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SexLab & More Nasty Critters Install Guide

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a guide for installing SexLab & MoreNastyCritters with screenshots.
click on the [DOWNLOAD THIS FILE] button on the right hand side of the screen for the guide.

 

note1: nude player/npc body mods and there skeletons are not covered in this guide because there are too many to choose from,

but however XP32 Maximum Skeleton Extended (XP32SE), UNP Blessed Body (UNPB) and Schlongs of Skyrim (SOS) are a good starting point.
note2: this guide is made for people that manually install mods, so if your using a mod manager ( please go with Mod Organizer 2 ) you should be installing the mods through it instead.

note3: if your loading XPMSE after MNC please make sure that it's the newest version that has the ABC nodes.

 

 

My helpful list of available free to use SLAL Packs:
Warning to new users/members:

there is a limit to how many animation sets SexLab can load, so only install the packs that you truly want to use.

SLAL Pack Collection (note: the download files are mostly redundant because updated animations are already found in the SLAL Packs listed below)
32Bit SLE https://www.loverslab.com/files/file/2856-sl-animation-loader-pack-collection-and-installation-guide/
64Bit SSE ?

AnubiSs2167
32Bit SLE https://www.loverslab.com/files/file/2376-anubs-animation-dump-reborn-updated-10052019/
64Bit SSE https://www.loverslab.com/files/file/5623-anubs-animations-for-se/

Ayasato
32Bit SLE https://www.loverslab.com/files/file/6249-slal-ayasato-animations-28022018/
64Bit SSE https://www.loverslab.com/files/file/6249-slal-ayasato-animations-28022018/

Billyy
32Bit SLE https://www.loverslab.com/files/file/3999-billyys-slal-animations/
64Bit SSE https://www.loverslab.com/files/file/3999-billyys-slal-animations/

DogmaMods
32Bit SLE https://www.loverslab.com/files/file/11308-dogmas-animations-for-slal/
64Bit SSE ?

Evacuation!!!
32Bit SLE https://www.loverslab.com/topic/56684-animation-by-evacuation/?p=1836543
64Bit SSE ?

FlufyFox
32Bit SLE https://www.loverslab.com/files/file/19463-flufyfox-slal-pack-le-se/
64Bit SSE https://www.loverslab.com/files/file/19463-flufyfox-slal-pack-le-se/

FunnyBizness
32Bit SLE https://www.loverslab.com/files/file/2702-funnybizness-v246-slal-pack-by-shashankie/
32Bit SLE https://www.loverslab.com/files/file/4471-funnybizness-armbinder-creatures-slal-pack/
64Bit SSE https://www.loverslab.com/files/file/5716-funnybizness-slal-packs-se/

KisakiChika
32Bit SLE https://www.loverslab.com/topic/95813-milky-anims-now-with-slal-pack-by-wolfbread/?do=findComment&comment=2197672
64Bit SSE ?

Kurg4n
32Bit SLE https://www.loverslab.com/files/file/3426-k4-animations-slal-package/
64Bit SSE https://www.loverslab.com/files/file/5732-k4-anim-pack-for-se/

Leito86
32Bit SLE https://www.loverslab.com/files/file/2615-slal-animations-by-leito-91216/
64Bit SSE https://www.loverslab.com/files/file/6357-slal-animation-pack-by-leito-se/

MadMansGun
32Bit SLE https://www.loverslab.com/files/file/2436-horny-creatures-of-skyrim/
64Bit SSE https://www.loverslab.com/files/file/5465-horny-creatures-of-skyrim-special-edition/

mastermike8800
32Bit SLE https://www.loverslab.com/files/file/2979-slmastermike-testpack-animations/
64Bit SSE https://www.loverslab.com/files/file/5738-sl-mastemike-animation-testpack-se/

Mike24
32Bit SLE https://www.loverslab.com/files/file/3771-slal-mike24-animations-classics/
64Bit SSE https://www.loverslab.com/files/file/7733-mike24-skyrim-se-sexlab-animations-unofficial-conversion/

MilkyTabboo
32Bit SLE https://www.loverslab.com/files/file/5844-milkyslal-may-update/
64Bit SSE https://www.loverslab.com/files/file/6019-milkyslal-for-se/

mojito817
32Bit SLE https://www.loverslab.com/files/file/2725-feet-lovers-slal-anims-idles-cum-textures-sam-feet-replacer/
64Bit SSE ?

nazonootoko
32Bit SLE https://www.loverslab.com/files/file/3765-nazonootokos-animations-for-slal/
64Bit SSE ?

