

Oh and i got the spell to teleport there after i used the console to teleport there

 

Also a little question..will this mod have an option to bang anyone like animated prostitution ? or something similar ?...imo it will be a nice option :)

 

Looking forward for an upgrade :)

 

Oh and one more thing ... can you add some lights in the test cell if you gonna keep using it? i have to use torches or candle light to see anything :)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...