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After seeing a request for more stuck in wall/though wall content, I decided to pursue the proposed idea and have come up with this. So far it's only a collection of basic idle poses with crudely attached holes for limbs to go through. I'm hoping for suggestions on what I can do to better my work and suggestions for new poses, as I'm just about out of ideas for new ones. And anyone who has an idea of how I can better implement these poses other than running them through console commands or FNIS Spells would be greatly appreciated. It is my hope that soon I can start making them full-blown animations for sexlab or use them for slavery/trap mods. All ideas for what to do with it are welcome. 

 

Link to the original request  where some of my early progress can be seen. And a big thanks to Staros for making the request in the first place, as I hadn't realized how much I actually wanted these in game. 

 

Also big shout out to pornphile for the excellent controller rigs and the tutorial that accompanies them (found here) and nosedregamon for the tutorial on integrating animobjects (found here)

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These poses do really remind me of the mod "Get Stripped", at least in terms of the sexy humiliation factor.  That mod was a set of complex scene driven animations, but I can think of lots of possible applications for your work.  Mini brainstorm:

 

1. ZAP-like furniture points for use in mods or just as a player sandbox asset.

 

2. Sexlab scenes as you mentioned - slightly immersion breaking but that hasn't stopped anyone from spawning full beds/pillories/unicorns/giant sex machines in the middle of Whiterun.  Animating is a whole new level from posing, but you seem to be well on your way.

 

3. A modder resource for slavery/sex mods.  I could see these assets be included in a bunch of active mods currently being worked on if the authors were interested in using them, and collaborations do happen sometimes.  Shout Like A Virgin for instance uses lots of these types of small environmental animations and props.

 

4. A mod with the wall girl poses as a central theme.  I could see a quest mod based on these like Get Stripped, a player-controlled placement mod like I'll Take the Display Model, a "public use girls of Skyrim" spawner mod like Hydra's Slave Girls or a trap mod like Estrus Mimic/Cursed Loot.  Really all depends on if you want to delve into full on mod making or if someone else wants to collaborate/use your assets.

 

If I had a favorite, I'd love a mod that spawns a few "wall" NPCs in the major settlements/farms/stables of Skyrim and have the local populace interact with them randomly.  

 

Either way, cool idea, good luck!

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1 minute ago, Reesewow said:

These poses do really remind me of the mod "Get Stripped", at least in terms of the sexy humiliation factor.  That mod was a set of complex scene driven animations, but I can think of lots of possible applications for your work.  Mini brainstorm:

 

1. ZAP-like furniture points for use in mods or just as a player sandbox asset.

 

2. Sexlab scenes as you mentioned - slightly immersion breaking but that hasn't stopped anyone from spawning full beds/pillories/unicorns/giant sex machines in the middle of Whiterun.  Animating is a whole new level from posing, but you seem to be well on your way.

 

3. A modder resource for slavery/sex mods.  I could see these assets be included in a bunch of active mods currently being worked on if the authors were interested in using them, and collaborations do happen sometimes.  Shout Like A Virgin for instance uses lots of these types of small environmental animations and props.

 

4. A mod with the wall girl poses as a central theme.  I could see a quest mod based on these like Get Stripped, a player-controlled placement mod like I'll Take the Display Model, a "public use girls of Skyrim" spawner mod like Hydra's Slave Girls or a trap mod like Estrus Mimic/Cursed Loot.  Really all depends on if you want to delve into full on mod making or if someone else wants to collaborate/use your assets.

 

If I had a favorite, I'd love a mod that spawns a few "wall" NPCs in the major settlements/farms/stables of Skyrim and have the local populace interact with them randomly.  

 

Either way, cool idea, good luck!

I'm in to the idea of making them more accessible as a sandbox asset, and the thought of making them a resource for others to use is also pretty fantastic. I really want to make some of these fully animated traps (i.e. step on well-hidden pressure plate, floors give way and the player falls in to the hole like the pose above). Having wall npc's placed about the world would probably be pretty easy, and could likely use SlaveTats or some kind of body overlay mod to show how many "interactions" the townspeople have had with the given wall girl. 