NCK30
32Bit SLE https://www.loverslab.com/files/file/6878-nck30-animations/
64Bit SSE https://www.loverslab.com/files/file/6878-nck30-animations/

Proxy86
32Bit SLE https://www.loverslab.com/files/file/4369-proxys-animations/
64Bit SSE ?

PsycheHHH
32Bit SLE https://www.loverslab.com/files/file/11477-psyche-animation/
64Bit SSE https://www.loverslab.com/files/file/11477-psyche-animation/

Rydin
32Bit SLE https://www.loverslab.com/files/file/1972-rydins-animations-resource-pack/
64Bit SSE ?

Sailing Rebel
32Bit SLE https://www.loverslab.com/files/file/3020-slal-animations-by-sailing-rebel-srb-2016-06-29/
64Bit SSE https://www.loverslab.com/files/file/6024-slal-se-animations-by-sailing-rebel-srb/

SirNibbles
32Bit SLE https://www.loverslab.com/files/file/2585-nibbles-animations/
64Bit SSE https://www.loverslab.com/files/file/5710-sir-nibbles-anim-pack-se/

SpaceHamst3r
32Bit https://www.loverslab.com/files/file/6105-shs-bound-animations-slal-pack/
64Bit https://www.loverslab.com/files/file/6111-slal-sh-furniture-anims-v1-se/

Suke
32Bit SLE https://www.loverslab.com/topic/62530-sukes-animations-slal-692016/
64Bit SSE ?

znaroks
32Bit SLE https://www.loverslab.com/files/file/3975-znaroks-animations-with-slal-pack/
64Bit SSE https://www.loverslab.com/files/file/5748-znaroks-slal-animations-for-se/

3jiou
32Bit SLE https://www.loverslab.com/files/file/4260-3jious-animations-for-slal/
64Bit SSE ?

some other SLAL Packs can be found here (but mostly redundant because most animations are already in other SLAL Packs)
32Bit SLE https://www.loverslab.com/topic/55268-sexlab-animation-loader-guide/page-6?do=findComment&comment=1422937
64Bit SSE ?


other animation packs (not SLAL):

3jiou
32Bit SLE https://www.loverslab.com/files/file/3097-sap-sexlab-animation-pack/
64Bit SSE ?

tweens
32Bit SLE https://www.loverslab.com/files/file/2625-m2m-gay-animations/
64Bit SSE ?

Zaz Animation Pack
32Bit SLE https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/
64Bit SSE https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/

 


  • Submitter
  • Submitted
    12/19/2016
  • Category
  • Requires
    http://www.7-zip.org/
  • Special Edition Compatible
    Yes

 

Edited by MadMansGun
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  • 3 weeks later...

 

Is it necessary to activate SLA? I recall having read about this but I'm not sure

 

From what I've heard, you only need the script files from SLA. Otherwise you get that annoying pop-up message saying the API wasn't detected.

 

it's not just a pop-up message, it will stop the Creature Framework from fully loading and can make the game crash.

you can delete the SexLabAroused.esm (and only the esm) if you don't want to use it.

 

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  • 2 weeks later...
  • 1 month later...
  • 3 weeks later...

The idea to install everything in Data folder seemed to me very interesting (I used all the time mode Organizer). The problem is that I installed everything as the tutorial and was OK until I installed packages Animations (just 2've installed) and now the game can not be loaded (CDT on dekstop) ... This is the problem: now I can not return to the situation before installation packages animations (when we used MO uninstall mode, or try to fix it and managed to come back somehow). In addition, how can install various ways without MO? (For body, SOS, XPMS, etc). I repeat: this installation following the path directly in Data folder when something is not OK - can not return to the situation before (when the game still does not crash)

Link to comment

.

if you are using Mod Organizer then you should have installed them with Mod Organizer, i don't know what sort of problems can occur if mixed like that.

 

what SLAL Packs did you install? some have other requirements not listed in this guide.

did you run the GenerateFNISforUsers.exe after installing the SLAL Packs?

to uninstall a mod/SLAL Pack you will need to find and delete all the files for that mod/SLAL Pack.

Link to comment

 

.

if you are using Mod Organizer then you should have installed them with Mod Organizer, i don't know what sort of problems can occur if mixed like that.

 

what SLAL Packs did you install? some have other requirements not listed in this guide.

did you run the GenerateFNISforUsers.exe after installing the SLAL Packs?

to uninstall a mod/SLAL Pack you will need to find and delete all the files for that mod/SLAL Pack.

