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SexLab Framework Development


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#41
Crate123

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Funny thing regarding my issue with open mouths during oral sex.

If I do a 69 between my female character and a male npc, the npc will have an open mouth while performing oral on my character but my character has closed mouth when its her turn to return the favor.


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#42
crs030

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I also get no open mouth on the PC while oral sex, clearing animations registry didnt help.

Whats more bugged that i can control the NPC flawless with the Hotkeys but when i change the actor to control the PC, the PC only bumps a litte bit up but nothing else happens.


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#43
Ashal

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Okay, so I appear to have gone off the deep end.

 

I went to fix multiple scenes and open mouth bug last night; when something came over me and I said "fuck it" and instead of fixing it opted to burn it to the ground and completely rewrite the whole animation system.

 

13 hours of straight scripting later and I'm mostly done with that. The new system is much cleaner, and more robust. I haven't tested it extensively yet though, and it's still missing a couple important features from the old one. I'm likely not going to make the target release of July 8th for 1.1 as a result, but I think it'll be worth it as everything should be much more stable and reliable.

 

The new system works like so:

 

starting a new animation with 2 actors and all default settings:

sslThreadModel Make = SexLab.NewThread()
Make.AddActor(PlayerRef)
Make.AddActor(akTarget)
sslThreadController Thread = Make.StartThread()

And here's a more complex one where it choses specific voices for the actors to use, sets the player as victim, opens with an oral animation, works the same way as the new foreplay stage, but lets you pick what animations to use instead of just foreplay ones, after the oral animation ends it moves onto the list of aggressive animations selected, and then sets the animation to do 5 seconds longer as the stages advance, capping at 15 seconds per stage.

; // Claims an animation slot and returns the thread model creator to you
sslThreadModel Make = SexLab.NewThread()

; // Add actors to your animation with specific voices and victim
Make.AddActor(PlayerRef, voice = SexLab.GetVoiceByTag("Weak")), victim = true)
Make.AddActor(akTarget, voice = SexLab.GetVoiceByTag("Loud"))

; // Use aggressive animations
Make.SetAnimations(SexLab.GetAnimationsByType(2, aggressive = true))

; // Open with a oral animation before doing the normal aggressive ones selected above
Make.SetLeadAnimations(SexLab.GetAnimationByName("Arrok Blowjob"))

; // Set specific stage timers
float stageTimer = new float[3]
stageTimer[0] = 5
stageTimer[1] = 10
stageTimer[2] = 15
Make.SetStageTimers(stageTimer)

; // Start the animation using our settings
sslThreadController Thread = Make.StartThread()

That's just a couple of the options when setting up an animation.

 

StartSex() will remain as it is, but will be adapted to simply be a "shortcut" to using this new system, while the new system is in place for modders who want to set up more controlled scenarios.


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#44
alericofwindhelm

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Looking forward to 1.1, this is going to be awesome! :D


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#45
Crate123

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This looks so good, I really look forward to giving that a go. I would be happy to test stuff but Im blind as a bat when it comes to code :)


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#46
canthics

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I noticed the dev build is already much much faster than release when it comes to switching animations, so even faster would be awesome.

 

I'm not sure if this was intended but ending stage is getting treated as any of the other stages in terms fo auto-progression options, i.e., dude will keep coming until space bar as opposed to using the timer. hope this stays in.

 

one big area for improvement maybe outside the scope of this release would be to square away the alignment issues that always trigger when there is clutter or uneven terrain nearby. as it stands the only way to ensure the actors are actually where the script wants them when the animation starts is to be in a flat room with lots of space and make sure no actors are interacting with furniture like sitting or sleeping.

 

I've not delved into papyrus much but I know that scripts like spawn increasers perform raytracing checks to ensure that objects are spawning collision-free. one idea would be to use a invisible "stage" object that's just a box but one whose dimensions are standardized so that all the animations can fit within or on top of it. use said object to do a collision check and then spawn it in with physics to act as a stage for the actors. if such a stage object successfully spawns and the actors are positioned with reference to that, it'll at least guarantee that the scene won't start with collisions.


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#47
Ashal

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I noticed the dev build is already much much faster than release when it comes to switching animations, so even faster would be awesome.


The current dev build is definitely faster when it comes to starting and switching animations. However I just finished my first full test using the rewritten animation system, and goddamn; as fast as the current dev build is, this new dev build is damn near instant. It's not on Git yet, as it's still rough in spots, namely in the hotkeys area, but hoping to push it tonight so I can get some beta feedback on the change before release.
 

