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passdummy1

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  • Birthday 01/01/1930

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  1. Your own health obviously always comes first. What is baffling is that you really do come across like you say, full of guilt for lack of updates or somesuch and I feel, like others pointed out already, that you shouldn't. It's thanks to you ANY of this exists. Without you and the countless hours of work (and considerable money, if memory serves) you ALREADY put into all this, both the site and Sexlab itself, I very much doubt we'd be anywhere close to where we are right now. In the parallel universe of modding that is Skyrim's adult modding community, you are the sun.
  2. This, indeed. The first few *years* of my modding "carreer" I've been using NMM and, believing myself somewhat competent, imagined I could maintain it all without things breaking. Breaking installations is for people who have no idea what they're doing after all, right? Wrong. You can't maintain a clean and well-functioning Skyrim installation with NMM no matter what. It will break down eventually because it gives you very limited control over things and because many mods modify files you'd not expect them to. Add on top of that that many mods overwrite files already in place from other mods and you have the inevitable result of an escalating probability of disaster. I did shy away from Mod Organizer for a long time because it seemed complicated, what with virtual space and everything. Switching to MO after yet another total breakdown of my Skyrim install however quickly showed that MO is easy to learn and once you did learn it, it will keep your Skyrim installation clean and gives you a LOT of control over everything. Nothing is ever overwritten and you can track down and fix issues and conflicts yourself extremely easily. The fact that after all those years, Nexus does NOT advise against using NMM and recommends MO instead, is baffling to me. Tl;dr: Get MO. You'll be much happier in the long run.
  3. Hey there You can ignore the filter options. Help is the command to use to find specific IDs within Skyrim's game. See, every object and script and so on is assigned an 8 figure number within Skyrim. For example an Elven Sword is 000139A1. The first two, in this case 00, is the mod they're coming from, Skyrim base being 00. The mod in your load order below Skyrim would have 01 assigned to it. So a an Elven Sword from mod number 4 on your load order would be 030130A1. But whatever, not important. Just helps to actually find content specific mods add ingame. I use "necroanim" because I know the "quest" is named that way. If I had entered help necro, it would list all results within Skyrim that are named anything with necro, so the list would be huge. When you type help necroanim it should list only one result that looks like xx000D62 - xx being the place of NecroAnims.esp in your load order. Let's assume it's A1000D62 for this example. Yours will most likely start with two different digits. Now we do the rest stopquest A1000D62 resetquest A1000D62 We just reset the "quest" that runs the script to register the MCM menu. Thereby we forced the updated script to take the place of the old one we saved with the old version (works because they are named the same way). I hope this was understandable and makes the process a little more clear. If it doesn't, feel free to tell me what the problem is and I shall try to assist
  4. Are you using FNIS 5.5? What 2 warnings did you get from FNIS? We would have an easier time trying to help you get this to work if we knew, probably. Can you post the complete log of it? And where is the Papyrus log? We need it!
  5. Glad I could help friend How odd. You did not forget to run FNIS, did you? Because if Sexlab has the animations registered, but ingame the actors stand idle, it should be that the animation files themselves, the .hkx ones, aren't successfully located. So either the folder structure is messed up somehow, most likely by wrong way to install, or FNIS did not register the animations correctly into the custom behaviour. The former would be strange since you got the menu and everything to show up, yes? Check your ..\Skyrim\data\meshes\actors\character\animations folder. Is there a folder inside called Necro? And inside that, there should be a whole lot of files, mostly .hkx files. Unless of course you're running Mod Organizer, then check if the files are in whatever folder you installed into. The structure after \data\ is going to be the same. If they're there, rerun FNIS and report any errors it tells you. It lists errors and warnings after it has ran completely. If FNIS reports no errors, start the game up, trigger one of the animations that have the idle standing issue and exit the game again after maybe 15 seconds. Afterwards, please go to My Documents\My Games\Skyrim\Logs\Script and attach the Papyrus.0.log to a post here. The log should tell us what's wrong.