 

 

- I installed SL Animation Loader first and then 3 packs of animations:

Leito Threesomes, Nibbles 'Animations 3.5 (which have included an archive Bodyslide Custom preset - which I have not installed it) and Anoub's animation dump - updated 1/15/2017 3.9 (which have 2 separate packages: Human and Creature - and' ve I installed separately)

-YES I m run the GenerateFNISforUsers.exe after Installing the SLAL Packs (They are not so new to modding, but we used only Organizer mode until now)

-----------------------

... So I would like to ask if you can install any direct manual mode using only way in Data folder (to avoid using Mod Organizer total) ... because otherwise, must be installed, for example: Prefinished and SKSE ( Organizer and mode, but also in Data folder so that MO do not recognize the Data folder). In conclusion, I would like to dispense altogether Organizer mode because I did a lot of problems (many conflicts between modes) ... never worked everything as I wanted to finish. When you solve a problem unsolved ones appear!

Link to comment

The idea to install everything in Data folder seemed to me very interesting (I used all the time mode Organizer). The problem is that I installed everything as the tutorial and was OK until I installed packages Animations (just 2've installed) and now the game can not be loaded (CDT on dekstop) ... This is the problem: now I can not return to the situation before installation packages animations (when we used MO uninstall mode, or try to fix it and managed to come back somehow). In addition, how can install various ways without MO? (For body, SOS, XPMS, etc). I repeat: this installation following the path directly in Data folder when something is not OK - can not return to the situation before (when the game still does not crash)

 

As MadMansGun said you shouldn't install anything manually using MO besides skse and enb dll files and console bat's. Anything data folder or deeper needs to be handled by MO.

 

MO does not manage anything that isn't used in its virtual file system and will mess up your load order if you install it into the data directory.

 

Utility programs like bodyslide and tesvedit also need to be run within MO or won't function correctly.

 

Outside of skse and enb there is no need to do any manual installing.

 

 

.

if you are using Mod Organizer then you should have installed them with Mod Organizer, i don't know what sort of problems can occur if mixed like that.

 

what SLAL Packs did you install? some have other requirements not listed in this guide.

did you run the GenerateFNISforUsers.exe after installing the SLAL Packs?

to uninstall a mod/SLAL Pack you will need to find and delete all the files for that mod/SLAL Pack.

 

 

- I installed SL Animation Loader first and then 3 packs of animations:

Leito Threesomes, Nibbles 'Animations 3.5 (which have included an archive Bodyslide Custom preset - which I have not installed it) and Anoub's animation dump - updated 1/15/2017 3.9 (which have 2 separate packages: Human and Creature - and' ve I installed separately)

-YES I m run the GenerateFNISforUsers.exe after Installing the SLAL Packs (They are not so new to modding, but we used only Organizer mode until now)

-----------------------

... So I would like to ask if you can install any direct manual mode using only way in Data folder (to avoid using Mod Organizer total) ... because otherwise, must be installed, for example: Prefinished and SKSE ( Organizer and mode, but also in Data folder so that MO do not recognize the Data folder). In conclusion, I would like to dispense altogether Organizer mode because I did a lot of problems (many conflicts between modes) ... never worked everything as I wanted to finish. When you solve a problem unsolved ones appear!

 

 

MO solves a lot of inherent problems with modding skyrim. I would recommend sticking with it.

 

Watch some tutorials and get savvy with it. While MO is hard to learn it is very easy to master.

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sincerely we hope to receive some advice and incurazari Manager Mode no longer use deca ... but I see that the suggestions are all in the sense of me return to MO - which frankly over 1 year always disappoints me towards the end. until at some point everything is OK ... then, install something and it breaks. The most difficult is that you can get everything from scratch, even if you uninstall: Skyrim, MO, MNM ... when you reinstall, there are plenty of problems that recur like I resume where we left everything (when everything was bad) and not when I make everything from scratch, like normal. Even worse is that I reinstalled Skyrim and a new HDD and still it was in the beginning ... something remains registry ...

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  • 1 month later...

That's nice pack and thank you, but... bmp files? Honestly? :) I mean, I don't really care, I have unmetered connection and plenty of bandwidth, but there are people not as privileged as me :)

 

At least make this txt file separate download? ;)

 

Thanks a lot anyway, as I said.

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That's nice pack and thank you, but... bmp files? Honestly? :) I mean, I don't really care, I have unmetered connection and plenty of bandwidth, but there are people not as privileged as me :)

it makes it easier and faster for me to modify them without getting compression artifacting.

 

At least make this txt file separate download? ;)

long before this guide was made i posted that text everywhere on this website.

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  • 1 month later...

