tasukete Posted February 13, 2018 Posted February 13, 2018 Hi everyone! I noticed certain differences between sound files played during animations that I couldn't trace back to the *.ini files. More specificially, the sound/fx/npc/human/swallow and sound/fx/lovers/fse/fse2.wav folders/files. These sounds even change during stage progression, a thing I'm not sure could be accomplished by fiddling with the *.ini. I tried load my complete load order in the construction kit and finding out if there's anything scripted by using the "Jump to central use info list" button on the sound file entries, but to no avail (the list just comes up empty). What I have not tried is looking into the specific *.kf files (mostly cause I have no idea how to handle animation files). Any idea where I could find the information and possible fiddle with it?
fejeena Posted February 14, 2018 Posted February 14, 2018 The Lovers sound during sex are random. You can select different sound sets in the Lovers Setting Spell. There are folders with different sound files. Normally only the folders 1, 4 and 5 are filled with sound files. There are normal and rape sounds. Last folder (5) is last sex stage. see also https://www.loverslab.com/topic/93189-where-is-the-default-sound-stored-of-lapf/ And the Lovers with PK esp script is = xLoversCmnPlayVoice [SCPT:01000836]
tasukete Posted February 15, 2018 Author Posted February 15, 2018 Thank you for your reply, fejeena! I wasn't asking about the voice files, though. I'm sorry my question was unclear. I want to change when these sounds are played: Data\sound\fx\Lovers\fse = popping sound If you take animation 85 for example, fse sounds are only played during 2nd and 3rd stage. In the 85_motion.ini, the motion flag is set to -1 (To set the standard value corresponding to the position group (default)). setting xLoversPkrQuest.motionflag to -1 fse isn't used by most other animations from the position group (doggy), though. I tried looking at the xLoversQuest script and various other scripts from the lovers framework, but I can't find any mention of the fse sounds!
fejeena Posted February 15, 2018 Posted February 15, 2018 The sound entries are in the male (Off) kf files. In the NiTextKeyExtraData here 85_OffMotionx3.kf In 85_OffMotionx1.kf is Sound: xLoversBCMPan01 ! a sound with this ID does not exist ! That's why you have no sound during stage 1 In 85_OffMotionx2.kf is Sound: xLoversPkrSE2 fx\lovers\fse\fse2.wav That's the popping sound. In 85_OffMotionx3.kf is Sound: xLoversPkrSE2 fx\lovers\fse\fse2.wav In 85_OffMotionx0.kf is Sound: xLoversPkrSE0 fx\npc\human\swallow\npc_human_swallow_01.wav You can change the 85_OffMotionx1.kf and 85_OffMotionx0.kf sound entries , then you have the popping sound during all 4stages. And you can add the sound to other kf files.
tasukete Posted February 15, 2018 Author Posted February 15, 2018 YES!! Thank you fejeena, that's exactly the info I was looking for. Also, thank you for the screenshot, everything is crystal clear now. You're awesome!
tasukete Posted February 15, 2018 Author Posted February 15, 2018 Another quick question: I noticed the time value in the text key entry. Is it possible to slow down/speed up animations by changing the end value? Or is there a different way to achieve this with nifskope and without getting into blender etc?
tasukete Posted February 15, 2018 Author Posted February 15, 2018 1 hour ago, tasukete said: Another quick question: I noticed the time value in the text key entry. Is it possible to slow down/speed up animations by changing the end value? Or is there a different way to achieve this with nifskope and without getting into blender etc? Nevermind, I worked it out myself. You gotta change: NiControllerSequence: Frequency (value / 2 for half speed, * 2 for double) NiControllerSequence: Stop Time (value * 2 for half speed, / 2 for double) NiTextKeyExtraData: All Text keys: Time values * 2 for half speed, /2 for double I guess you could do more than double/half, but it's the easiest to do without a calculator, haha!
fejeena Posted February 15, 2018 Posted February 15, 2018 45 minutes ago, tasukete said: Nevermind, I worked it out myself. You gotta change: NiControllerSequence: Frequency (value / 2 for half speed, * 2 for double) NiControllerSequence: Stop Time (value * 2 for half speed, / 2 for double) NiTextKeyExtraData: All Text keys: Time values * 2 for half speed, /2 for double I guess you could do more than double/half, but it's the easiest to do without a calculator, haha! Yes that should work without getting "ugly jumps" in the animation. ( change Frequency AND Stop Time ) In every bone animation is the time, and it wound take many hours to change all. Spoiler Yes the changing of Frequency AND Stop Time is the best/easiest way to modify the animation speed.
