monty359 Posted September 25, 2023 Posted September 25, 2023 11 hours ago, Cicro72 said: I notice two issues with the SLU+ 20230921. As mentioned above, an wide open-mouth expression gets locked onto the female NPC actor. I see this at stage 3. Other stages are fine. The actors cannot orgasm more than once. I rolled back to the prior version and both issues resolved. The "orgasm once" issue was resolved on my installation with using the clean system option in the sexlab MCM 2
Deroderod Posted September 25, 2023 Posted September 25, 2023 For some reason the sexlab tab in mcm is just a black page for me. Anybody got a solution to that?
Deroderod Posted September 25, 2023 Posted September 25, 2023 31 minutes ago, oscartw said: For some reason the sexlab tab in mcm is just a black page for me. Anybody got a solution to that? Or Im supposed to create a clean save with sexlab installed , then install slu+ in mo2 to enable it?
Deroderod Posted September 25, 2023 Posted September 25, 2023 1 hour ago, oscartw said: Or Im supposed to create a clean save with sexlab installed , then install slu+ in mo2 to enable it? Ok I just answered my own question, sweet. If anyone having the same issue just do what I did. 1
OsmelMC Posted September 25, 2023 Author Posted September 25, 2023 Today I should have time to check all the issues reported. For I see until now some of the issues reported are just because aren't "reset the animation register" like I recommend on the setup. The Mouth issue is just one letter wrong on the scripts (small mistake big consequences) Still have more to check but a new version will released soon so I hope all the issues be reported by then 1
FireSplitter Posted September 25, 2023 Posted September 25, 2023 (edited) I am also having some issues with SLU-SSO-SCOE. The cum layers are not applied anymore upon sex animations. Debug mode works in SCOE, they are applied but are not triggered in SL scenes. (the number of layers in SCOE is not incremented) I have not been able to figure out the issue. It started with the latest SLU update. Old saves with the previous version of mods works fine. Edited September 25, 2023 by FireSplitter
OsmelMC Posted September 25, 2023 Author Posted September 25, 2023 The SLSO Widget problem is just that SLSO don't checking for some SexLab events like the "ActorsRelocated", "ActorChangeStart" and "ActorChangeEnd" This Fix should work with and without my SLU+, since there are few other Mods in the same situation with the SLSO. By the way i hope some Mod author paid attention to this because almost all the mods that are listening for the SexLab "AnimationStart" and "AnimationEnd" should also check for the SexLab events "ActorsRelocated", "ActorChangeStart" and "ActorChangeEnd" and almost notone do it. SexLab Separate Orgasm Fix (20230925).7z 5
OsmelMC Posted September 25, 2023 Author Posted September 25, 2023 5 hours ago, FireSplitter said: I am also having some issues with SLU-SSO-SCOE. The cum layers are not applied anymore upon sex animations. Debug mode works in SCOE, they are applied but are not triggered in SL scenes. (the number of layers in SCOE is not incremented) I have not been able to figure out the issue. It started with the latest SLU update. Old saves with the previous version of mods works fine. Reset the Animation Registry or use the Clean System option on the SexLab MCM 1
DaddyDubstep13 Posted September 26, 2023 Posted September 26, 2023 Man I've tried everything I can think of, so I beseech the mighty OsmelMC for help I have Sexlab Utility Plus (the latest version, Conditional Expressions Patch, and Slate with your creature patch. I have made sure that Sexlab AE and Sexlab utility Plus both overwrite Papyrus util, and I have done the full export sexlab config and then clean the system, and then reimport. In Slate I have imported your action log, and it applies 191 of your over 2k fixes (I ONLY use Billy Animations.) The issue I'm running into is this. Sexlab scene starts, my fade to black kicks in, it then asks me if I want to use furniture. I happily select chair because I'm standing right next to one... only for to play a Billyy Laying Anal animation. "No worries" I think to myself, shit happens. Until I try it again... and again XD I have it set to ask for beds and furniture always. the problem i'm running into is that I successfully select the furniture that I want to use, and then it just completely ignores it to add insult to my injury, it then starts playing the Billy Invis Furniture anims without filtering them out. For example. I start a scene through public whore in The Bannered Mare. It starts a queue. Brenuin goes first, and it asks me for furniture choice. I select chair. He proceeds to ram my ass on the floor XD Saadia follows, no furniture option is given, she gets a handjob. Next is Sinmir. He also gives me no furniture option... and then proceeds to break my back over an imaginary bed. TLDR: I need to figure out how to get Billyy's invis furniture animations to play when the actual furniture is there to be played on, not just at any time. Secondly, I'm desperately trying to figure out why I select a furniture option, i see it glow, and then it never works
深淵の神 Posted September 26, 2023 Posted September 26, 2023 43 minutes ago, DaddyDubstep13 said: Man I've tried everything I can think of, so I beseech the mighty OsmelMC for help I have Sexlab Utility Plus (the latest version, Conditional Expressions Patch, and Slate with your creature patch. I have made sure that Sexlab AE and Sexlab utility Plus both overwrite Papyrus util, and I have done the full export sexlab config and then clean the system, and then reimport. In Slate I have imported your action log, and it applies 191 of your over 2k fixes (I ONLY use Billy Animations.) The issue I'm running into is this. Sexlab scene starts, my fade to black kicks in, it then asks me if I want to use furniture. I happily select chair because I'm standing right next to one... only for to play a Billyy Laying Anal animation. "No worries" I think to myself, shit happens. Until I try it again... and again XD I have it set to ask for beds and furniture always. the problem i'm running into is that I successfully select the furniture that I want to use, and then it just completely ignores it to add insult to my injury, it then starts playing the Billy Invis Furniture anims without filtering them out. For example. I start a scene through public whore in The Bannered Mare. It starts a queue. Brenuin goes first, and it asks me for furniture choice. I select chair. He proceeds to ram my ass on the floor XD Saadia follows, no furniture option is given, she gets a handjob. Next is Sinmir. He also gives me no furniture option... and then proceeds to break my back over an imaginary bed. TLDR: I need to figure out how to get Billyy's invis furniture animations to play when the actual furniture is there to be played on, not just at any time. Secondly, I'm desperately trying to figure out why I select a furniture option, i see it glow, and then it never works As far as I remember you need to tag your furnitures animations with "furniture". Very rare is the animator who adds the correct tags, and "invisible furnitures" tags are useless for this purpose (InvisFur/InvFur or whatever they tag) but no worries, SLATE fix that.