I'm not sure if this was intended but ending stage is getting treated as any of the other stages in terms fo auto-progression options, i.e., dude will keep coming until space bar as opposed to using the timer. hope this stays in.


It's semi-intentional; it was disabled as a byproduct of some optimizations. I've been debating enabling that functionality again or not, but will probably leave it that way and let people hotkey through it like a normal stage.
 

one big area for improvement maybe outside the scope of this release would be to square away the alignment issues that always trigger when there is clutter or uneven terrain nearby. as it stands the only way to ensure the actors are actually where the script wants them when the animation starts is to be in a flat room with lots of space and make sure no actors are interacting with furniture like sitting or sleeping.

I've not delved into papyrus much but I know that scripts like spawn increasers perform raytracing checks to ensure that objects are spawning collision-free. one idea would be to use a invisible "stage" object that's just a box but one whose dimensions are standardized so that all the animations can fit within or on top of it. use said object to do a collision check and then spawn it in with physics to act as a stage for the actors. if such a stage object successfully spawns and the actors are positioned with reference to that, it'll at least guarantee that the scene won't start with collisions.


In it's current state and method of positioning, there's not much I can do about it, atleast not easily. Spawning an invisible stage is an interesting idea, though I have no knowledge of how that aspect of things work and would have to research it. Either way though I'm sure it would require rewriting major parts of the Framework, so would need to wait for later updates, as I'm already busy rewriting 50% of the mod in a 2 day time span.


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#48
kurisu7885

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Really hope we see a new release build soon.


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#49
nknight2084

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Is it still possible for this mod to work properly with CBBE body, SOS,  but no XP32 skeleton?


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#50
Ashal

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New development build uploaded

 

This new development build may not work on existing saves right now, I have not test it and I haven't implemented upgrade code yet. Running Clean System from MCM should in theory allow you to run the development build on existing saves however.

 

Completed:

  • Near complete rewrite of the the entire animation handling portion of the framework
  •  Deprecated all functions that return a sslBaseThread, functions will be removed completely in v1.2
    • Mods using these functions will cause large deprecation error's in trace log to notify modder of deprecated function use
    • sslThreadController equivalents have been added to replace the deprecated sslBaseThread variants
    • I HAVE NOT implemented the backwards compatibility for the deprecated functions yet
    • Mods using these functions will not work until I implement this backwards compatibility
    • I know of no mods that use these functions

 

Up next:

  • Backwards compatibility to allow the deprecated functions to continue working until v1.2

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#51
Crate123

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I installed your latest version and it seems that Schlongs of Skyrim cant detect that its starting a sexlab scene, I dont get an erection when starting a scene.

I have tried both an old save and an entirely new game.

 

The erection spell with the blue glow doesnt get cast at all, if I cast it myself it works like old days.

Also I get this message after the scene ends if that means anything:

Hookthread() has been deprecated; Check tracelog

 

 

A suggestion, like toggleable normal animation and aggressive animations, make one for foreplay animations so we can tick blowjobs in there for instance.

 

 


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#52
Derk

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Hey, I have a question. I'm not using the dev builds so I don't know if this is implemented or not, but I can't see it on the list in the first post.

 

Basically, disallow sex for a certain gender. So for example have 2 check boxes in the MCM menu, one is "allow sex with males" and other "allow sex with females". This would apply to the PC only, as I saw that other mods can do that for NPCs (Lover's Comfort). I don't know if that's possible, or if it should be mod specific, but I think it would be nice if that was added.

 

Thanks


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#53
Ashal

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I installed your latest version and it seems that Schlongs of Skyrim cant detect that its starting a sexlab scene, I dont get an erection when starting a scene.
I have tried both an old save and an entirely new game.
 
The erection spell with the blue glow doesnt get cast at all, if I cast it myself it works like old days.
Also I get this message after the scene ends if that means anything:
Hookthread() has been deprecated; Check tracelog

SOS's compatibility with SexLab is redundant, since SexLab has it's own compatibility for SOS built in at a deeper level now.

But make sure your using latest SOS, erections are working fine for me.

 

A suggestion, like toggleable normal animation and aggressive animations, make one for foreplay animations so we can tick blowjobs in there for instance.

 

Way ahead of you:


New development build uploaded

 

Completed:
 

  • Backwards compatibility for the deprecated sslBaseThread functions
  • Toggle foreplay animations menu, like the toggle aggressive animations menu only changes which animations are used for default pre-sex foreplay stage.
  • Supposed bugfix for weapons losing their enchantment when stripped.

