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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. 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.
  2. 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?
  3. It's for SE. An LE version won't be available until everything is ready for official release.
  4. 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.
  5. 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
  6. 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
  7. 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.
  8. I'm getting serious about development again so I can finally get this damn build out of beta. Just spent a good 6 hours getting my skryim se back into testing and development state again with everything up to date and another few hours actually playing with the mod for once to get a feel for things again. So once again, I must ask, what are the current longstanding bugs or api requests people have? I really don't want to go over 30+ pages of posts here to piece it together. So, if there is something that you feel really needs to be addressed in the next update, TELL ME NOW. The major things on my current TODO list are as follows: Finish the new hook system Increase max animation registry limit again A targeted npc spell for editing their sexlab related settings easily
  9. Just look at the functions Strip() and Unstrip() in sslActorAlias
  10. The main bit of it would likely be sslActorAlias if I remember right. As that's where stripping/unstripping is handled. But it's basically just a bool check. If the actor is flagged as a victim, they'll either re-dress or not depending on if the setting is toggled.
  11. Again, it's TEMPORARY. Will be like this only a day or so to help with performance while other things are being setup and fixed.
  12. It's temporary. The way it was before was slowing the database down which was one of the major causes of the recent slowness and 502 errors. Once things normalize it'll be back to the way it was.
  13. FYI, in a fit of productivity the other day; I've edited my dev build so it detects whether or not MfgFix is installed. So this won't be needed next update. If the plugin is detected, expressions and voice stuff will use the more reliable mfgfix commands instead of the ones from SKSE.
  14. The Nexus version for SE is up to 3.9. The LL version is only up to date for Skrim LE.
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