gregathit Posted June 16, 2013 Posted June 16, 2013 Fantastic work on those animation (love the scissoring one), and especially the transitions. However, I'm having some issues with the animations. For startes, whenever I try to initiate sex and go into the foreplay stage, I get the error message "Lovers:ERROR!! XloversPkrGetMotionParamBySPosIndex not found SPos=0" And then no animations play, except if I cycle through the animations enough, they start playing random ones. When I start the sex stage, I get the same message and the same thing happens. Also, a lot of the positions, especially of the blowjob animations, are all over the place. That error is because you have messed with the animations that PK Extender uses. You have two choices, either reinstall PK Extender or open up the ini files and change the setposgroup back to 5 for animations 20 to 23. The error is coming from PK Extender, as it can't find the foreplay animations any more. Positioning is up to the individual user. Use the 0 to 9 keys to adjust things and then hit the console key and make note of the numbers. Then you can manually enter that in the ini file and it will be forever fixed. If you don't want to do that then you'll have to wait for me to finish the animation overhaul which will be awhile.
woodenstick Posted June 18, 2013 Posted June 18, 2013 How do I add animations 20.1/21.1? I keep getting a setpos error, it says on the pk extender post that I those animations have a special animation group setpos = 5 any way to get around that?Edit: oops didn't read the post directly above XDChanging setpos has somehow made loverswithpk choose foreplay animations everytime. So only 20-23 run Not sure what I did wrong Edit2: Nevermind fixed
Nepro Posted June 20, 2013 Posted June 20, 2013 _____________________________________________________ Gregathit's Note: The Daedra Sutra Assistant CAN'T HANDLE ANIMATIONS THAT HAVE FURNITURE IN THEM!!! The Assistant program was made prior to those type of animations being included so it basically crashes when it comes to them. When you are selecting animations make SURE you do NOT pick any animations that have furniture (tables, chairs, pillory, cages and so on) and the merge feature will work just fine. You will need to hand install any animation that has furniture. Is there somewhere a list of the animations with furniture in them? :3
gregathit Posted June 20, 2013 Posted June 20, 2013 Is there somewhere a list of the animations with furniture in them? :3 Oh come on. The freaking pictures tell you if furniture is in the animation. See a chair\table\pillory\cage or whatever in the picture, then don't add that animation into the merge. Not sure how much simpler a person can make this.
Nepro Posted June 20, 2013 Posted June 20, 2013 Is there somewhere a list of the animations with furniture in them? :3 Oh come on. The freaking pictures tell you if furniture is in the animation. See a chair\table\pillory\cage or whatever in the picture, then don't add that animation into the merge. Not sure how much simpler a person can make this. I know about that way of knowing of. Freaking 300 pictures or more......
gregathit Posted June 20, 2013 Posted June 20, 2013 I know about that way of knowing of. Freaking 300 pictures or more...... Instead of complaining, how about you jump in and make the list and then share it with everyone? How much free time to think others have? If you see a need, then you need to fill it, that is what keeps a community running.
gregathit Posted June 25, 2013 Posted June 25, 2013 This may seem a stupid question, but I'm new to Oblivion modding. I've chosen which animations to use using the exe file (being sure not to use any that use furniture) and it gave me a message confirming that it has compiled successfully. My question is: How do I actually see these animations in game? Which mods or console commands do I use to see them happen? Thanks in advance. Use whatever plugin interests you.
Duchess_Gummybuns Posted June 25, 2013 Posted June 25, 2013 This may seem a stupid question, but I'm new to Oblivion modding. I've chosen which animations to use using the exe file (being sure not to use any that use furniture) and it gave me a message confirming that it has compiled successfully. My question is: How do I actually see these animations in game? Which mods or console commands do I use to see them happen? Thanks in advance. Use whatever plugin interests you. What he means is the poses are just resources put into a bank for lovers plugins to access in different ways be it for quest story, random encounter, or the result of a spell. Have more questions, PM me. I can give you a rundown on some fun plugins if you're lost.
Valfor Posted July 2, 2013 Posted July 2, 2013 I have a question about using all animations.For exemple: If i want to use both 01 and 01.1(BBB) without using the Assistant, do i need to change the name ini? since both are 01_Motion.ini and would overwrite if i try to send both to the ini folder
gregathit Posted July 2, 2013 Posted July 2, 2013 I have a question about using all animations.For exemple: If i want to use both 01 and 01.1(BBB) without using the Assistant, do i need to change the name ini? since both are 01_Motion.ini and would overwrite if i try to send both to the ini folder You have to rename both the ini file AND the 8 kf files for that animation (total of 9 files). To have any lovers animation work, you end up needing ALL 9 files or LPK will either pop up an error (missing one or more of the kf files) or ignore the animation altogether (missing an ini file). And you can't use "all" animations. You can only use the 1-200 slots, that is it. 201 and above are reserved for creature animations. I advise not messing with the 1-9 animations either.....you can mess things up if you don't know what you are doing there.