 


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#54
Pinute

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SOS's compatibility with SexLab is redundant, since SexLab has it's own compatibility for SOS built in at a deeper level now.

But make sure your using latest SOS, erections are working fine for me.

 

Heh. I'm still using 1.01b but just updated a lot of the plugins. I started sex with the SOS npc in Riverwood but, to my dismay, he had no erection! Oh my god, what have I done is the first thought in my head.

 

So my lady keeps doing the cowgirl, humping away on that limp dick and it slowly, ever so slowly, rose to attention.

 

Hilarious and realistic at the same time.


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#55
nknight2084

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I have a question regarding tomorrow's release version:

 

Right now I am using sexlab 1.01b version with following mods:

 

SOS 

CBBE
CHSBC

XPMS

XPMS+SOS

Matchmaker'

 

This is running very smoothly do i need to remove any of these mod for tomorrow's version?


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#56
Crate123

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I tried the newest version and I still cant get the erection going. So annoyed. Are you using a pre-release version of SoS Ashal ?

 

EDIT:

Ok I tried un-ticking everything except alternate start, SoS and sexlab and still I get no erection even on a brand new game.

If I switch to the most recent development version before you rewrote it, everything works fine.

 

I feel I have tried everything. Starting sex through Sexlab Romance, starting it through the Sexlab debugger. I have tried starting a brand new game with all the mods installed and I have tried starting a game with none of them installed and then installing them later. The erection spell simply doesnt get cast for me unless I do it manually.


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#57
kenny9438

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I am also not getting erection, a blue spell effect when sex scene starts that appeared in the last versions isnt appearing at all. I tried this with a new game, and with alternative start.

 

I am using the VectorPlexus addon, and using the dialogue "hey stud..." does give npc erection, which would last through sex scenes.


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#58
canthics

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Is it still possible for this mod to work properly with CBBE body, SOS,  but no XP32 skeleton?

 

none of the above are required to run things and you shouldn't have any issue with CBBE other than needing to do some minor alignment adjustments. only thing XP32 brings to the table is it enables bouncing butts and boobs for some animations.


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#59
Ashal

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Ahh right sorry; 14 hours of straight coding had me not thinking straight. I'm running a pre-release version of SOS, and the integration is based off that version.

 

I've uploaded a new quick development build patch, which should add in compatibility for current SOS versions, letting characters go erect again. The functionality of the penis "bending" to best align with animations automatically however, won't work for everybody else until SOS releases their new version.

 

I'm starting work now on these things:

  • New male voice sets
  • New sfx set for foreplay
  • Clean up base animation file code
  • Clean up base voice file code

After that I will be packaging the mod up into a beta release so people outside of Git can test it out. After some people get a chance to test out that beta build, I'll correct any leftover issues and release the stable version.

 

I'm cancelling Frostfall integration for now, if I have time I'll do it, but it's a low priority compared to the other things on my todo list, so will most likely be delayed until the first minor update after 1.1


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#60
Ocys

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Hi there!

 

I ve got problems with the MCM Menu, when uninstalling or upgrading/switching to another Version of SexLab.

 

First it seems that after uninstalling by using Clean System at least the main entry of SexLab stays visible in MCM Menu, with no Submenus.

-> I realized that after going to another Cell (Leaving the House I was in, and going back in), saving and reloading the menu entries disappeared. I m going to check if the following is solved by this, too. - sry!

 

I upgraded the Development-Build and now the MCM Submenus for Toggle Voices, Toggle Animations, Foreplay Animations and Aggressive Animations are empty.

Should Clean System "delete" the SexLab MCM menu entries? Should menu entries be rebuild after upgrading/reloading?

If not, could it be included when using Clean System, so that the menu entries are created from scratch?

If it should do so, theres a bug with it ;)

-> Ok now. Its important to Clean System, then save game. Then deaktivate/uninstall all the Sexlab Mods (I used stopquest for all of them, too, before saving) and load the save again without the mods and then save game again. Then you can reinstall the Mods and load that save. I even had to load cell (e.g. leave a house and go back in) to get the MCM Menus initialized again. But after that all was fine.

 

Just tried RandomSex and started a Orgy in Riverwood Trader which ended in a crash of Skyrim (Game hung up). Perhaps because I set the timer to 10 Sec to start sex scenes, dont know what happens if the actors get involved in such short timescales. Another cause could be the limited space in the riverwood trader, they were floating over tables and such things ...

 

But overall it seems that the current development build allready works really good.

Thx very much for your time spend developing such a mod, Ashal!


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