zwdragonbone8314 Posted December 1, 2018 Posted December 1, 2018 Hi, I am encounting very weird problem recently. When a sex animiation is finished, all engaging party member of the sex will be throwing out from the original position. Be that is player sex or NPC sex. Is anyone encountering similar issue?
Glaurung26 Posted December 1, 2018 Posted December 1, 2018 If I understand what you're describing then yes. NPCs seem to have a "personal space" zone and if you violate that, then they go into their "get the fuck away from me" script package (i.e. Lydia's "Ooohhhh) That "collision" is detected and either the npc tries to move away from you via animation and a brief angry or short dialogue, or the game's mechanical collision will note that you and said npc occupy the same space and then nudge you in [insert direction here]. And the npc may do the get away from me animation anyways. It's fantastic in one way, in that the game is smart enough to have a way to untrap you and unblock doorways and other chokepoints by moving you or the nuisance npc out of the way. It sucks losing progress because the npc packages trapped you in an unplayable game state. Newer games don't have this issue so much. BUT, if you have, place, or keep an npc in a particular spot or follow you at a certain distance, then this script will interrupt that. It's bad when you are trying to do multiple actor animations (sex, etc.) and REALLY bad if you are trying to screenshot or movie direct those animations. I cannot tell you how many times it has pissed me off and ruined a scene. It's a product of the way Framework teleports (animates) actors from their original positions, disables collision, animates and then re-enables collision but keeps them in the same spot. Your mileage may vary depending on which animations you use or which add-ons you have but typically this is how that goes. Unfortunately I do not know the fix for that. Someone smarter or more knowledgeable of the sexlab framework or game engine may know more and have a fix for you (and me). Personally I try to: 1.) Limit the number of actors in the cell to the absolute minimum. 2.) Pick a large, interior, low traffic cell with as few obstructions as possible, a good navmesh and pretty flat terrain. Unless your needs dictate otherwise for the interaction/scene. 3.) Make sure the mods and dependencies are installed properly. 4.) Open the command console, click on the actors one at a time, and enter "tcl" for each of them to disable their collision. (And do it again to put collision back) You may have to do this before, during, or after the animation to get the best results. Or it may not help at all. 5.) Put followers on "wait" or an idle that restricts them from moving about. tldr: I don't know, me too. Use the command console to toggle collision. Hopefully there's a good mod for handling npc direction.
hotrack Posted December 1, 2018 Posted December 1, 2018 Or could it be that OP is describing the SL feature option of ragdolling at the end of animation?
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