  6. Oh dang, you're right. Looking at the script, it still calls the wrong animation for Rape4Way. I'll fix this quick and attach a patch. Edit: Since this was an oversight already reported during testing, I went and checked if others were fixed. They weren't. MageRapeVariant for example still calls upon an animation with an underscore, which isn't there. I'll fix all issues that I'm aware of and then attach a patch and the optional edit that removes bound tags in a bit. Edit 2: Attached is the patch for nonreplacer 7.6. Fixes Rape4way calling the wrong animation (Grope3way, a copy and paste error probably) Fixes MageRapeVariant calling an animation that doesn't exist because of a slight error in naming. I didn't rename the animation and instead made the script call the oddly named file because it's more futureproof in case people just overwrite without removing and won't require FNIS being ran again. I also went and made the archive structure NMM compatible. The second attachment is a personal edit that removes the bound tag, not required at all. It's a small edit that makes the 4 bound animations play without bondage mods - for users who don't use any Devious mods or such and just use Sexlab Defeat for example. Edit 3: Just in case, I've used best compression in an up-to-date WinRAR. You may get CRC errors if you use an old version. Just mentioning this because it's an issue that seems to come up occasionally outside of LoversLab. How to use the patch - just in case: Doesn't require a clean save or new game if you've already ran the 7.6 nonreplacer. It does however require you to reset the Sexlab Animation Registry and to be safe, open the console and type help necroanim (that gets you the questid) stopquest questid resetquest questid Afterwards you're good to go. Go to the NecroAnims MCM menu and check all animations you want, then click the Register Animations (or something like that) option in the lower right corner of the menu. Nonreplacer7.6patched.rar OPTIONAL - NoBoundTags.rar
  7. If you have trouble registering animations, I sincerely hope you clicked the register animations option after checking the ones you want in the MCM, yes? The option in the lower right corner of the MCM page. Other than that, this update obviously requires a new game / clean save. And if you went with the clean save, you also need to do the following before resetting Sexlab's animation registry: <open console> help necroanim <get its questid> stopquest questid resetquest questid <onscreen should read: "Funnybiz initializing.."> If you did all that and it's still not registering, you're probably not using Sexlab 1.60 Hotfix 2. Otherwise I really wouldn't know what could possibly go wrong here. Also, I've attached a small edit I made for personal use. It removes the Bound tags on all 4 animations that had them so they can play like any other animation without requiring a mod that does bondage. If you're just using Sexlab Defeat and none of the Devious mods, the edited script will enable the 4 animations in normal rape scenarios. I lied. It's now 2 posts down but comes with a patch! So it's a good lie!
  8. Have you at least opened up the archive to look at its structure before firing up a tool that is so tremendously prone to error as NMM? It's a (literally) dumb tool that can't detect when an archive won't work with it, unlike Mod Organizer. In the future that structure is likely to change because of how many people simply pop shit into NMM and expect it to work. Now to actually be helpful though: I've made NMM compatible archives of 6.7 (depending on what Sexlab version you use) a couple of posts back. Or, if you're able, extract the nonreplacer yourself, copy and paste it together for your Sexlab version and then add it either manually or through NMM. That way you can do it yourself. Here's the post: http://www.loverslab.com/topic/48839-funnybizness-animations-and-nonreplacermod-91515/page-46?do=findComment&comment=1309767 You're not being an idiot. Not all animations line up perfectly yet. You can line them up yourself though in Sexlab's Animation Editor. Or even just press the hotkeys provided by Sexlab a couple of times. If you use the Editor, it saves the alignments you make and you'll never have to do it again, even after updating the mod. Unless the animation names are changed which seems unlikely (till NSAP - and then they come aligned already). Also it's been a while since I said thank you to Funnybiz and Blabla for this awesome stuff! So thank you both!
  9. Huh. If I read that right, your game isn't aware that SexLabAroused is there. Assuming it's there I mean, because if it was a dependency and you actually didn't include it in your load order, it should crash upon entering the Skyrim main menu already as far as I know. CreatureFramework doesn't have it as a dependency. Are you using ArousedCreatures by chance? I think that one needs SexLabAroused and that might just crash the whole thing if it can't find the esm it tries to call functions from. Also, are you using the old SexLabAroused or the new SexLabAroused Redux? The latter took the former over I think. It's just a lot more stable and still being worked on as well. I did have a lot of issues with the old SexLabAroused in the past and now that I think about it, I don't think any with Redux. It's just been doing its job quietly and the way it's supposed to I guess. In my experience it causes a LOT less script lag as well. And script lag might be the reason (although this is far fetched) that some mods can't communicate with each other's dependencies and the whole thing collapses. NPCs can use the animations but you can't! Now I understood Sorry. Ehm, is it possible you're using a different skeleton for player characters or something? I think a couple of custom races bring their own skeletons for wings and stuff. In that case, you could almost certainly just copy XMPSE over it and everything will be fine. If I was you, I'd try reinstalling the latest XMPSE, the latest FNIS and let it run again. Other than that, I don't really know. Strange issue. Yes, friend, I meant that too Sexlab Defeat can be configured in its MCM so that NPCs that knock each other down (you get to set at what point a knockdown happens too) and then rape each other. The animations it takes from Sexlab's pool of animations you tagged as aggressive. So you can add any animation you want for the rape scene, including Funnybizness'. In Defeat 5.1 you also get a menu where you can pick the animation you want specifically from a list with a hotkey. I don't think there's a mod that can make NPCs fuck dead NPCs though. If they're alive, even barely, Sexlab Defeat got you covered. Although, again, Defeat does have some issues. Not fully Sexlab 1.60 compatible yet, a couple of script errors, glitches and crashes too. But none of them beyond a measure where I'd say it's causing issues too often. And it's going to be patched up soonish!
