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orxx

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  1. The mod has a limit of registering animations in total? because when I want to register more animations of beasts, you tell me that it is registered but it remains as "FALSE", it means that it does not register, if that happens, it means that there is a limit of animations of beasts and humans too? How much would be the maximum limit?

  2. I had made a version of the DB for this a while ago. I just updated it to include everything from the 20161010 release. The main differences from the 20161010 DB are: - Updated the rape sections to remove or reword anything where the female enjoys it, and added a few replacements. - Removed wear and tear text where the female was enjoying it - A few minor typo and grammar fixes - This also includes a bunch of additions from a database that Grimbold the unlovely made and had uploaded several months ago. Pretty much any new messages that aren't in the rape sections, and a lot of the ones in the rape sections, are originally his, not mine. (Hopefully he doesn't mind me including them here.) Apropos_Resistant_DB_20161015.7z
  3. SLAnimLoader doesn't know about dragon priests by default. It only knows about races registered in the SexLab framework, or by MoreNastyCritters. In order to get dragon priests to work you will need 2 things: - A mod that registers the Dragon Priest race with SexLab. As far as I can tell neither SexLab nor MoreNastyCritters do this. However, just poking around it looks like the AnimTester from this mod might do it. - You'll need to tell SLAnimLoader what directory the dragon priest animations are found in. You can add an explicit "anim_race_dir=<path>" parameter in your CreatureMale() setting. Alternatively you could edit SLAnimGenerate.pyw and define DragonPriests in the KNOWN_RACES list.
  4. Here is an updated version of dcur_library.psc that should fix the event chance calculation, although I haven't spent much time testing it. dcur_library.psc
  5. Hi Kimy, thanks for this great mod. I also ran into the issue where the tentacle parasite was equipped even with 0 chance. I think the logic in dcur_selectevent() (and dcur_selectharvestingevents()) has a few minor issues that cause this: it decrements the chance even in cases where an event wasn't allowed, causing the chance value to go below 0. For example, here is the current flashbang and tentacle parasite selection logic: if chance < dcumenu.flashbangchestweight && (dcur_origintype == is_container || dcur_origintype == is_trap) && (dcumenu.flashbangincity || !isInCity()) && !(!dcumenu.sexchastitypreventsrape && dcur_iswearinglockedgear.GetValueInt() == 1) oref.placeatme(dcumenu.TG08BShockwaveExplosion) gangbang(origin = origin_trap) return true else chance = chance - dcumenu.flashbangchestweight endIf if chance < dcumenu.TentacleParasiteWeight If dcur_equipTentacleParasite() return true Endif else chance = chance - dcumenu.TentacleParasiteWeight endIf If the chance value selected would have landed in the flashbangchestweight, but the item isn't a container or trap, the code still decrements chance in the else branch, causing it to go less than 0. This means it will always try equipping a tentacle parasite instead, even if the tentacle parasite chance is 0. It seems like the following change would do the right thing: chance = chance - dcumenu.flashbangchestweight if chance < 0 if (dcur_origintype == is_container || dcur_origintype == is_trap) && (dcumenu.flashbangincity || !isInCity()) && !(!dcumenu.sexchastitypreventsrape && dcur_iswearinglockedgear.GetValueInt() == 1) oref.placeatme(dcumenu.TG08BShockwaveExplosion) gangbang(origin = origin_trap) return true endIf ; Unfortunately we rolled an event that isn't available. ; Try falling back to standard devices if it is enabled return dcur_fallback() ; This helper function should just do the fallback check currently at the end of dcur_selectevents endIf chance = chance - dcumenu.TentacleParasiteWeight if chance < 0 if dcur_equipTentacleParasite() return true endIf return dcur_fallback() endIf
  6. I am still seeing the black MCM issue with 2.7.2. I spent a little time debugging it, and think I have steps to reproduce it, as well as information on where it gets stuck. It only seems to be triggered the very first time BeeingFemale is initialized (when bFirstRun is true). However, once you get a save in this bad state, it is stuck that way. - If I start Skyrim, load a game that has SexLab enabled and registered, but has never used BeeingFemale before, BeeingFemale registers successfully. - However, without quitting skyrim, if I reload the same game BeeingFemale gets stuck during initial first-run loading. It gets stuck in FWSystem.OnGameLoad() --> FWSystemConfig.LoadWidgetProfile("") --> FWUtility.getIniCInt(). The very first call to getIniCInt() (for the HUD StateWidget PositionX) never returns. If I quit Skyrim entirely and restart it, loading the same game works again, and BeeingFemale can successfully finish installing itself. However, if you have a game where it got stuck inside the getIniCInt() call and you saved this game, loading it (even the very first game you load when you start Skyrim) always produces the black MCM issue. Once BeeingFemale has fully installed successfully, and you save this game, loading that game seems to work all the time. It always seems to finish OnGameLoad() successfully when bFirstRun is false.
