Halo’s Poser S1.2

Halo's Poser S 1.2

And it just wouldn’t be Christmas day without a poser update.

Here’s a list of what’s new:

  • Added and completed Halo’s Poser 15 module.
  • Added and completed Halo’s Pairs 3 module.
  • Added 7 new threesome poses. These ones, unlike the previous threesome poses, are not explicit.
  • Added a few new object poses to the object poser.
  • So that’s the basic list, but some of you will be happy to hear that a significant chunk of HP15 is made up of right handed/2 handed weapon poses, since I know there’s been a severe lack of weapon poses in my recent posers. There’ll be more poses to expect for other weapon types (well, mostly just dual wielding and left handed) in upcoming updates too.

    And before I give you the download, just another quick reminder that if you want all your poses to actually work properly, you need to load Halo’s Poser AFTER xpmse.esp.

    Here’s the download: Download

    And once again, a very merry christmas to you all! I hope you all got the gifts you were hoping for, and had a great day.


    33 Comments

    1. Xell December 26, 2015 1:07 pm  Reply

      Hello Halo, thanks for your amazing job on all those mods. Hope u will keep ur work.
      Just one question did u change color on object panties to black? Or its just me.

      • Halofarm December 26, 2015 9:53 pm  Reply

        Might have done so accidentally. The texture is black in my game. I must have forgotten to overwrite with the white one before compressing the file.

    2. Sniperdoc December 27, 2015 9:44 am  Reply

      Great work. Curious though… How do you pose the other characters in a double or threesome pose?

      • Halofarm December 27, 2015 8:27 pm  Reply

        With the power in the powers menu.

    3. AlleyCa7 December 27, 2015 11:02 pm  Reply

      Thank you Halo! I really like the new weapon poses! Glad to hear you’ll be making more of them, you always do such fantastic work. :) Hope you had a wonderful Christmas!

    4. Reddaimyo December 29, 2015 12:43 pm  Reply

      Thanks for the new poses Halo, question I have though regarding the foot angle. Is there any way to keep the foot straight like the old versions? Doing poses with High heels on makes the feet really angled and awkward.

      • Halofarm December 29, 2015 1:04 pm  Reply

        Sorry, no. It’s one or the other, and I’d rather make sure the feet work properly in 90% of situations than the 10% where someone’s wearing badly weighted heels. You CAN work around it though if you activate the pose mid-jump. Doesn’t work so well for followers, but it’ll work for your player character. Actually, I guess you could even do it for followers if you cast the spell on them while jumping in control of them. Bit of a pain to do every time though.

      • Halofarm January 4, 2016 4:11 pm  Reply

        I don’t have them installed, so I’d say no.

    5. WookieEater January 6, 2016 5:29 am  Reply

      Halo, how do you isolate your mod files when creating these mods? I’m creating a pose mod (just starting) and I’m afraid I will copy extra or too few files when zipping to an archive.

      • Halofarm January 6, 2016 10:18 am  Reply

        Honestly just by knowing what files your mod uses. There aren’t any reliable methods for isolating mod files. TES5Edit has an asset manager function, but that copies extra files and doesn’t copy some files. The CK can also do a similar thing which also doesn’t really work right. I’m afraid it’s just a case of knowing what’s in your mod.

        • WookieEater January 8, 2016 3:41 pm  Reply

          I see, thank you. Since I last posted, I actually succeeded in making a pose mod. However, I have some issues.

          1. The mod only has spells, and no rings. I was following Fore’s tutorial to create it, which does not illustrate FNIS ring creation. Is there anywhere I can find documentation on how to add them into my mod?

          2, The camera is immobile while the idle is playing. I notice in your mod (and pretty much every other modern poser mod) that the camera is mobile while the idle is playing. I found an old google post from Fore in 2013 saying this was a limitation, but I can see that everyone has surpassed it. The question is, how?

          3. What program do you use to pose meshes with? :3 3dsmax?

          • WookieEater January 8, 2016 4:51 pm  Reply

            Also, how do you make it such that you can move while the idles are playing?

            • Halofarm January 8, 2016 5:57 pm 

              1: I think I was the first to make rings. I don’t know if fore ever did. I never documented how though. You could just open up my files and see how I did it, or just use my files if you like. They are free for anyone to use.

              2: I honestly have no idea. It’s not a problem I ever had. It’s obviously NOT a limitation, otherwise the rest of us would have the problem too. The only time I get an immobile camera is when there’s an object involved. I’ve never experienced the problem to have to solve it, so I can’t help there, I’m afraid. Although, having said that, if you’re using spells to trigger the poses, you’re in combat mode. If you’re just suffering the unmovable combat camera (which would make sense if you yourself can’t move) then it’s simply a matter of doing what you’re already trying to do, which is switch to rings, so you’re not in combat camera mode.

              3: Blender.

