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SexLab Framework Development


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Back in version 1.11 when a SexLab animation the its name was displayed in the top left corner; now you get only the message "Getting raped has been added" or something along those lines. Any plans to revert that back to the old behavior?

 

edit:

It's actually "Raped added".

 

Which mod adds the "Hey, stud..." dialog option?

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Back in version 1.11 when a SexLab animation the its name was displayed in the top left corner; now you get only the message "Getting raped has been added" or something along those lines. Any plans to revert that back to the old behavior?

 

Which mod adds the "Hey, stud..." dialog option?

Dialogue is from SoS. I'm pretty sure Sexlab still displays the animation name. 

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Back in version 1.11 when a SexLab animation the its name was displayed in the top left corner; now you get only the message "Getting raped has been added" or something along those lines. Any plans to revert that back to the old behavior?

 

edit:

It's actually "Raped added".

 

Which mod adds the "Hey, stud..." dialog option?

SOS, you can disable it in the MCM menu for SOS.

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It says creature support is planned, but since there are already a few beastiality mods floating around the Adult section, could they be added to SexLab easily? Or would we have to wait for SexLab creature animations to be made (or are they already made and just waiting for FNIS 4.0)?

 

This is awesome, guys, keep up the great work.

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Hey Ashal... why don't we use this for a strap-on instead?: http://www.loverslab.com/topic/8714-update-9-25-12-futa-equippable/

 

It's not something that will horribly clip through you based on your body shape and it'd make sense for the female cum thing.

 

Unless I'm fairly mistaken - which may still be possible - that collection is already recognized by SexLab. Install it, rebuild your strap-on list in SexLab's MCM, remove all other strap-ons you don't want to see, and voilà, futa girls only.

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Request: Could we get the cum texture shader to NOT move around? And also, can you make it use the same UV as the body? The cum texture is really irritating texturing for. It'd make my life much easier if it used my body's UV and didn't move. Also is it possible to make it not glow in the dark?

 

 

 

Hey Ashal... why don't we use this for a strap-on instead?: http://www.loverslab.com/topic/8714-update-9-25-12-futa-equippable/

 

It's not something that will horribly clip through you based on your body shape and it'd make sense for the female cum thing.

 

Unless I'm fairly mistaken - which may still be possible - that collection is already recognized by SexLab. Install it, rebuild your strap-on list in SexLab's MCM, remove all other strap-ons you don't want to see, and voilà, futa girls only.

 

 

Holy crap, you're right! Thanks a bunch!

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It says creature support is planned, but since there are already a few beastiality mods floating around the Adult section, could they be added to SexLab easily? Or would we have to wait for SexLab creature animations to be made (or are they already made and just waiting for FNIS 4.0)?

 

This is awesome, guys, keep up the great work.

 

The resources are under development, the animations are being made but the key part FNIS 4.0 is still beta code.  Once that code is released then mods that depend on it's new functionality can start using it.

 

Of course once the animations can be played in Sexlab we'll still need a mod to make them work.

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It says creature support is planned, but since there are already a few beastiality mods floating around the Adult section, could they be added to SexLab easily? Or would we have to wait for SexLab creature animations to be made (or are they already made and just waiting for FNIS 4.0)?

 

This is awesome, guys, keep up the great work.

 

The resources are under development, the animations are being made but the key part FNIS 4.0 is still beta code.  Once that code is released then mods that depend on it's new functionality can start using it.

 

Of course once the animations can be played in Sexlab we'll still need a mod to make them work.

 

 

Please don't overstate the fact that FNIS 4.0 is beta. Most likely it's more stable than 3.5, cause I fixed a few things as well. And usually I test well enough so old stuff is still working.

 

I call it beta because I want to continue development without too many user downloading it before I have creature and furniture animations at the level I have in mind (e.g. furnitures similar to Sequenced Animations). I also changed the generator buttons a little bit, and probably will slightly change them again. I don't want reports about that either.