 

Thanks for the ideas!

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Started to design some paired poses as well, outside of this one though I'm already out of ideas for paired. 

 

Edit: Got another one down, mage attempts to use teleportation magic to traverse a dwemer ruin, but instead finds herself teleported in to the nearest block. With no method of escape, she can only hope that she isn't found by any of skyrim's less than friendly denizens. 

 

Lemme say it again though if anyone has an idea for a pose (would be preferred if an image could be provided, I can still probably work off of a description) that hasn't already been presented feel free to post it

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I appear to have hit a roadblock for animating them. No matter what I do HCT only detects 2 frames of animation on export, and when tested in game, results in the players limbs being awkwardly pushed off to the side. 

 

Edit: Scratch that, attempting to export any of the poses results in the same issue. Only change made to them between when I originally exported them to now is the duplication of the holes. The holes don't initially have 2 sides so I duplicated a set of them and rotated them to make them appear 2-sided. I guess this bricked all of my poses. I didn't have the foresight to save them separately from the original files as I thought it wouldn't affect anything. I apparently was wrong. I'm going to try and convert my working hkx files to kf and see if I can import them and use them instead. 

 

Edit2: That shit didn't work either. I'm kinda out of options unless I just reinstall the rig and redo the poses manually. 

 

Edit3: Ignore all that, I was apparently trying to make and idle and export the ONE broken pose file I had. My bad. I guess I can just reuse one of the working ones and rebuild the broken one.

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Got another one, more prisoner based than the others. Should be good for the ones placed in towns. 

 

Edit: I realize now that this one was built on one of the broken rigs. Not entirely sure why they're broken in the first place, but it's highly aggravating to spend that much time making something for it to turn out that it doesn't work

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5 minutes ago, Nymra said:

Great. Following! Eager to see and test :smile: 

 

EDIT: please consider combining this with fucking machines. Skyrim is in dire need for more of those, too.

 

 

17 hours ago, Alphakal said:

New one I'm working on, thinking that someone or something "attacks" from below

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I'll get a version out soon that can be tested. Once I figure out how to animate these properly you can bet there'll be fucking machines. The pose above is a prime example

 

 

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So if I'm correct I have a working version available for testing. I'm not sure if you have to run FNIS for Users, but I'd do it to be on the safe side. The only real dependency it has is just the Skyrim master file, and a slight dependency on ZaZ (the textures and model for the animobject on StuckInWallKataaoyac). Otherwise, should be good to go. To use the poses just type "Help StuckIn" in to the console, find the pose you want to use and select your character/npc (idk if it works on NPC's, haven't tested it myself), then type sae StuckInWallXXXX (name of pose). If you don't have the positioning you desire just use the getpos x/y/z and setpos x/y/z (don't type out the slashes, only use one at a time i.e getpos x, setpos x 1000). 

 

Also if you notice the names are really funky on the poses like StuckInWallJigokuInu, that's because I named the pose after the artist I based the pose on. Gotta love r34 artists. 

 

Lastly I'm actually not sure how pose mods are supposed to be used or structured as I have never used one myself, so if this method is insufficient for the time being I'll research some of the more popular ones and figure out how to set them up in  a similar fashion. 

 

Other than that, happy Through-Walling! 

 

StuckInWallV1.zip 

 

One last thing, you'll notice that the poses (most of them) are offset a good amount from your starting position. I did it to make it easier to test them as idles and haven't gotten around to changing them.

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20 minutes ago, Alphakal said:

So if I'm correct I have a working version available for testing. I'm not sure if you have to run FNIS for Users, but I'd do it to be on the safe side. The only real dependency it has is just the Skyrim master file, and a slight dependency on ZaZ (the textures and model for the animobject on StuckInWallKataaoyac). Otherwise, should be good to go. To use the poses just type "Help StuckIn" in to the console, find the pose you want to use and select your character/npc (idk if it works on NPC's, haven't tested it myself), then type sae StuckInWallXXXX (name of pose). If you don't have the positioning you desire just use the getpos x/y/z and setpos x/y/z (don't type out the slashes, only use one at a time i.e getpos x, setpos x 1000). 

