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Ashal

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About Ashal

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  • Birthday December 29

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    https://loverslab.com

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  1. Current creature issues seem beyond me. I'm going to ignore them and provide update to this game anyways.... I want to fix it... but fuck me...
  2. The rate at which stuff "levels up" is based off how long you spend in an animation. So if you spend just 10 seconds in a sexlab animation, the xp you get for your skills is minimal. One thing I can and should add, is an MCM option that changes the scaling of the skills so users can have them level up faster or slower as desired.
  3. Currently my plan for what to do before releasing 1.63 final. Creature+Creature animation support Swap positions hotkey working in creature animations that should support it Test and smooth out support for player as creature Setup a FOMOD installer for future releases (Is there a guide to creating fomod installers anywhere?) @MadMansGun Is there a quick and easy way to become werewolf on a new test character, and are there animations available in current MNC that would help test the above, if so, which ones so I can quickly call them while testing?
  4. I honestly haven't kept up with if any mods were using them or not. I've been assuming practically no mods have been using them. Sort of felt like the stats were a huge wasted development effort cause nobody really used them. Warms my cold jaded heart to know there are in fact mods actually making use of them.
  5. It generally means the actors you targeted aren't valid targets for animation. This can happen for a variety of reasons: The character is a child, which can't be used with sexlab. The character is using a custom race that doesn't have the ActorTypeNPC keyword. This is rare among some lesser known custom races. SexLab hasn't been fully installed yet. Did you check the MCM page to make sure it was installed? The only way to know for sure would be to check the papyrus debug log, which should print out an error message for why sexlab rejected a character.
  6. I'll be honest... I really can't remember what my logic for doing that was... If I had a guess though, I probably moved sexlab to not auto-installing to avoid overloading papyrus on a new save and figured once loading a save the load would be lower or the user was dumb and couldn't figure out the manual install and it should just autoinstall at that point to save them the hassle of figuring it out. The manual install start does serve a purpose beyond that though, by forcing users to look at the list of system requirement checks before installing (assuming they don't just ignore it and click install). I'm entirely open to removing the auto-install in any case if people feel it'd be for the best, seeing as I can't really remember why I did the install on load thing anyway.
  7. Run the rebuild/reinstall function from the sexlab mcm. And also don't use the debug function to start animations, use matchmaker or some other sexlab mod to start sex.
  8. Last week or so I've looked at it repeatedly and been kinda lost as to what needs doing to be honest. I've deemed the new hook system I was working on as not really wort it and removed it from current dev build already. I did however manage to poke at it decent amount earlier today and have pushed those changes. At this point I should probably just be cleaning it up for release?
  9. It's for SE. An LE version won't be available until everything is ready for official release.
  10. I literally JUST pushed an update to the git that allows this. It also splits up the AP animations and the other defaults so you can get the defaults without AP as an option as well. For it to work, you just have to remove the relevant FNIS behavior files from \meshes\actors\character\behaviors. For official releases, I'll probably have the default, ap, and creature animations either as optional downloads or selectable in a FOMOD.
  11. In effort to keep myself more motivated/accountable to make progress on the update, I've setup a GitHub repo for my development build. I'll be pushing updates to it as I progress. People are free to download and use it, or even make pull requests if they feel so inclined to fix something themselves. https://github.com/eeveelo/SexLab
  12. In effort to keep myself more motivated/accountable to make progress on the update, I've setup a GitHub repo for my development build. I'll be pushing updates to it as I progress. People are free to download and use it, or even make pull requests if they feel so inclined to fix something themselves. https://github.com/eeveelo/SexLab
  13. At this stage in SexLab's late life, I have no interest in altering the mods dependency requirements. Would just be a support nightmare. Besides, version updates (For skse and such) usually aren't more than a week behind anyways. Absolutely no interest in supporting people on older versions in any case.
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