  10. I've been using the nonreplacer for a long time now and never had a crash related to it whatsoever. Did you two check your logs? The scripts in the nonreplacer can't crash Skyrim (I believe) as all it is is a "quest" to run the MCM register script (you can't do anything wrong here), the MCM menu script itself (faulty apparently, but no matter what you do here, the only consequence for the worst script in existence should be that the MCM menu doesn't work) and a script to tell Sexlab what to add and where to find and tag it. I'm no expert on the matter but I very much doubt that any of it can crash Skyrim. Worst should be very sincerely worded errors in the logs and then refusing to work in either SkyUI or Sexlab. Although perhaps you have some odd mod conflict, which, at least in Frednotbob's case would surprise me since we're almost running the same stuff, just that I'm above 200 mods in total. Far as I know, the .hkx animation files themselves can't crash a game either. Worst case scenario, they create a T-pose. This is probably reaching, but do you have Sexlab 1.60 hotfix 2, SkyUI 5.1, and running FNIS 5.5 or later? Especially the latter recently caused some issues with other mods as well because people didn't upgrade their FNIS. And finally, but this shouldn't cause crashes and I believe the bug is already fixed anyways, did you uncheck "Overwrite if needed" or whatever the option is called on Zaz' Animation Pack under its Sexlab options? That causes or used to cause issues as well. I'd recommend Sexlab Defeat Has a few issues since its scale is pretty damn big for one developer (Goubo) and apparently isn't Sexlab 1.60 compatible but I've been playing with that mod forever and if you're fine with pressing a hotkey and cleaning up the glitched scripts every now and then, there shouldn't be many issues. The occasional CTD but I find it's within acceptable limits. Goubo said once he's done with MGS IV, he'll be back updating the mod. Other than that, Sexlab Matchmaker if you just want to see the animations or start them on your own terms. Sexlab Romance would work as well; It lets you talk to NPCs and based on attraction (from Sexlab Attraction for example), talk them into having sex with you. You get to ask them to do what you like (or they) as well so if you're playing a female character, you can tell them "I want you to fuck me like a whore!" for example and there you go, aggressive animation plays. Including the ones from this mod.
  11. Thank you Funnybiz! I hope your anniversary was fun and you two had a great time. I kind of envy you for having proper anniversaries to celebrate because my girlfriend forgot both first anniversaries (not married but it's technically still an anniversary!) we had and I honestly think it's downright weird. I should be the one forgetting them simply because I'm old-fashioned. It's sort of a man's duty to forget and then awkwardly try and fix the damage done with flowers or jewelry or something Anyways, I'm really looking forward to what you have in mind animation wise! Mostly because if you say it's a good idea, going by your track record, it will probably be amazing. And secondly because I am dying to find out what sort of idea you come up with during a loving marriage anniversary. Just yesterday, starting a new Skyrim game, I went through the usual Sexlab stuff setting it all up and I realized that once NSAP is patched as well, with your stuff and Leito's great work, I can literally deactivate all other aggressive animations. I've been wishing for something like that to happen for years now Deactivate all the wooden, strange animations and have a whole bunch of high quality ones only. The only ones that come with Sexlab that I can remember from the top of my head that I really like are the Dark Investigations doggy and threesome. Now with all your amazing stuff and the great non-con ones Leito made recently, we'd still be looking at what, 25-30 aggressive animations from you two guys alone. It'll be beautiful!
  12. No worries mate What file that you created do you mean? The <whatever name>.rar? Nexus Mod Manager allows you to install that through "Add Mod" or something. It's been a while since I've used NMM but here's how I remember it going last I checked: Start NMM Click on the green plus icon "Add mod from file" (might say something slightly different) Then point it towards the rar archive you have created Click open You should be good now Actually you know what, it would be so much easier if I simply made NMM compatible archives for both Sexlab versions. Would save people so much work Be right back. This will take a while to upload because of my impressive 0.9 Mbit upload speeds and the near 8 MB filesize for both archives each. I am always reluctant to upload anything to some other place simply because none of this is my work. If there's an issue with this, I'll naturally remove the links. In the unlikely case of a CRC error, it may be because I'm using the latest WinRAR and it supposedly changed something that makes new archives incompatible with old versions. Shouldn't be the case however since there's no compression whatsoever. Also, using MEGA as a host instead of attaching because we don't need to further put strain on Loverslab's bandwith (and Ashal's wallet). Edit: Here we go. NMM compatible archives for both Sexlab versions. Please only use ONE of them depending on the Sexlab version you are using. For Sexlab 1.59c - removed because obsolete - For Sexlab 1.60 - removed because obsolete - Click "Download through browser". They're trying to get you to install some shady bloatware otherwise no doubt. Might have to install a small browser addon but really, this is MEGA, they're not exactly new. You probably already have that anyway.