 

Also if you notice the names are really funky on the poses like StuckInWallJigokuInu, that's because I named the pose after the artist I based the pose on. Gotta love r34 artists. 

 

Lastly I'm actually not sure how pose mods are supposed to be used or structured as I have never used one myself, so if this method is insufficient for the time being I'll research some of the more popular ones and figure out how to set them up in  a similar fashion. 

 

Other than that, happy Through-Walling! 

 

StuckInWallV1.zip

Hope I did the commands right.

 

I opened console, clicked on the player and then used "Stuckinwall Raph" but then they said "The process was not blabla by the graph".

I m running FNIS now and try again.

 

What does the "XXXX" supposed to be in your "tutorial"? :smiley:
Please me more precise in such things, hehe.

 

 

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3 minutes ago, Nymra said:

Hope I did the commands right.

 

I opened console, clicked on the player and then used "Stuckinwall Raph" but then they said "The process was not blabla by the graph".

I m running FNIS now and try again.

 

What does the "XXXX" supposed to be in your "tutorial"? :smiley:
Please me more precise in such things, hehe.

 

 

Yeah you gotta type out sae StuckInWallRaph. XXXX is supposed to be replaced by whatever the name of the pose is so StuckInWallXXXX and you want to use Adv1 type StuckInWallAdv1. 

 

My apologies if it wasn't clear.

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33 minutes ago, Alphakal said:

Yeah you gotta type out sae StuckInWallRaph. XXXX is supposed to be replaced by whatever the name of the pose is so StuckInWallXXXX and you want to use Adv1 type StuckInWallAdv1. 

 

My apologies if it wasn't clear.

I m just not firm with all the console commands. And if you miss one space you are done :tongue:

 

Feedback:

 

Its working. Its looking nice. I am really looking forward to this beeing a thing!

They all look nice, I tested almost all of them. Missed maybe 2 or 3. 

 

EDIT: FNIS is required. At least the idles didnt work before running it... 

 

Notes:

1. highheels break the alignement :tongue:

2. is there a way to move the position of the player? "Devious Riding Styles" has a NiOverride or jaypositioner or something like that so you can adjust player position with numpad arrows fast and easy.

to make it work I had to narrow down the position. the "getpos" "setpos" commands were not helpfull so much. But I probably didnt use them correctly, too.

3. it would help for testing if the animations just had serial numbers from 01 to XX. The names are hard to remember and take time to type. They are also not easy to type because they are unfamiliar :smile:

4. Some animations make the player model "shake". It sometimes stops (after a screenshot for example), but usually it continues until you end the animation or set a new.

 

Did some screenshots :-)
I managed to get the Character into a door at least :tongue:

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I like this one. "Open Skyrim", haha. Just awesome.

 

 

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I'm currently looking through Riding Styles's config to determine how to move the actor via a key. I'm not entirely sure how to fix the shaking issue, I haven't really had it myself. I'm also not entirely sure how to fix high heels altering position, this is my first attempt at something like this. The changing of the names I can do right now though, I'll get right on it.

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16 minutes ago, Alphakal said:

I'm currently looking through Riding Styles's config to determine how to move the actor via a key. I'm not entirely sure how to fix the shaking issue, I haven't really had it myself. I'm also not entirely sure how to fix high heels altering position, this is my first attempt at something like this. The changing of the names I can do right now though, I'll get right on it.

Shaking issue is just for me. Maybe others dont have it. Also, I didnt test the animations in different posititons, will do that. too.

 

Changing names:

 

You could differentiate between "StuckInWall01-XX" and "StuckInBox01-XX" or "StuckInIKEA01-XX" haha.

The Box Animations also have a lot potential. 

May I suggest "stuck in a throne" "stuck in a chair"? While I think stuck in a chair and barrel and stuff like that already exists in Tara Ultimate Furniture (TUFP).