  7. It should print out the two animation files it found immediately after that line. Something like: Version 1.2 accepts several more file name patterns. If you happen to have old copies of one of the animation stage with slightly different names it may find these old files too, and it won't know which one you want it to use. For example, it now accepts all of the names "Foo_A1_S1.hkx", "FooA1_S1.hkx" and "FooA1S1.hkx" when looking for an animation for actor 1, stage 1. If more than 1 of these file names exist, you will get this error message.
  8. Awesome, thanks so much for writing this guide! I'll update the summary to link to it. I'm also just about to upload a new version. Since people seem to be having some issues getting it to find their animation files, I've made it a bit better at finding files (it will find files even without underscores before A1_S1.hkx, and I've hopefully eliminated any issues with requiring uppercase vs lowercase). I've also made the error messages a bit better--if it can't find any animation files it will print out where it expects to find them.
  9. What version of JContainers are you using? I've only been using 3.2.5; it's possible there is some sort of compatibility issue with other versions. Also, it might be helpful if you upload a copy of your papyrus log. Normally if JContainers fails to open a JSON file I haven't seen it log any messages, but there still might be something in your log that would point towards the problem.
  10. Whoops, I forgot the code to actually set the tags properly. I just uploaded version 1.1 to fix this. You should be able to just replace version 1.0 with 1.1, and then rebuild the SexLab animation registry to fix the tags. (No need for a clean save.) Also, one other note: this mod supports furniture animations, as long as the animation objects are already present in some other mod. For example, the FunnyBizness8.5-SLAL animation pack that I uploaded requires NSAP for the table mesh, and ZaZ animation pack for the pillory object. If you don't have these installed then the objects won't show up when playing animations that need them. Maybe in the future I'll see if there is a better way to handle this, but I suspect you'll always need a separate mod to load anim object meshes.
  11. Make sure you unpack and install the funnybiz8.5 animation pack just like you would any other mod. (You can't just put the 7z archive inside the SLAnims folder, unfortunately.) After you unpack it your Skyrim data directory should have a file at SLAnims\json\FunnyBizness.json If that file is present, and it still isn't loading, you could try running SLAnimGenerate.py (you will need to install python 3.x first). It should report if it wants to rebuild FunnyBizness.json or not (you can click rebuild to regenerate it). Unfortunately there isn't any other good way to detect if there is a problem with the JSON file from within Skyrim. JContainers doesn't seem to log any data in the papyrus log if it skips a file due to JSON errors. Yes, it supports both human-only and human+creature animations. The FunnyBizness animation pack I uploaded has examples of both. (Although I only tested the seeker animation when making sure the creature animations worked. That was just the easiest one to test with FNIS Zoo.)