Valfor Posted July 2, 2013 Posted July 2, 2013 You have to rename both the ini file AND the 8 kf files for that animation (total of 9 files). To have any lovers animation work, you end up needing ALL 9 files or LPK will either pop up an error (missing one or more of the kf files) or ignore the animation altogether (missing an ini file). And you can't use "all" animations. You can only use the 1-200 slots, that is it. 201 and above are reserved for creature animations. I advise not messing with the 1-9 animations either.....you can mess things up if you don't know what you are doing there. Ok, thanks for the help!
GMac2021 Posted July 5, 2013 Posted July 5, 2013 I haven't used the Daedra Sutra in ages and HOLY SNAP are there a LOT of new animations that I have never seen before. I am going through all of my animations now so I guess I will find out for myself soon enough, but is The Daedra Sutra up to date (or even close) with the New Animated Penis project? Or the new Lover's Resource pack? I am going to manually tweak my anims so that my older Lover's plugins work properly, but I do not want to lose any of the new animations. I'm guessing that manually selecting and renaming / re-numbering is a better option than using the Daedra Sutra assistant.
gregathit Posted July 5, 2013 Posted July 5, 2013 I haven't used the Daedra Sutra in ages and HOLY SNAP are there a LOT of new animations that I have never seen before. I am going through all of my animations now so I guess I will find out for myself soon enough, but is The Daedra Sutra up to date (or even close) with the New Animated Penis project? Or the new Lover's Resource pack? I am going to manually tweak my anims so that my older Lover's plugins work properly, but I do not want to lose any of the new animations. I'm guessing that manually selecting and renaming / re-numbering is a better option than using the Daedra Sutra assistant. No. The current version of the DS does not include any of the revised animations from the animated penis resource pack download page. Erc1971 is waiting until I finish all the group updates before he catalogs them.
Veta Posted August 6, 2013 Posted August 6, 2013 Is anyone else having difficulty downloading the daedra sutra ?
gregathit Posted August 6, 2013 Posted August 6, 2013 Is anyone else having difficulty downloading the daedra sutra ? I am testing the MF download now. I'll probably rip this into two parts and upload it here. Freaking media fire is a waste of space anymore. The download speed is crawling along barely faster than dialup.
erc1971 Posted August 7, 2013 Author Posted August 7, 2013 Just tried downloading it - working fine - at several hundred k per second as well. Once Greg is done with all his new animations, I will be splitting it into 2 files due to size - 1 for normal animations and 1 for creature animations. Eric
vukxfiles Posted August 16, 2013 Posted August 16, 2013 im probably new to all this modding stuff so sorry if i sound stupid, but if I extract all these different animations to my Data folder, how are they able to show up in the game? Since when I get the menu to pick a position there are only about 9-10 positions listed?
fejeena Posted August 16, 2013 Posted August 16, 2013 1. you can not have all animations ! Some are variations of the same Animation ( like 17 and 17.1 and 17.2 You must choose one) 2. cast Lovers Setting spell in game and enable additional animations. (I do not know exactly how the name was.)
gregathit Posted August 16, 2013 Posted August 16, 2013 im probably new to all this modding stuff so sorry if i sound stupid, but if I extract all these different animations to my Data folder, how are they able to show up in the game? Since when I get the menu to pick a position there are only about 9-10 positions listed? That depends on "how" you extracted them to your data folder. If you just unzipped the DS to your oblivion\data\ folder then you didn't install it right. There are multiple versions of some animations (01, 01.1, 01.2 and so on) and you can only choose one of them by default. Once you install things correctly then you cast your lovers settings spell, go to animations\positions and choose the pick animation numbers at random from all available toggle and LPK will then at random pick animations. If you don't like the one it picks just hit the grab key (z by default) to shuffle animations to one you do like.
JDaniels Posted August 30, 2013 Posted August 30, 2013 Let me just double check that I understand this correctly. If I want to use both 15 and 15.1, then I need to rename all 15.1-related files to #(unused between 11-200). Yeah?
gregathit Posted August 30, 2013 Posted August 30, 2013 Let me just double check that I understand this correctly. If I want to use both 15 and 15.1, then I need to rename all 15.1-related files to #(unused between 11-200). Yeah? Correct.
JDaniels Posted August 30, 2013 Posted August 30, 2013 What about the creatures animations? What is their range, just 200+ it looks like?
gregathit Posted August 30, 2013 Posted August 30, 2013 What about the creatures animations? What is their range, just 200+ it looks like? Yes.....and no. As of Lovers Creatures 2.0 they do start at 201 and go up, but each creature has a specific range. Some creatures have extra slots and some do not. Currently all known animations are already included in loves creatures 2.0 with the exception of the LoversNT ones. The maker of the LoversNT animations forbids redistribution of them. So you have to download them separately and install them. There are replacement ini files that you install overtop of LoversNT afterwards to make things compatible. We included duplicate animations already so you won't be overwriting anything if you install them.
JDaniels Posted August 30, 2013 Posted August 30, 2013 Yeah, I already did the LoversNT patchover. I guess I'll live with having to choose between the creature animations. On a side note, the assistant seems to have a limit regarding how many files it can combine in the match at one time. It's somewhere above 30, but don't do what I did and try to merge through the whole list at once. You'll find that quite a few didn't quite make it.
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