Is there a tutorial for using this SAL? somewhere. I might be coming back to Skyrim after a time not being here and haven't used these tools.

 

Also Love the consolidation of the mods.

 

Finally is there a problem with loading all the resources added. (like not getting some of the animation, animation limits etc)

Link to comment

Just wanted to say thanks for keeping the pack list up-to-date. I really appretiate that work. :)

 

 

Is there a tutorial for using this SAL? somewhere. I might be coming back to Skyrim after a time not being here and haven't used these tools.

 

Also Love the consolidation of the mods.

 

Finally is there a problem with loading all the resources added. (like not getting some of the animation, animation limits etc)

As long as you don't want to make your own pack, you don't need a tutorial, and if you want your onw pack, the link should be in the first post. Look at this guide in case you need a clue how to start.

Yes, there are animation limits, both in FNIS and sexlab (and i'm hitting them both now). FNIS: 8k by default, 12k with FNIS XXL, but every stage counts as one animation for every actor.

Sexlab: 500 for human and 500 for creature.

Link to comment

Is there a tutorial for using this SAL? somewhere. I might be coming back to Skyrim after a time not being here and haven't used these tools.

 

Also Love the consolidation of the mods.

 

Finally is there a problem with loading all the resources added. (like not getting some of the animation, animation limits etc)

 

SLAL and it's MCM are easy to use (as long as the files are installed right and you run FNIS), but some SLAL Packs have extra requirements, so always read there mod pages to see if you need anything extra (but don't use "MassMatchMaker" even if they tell you to, that one has problems).

activating/registering the animations is covered in the guide.

 

FNIS has a animation limit of 8000 (XXL version allows 12000), but having a lot of animations will cause CTD problems.

note: a 2 actor 5 stage animation is made out of 10 animations.

 

SexLab's animation limit is not counted in the same way, i think it counts them as sets but i don't know for sure, all i know for sure is that it's harder to reach it's limit, you will hit the FNIS 8000 limit first.

 

 

see the "Install Guide Notes.txt" for general Troubleshooting.

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Thanks. I doubt I need 12000 animations added :P I will have to figure how how to remove the ones I don't like, not that they are bad, just not to my taste... The effect of having sooooo many great animations :P You can pick and choose your favorites !!! :D

 

It will likely take me a bit to get a perfect setup... I am interested in the "create my own pack" option. This I assume would give me the best of whatever I come across with and a starting point for working and getting the perfect combination of animations.

 

Also thanks, I wasn't aware creature and such had different levels. The 500/500 mentioned above would give me 50 at the count of 2/5 =10 animations formula. 50 usable sets of animations is pretty good. I don't think the last time I played this (I mean really played it seriously) I used more than 10~20 animations, others I passed on. (again the making my own pack is very interesting and likely very much worth my time to do so )

 

Thanks this has been very direct, concise and informative. I can go and try my hand out at accomplishing this. It will likely be awhile before I seriously visit Skyrim but at least I have a post here on the thread so I don't loose this valuable resource :D LOL.

Link to comment

It will likely take me a bit to get a perfect setup... I am interested in the "create my own pack" option. This I assume would give me the best of whatever I come across with and a starting point for working and getting the perfect combination of animations.

study the Example.txt found in "Data\SLAnims\source" and the files from other SLAL Packs to get an idea on how the file structure it setup.

you will need python 3.# (any version of 3) to run the "SLAnimsGenerate.pyw" file, then you will need to use the generatefnisformodders.exe to make the behavior files before you can run the GenerateFNISforUsers.exe.

 

Also thanks, I wasn't aware creature and such had different levels. The 500/500 mentioned above would give me 50 at the count of 2/5 =10 animations formula. 50 usable sets of animations is pretty good. I don't think the last time I played this (I mean really played it seriously) I used more than 10~20 animations, others I passed on. (again the making my own pack is very interesting and likely very much worth my time to do so )

500 usable sets:

"SexLab's animation limit is not counted in the same way"
Link to comment

 

study the Example.txt found in "Data\SLAnims\source" and the files from other SLAL Packs to get an idea on how the file structure it setup.

you will need python 3.# (any version of 3) to run the "SLAnimsGenerate.pyw" file, then you will need to use the generatefnisformodders.exe to make the behavior files before you can run the GenerateFNISforUsers.exe.

Dam... now even the files are tying to get me to mod :P

I assume I don' t actually need to learn how to mods these just run these programs and collect the appropriate files, package them then install them and run FNIS to play. Strangely enough it seems simple enough...

 

I will do exactly that if I don't get too lazy.. ;) Which might be hard after playing and I get some animations that i am not interested in and know I can pretty much have it setup the way I want...