tasukete Posted February 15, 2018 Author Posted February 15, 2018 2 hours ago, fejeena said: Yes that should work without getting "ugly jumps" in the animation. ( change Frequency AND Stop Time ) In every bone animation is the time, and it wound take many hours to change all. Reveal hidden contents Yes the changing of Frequency AND Stop Time is the best/easiest way to modify the animation speed. Yes, I thought there would be more. I see some stretching after the animation stops... that's probably because of the bone animations you mentioned. It's something I can live with, though. Thanks for all of your help!
tasukete Posted February 15, 2018 Author Posted February 15, 2018 Sorry, but I have another question. This time about the face animations in the TextKey data: If I have a block of face animation instruction like this: ENUM: Face Sad 1.0 0.0 0.8 0.0 ENUM: Face Surprise 1.0 0.0 0.8 0.0 ENUM: Face Fear 1.0 0.0 0.8 0.0 ENUM: Face LookUp 1.0 0.0 0.8 0.0 ENUM: Face BrowUpRight 1.0 0.0 0.8 0.0 ENUM: Face BrowUpLeft 1.0 0.0 0.8 0.0 Is order relevant? I've tried to change some things, like adding the LookUp instruction, but it plays for a milisecond at the start of the stage, then seems to get overwritten by something. If order isn't relevant, are there some face animations that can't be used together? If so, can I look that up somewhere?
fejeena Posted February 15, 2018 Posted February 15, 2018 Sorry I never worked with face data. I saw in some animations/kf files that face expressions are repeated several times in one animation Here every 0.2 seconds Or here after about 0.6 seconds
tasukete Posted February 17, 2018 Author Posted February 17, 2018 On 15.2.2018 at 10:28 PM, fejeena said: Sorry I never worked with face data. I saw in some animations/kf files that face expressions are repeated several times in one animation Here every 0.2 seconds Or here after about 0.6 seconds As far as I've understood it, the repeated face animations keys are to make changes in the expressions. E.g. In your first example, Big Ahh goes from 60 to 20 to 100 to make a mouth closing and opening face animation. You can also achieve this by adjusting the decay timer (last number of the string), but using more commands gives more control I guess. Here's a tutorial from the CS wiki page in case you want to look into face animation yourself sometime: https://cs.elderscrolls.com/index.php?title=Facial_expressions_in_animations It seems some face animations are conflicting (e.g. BrowUpLeft and BrowInLeft), but I haven't worked out specifics yet. I ran into a problem with the sound text keys, though. Changing existing text keys from xLoversBCMPan01 to xLoversPkrSE2 works great, but I am using some animations from the deadrasutra that don't have any sound text keys. I tried adding my own by increasing the Num Text Keys value and entering the Sound: xLoversPkrSE2 string value, but I don't get any sounds to play. Is there something else I need to do to add sound text keys?
fejeena Posted February 18, 2018 Posted February 18, 2018 I made some tests and in my game new added sounds works. How do you test the animations? Are you sure you test the right one? I use MemPoserplug https://www.loverslab.com/topic/15550-memposerplug/ I added the xLoversPkrSE2 to some Off kf files with only start and end, I added a 3rd text key with the sound. But during the first test I had no sound . Then I opend the console and saw that the animation was wrong. I had chosen ani2 but the game used another ani. Reason: I used the "play random ani" setting in the LAPF settings. So you can use the z key or Shift and z do get to the right ani Or you trun off the randon setting in the LAPF menu. The sreenshot of my test with ani 2 and the LAPF random settings "ON" I have chosen number 2 with the MemPoserplug . But the game started with ani 73 and I used z+Shift key do get to ani 2 I tested some more kf files and all added sounds work well. I saw in some kf files the xLoversPkrSE2 sound is added to the Def files, and in some you have the xLoversPkrSE2 in the Off AND Def files of the same stage ( both in ...Motionx0.kf ) EDIT: kf files Spoiler here kf files with added sound If I start the sound at time 0.000 or later it work.
tasukete Posted February 21, 2018 Author Posted February 21, 2018 That MemPoser Plugin would be very neat for testing, but I can't download it from the page you linked to (maybe because the thread is archived?). I usually start sex through LoversHooker and hit z until I arrive at the animation I want to test. It was definitely the right animation I tested. I tried adding sound strings to 3 other animations, and all worked. I don't know why the first one I tested didn't. Maybe it's something about the animation. It's from the animation workshop and not from the original lovers or gregathit, so maybe the animator did something unorthodox? I'll try adding the sound strings to the def files later, but if it doesn't work, it's not that big of a deal. Thanks again for all your help and explanations!