 

But if someone want to release a mod based on 4.0 I think s/he can really go ahead. In fact the reason I made this staged beta was to get early feed-back. But so far this was close to none. Which is not what I had hoped for.

 

But no blame. Loverslab is currently the ONLY site where I see any response to the new features.  :D

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I'm running FNIS 4.0 Beta and by far, it is much more stable than 3.5 from my perspective.   I've already downloaded and tested some of the Bestiality resources using FNISZoo and FNISCreatures as a base to launch from.   With the added "Creature Animiation" to FNIS, I've only had a few minor issues with alignments, due to the body style I use, (Diamonized....sp)

Once the inclusion of the animations for modding occurs between SKSE and FNIS, it won't be long before full plugins can be generated for Dragon, Giant, Werewolf, Wolf/Dog...etc...etc...

FNIS 4.0 actually fixed some issues with some existing animations and line-ups for me, so I love it... Thanks FORE!!  Can't wait until more people get on it.. 
I run over 120 Mods, Immersion mostly, and they all work... Only problem I have with CTD's is because my Video Driver stops responding and crashes, but that's not MOD related.

For any player attempting to do things with lots of mods, get BOSS and try to Manually install your mods instead of NMM, if you can... The FNIS 4.0 Beta with Gone's animations are outstanding.   I wish I could mod, I'd work on this too.  

With the resources available, it won't be long before we'll see the Bestiality mods start coming out as well as some more advanced sex mods with more functionality.   Just be patient, the better the PREPARATIONS, the better mods will be produced...

 

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Please don't overstate the fact that FNIS 4.0 is beta. Most likely it's more stable than 3.5, cause I fixed a few things as well. And usually I test well enough so old stuff is still working.

 

I call it beta because I want to continue development without too many user downloading it before I have creature and furniture animations at the level I have in mind (e.g. furnitures similar to Sequenced Animations). I also changed the generator buttons a little bit, and probably will slightly change them again. I don't want reports about that either.

 

But if someone want to release a mod based on 4.0 I think s/he can really go ahead. In fact the reason I made this staged beta was to get early feed-back. But so far this was close to none. Which is not what I had hoped for.

 

But no blame. Loverslab is currently the ONLY site where I see any response to the new features.  :D

 

 

custom furniture animations are extremely intriguing since, if I understand correctly, they anchor an actor in place.  using that to implement a sexlab animation may be a good way to solve alignment issues once and for all, but I have no clue where to begin even exploring that possibility.  would it be possible to, say, spawn in an invisible (or visible) piece of furniture that uses a vanilla sexlab animation as its "sit"?

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Guest jenny2011

 

 

It says creature support is planned, but since there are already a few beastiality mods floating around the Adult section, could they be added to SexLab easily? Or would we have to wait for SexLab creature animations to be made (or are they already made and just waiting for FNIS 4.0)?

 

This is awesome, guys, keep up the great work.

 

The resources are under development, the animations are being made but the key part FNIS 4.0 is still beta code.  Once that code is released then mods that depend on it's new functionality can start using it.

 

Of course once the animations can be played in Sexlab we'll still need a mod to make them work.

 

 

Please don't overstate the fact that FNIS 4.0 is beta. Most likely it's more stable than 3.5, cause I fixed a few things as well. And usually I test well enough so old stuff is still working.

 

I call it beta because I want to continue development without too many user downloading it before I have creature and furniture animations at the level I have in mind (e.g. furnitures similar to Sequenced Animations). I also changed the generator buttons a little bit, and probably will slightly change them again. I don't want reports about that either.

 

But if someone want to release a mod based on 4.0 I think s/he can really go ahead. In fact the reason I made this staged beta was to get early feed-back. But so far this was close to none. Which is not what I had hoped for.

 

But no blame. Loverslab is currently the ONLY site where I see any response to the new features.  :D

 

Fore... Is it possible to implement some of Gone's new creature/beast anims ?