 

500 usable sets:

Still that is quite a bit. Not sure if there are 50 animations I am really interested in using (total) however... I haven't been able to check out the new content. Might have to really work at this..

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Dam... now even the files are tying to get me to mod :P

I assume I don' t actually need to learn how to mods these just run these programs and collect the appropriate files, package them then install them and run FNIS to play. Strangely enough it seems simple enough...

there is a bit more to it then that, you will need to make your own source file for the SLAnimsGenerate.pyw to use.

 

the HKX (animation) files will need to be moved into whatever folder your "anim_dir" is set to.

Eg: with

anim_dir("mynewslalpack")

the player and/or npc HKX file paths will need to be

Data\meshes\actors\character\animations\mynewslalpack\

and the creatures HKX file path will need to be

Data\meshes\actors\creaturenamehere\animations\mynewslalpack\

 

and you will need to rename some HKX files depending on what you set your "anim_id_prefix" to be.

Eg: with

anim_id_prefix("helloworld_")

the HKX files would need to be renamed to helloworld_animationnamehere_a#_s#.hkx

note: a# = actor number, s# = stage number.

 

most of the time actor1 is the player/npc and actor2 is another NPC or a creature, but not always so be careful not to mix up NPC and creature animation files.

note: draugrs, falmers, giants, hagravens and wisp mothers all count as creatures.

Link to comment

 

Dam... now even the files are tying to get me to mod :P

I assume I don' t actually need to learn how to mods these just run these programs and collect the appropriate files, package them then install them and run FNIS to play. Strangely enough it seems simple enough...

there is a bit more to it then that, you will need to make your own source file for the SLAnimsGenerate.pyw to use.

 

the HKX (animation) files will need to be moved into whatever folder your "anim_dir" is set to.

Eg: with

anim_dir("mynewslalpack")

the player and/or npc HKX file paths will need to be

Data\meshes\actors\character\animations\mynewslalpack\

and the creatures HKX file path will need to be

Data\meshes\actors\creaturenamehere\animations\mynewslalpack\

 

and you will need to rename some HKX files depending on what you set your "anim_id_prefix" to be.

Eg: with

anim_id_prefix("helloworld_")

the HKX files would need to be renamed to helloworld_animationnamehere_a#_s#.hkx

note: a# = actor number, s# = stage number.

 

most of the time actor1 is the player/npc and actor2 is another NPC or a creature, but not always so be careful not to mix up NPC and creature animation files.

note: draugrs, falmers, giants, hagravens and wisp mothers all count as creatures.

 

Yep... looks like even files are trying to make me mod... lol

 

that gotten a bit more confusing but I believe once I start to do this (if I am not lazy) I can follow better. hard to do when you don't have the tools open and ready to follow along when you haven't done that before.

 

Thanks for the added info.

 

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  • 4 weeks later...

I was glancing over your guide to see if I forgot anything for when I update MNC and the papyrus skyrim.ini setting raised an eyebrow.  The settings guide you linked to on the step project mentions making those changes on a windows 7 OS... which is a very old OS now and the last OS which didn't have the dx9 bug that later window systems would have.  So, I'm not sure if those settings are still up to date...

 

I can only speak for myself, but when I did a fresh install of skyrim about 6+ months ago I followed those settings and tried similar ones like that on other guides.  They all caused crashing for me. Not right away, but after like 30 hours on a single save I would get frequent crashing.  The only way to get rid of the crashing was by converting back to the default ini settings with a few minor tweaks.  And the crashing isn't because of a potato computer, I have 2 1080's sli (so 16 gb vram not that the bugged dx9 can access more than 4gb vram anyway), a 8 core (16 core hyperthreaded) i7 cpu 6th generation, 32 gb ram, 1080p screen.  What finally convinced me to revert the changes was this post over on reddit: https://www.reddit.com/r/skyrimmods/comments/2gwvwl/guide_papyrus_ini_settings_and_why_you_shouldnt/

 

I don't really know for sure, but what my research showed 6+ months ago was that many of those papyrus skyrim.ini guides were out of date.  

 

 

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The settings guide you linked to on the step project mentions making those changes on a windows 7 OS... which is a very old OS now and the last OS which didn't have the dx9 bug that later window systems would have.  So, I'm not sure if those settings are still up to date

if you think that's old, i'm still running on WinXP Pro X64 :D ("vulnerable to viruses" my ass)

 

a lot of users still use Win7 and some are switching to Linux, so as far as i can tell they are the best "one size fits most" settings we've got at this time.

 

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  • 4 months later...

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