-
Posts
6154 -
Joined
-
Last visited
-
Days Won
4
About fishburger67
- Currently Viewing Forums Index
Profile Information
-
Gender
He/Him
-
Location
Seattle
-
Interests
Role Playing games, Online games, fishing, reading and flying.
-
Bio
Long time software developer.
Recent Profile Visitors
-
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
Well, I tried the addstartinganimation thing and it worked a charm. Unless and until the OStim folks fix the sequences thing, this will work. A little clungy, but it works. Doesn't have the randomness that I would like and I will have to require specific animation packs, but it works. Thanks for pointing this out. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
I have looked in detail at ALL the source .psc file in the OStim distribution. There is no example code for sequence use. Don't believe me, have a look at OSequence.psc as well as the text file detailing how to make them. I am told by VersuchDrei that sequences were an after-thought as well as NPC-NPC animaitons. As I told him, I can work around this issue by writing my own code to call sendAnimationEvent for these NPC sequences, but that limits me to a small number of known in advance possible animation sequences and I would way rather use the getrandomsequence so that my users are not seeing the same animation set over and over (the biggest problem with Flowergirls). This also requires me to require specific animation packs which I am also loathe to do. But, I may have to because these NPC - NPC scenes are mostly for show anyway. I have yet to try the addstartinganimation thing. Maybe that will work for NPC - NPC animation sets. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
The problems I have had are strictly to do with NPC-NPC animations. I do not want to restrict PC - NPC animations as that is one of the main benefits of OStim. OStim currently has lots of problems with NPC-NPC animation sets. You cannot use sequences with NPC - NPC animations even if you specify the exact sequence. If you use the Tags="lesbian" argument to retrieve animations, you get exactly one animation for NPC-NPC requests even those both (or all in FFF animaitons) are female. Specifying a lot of action tags as in AnyActionType = "rubbingclitoris,lickingvagina,femalemasturbation,lickingnipples", you get back a lot of animations even though these are all tagged "Lesbian". In other words, I have no problems or issues with PC-NPC animations. Only with NPC-NPC or just NPC solo animaitons, I have a lot of these to that I will have to port and it would be a lot easier if these all worked well. Never had any of these issues with Sexlab or Flowergirls. I have already experimented a month of 8 hour days with OStim and do not yet have a solid road map in my head as to how to proceed with an OStim port. If I had the time, I'd get into the OStim source and see if I couldn't fix this stuff. I have written millions of lines of C and C++ code, but I am loathe to dig into a large codebase that someone else wrote again. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
I already looked at code in OStim Community Resources and I am sure I am doing it right. Waiting on feedback from VersuchDrei. But thanks for the tip. I have a look at Captive Followers. Edit: Well, just looked at Captive Followers and I see something I have not tried before, OThreadBuilder.AddStartingAnimation. Are you the author of that code? And if so, does adding these starting animations restrict what happens after all the starting animations are played? -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
I mostly need to have sequences work for NPC - NPC animations. I think I might have a work around for that though. Just be a lot of extra work for me. There are some other issues as well. I have been using OStim on another mod with an eye toward porting Sex Slaves and ran into several issues. They are not catastrophic, just immersion breaking. I expect I can work around them too. They mostly have to do with scenes being marked as "any" for the actor actions when they should be marked male or female. I could just remake the offending json files, but I have yet to talk to the mod authors. The one i am worried about is Open Animations. It is the biggest (and maybe only) offender. In any event, if I can make this work, it will take more than a month. Having said that, I love OStim and would very much like to make it work. It starts animations in the blink of an eye and the fade to black that Sexlab and Flowergirs use before starting a scene is not required with OStim. In addition, many of the OStim native animations (not the sexlab ported ones) are just terrific (especially the aforementioned Open Animations ones. Would be a pity to tell my users not to install it. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
Yep, I am betting you are right. I have been killed by a dragon, had the dragon kill the named npc and so on. Each time, I had to reload a save to get it going. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
I am working on an OStim conversion for version 8. However, it is looking more and more like that will not happen. OStim does not have the functionality I need for some critical bits and the author is not willing to consider making work the parts I need. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
Just go to any major city and you will get a courier delivery. If you don't go into the inn and come back out. If you still don't get the delivery, your courier system is hosed. Also, check your books section for the note. It frequently happens that the courier delivers multiple letters and ours gets missed by the user. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
Not at the moment. I am only updating Version 8 now and you are the first female asking for it. This would be months of work for me and without female help writing the dialog, it would come out like shit because I am not a girl and don't know what they would say in given instances. If you want to volunteer, send me a PM, but you gotta be a real girl, not a boy playing as a female. The reason is that I want authentic responses. I would actually LIKE to do it, but I want it to turn out right. I have lots of requests to redo Andrew so he is not so brutal. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
I have no idea about the dyndolod. I don't use it, but both homes have exterior assets. I think the only issue you may have if you don't run dyndolod is that you may have pop-in, but you need to be fairly close to them to see them anyway. so I doubt it makes any difference. -
Sexlab Sex Slaves SSE
fishburger67 replied to fishburger67's topic in Downloads - SexLab Framework SE
Yes, it adds two player homes. -
Looking for a voice actress for a new mod I am writing.