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custom furniture animations are extremely intriguing since, if I understand correctly, they anchor an actor in place.  using that to implement a sexlab animation may be a good way to solve alignment issues once and for all, but I have no clue where to begin even exploring that possibility.  would it be possible to, say, spawn in an invisible (or visible) piece of furniture that uses a vanilla sexlab animation as its "sit"?

Sure. But it's not as easy as, for example, the idlemarker. You have to specially define the furniture, make 1 plus 3 idle definitions, and finally make a sit target package. And they all have to follow some rules. See the FNIS 4.0 readme for details.

 

Fore... Is it possible to implement some of Gone's new creature/beast anims ?

 

 

Again, sure. But if you ask me, I will not do it. I rather concentrate on further FNIS enhancements.

 

But one recommendation for someone who would like to do it, but does not know where to start. Look at the FNIS Zoo. This is an example on how to use creature animations. Simply replace those files with gone's creations. Adapt the (FNIS Zoo) script a little bit to call those animations in a suitable way, and you're already halfway to the full act.  

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Is there a way to find out how many stages an animation has? Controller.Timers seems to always return an array that's at least 5 entries long, even if the animation only has 4 (3 normal stages plus orgasm stage).

 

 

I've find a workaround but maybe a function that returns the current stage could be useful.

 

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Is there a way to find out how many stages an animation has? Controller.Timers seems to always return an array that's at least 5 entries long, even if the animation only has 4 (3 normal stages plus orgasm stage).

 

 

I've find a workaround but maybe a function that returns the current stage could be useful.

 

Get the animation it's playing with Controller.Animation or HookAnimation(), and then on the animation use sslBaseAnimation.GetStages()

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Get the animation it's playing with Controller.Animation or HookAnimation(), and then on the animation use sslBaseAnimation.GetStages()

.GetStages() doesn't seem to exist, I could compile it when I used .GetStage(); however that function seems to always return 1.

 

Is the function supposed to return the number of stages of an animation or the current stage number?

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Get the animation it's playing with Controller.Animation or HookAnimation(), and then on the animation use sslBaseAnimation.GetStages()

.GetStages() doesn't seem to exist, I could compile it when I used .GetStage(); however that function seems to always return 1.

 

Is the function supposed to return the number of stages of an animation or the current stage number?

 

 

To get number of stages I use:

 

Event OnStageStart(string eventName, string argString, float argNum, form sender)

...

sslThreadController thisThread = SexLab.HookController(argString)

....

int stageCount = thisThread.animation.StageCount()

 

 

 

And to get current stage

 

Event OnStageStart(string eventName, string argString, float argNum, form sender)

.....

int stage = SexLab.HookStage(argString)

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Fore... Is it possible to implement some of Gone's new creature/beast anims ?

 

 

Again, sure. But if you ask me, I will not do it. I rather concentrate on further FNIS enhancements.

 

But one recommendation for someone who would like to do it, but does not know where to start. Look at the FNIS Zoo. This is an example on how to use creature animations. Simply replace those files with gone's creations. Adapt the (FNIS Zoo) script a little bit to call those animations in a suitable way, and you're already halfway to the full act.  

 

 

I don't think it is required to be in FNIS, other than at least the newer versions of FNIS being able to parse the animations and pull them into the game.   Like other animations that you run FNIS.   Already, the FNIS4.0 Beta does this, and it shouldn't be hard for someone to grab the native scripts in FNISZoo and make a few adjustments to create a plugin for SexLab or make their own StandAlone mod.

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There was a small bug i reported here:

http://www.loverslab.com/topic/19709-sexlab-submit-07aug13-2330/page-17?do=findComment&comment=474940

 

But in oblivion there was somehow a work around for this problem. The npc will get up first then continue conversation.

 

The problem was sometimes you will get through dialog to fast and you accidentally chose an option you did not want to because the mouse and menu somehow not work well together.

 

But the bug that is happening when you initiate sex acts and the npc is sitting and the animation start before the npc had a chance to get up will lock up your game and you will get C++ error.

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