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Sex mods will not be happening


terzho

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Animations (ala PlayIdle) - certainly. I think there are a ton up all over the place.

 

Animations (new weapons, Crossbows, etc)? A bit harder. Understatement perhaps, since I haven't seen anyone get that working yet. But doable probably.

 

Animations (completely new creatures and bones)? You'd have to ask one of the veteran modders like SaidenStorm or xsilver for that.

You CAN'T define new idles. You have now way in the CK to define a new Animation. For a NEW animation you need a NEW Anim Event, and those are predefined (based on the existing behavior files) and cannot be added by us modders.

 

Show me ONE Idle which is not replacing an existing one....

 

 

But terzho, don't be afraid. Sex mods will happen. Maybe not with the player, but with beast races (because for them you can replace existing animations as much as you want. Who cares for them?

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Yeah replacing beast race idles was a way that the modders working on the sex mod from the site that cannot be named suggested and I hope that it works for them.

 

This is the post from one of those modders on the problem and I thought it might help any modders here on the nexus that are working on it, Also he explains it much better than I did.

 

"At the moment, we can't create new idle animation routines in the game. That means that for every sex animation we code into the game, we need to overwrite something like the mining animation, or the beer drinking loop, or the one to use the alchemy lab. That sort of thing. This is apparently one of the Havok things that Bethseda hat to cut out of the CK on account of intellectual property.

 

So, this gives us a limit on the number of animations we can use, and it also has odd side effects, like miners trying to fellate iron ore seams. And (I believe) it may cause crashes as well, since some of these animations have state data embedded in them.

 

Finally, because of this, prideslayer has suspended work on the BlueSky project which I was planning to use as our sex engine.

 

That's the bad news.

 

The good news is that there are a few ways to attack the problem. philipcollin and labrat are digging into the Havok files trying to see if we can decode the format used. If they can, then we may be able to define our own idles directly.

 

If that doesn't pan out, there's a good chance we can find a way to hot-swap the animation files, either renaming them on the fly or reloading them in memory which is apparently what OBSE did to enable Oblivion animations way back when. The SKSE team are still hooking up all the papyrus functions at the moment, though, so it's probably a bit early to pester them about new functions.

 

It might also be possible to create new races in the CK that shadow existing ones, but have their idle anims replaced by sex ones. Then we could change the race of an actor immediately prior to sex, and change it back afterward. It's not entirely straight forward since the new race needs to be a beast race (at least on paper) which means that making it look like your PC might be challenging. But it's another possible way forward.

 

In the mean time, I'm going to carry on working on SSG using fade-to-black as a temporary placeholder for the sex scenes.

 

This isn't the end of the world. It just means it's going to take a little longer before we can add in new sex animations as freely as we might wish. This doesn't just affect us sex maniacs, everyone who has a new weapon or fighting style or whatever, they all get hit by this. There's going to be some interest in finding a solution. "

Edited by terzho
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So, this gives us a limit on the number of animations we can use, and it also has odd side effects, like miners trying to fellate iron ore seams.

 

 

That made me lol... hard....

 

 

 

Anyway, it sounds like this isn't just going to affect sex modders either. Wouldn't this carry over into ambitious modders trying to create new finishing kill mods that don't replace things... pretty much any mod that wants to add a new animation without overwriting it?

 

If so that sucks royally, and what's the intellectual property bit?

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As far as I can tell, (and I have been digging around in the havok files for a while now), adding additional animation .hkx files is not as easy as one would hope.

The havok behavior HKX files cannot simply be appended, there are extra changes required to add in animations without the engine crashing on load.

Looking into additional methods, such as hooking the load function within skyrim, would work (most likely) however this is impractical without a lot of free time (which most of us don't have).

 

Now, the way I see it is simple. We can either wait for the HKB format to be fully decoded (I think it's unlikely that this will happen any time soon, as the format seems to change drastically from file to file...), and even then it will take at least a few weeks (estimated).

Or, replacement animation can be done... but I would rather adding completely separate animations to the game. Replacing them seems rather crude...

 

Of course, we could always just rip animations/meshes etc out of skyrim and all collaborate our own skyrim-independent conversion, adding simple Havok animation, physics and mesh loading abilities. <= This would be technically easier than fully decoding HKBs. (but then the game is no longer skyrim... if that really *honestly* matters. If we all collaborated animations, coding, ideas, etc we could easily make one of the best free engines/projects of this type, and as long as skyrim is required to play, I see no legal problems with this.

 

Finally, I read some of the previous comments that refer to using Animation Idles, however I also believe it is possible to play a loaded hkx animation using PlayAnimation("Event"). However, the animation must first be loaded in (the only way I can see this is possible is using the HKB files). It may be possible using another method/file format... but as of yet I have no clue.

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I think the best way if we simply cannot decode the behaviors would be to have SKSE hotswap in our own animations copied from an existing animation event in both the editor and game... But honestly I see that as less likely than just decoding the behaviors. There seems to be a little term confusion, we CAN create IDLE's It's the Animation Event's that we cannot as they are in the behaviors. The IDLE's link to the animation events, which are linked to the actual animation files. I mucked around with a behavior file and duplicated one and changed the name and animation link, the editor could load the behavior file and the animation event just fine, I could also reference this new IDLE I created but I never had the idle actually play (Probably because I copied the Stagger behavior, and the behavior file has conditions which would likely not be fulfilled while casting due to "isStaggering")

 

Heres what I did

 

staggerbehavior.hkx -> naughtybehavior.hkx

Hex edited -> WardBreak -> Naughty00

Any following animation I changed the link to my own animations

 

Loaded the CK, Inserted sibling, asks for HKX (Behavior file)

the behavior file loads, I can now create a child, this child will for now be an action because for whatever reason I cant choose LOOSE yet, so I choose ActionIdle, then add a child to this and name it IdleNaughty... This is creating an IDLE, I can now choose from my animation event list in which case Naughty00 will appear in that list, meaning its now linked to that animation event that I modified (Only the problem is this particular animation has a condition I likely wont fulfill and result in this not working at all) now if I go create a spell that has an onEffectStart, add in an IDLE property, I can now link to "IdleNaughty" NOT "Naughty00" meaning I am linking to the IDLE I created in the editor.

Edited by expired6978
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I'm not much of a modder or coder kind of guy (I tried going to a coding camp and the time needed to do even simple stuff in Java just wasn't for me) so let me see if I get what you guys are saying:

 

New animations are not possible because:

 

1. Due to whatever you guys were talking about, it is way to hard to try and create a new animation.

2. It doesn't matter enough to modders since the time needed to do something like that would only be spent by someone being paid to do such a thing.

3. The only easy way to do it would be to change the code of another animation.

 

So, this might sound really stupid to someone with more coding knowledge than me but, if a new animation type was created, couldn't you just create a sort of program that would just start cranking out new animation types? I mean, once you do it once, can't you do it again, and faster since you learned how to do it the first time???

 

Another thing I'm just not getting here is why Bethesda (as the amazing company it is) wouldn't make it easy to do this. A couple people were saying something about it but I didn't quite understand...

 

Again, I apologize for my ignorance. :D

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There's already been a break through temporary solution and progress is on the way. People just needs to be patient.

 

When there's a will, there's a way. Nothing can stop the tank of horniness!

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