fejeena Posted February 21, 2018 Posted February 21, 2018 Here the working Link https://www.loverslab.com/files/file/113-memposerplug/ And if you have a old not working Link see the download section if there is a new version. Lovers Mods : https://www.loverslab.com/files/category/5-lovers-with-pk/ mem poser plug is in "Other" All Oblivion Mods: https://www.loverslab.com/files/category/4-oblivion/ And most Lovers Mods you can find here: https://www.loverslab.com/topic/6799-lovers-plugin-index-with-direct-links/ mem poser plug is in "Utilities / Patches / Tweaks" ------------------------ Edit: I saw there are also some ini sound settings. Spoiler ; Sets of various flags motionflag ... Machine Translation: ; -1 - To set the standard value corresponding to the position group (default) ; The 1 +2 +4 +8 +16 +32 +64 +128 +256 For Penetration Positions Group ; This may be an 2 +8 +16 +32 +64 +128 +256 +512 for non-insertion group Positions ; Otherwise ; 0 - will set to OFF ; +1 - Finish will be identified as "a vagina out" ; +2 - Offensive position side will issue a "voice gasp normal" ; +4 - Defensive position side will issue a "voice gasp normal" ; +8 - Offensive position side will issue a "voice gasp finish" ; +16 - Defensive position side will issue a "voice gasp finish" ; +32 - will ring the "ejaculation sound" to finish ; +64 - will allow finish time "BUKKAKE Effects" ; +128 - will allow finish time "Bikunbikun Effects" ; (The wav of "fsex" folder by default) that will ring +256 H sound effects ; +512 - So that you play the wav of "fera" folder when you play a sound effect ; +1024 - Make sure that you do not play this motion is in direct playback except for using UMID set xLoversPkrQuest.motionflag to -1
tasukete Posted March 31, 2018 Author Posted March 31, 2018 Hey fejeena, I don't know if necroing this topic is appropriate, but I have run into a new problem with animations: I replaced the ZMCCuffIdle.kf animation with a different one. All works well, except that my character is facing the wrong way by 180°. Is there an easy way to fix this?
fejeena Posted April 1, 2018 Posted April 1, 2018 Yes you can change it with NifScope in the KF file. ...? don't know how to explain it . And not sure were to do the 180°. ( Or I don't remember ) I tested it with NifSkope until it was right. Upload the kf and I do it.
tasukete Posted April 6, 2018 Author Posted April 6, 2018 I was hoping there was a way to do it! Thank you for offering to do it for me. I'd be very grateful! ZMCCuffIdle.kf
fejeena Posted April 6, 2018 Posted April 6, 2018 What's that? The KF file is "empty". No bones are animated, you stand in T position. There aren't even the Bip01 NonAccum or Bip01 ( one of them must be changed....I always forget which abd must test it in game ) No NiTransformData ! Your KF You see at the right side only NiTransformInterpolator, no NiTransformData . Other idle kf files also do not have many animated bones, but at least the arms. The red X are the few NiTransformData you need to animate a bone. ---------------------------- Your kf file looks like one of the empty kf files from pose packs. Sorry, can't help.
tasukete Posted April 6, 2018 Author Posted April 6, 2018 Yes it is from the pose pack Slave in pose https://www.nexusmods.com/oblivion/mods/41668 I didn't know kf files from pose packs were so different!
fejeena Posted April 6, 2018 Posted April 6, 2018 Most poses are not animated. Replacing a aniamted kf with a static kf is no good idea. In the poses the settings for the bones are often in the objects which is used during the pose.
tasukete Posted April 9, 2018 Author Posted April 9, 2018 Hey fejeena, Thanks again for your time and explanations. You pointed me in the right direction. I managed to make it work: If you look at the 0 NiControlSequence, you find Controlled Blocks in the Block Details. There, I found the Bip01 NonAccum. The Value for Interpolator takes you to the correct NiTransformInterpolator. In the Block Details for the 51 NiTransformInterpolator you can set the Rotation Value from Quaternion to Euler, then change the rotational axis in degrees. Worked perfectly, no NiTransformData needed!
fejeena Posted April 10, 2018 Posted April 10, 2018 Good to hear. Yes that's the way I rotate kf files. I was not sure if it is the Bip01 NonAccum or Bip01 Bip01 .
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