  13. You only need the nonreplacer. Not the Funnybizness file, as those are modder's resources first and foremost. You *can* use them if you really want but as you said already, they overwrite Sexlab animations. Fixed alignments are no longer needed; the latest nonreplacer has all but one animation fixed I believe. That one animation (I can't remember which one, some threesome) has an actor rotated the wrong way. I tried fixing it like I did in the past and discovered that the animation doesn't obey script commands for some reason (possibly a root issue? Can't be fixed without editing the animation itself). Rydin is hard at work to include Funnybiz' animations. Since there are a bunch of them, this will take a while still. I don't think he even started on it yet. Plus his NSAP isn't Sexlab 1.60 compatible yet. It's going to take a bit still I assume Install instructions! Download the nonreplacer - Ignore the Funnybizness file altogether. It's not needed. If you use Mod Organizer and are familiar with Skyrim's file structures, you don't need any further help from here. If Nexus Mod Manager or manual install: (Three posts down are the links where it's all done for you already so you can skip this entire wall of text here. I'm still leaving the wall of text to encourage people to learn how to do this kind of stuff themselves.) Unpack the file to some peaceful and friendly place. Desktop would work fine. Open the NonReplacerModV6.7Fixed.zip Drag and drop the Nonreplacermodv6.7 folder to some place. Desktop would work. Enter the "Nonreplacermodv6.7" folder on your desktop you just unpacked. Pick the folder of the Sexlab version you're using and enter it. Either 1.59c or 1.60. Copy the contents of that folder (the scripts folder) into the Base folder. If done correctly, it should ask you to overwrite. Pick Yes. It doesn't actually overwrite anything, just complains that there's already a folder named scripts. Ignore this step and move to the next if you're doing an NMM install. The following is for manual installs only: You're basically done here! Copy everything in that Base folder to your ..\Skyrim\Data\ directory and you're finished. The NecroAnims.esp should now be inside ..\Skyrim\Data\ and the scripts and meshes folders should have merged with Skyrim's. Also I advise not to do a manual install as in the near future, NSAP will contain the animations here. Having the loose files around from a manual install may cause issues. Now highlight all files in the base folder (it should be a meshes and a scripts folder and the NecroAnims.esp, no more, no less). Rightclick any of them and from the explorer context menu thing pick "Add to archive..." Name it whatever you want. NecroAnimsV6.7 would be adequate. I suggest setting compression method to "Store" as it means fastest access. The file is so small that size really doesn't matter. Click "Ok" and it will create your archive. Almost done now! Opening that new archive should greet you with three things: A meshes folder, a scripts folder and finally the NecroAnims.esp Congratulations! The archive you just created is NMM compatible and ready to be used After you added it through NMM, you can also delete the desktop stuff again. To be sure everything is placed correctly enter your Skyrim folder. Enter the Data folder. In there, you should now see the NecroAnims.esp. If you do, everything worked fine! It's installed properly and should now work ingame. If not, double check you're using the latest SKSE and SkyUI. How to set them up ingame: Open Sexlab's MCM (unless you're starting a new game. Then this step isn't required), the last menu entry is named something like rebuild and whatnot. Click "Reset Animation Registry" and wait. It'll notify you I believe. Exit the Sexlab MCM and return ingame for a few seconds, just to be sure. Some scripts pause till you returned back into the game itself. Open NecroAnims MCM and click all the animations you'd like to register. For maximum sexual violence related entertainment, I'd suggest all of them! Exit the MCM and again, return ingame just to be safe. Open Sexlab's MCM again and in the animations list themselves (not the editor option), they should all be listed. Now set them up like you normally would. I mean open the aggressive list and click all the ones you want to play during rape scenes and so on. If you have any issues whatsoever, ask and I shall try to elaborate. Hell I'll even make a picture tutorial if someone really needs it. Those wonderful animations should be enjoyed by everybody! Keep in mind though, the MCM isn't perfect. A few of animations create blanks in Sexlab. Not really a big issue as they won't break anything. They'll just look weird and refuse to play ingame. Finally! Don't be frustrated enough to call yourself "retarded" Skyrim modding is complicated at first, especially so if you don't simply use the Nexus but other sources. And this mod especially. I imagine if you sat Stephen Hawking in front of your computer and told him to go install this mod, or any mod on this site really, it would still take him a while. And if he succeeded, he'd probably die of heart failure at the results of Funnybiz' amazing work
  14. This mod has animations for both human x human (companions included of course) and creature x human.
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