              4: My pose behaviors are made with an older version of FNIS so it’s automatic. However, in the newer version of FNIS you have to use the -md flag, which stands for motion driven, and allows you to move in pose.

    6. its a dinobot January 8, 2016 7:35 am  Reply

      gasp*

      by the 9! THANK YOU!

      • WookieEater January 8, 2016 11:48 pm  Reply

        Cool, thanks. How do you pose animobjects like the towels? Is there a skeleton that is simply not attached to the hkx file?

        • Halofarm January 9, 2016 1:00 am  Reply

          They’re not posed. They’re just meshes edited to fit into a pose. I made that towel as just a flat towel, then edited it as needed.

          • WookieEater January 9, 2016 6:21 am  Reply

            I see.

            Do you know why animobjects do not show up (ingame, when the pose is initiated) if they are renamed? I thought it was the esp at first but regardless of whether I use a new esp or Fore’s the animobject won’t show up when the pose is initiated.

            It does, however show up when the base name is used. The anim object has already been defined in the textfile:

            o -md ForeignObj001 ForeignObj001.hkx ForeignObjMesh001

            And the file has already been placed in the proper folder:

            \meshes\AnimObjects\FNIS\ForeignObjMesh001.nif

            Is there some other flag that I am missing? Have you ever run into this problem before?

            • Halofarm January 9, 2016 10:33 am 

              AnimObjects require the name of the animated object entry that is in the esp. The name of the nif is irrelevant. You can add any old nif as your animated object, so long as you have an animated object defined in the esp under the same name as in the text file.

              e.g.

              o -md ForeignObj001 ForeignObj001.hkx ForeignObjMesh001

              esp animated object: ForeignObjMesh001

              actual nif: whateveryoulike.nif

              You also can put the animated object under any path you like as well.

            • WookieEater January 9, 2016 11:56 am 

              At what point is the animobject defined by the esp? I don’t recall needing to define the animobject yesterday, and yet it worked.. maybe it happened in one of the 27 steps of halo’s spell mod instruction that I was not aware of

            • Halofarm January 9, 2016 12:13 pm 

              At the point where you create an animated object in the CK and link a nif file. The name of that animated object entry is what the behavior reads.

            • WookieEater January 9, 2016 1:31 pm 

              Sorry about the bouncing around, I wasn’t familiar with the way the blog layout works (the reply button vanishes after 2-3 replies).

              I’m mainly trying to find a way to batch 100 animations, adding them manually is just going to induce a risk of human error on my part (i.e mislinking poses, and so on).

              Under which window of the CK is the nif file of the animobject created in the CK and linked? Is it also gameplay > animations?

            • Halofarm January 9, 2016 6:00 pm 

              No, it’s an actual object. In the objects window. You can find the category left hand pane. Undivide tells me this is covered in fore’s documentation, so you should perhaps give that another look if you still can’t find it. I’ve never checked the documentation myself, so I couldn’t tell you where.

            • WookieEater January 10, 2016 3:27 pm 

              Wait, if you’ve never added animobjects to your poses, where do the towel/guitar/other object poses come from? Aren’t those considered animobjects?

            • Halofarm January 10, 2016 3:41 pm 

              I meant I’ve never looked at the documentation you’re using. Obviously I know how to add animobjects, otherwise I wouldn’t be explaining it to you. I’ve never used any kind of documentation for any of it. I started making poses and using FNIS before there WAS documentation. I figured it all out myself.

      • WookieEater January 8, 2016 11:49 pm  Reply

        Whoops that was for halo

    7. Altonosk January 9, 2016 9:58 am  Reply

      By the way, do you use any sort of utility to batch the addition of idles in the CK’s idle animations window? Or do you do it manually?

      • Halofarm January 9, 2016 10:39 am  Reply

        I have a single backup esp which has 1 module in it. Each time I add a module, I open it with the main halo’s poser esp and let it auto rename to prevent naming conflicts, then I renumber it in tes5edit to prevent numbering conflicts, then I manually change the existing animation events to their new allocation.

          • Halofarm January 9, 2016 12:16 pm  Reply

            Yes, you have to do that. I was saying I don’t have to since I can use the same esp again after changing IDs. If you have direct instructions written by fore, why are you asking me? Surely fore would be a better person to ask about his own documentation?

          • Halofarm January 9, 2016 12:19 pm  Reply

            Also, if you’re going to keep asking questions, can you just do it in one response set instead of under 3 different names on 2 different posts? It’s getting frustrating having to bounce around like this for no reason.

    8. Tyler October 25, 2017 9:45 am  Reply

      Nice outfit on the character in the screenshot, do you know where I can find this outfit?

      • Halofarm October 25, 2017 12:06 pm  Reply

        It’s a bunny outfit I found linked on one of the Japanese clothing blogs. You’d have to look it up for yourself. I don’t remember where I got it.

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