Uriel Posted August 11, 2012 Posted August 11, 2012 Ok' date=' to be clear if you are running NT can you still get animations from Donkey's new animations project to run for creature attacks (only counting creatures covered by NT). It is important to know whether using NT excludes any other animations for the creatures that it covers from being played.[/quote'] As i wrote above, ESP that comes with the mod only contains two sound effects. If you keep LoversIdleAnimsPriority.esp from the donkey's project, alternate animations will still be played.
Art_B Posted August 11, 2012 Posted August 11, 2012 Ok' date=' to be clear if you are running NT can you still get animations from Donkey's new animations project to run for creature attacks (only counting creatures covered by NT). It is important to know whether using NT excludes any other animations for the creatures that it covers from being played.[/quote'] As i wrote above, ESP that comes with the mod only contains two sound effects. If you keep LoversIdleAnimsPriority.esp from the donkey's project, alternate animations will still be played. There must be more to it because I tested it many times and only the NT animations play on creature rape. Unless it is just crazy luck or something. I do have LoversIdleAnimsPriority.esp checked as well. BTW the FSE sounds are just spanking sounds. The sounds I am looking for play from the fsex folder. I need to know if these are being referenced from another esp or are just embedded in the humanoid nifs. I think I can check the nifs but reading scripts is harder. :\
Uriel Posted August 11, 2012 Posted August 11, 2012 On rape? How do you initiate it? Which mod do you use? Also you can try another LoversIdleAnimsPriority.esp fixed by Chase Roxand(LoversBitch author). It was made to fix randomness on those anims.
Art_B Posted August 11, 2012 Posted August 11, 2012 On rape? How do you initiate it? Which mod do you use? Also you can try another LoversIdleAnimsPriority.esp fixed by Chase Roxand(LoversBitch author). It was made to fix randomness on those anims. I am using loversrapersGnomercy, which is the same as loversrapersgalgat but with different text. I might use the link for testing, but for now I like it like this. I am tweaking the NT animations right now so I want to see them everytime.
gregathit Posted August 11, 2012 Posted August 11, 2012 Ok' date=' to be clear if you are running NT can you still get animations from Donkey's new animations project to run for creature attacks (only counting creatures covered by NT). It is important to know whether using NT excludes any other animations for the creatures that it covers from being played.[/quote'] As i wrote above, ESP that comes with the mod only contains two sound effects. If you keep LoversIdleAnimsPriority.esp from the donkey's project, alternate animations will still be played. Are you running Lovers with PK version 96 with NT?
gregathit Posted August 11, 2012 Posted August 11, 2012 No' date=' never tried 96. [/quote'] What version are you using?
Art_B Posted August 12, 2012 Posted August 12, 2012 Oh I am using 96. Maybe that is relevant? The readme for NT said to use 96 so I went with it. Wish I could understand scripts. I took one introductory class for c++ 8 years ago so I can kind of tell the logic. But it's tough, I don't work with computers today.
gregathit Posted August 12, 2012 Posted August 12, 2012 Oh I am using 96. Maybe that is relevant? The readme for NT said to use 96 so I went with it. Wish I could understand scripts. I took one introductory class for c++ 8 years ago so I can kind of tell the logic. But it's tough' date=' I don't work with computers today. [/quote'] Yea, that was what I saw too, that it wanted you to use v96. I am wondering if that is why Uriel is getting away with having Donkey's animations playing since he is using v91.
razzor69 Posted August 12, 2012 Posted August 12, 2012 Nicely they update loversmotionNT, i tried it and its quite good animation for creature, but there's still glitch on the animation
Dusk_ Posted August 12, 2012 Posted August 12, 2012 Lovers Motion NT works with Rev 91, though you may have to rename the .kf files so they work with Donkey's stuff. There are a few glitches, but they're all easy to fix (mostly just positioning). Only major edits you need to do is set Imps to 0.85 scale, Gatekeepers to 1.00, and Bears and Minotaurs to whatever the "smallest" of their species are (should be Black Bears and regular Minotaurs).
machina267 Posted August 17, 2012 Posted August 17, 2012 Lovers Motion NT works with Rev 91' date=' though you may have to rename the .kf files so they work with Donkey's stuff. There are a few glitches, but they're all easy to fix (mostly just positioning). Only major edits you need to do is set Imps to 0.85 scale, Gatekeepers to 1.00, and Bears and Minotaurs to whatever the "smallest" of their species are (should be Black Bears and regular Minotaurs). [/quote'] Sorry but since I'm new to the lover system and oblivion modding, how do I edit the scale of creatures in the esp file?
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now