fishburger67 replied to fishburger67's topic in General Discussion
Thanks -
I am looking for a voice actress for a new mod I am writing. This is unfortunately unpaid work, but I am willing to give you all the Nexus DP points for it, mostly because your skill as a voice actress will determine it's ultimate success. There are only about 500 lines currently, so it is not a huge undertaking. If you are interested, please PM me with a voice sample or link to your voice sample. If you are a skilled actress and don't have good equipment, I am willing to provide studio quality equipment for you. If you are new to voice acting, that is OK. You just need to put emotion in the dialog lines you produce, real acting. An accent is just fine (maybe even desirable) so long as an English speaker can easily understand you. I have had (and still have in some cases) good relations with all but one of the previous voice actors I have used, so I am easy to work with. If you are interested, please PM me with a .wav sample of your voice on an emotion filled line or include a link to anything you have already done if you are experienced.
-
Need help with adding smp hairs with racemenu
fishburger67 replied to fishburger67's topic in General Discussion
Thanks so much for the reply. That is exactly what I found out too. I tried everything to make the hair native, but nothing worked. What I ended up doing was to make a naked skin and add a wig as a piece of armor, then putting the naked skin on the npc, Worked a charm. Not what I was hoping for but as I look at it, I can't see much downside. She still uses my default bhunp body and all the physics work. I don't know why, but I had four NPCs in the Bee and Barb with SMP hairs (and not just the short KS Hair ones but some butt length ones) and it all worked fine and my FPS stayed at 60. Note that I have a 5 year old PC with a 3070 and a 5 year old Intel CPU. But, I'll tell you what. I spent a week on this, but it was worth it. Playing Skyrim with s bhunp body and hair and armor physics makes it a blast again. I am working on an OStim port of Sex Slaves and I will be adding SMP hairs to three of the slaves that I like having along. -
I have posted in the technical support forum asking for help with adding smp hairs to npcs in some of my mods. Here is the link. Got no response there, so I am trying here. There are pictures there of both the problem and the nif file, Basically, this hair runs about 10 feet behind the npc and looks nothing like it's model as shown in the image. I can make a wig and put it on and it works great. However, when I do the racemenu import/export the nif thing I get the above result. I done this a few dozen times with static hairs without issue. The smp hairs with all the extra bones is kicking my ass though. I've spent three days trying to solve this using different hairs, load orders and the like an nothing I do helps. I even went so far as to copy and paste all the smp blocks from one to the other all without success. I really want to add smp hairs instead of using wigs because of the issues. wigs work and I may be forced to use them in the end, but I would prefer not to. I even tried adding the hair in creation kit and creating the facegeom with the Ctrl+f4 key and then copying the face data back to it. The exported facegen stuff worked but was ugly. Wnen adding back in the face data (a single block entry in the nif), the hair went crazy again. Thanks in advance for your education.