  12. Here is a basic animation pack I created for FunnyBizness' animations: http://www.loverslab.com/topic/48839-funnybizness-animations-and-nonreplacermod/page-63?do=findComment&comment=1379619
  13. I just uploaded a new mod to make registering animations in Skyrim easier: SexLab Animation Loader Here's an animation pack I created for it based on version 8.5 of your animations. I haven't tested all of the animations, so some position information is probably a little wrong. I know 8.5 is a bit out of date, but it should be pretty easy to add new animations and tweak parameters. My goal is to make the process simple enough that you can create your own animation packs as you create new animations. The animation loader mod contains a readme and a few other docs about how to update animation packs. Feel free to let me know if you have any questions about it. I'll try to write up some more docs tomorrow. Let me know if there is anything in particular that needs explanation. FunnyBizness8.5-SLAL.7z
  14. Version 1.5

    987,947 downloads

    This mod makes it easy to register new animations in SexLab. Several animators on LoversLab have been creating lots of new animation files, but don't have the modding experience necessary to create mods that load them in Skyrim. This mod aims to help solve that problem. Now you can create simple animation packs without needing any modding experience, and then you can use this mod to load them in Skyrim. Dependencies For Users If you just want to load an animation pack that someone else has already built, this is all you need: SexLab 1.60+ JContainers FNIS Dependencies for Animators If you want to build your own animation packs, you will also need: Python 3.x Installation Just install this normally like you would install any other mod. This mod doesn't come with any animations though, so you will likely want to also install some animation packs as well. Installing animation packs: Install animation packs just like you would any other mod. (They need to be unpacked and put into your Skyrim data directory.) Usage After installing the mod, open the MCM menu, select the animations you want to register, then click "Register" Uninstallation Rebuild the SexLab animation registry after uninstalling this mod to remove any animations it added. Upgrade Procedure No clean save or special upgrade steps needed. You will generally want to rebuild the SexLab animation registry after upgrading animation packs, to make sure you pick up the new pack data. Creating animation packs Rydin has written up an excellent guide describing how to create animation packs. The mod itself contains a readme and an example animation pack source file. Normally you'll want to edit your animation pack source file, then run SLAnimGenerate.py to generate the FNIS lists and the JSON data read by this mod. You will need to run GenerateFNISforModders.exe if the FNIS lists change. An example animation pack can be found here. Additional documentation can be found in the README or in the example source file. TODO I'd like to make SLAnimGenerate automatically update the FNIS behavior files, so you don't need to manually run GenerateFNISforModders.exe. Bugs Probably several. Feel free to let me know if you run into anything unusual. Source https://github.com/orxx/SLAnimLoader/ License Public domain. Feel free to do whatever you want with this. If Ashal or rydin ever want to include any of this code directly in SexLab or NSAP that would be cool with me. Credits - Ashal, for SexLab - Earen, for JContainers - rydin, for writing awesome docs, helping support users, and helping to build packs - CGi, for the German translation and setting up translation files for other languages - CPU, for fixing creature races when multiple races are used in an animation - MadMansGun, for updating the creature races list to match the latest More Nasty Critters release - All the awesome animators on LL for inspiring me to write this - Probably others I'm forgetting
  15. View File This mod makes it easy to register new animations in SexLab. Several animators on LoversLab have been creating lots of new animation files, but don't have the modding experience necessary to create mods that load them in Skyrim. This mod aims to help solve that problem. Now you can create simple animation packs without needing any modding experience, and then you can use this mod to load them in Skyrim. Dependencies For Users If you just want to load an animation pack that someone else has already built, this is all you need: SexLab 1.60+ JContainers FNIS Dependencies for Animators If you want to build your own animation packs, you will also need: Python 3.x Installation Just install this normally like you would install any other mod. This mod doesn't come with any animations though, so you will likely want to also install some animation packs as well. Installing animation packs: Install animation packs just like you would any other mod. (They need to be unpacked and put into your Skyrim data directory.) Usage After installing the mod, open the MCM menu, select the animations you want to register, then click "Register" Uninstallation Rebuild the SexLab animation registry after uninstalling this mod to remove any animations it added. Upgrade Procedure No clean save or special upgrade steps needed. You will generally want to rebuild the SexLab animation registry after upgrading animation packs, to make sure you pick up the new pack data. Creating animation packs Rydin has written up an excellent guide describing how to create animation packs. The mod itself contains a readme and an example animation pack source file. Normally you'll want to edit your animation pack source file, then run SLAnimGenerate.py to generate the FNIS lists and the JSON data read by this mod. You will need to run GenerateFNISforModders.exe if the FNIS lists change. An example animation pack can be found here. Additional documentation can be found in the README or in the example source file. TODO I'd like to make SLAnimGenerate automatically update the FNIS behavior files, so you don't need to manually run GenerateFNISforModders.exe. Bugs Probably several. Feel free to let me know if you run into anything unusual. Source https://github.com/orxx/SLAnimLoader/ License Public domain. Feel free to do whatever you want with this. If Ashal or rydin ever want to include any of this code directly in SexLab or NSAP that would be cool with me. Credits - Ashal, for SexLab - Earen, for JContainers - rydin, for writing awesome docs, helping support users, and helping to build packs - CGi, for the German translation and setting up translation files for other languages - CPU, for fixing creature races when multiple races are used in an animation - MadMansGun, for updating the creature races list to match the latest More Nasty Critters release - All the awesome animators on LL for inspiring me to write this - Probably others I'm forgetting Submitter orxx Submitted 12/12/2015 Category Framework & Resources Requires SexLab, JContainers, FNIS Special Edition Compatible  
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