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I'm wondering why sexlab can automatically play animations on unregistered race.


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Posted

I've installed Hungers and Vermais. There is an NPC called "Vermai" using a custom spriggan-like custom new race which EDID is "mihailvermairace"

 

And, I found sexlab defeat can start animations on that custom new race. I wonder why sexlab can be so intelligent to recognize the new race as vanilla spriggan race. Is that because the skeleton path is the same?

 

 

Posted

For the race to be recognized, some code has to add it to the "RaceKey" for the "Spriggan" race.

I am not sure which mod does that.

Posted
39 minutes ago, CPU said:

For the race to be recognized, some code has to add it to the "RaceKey" for the "Spriggan" race.

I am not sure which mod does that.

Could you tell me how does sexlab recognize races? And what is RaceKey?

How to add a custom race(with vanilla-like skeleton) to sexlab?

Posted

SexLab has a generic set of races called RaceKeys.

They are just strings and there is a registry to attach a real Race to a given RaceKey.

 

When an animation is played, SexLab gets the race of the actor and checks if there is a RaceKey for it.

In case, an animation for the specific RaceKey is played.

 

You can see in the sslCreatureAnimationSlots.psc how this is done. This is for the Spriggans:

    ClearRaceKey("Spriggans")
    AddRaceID("Spriggans", "SprigganRace")
    AddRaceID("Spriggans", "SprigganMatronRace")
    AddRaceID("Spriggans", "SprigganEarthMotherRace")
    AddRaceID("Spriggans", "DLC2SprigganBurntRace")
    AddRaceID("Spriggans", "_00FrostSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganBurntRace")
    AddRaceID("Spriggans", "_00VenerableSprigganEarthMotherRace")
    AddRaceID("Spriggans", "_00VenerableSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganRace")
    AddRaceID("Spriggans", "_00DwarvenDroidRace03")


 

The RaceKey is "Spriggans" and to it a few races are added.

In your case a mod should use a line like:

    AddRaceID("Spriggans", "mihailvermairace")

Posted
13 minutes ago, CPU said:

SexLab has a generic set of races called RaceKeys.

They are just strings and there is a registry to attach a real Race to a given RaceKey.

 

When an animation is played, SexLab gets the race of the actor and checks if there is a RaceKey for it.

In case, an animation for the specific RaceKey is played.

 

You can see in the sslCreatureAnimationSlots.psc how this is done. This is for the Spriggans:

 


    ClearRaceKey("Spriggans")
    AddRaceID("Spriggans", "SprigganRace")
    AddRaceID("Spriggans", "SprigganMatronRace")
    AddRaceID("Spriggans", "SprigganEarthMotherRace")
    AddRaceID("Spriggans", "DLC2SprigganBurntRace")
    AddRaceID("Spriggans", "_00FrostSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganBurntRace")
    AddRaceID("Spriggans", "_00VenerableSprigganEarthMotherRace")
    AddRaceID("Spriggans", "_00VenerableSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganRace")
    AddRaceID("Spriggans", "_00DwarvenDroidRace03")


 

The RaceKey is "Spriggans" and to it a few races are added.

In your case a mod should use a line like:

    AddRaceID("Spriggans", "mihailvermairace")

Thank you for the help CPU.

But I'm sure I've no mod that adding mihail's creature to sexlab... Also mihail's creature mods doesn't have any script.

Also I found the "Custom new race be recognized" is  happened on many of my mods installed. For another example https://www.nexusmods.com/skyrim/mods/87163

They're all new races with completely different EDID from vanilla races. But still can be recognized correctly by Sexlab.

 

I've tried adding a custom race(which Sexlab can't recognize) into sslCreatureAnimationSlots.psc and compiled it.

But the custom race can't be recognized even after I clean up Sexlab in MCM.

 

Posted
22 minutes ago, CPU said:

SexLab has a generic set of races called RaceKeys.

They are just strings and there is a registry to attach a real Race to a given RaceKey.

 

When an animation is played, SexLab gets the race of the actor and checks if there is a RaceKey for it.

In case, an animation for the specific RaceKey is played.

 

You can see in the sslCreatureAnimationSlots.psc how this is done. This is for the Spriggans:

 


    ClearRaceKey("Spriggans")
    AddRaceID("Spriggans", "SprigganRace")
    AddRaceID("Spriggans", "SprigganMatronRace")
    AddRaceID("Spriggans", "SprigganEarthMotherRace")
    AddRaceID("Spriggans", "DLC2SprigganBurntRace")
    AddRaceID("Spriggans", "_00FrostSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganBurntRace")
    AddRaceID("Spriggans", "_00VenerableSprigganEarthMotherRace")
    AddRaceID("Spriggans", "_00VenerableSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganRace")
    AddRaceID("Spriggans", "_00DwarvenDroidRace03")


 

The RaceKey is "Spriggans" and to it a few races are added.

In your case a mod should use a line like:

    AddRaceID("Spriggans", "mihailvermairace")

My mistake. I found More Nasty Critters is doing this in MoreNastyCrittersFactory.psc....

  • 3 years later...
Posted
On 12/16/2018 at 11:53 AM, CPU said:

SexLab has a generic set of races called RaceKeys.

They are just strings and there is a registry to attach a real Race to a given RaceKey.

 

When an animation is played, SexLab gets the race of the actor and checks if there is a RaceKey for it.

In case, an animation for the specific RaceKey is played.

 

You can see in the sslCreatureAnimationSlots.psc how this is done. This is for the Spriggans:

 

    ClearRaceKey("Spriggans")
    AddRaceID("Spriggans", "SprigganRace")
    AddRaceID("Spriggans", "SprigganMatronRace")
    AddRaceID("Spriggans", "SprigganEarthMotherRace")
    AddRaceID("Spriggans", "DLC2SprigganBurntRace")
    AddRaceID("Spriggans", "_00FrostSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganBurntRace")
    AddRaceID("Spriggans", "_00VenerableSprigganEarthMotherRace")
    AddRaceID("Spriggans", "_00VenerableSprigganMatronRace")
    AddRaceID("Spriggans", "_00VenerableSprigganRace")
    AddRaceID("Spriggans", "_00DwarvenDroidRace03")


 

The RaceKey is "Spriggans" and to it a few races are added.

In your case a mod should use a line like:

    AddRaceID("Spriggans", "mihailvermairace")

Hi do you know in which file can I add a playable race because when I'm playing with it I can't do any sexlab animation. So I want to try adding it in the folder that allow x race in animation.

Ty in advance for your help.

Posted

Standard playable races are enabled by default.

They are all considered human animations.

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