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


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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?

 

 

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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?

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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")

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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.

 

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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....

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  • 3 years later...
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.

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