PaulGreen Posted September 29, 2018 Posted September 29, 2018 Before I get too far digging, I'd like to ask: Do the Sexlab framework scripts provide a means for registering and searching animations with multiple creature races? It seems all of the available functions take one creature race. If an animation is specified with multiple creature races when registering, what is sexlab's current behavior? Does it store both, take the last specified race, the first, or just error out? Can the animations be stored with multiple races, but then not searched for that way? If there is no current support for multiple races, what is the performance of tag searching? Is it reasonable to hack together something using tags, like adding a prepended tag with creature race CRACE_X as a tag and using a multi-tag search for this functionality or is that a known 'bad' idea?
Guest Posted September 29, 2018 Posted September 29, 2018 SexLab stores only one RaceType for each animation. The RaceType is a string identifying a set of homogeneous races (the actual Form objects of Skyrim.) Technically you can have a different race for each position of the animation (so up to 5 different races.) The animation will play just fine. But it is impossible to find it by "races". Finding anims by tag or by race has pretty much the same computational cost.
MadMansGun Posted September 29, 2018 Posted September 29, 2018 there is a 2 race limit: any Human races with one Creature type (but due to a bug 1 Creature type on 1 Creature type can be done) eg: you can have a elf & nord fucking a wolf, or a nord getting fucked by 2 wolves. but you can't have a nord in a 3way with a wolf & werewolf (one of the actors won't be animated). i don't know the technical crap behind it.
Guest Posted September 29, 2018 Posted September 29, 2018 4 minutes ago, MadMansGun said: there is a 2 race limit: any Human races with one Creature type (but due to a bug 1 Creature type on 1 Creature type can be done) eg: you can have a elf & nord fucking a wolf, or a nord getting fucked by 2 wolves. but you can't have a nord in a 3way with a wolf & werewolf. i don't know the technical crap behind it. More or less. But: In the definition of an animation there is only one "Race" that can be defined, and it is for creature animations. Humans do not count as "race". Each position of the animation can have a creature associated. Also with a different race. The animation will play, but cannot be found if not by ID. SexLab will not automatically find it when playing an animation based on the actors involved.
PaulGreen Posted September 29, 2018 Author Posted September 29, 2018 That's what I observe as well. "Race" applies to creature animation slots only, and Sexlab has support for specifying animations with multiple creatures, of the same race, by specifying the gender of the slots as 2 or 3 instead of 0 or 1. There is no technical limitation to having animations with an arbitrary number of creature races, just as said, there is no way to "find" it. Apparently, there is also not a way to know which position is supposed to be which race solely by using sexlab capabilities. The consequence of getting it wrong seems to be a model playing it's default idle animations since I'm assuming the attempt to apply a wrong skeleton to it fails. If the animation just happens to be applied correctly (all positions in the animation have the correct race by chance or other means), the animation works 100%. So, what is needed is two things: 1) A means to search out animations based on >= 2 races. 2) A means to know, in that animation, which race goes with which position Off the top of my head, the quickest way to get this is to use SLAL and adjust the python script that compiles the 'source' animations to add tags like "CREATURE_racekey1 CREATURE_racekey2 CREATURE_pos1_racekey1 CREATURE_pos2_racekey2" and construct the proper tag search string in a mod. I observe that animation packs that use SLAL for > 1 creature race already specify that fact in the actor definition in the "source", but the generated json only has the "creature_race" parameter of the first creature actor encountered from the source (so the animation is registered in sexlab with the racekey of the first creature actor). This hacks in support in a really dirty way, but it works might work.. Frankly, I don't know if I can handle attempting to add the capability to sexlab itself. After looking over sexlab, it's a great thing, but a large great thing, and I don't know if I can handle things that large currently. It seems like it would be quite a large amount of work for someone who already understood the framework, and even much more for someone who would need to study and understand the entire framework. Also, I don't know where the SKSE source is, heh.. it looks like some of the creature-related slot code is in the .dll
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