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Are there any mods that assign tags for Sexlab based on race


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Posted

As the title suggests

 

I am wondering if anyone knows of any mods that would allow you to assign specific animation tags based on the race of the NPCs in a sexlab sex scene. 

 

Some background. I would like to make Orcs and Nords larger than other races (I feel this is more immersive). Not like mega larger, just about a foot taller. This, however, causes a number of problems with animation not lining up properly anymore. 

 

I have a set of animations that are sized for a height difference between the participants.  (They are designed for a PC that is approx shoulder height of the NPC)

 

I would like something that pulls those animations when scenes are started with those races, and to pull from a different set when other races are used. 

 

I have been using Sexlab Tools to change the animations after they start but that causes other problems I would like to avoid. Apart from being un-immersive, animations that have objects are troublesome when changed in this way. 

 

Thank you (in advance) for your attention in this search. ?

 

 

 

 

Posted

? There was once a mod with something that you could make "rules" of some sort for SexLab Sex scenes  .. long ago ... maybe 2014?  ... 2015?

I couldn't find it in my first search but perhaps it helps a bit to search again and with luck its capable to do ^^ that.

Posted
21 minutes ago, worik said:

There was once a mod with something that you could make "rules" of some sort for SexLab Sex scenes

You mean this one?

 

Posted

no, I have an older mod in mind.

But it sounds like it could help too. And it would be newer thus hopefully more advanced :classic_smile:

Posted

Scent of Sex is very versatile, but I don't think it has the type of control Corsayr is looking for.  I searched for something that could do this a couple weeks ago, and didn't find anything.  Speaking briefly with CPU, he seemed to indicate that you could hook into Sexlab animations to do this (fairly simple as scripting goes), *but*, there was no way to know what had triggered the event, so there was no way of avoiding conflicts with tag manipulation, which might break a scene, and depending on the mod - break the mod.

Posted
1 hour ago, Seijin8 said:

*but*, there was no way to know what had triggered the event, so there was no way of avoiding conflicts with tag manipulation, which might break a scene, and depending on the mod - break the mod.

hmmm

 

I do not think anything I have would be broken in this way...

 

Almost all if not actually all of my sex scenes are triggered either through combat defeat, conditional rape (SL Adventures), or harassment mods like SL horrible Harassment. Do you think that sort of thing would break those?   

Posted
3 hours ago, Taki17 said:

You mean this one?

 

I'll take a look and see if it would do what I need. Thank you for the suggestion. 

Posted
2 hours ago, Seijin8 said:

Scent of Sex is very versatile, but I don't think it has the type of control Corsayr is looking for.  I searched for something that could do this a couple weeks ago, and didn't find anything.  Speaking briefly with CPU, he seemed to indicate that you could hook into Sexlab animations to do this (fairly simple as scripting goes), *but*, there was no way to know what had triggered the event, so there was no way of avoiding conflicts with tag manipulation, which might break a scene, and depending on the mod - break the mod.

 

12 minutes ago, Corsayr said:

hmmm

 

I do not think anything I have would be broken in this way...

 

Almost all if not actually all of my sex scenes are triggered either through combat defeat, conditional rape (SL Adventures), or harassment mods like SL horrible Harassment. Do you think that sort of thing would break those?   

 

My guess is if you swap animations you cannot preserve the tags of the prior animation, so you might change from loving missionary to aggressive anal, and that might throw you mentally. 

 

I don't know if Scent of Sex will help since I think it starts animations based on criteria, but since I could never really get it to work I haven't tried it in a while. It might be able to interrupt a Defeat started scene.

 

The other thing that comes to mind is a Zap/Zaz thing that instead of picking bound animations if you're wearing the right keyworded items, did something based on race instead.  I'd say you could just wear something that would trigger that, but that would work for everyone and you're concerned about the aggressor role, not the victim.

Posted
7 minutes ago, karlpaws said:

My guess is if you swap animations you cannot preserve the tags of the prior animation, so you might change from loving missionary to aggressive anal, and that might throw you mentally.

That would never be an issue with my game. ?

 

7 minutes ago, karlpaws said:

I don't know if Scent of Sex will help since I think it starts animations based on criteria, but since I could never really get it to work I haven't tried it in a while. It might be able to interrupt a Defeat started scene.

I started reading the instructions, it is a ponderous tomb... ?

 

A lot of features, but it doesn't appear to have what I really need. 

 

The stuff on race in SoS is basically included and exclude by race in scenes. (or so it seems at first glance, more advanced users might be able to clarify)

 

But really what I am looking for is something can do a simple

 

If Race = N Then require tag X

If Race =/= N Then require tag =/= X

 

Basically

Posted
12 minutes ago, Corsayr said:

The stuff on race in SoS is basically included and exclude by race in scenes. (or so it seems at first glance, more advanced users might be able to clarify)

 

But really what I am looking for is something can do a simple

 

If Race = N Then require tag X

If Race =/= N Then require tag =/= X

Yeah, that's what got me thinking about the Zap stuff but that looks at the player and equipped items, not the NPC.

 

You almost need to have the option of flagging Orcs and Nords as creatures instead of playable races, so SL treats them differently and picks anims based on that... like falmer, draugr and trolls, which are humanoid but with different skeletons and sizes.

 

Maybe Madmanguns or one of the other SLAL knowledgeable people could tell you if that's doable in the MNC files.

Posted
1 minute ago, karlpaws said:

You almost need to have the option of flagging Orcs and Nords as creatures instead of playable races, so SL treats them differently and picks anims based on that... like falmer, draugr and trolls, which are humanoid but with different skeletons and sizes.

The problem with doing it that way is that the animations I have would no longer work I don't think...

 

 

Posted
7 minutes ago, Corsayr said:

The problem with doing it that way is that the animations I have would no longer work I don't think...

 

 

you'd have to register both the races as creatures, and the animations as CF anims for those races.  That would probably require a duplication of the anims (one for orc and one for nord) or setting both of those races as the same type.. like dog and wolf are.. well were.  I think dog, wolf and fox are all independent now.

Posted
1 hour ago, karlpaws said:

you'd have to register both the races as creatures, and the animations as CF anims for those races.  That would probably require a duplication of the anims (one for orc and one for nord) or setting both of those races as the same type.. like dog and wolf are.. well were.  I think dog, wolf and fox are all independent now.

That... is a remarkable workaround.  Can you confirm that this works? To treat humans as creatures in these cases?  It isn't efficient for animation slots, but otherwise that could be a great solution.

Posted
2 hours ago, Seijin8 said:

That... is a remarkable workaround.  Can you confirm that this works? To treat humans as creatures in these cases?  It isn't efficient for animation slots, but otherwise that could be a great solution.

I really have no clue. I suspect it wouldn't if there isn't a way to separate all man/mer races since they all use the same skeleton and fall into the playable races group, and I have never looked at custom races to know how they get handled, or not.  The PCEA system might have some options too, but I've not looked at that either and it also, like Zap, is focusing on the wrong end of the problem.

 

Sexlab can treat different races by race though, we know that based on the custom adjustments available, and on a race by race condition, where orc on imperial can be different from orc on nord. That's for slight adjustment for the height variance that Skyrim had built in and not as drastic as Corsayr's dealing with.... I think.

 

The racial adjustment thing is why I thought maybe you could, through MNC at least, define "orc" as a creature type but I don't they are discrete enough to do that.

 

-=-=-=-

 

Off topic, I do like your avatar.

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