You know that mod? Its a must see. It has a custle near Riverwood where all the stuff is layed out.

 

A human toilet also comes to mind. Or the Player beeing part of a lamp/torch or something.

You could also serve the player on a plate on a table, with a carrot in the ass :smiley:

 

EDIT: this mod could work well together with "Display Model" Mod! 

When you use display model you can position NPCs exactly where they should be bound later.

If you use it with No Clip (TCL), you can even put them in walls! (I did it before)

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19 minutes ago, Alphakal said:

I'm also not entirely sure how to fix high heels altering position, this is my first attempt at something like this. \

I wouldn't worry about high heels for the time being, if some of these end up in Sexlab the framework will handle them itself and mods like NIO High Heels Fixes show that the NIO High Heel effect can be disabled for specific things like sitting/crafting animations.

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Alright the way the poses were named has changed. goes from StuckInWall001 to StuckInWall011. The other four have been renamed to StuckInHole001, StuckInBlock001, StuckInChains001, StuckInBox001 respectively. I'll look in to implementing an easier way of using the poses tonight. Perhaps the ZaZ source has some insight on how to start poses from an MCM menu 

 

StuckInWallV1.1.zip

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2 hours ago, Alphakal said:

Alright the way the poses were named has changed. goes from StuckInWall001 to StuckInWall011. The other four have been renamed to StuckInHole001, StuckInBlock001, StuckInChains001, StuckInBox001 respectively. I'll look in to implementing an easier way of using the poses tonight. Perhaps the ZaZ source has some insight on how to start poses from an MCM menu 

 

StuckInWallV1.1.zip

Nice!

 

Maybe talk to T.ara, he is making all the awesome furniture and implemented them in zaz 8.0 now. He seems always eager to see new content and support. 

 

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Hi

I also experimented with such ideas by myself and my poses ended up in some of my stuff, as an all surroundable furniture-not "wall-stucked" (wall-stucked is too much surreal for zap-..,and often, this extremal poses deform too much the body-mesh, what then isn´t looking cool anymore).

You have to create furnitures of this material.

 

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So I noticed while testing one of my poses that the feet for whatever reason weren't following the foot rotation set by the rig I was using in 3ds max. Is there some kind of maximum rotation that stops the feet from rotating too far or am I doing something wrong? Any insight in to the issue would be greatly appreciated. I know it's a pretty small thing to gripe about but I'm trying to recreate the poses as accurately as possible and it kind of bugs me that I can't do it 100%. 

 

What it looks like in 3DS Max

Spoiler

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How it looks in game

Spoiler

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Once again any knowledge of the problem or how to fix it would be greatly appreciated. 

 

Also to anyone who uses the poses and noticed (kinda hard not to) that some of them have really wacky arm positions, that was my bad. I didn't get around to moving them and those are some of the ones with non-functioning rigs (don't export properly). I'll get around to fixing those sometime today.

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I apologize for the lack of updates on the project, I got sidetracked when I was looking for ideas for new poses and got kinda obsessed with cicada's work. In my infatuation with his style I tried to create a body mesh + texture to emulate his art style. In terms of the texture, I believe it's as faithful a recreation as I myself am going to get, as my knowledge of texture creation is rudimentary at best. I used the textures from Speaker-60's early work on the Anime Race All-in-One body he was creating (post here), and a few pieces from cicada's artwork itself to create some of the halmarks of his artsyle (super puffy nipples). In terms of a body mesh, I think I can just edit the CBBE HDT body in bodyslide to whatever specifications I need. And I'm also pretty sure I figured out how to replicate the process used by Speaker to create cel shading without using his mesh work. I had neglected to ask permission for the use of either Speaker's textures or cicada's art, thus I am apprehensive to post any of my progress made thus far. 

 

Once again I'm sorry for the lack of progress, like I said I got a bit sidetracked. Maybe with appropriate permission I could release my work thus far, and I might even try to recreate the work of other artists (gmeen, sparrow, aka6, etc.) as the prospect interests me.

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