DaddyDubstep13 Posted September 26, 2023 Posted September 26, 2023 10 minutes ago, サマエル said: As far as I remember you need to tag your furnitures animations with "furniture". Very rare is the animator who adds the correct tags, and "invisible furnitures" tags are useless for this purpose (InvisFur/InvFur or whatever they tag) but no worries, SLATE fix that. Yeah that's the problem... they are tagged as furniture. I even used Osmel's SLATE action log to make sure. I just double checked some of the animations, and they correctly have the tag, they just never play.
Talesien Posted September 26, 2023 Posted September 26, 2023 4 hours ago, DaddyDubstep13 said: Yeah that's the problem... they are tagged as furniture. I even used Osmel's SLATE action log to make sure. I just double checked some of the animations, and they correctly have the tag, they just never play. IIRC Billy renamed almost all of his animations a while ago and far as I know Osmel's SLATE File has not yet been updated to work with the new names. At any rate, I share your exact problem, so let us know if you find a solution.
DaddyDubstep13 Posted September 26, 2023 Posted September 26, 2023 7 hours ago, Talesien said: IIRC Billy renamed almost all of his animations a while ago and far as I know Osmel's SLATE File has not yet been updated to work with the new names. At any rate, I share your exact problem, so let us know if you find a solution. My solution was to go into Slate, manually track down any animation with invisFurn, and manually put a furniture tag on it. It works "decent" but not perfect, and I havent been able to replicate the success with Pillories and such from zaz. It doesn't do the furniture select every time, but it's often enough
OsmelMC Posted September 26, 2023 Author Posted September 26, 2023 14 hours ago, DaddyDubstep13 said: TLDR: I need to figure out how to get Billyy's invis furniture animations to play when the actual furniture is there to be played on, not just at any time. Secondly, I'm desperately trying to figure out why I select a furniture option, i see it glow, and then it never works I will need the file "Papyrus.0.log" for details but seems like you have 2 issues. The Billy Animations don't have the right tags to be detected as Valid Furniture Animations. You have to follow the instruction install the "SLATE" on my tweaks and import & apply the "OsmelMC ActionLog included" that will set in a couple of minutes all the missing tags of the animations i know. By the way i don't use the InvFurniture tag so that means nothing for my furniture system. In your case you will have to use the SLATE to manually add the missing tags to the Billy Animations (Billy recently change the ID of the animations so my old ActionLog have to be updated to cover the new ID's). The download page explain the required tags for the furniture animations. Probably the Menu of furnitures isn't working in your game. Recently has being reported the "DynDOLOD DLL" incompatible with the furniture menu. in which case the solution is use the alternative version that use PapyrusUtil.
OsmelMC Posted September 26, 2023 Author Posted September 26, 2023 (edited) 2 hours ago, DaddyDubstep13 said: My solution was to go into Slate, manually track down any animation with invisFurn, and manually put a furniture tag on it. It works "decent" but not perfect, and I havent been able to replicate the success with Pillories and such from zaz. It doesn't do the furniture select every time, but it's often enough my SLATE have Presets that allow you set the "Furniture" tag to the "InvFurniture" tagged animations and after that you can use the Preset to get the "Furniture" tagged Animations and add the specific furniture tags like Chair, Throne, Table, Pillory, XCross, ... To be valid, the furniture animation need at least 2 tags. The "Furniture" tag plus the tag that say what type of furniture is; for example "Chair" for chairs or "Throne" for thrones. The furniture type tags are the ones on the "Allowed Furnitures" list of the "Furniture & Beds" page on the SexLab MCM. ZaZ have different types of Pillory and not all are included. I'm thinking on include the PilloryX that seem to have available animations. Edited September 26, 2023 by OsmelMC 1
Talesien Posted September 27, 2023 Posted September 27, 2023 Just now, OsmelMC said: Probably the Menu of furnitures isn't working in your game. Recently has being reported the "DynDOLOD DLL" incompatible with the furniture menu. in which case the solution is use the alternative version that use PapyrusUtil. Assuming you're referring to a DynDOLOD version using PapyrusUtil, the problem with that is, there is no such option anymore, not with DynDOLOD 3 anyway. While DynDOLOD 3 is officially still in alpha (since like well over a year now?) it is pretty stable and usually the go-to version.
OsmelMC Posted September 27, 2023 Author Posted September 27, 2023 (edited) 1 hour ago, Talesien said: Assuming you're referring to a DynDOLOD version using PapyrusUtil, the problem with that is, there is no such option anymore, not with DynDOLOD 3 anyway. While DynDOLOD 3 is officially still in alpha (since like well over a year now?) it is pretty stable and usually the go-to version. I haven't tested it so I can't know for sure but the DLL version of the DynDOLOD is being reported as one of the reasons for the issues with the furniture menu. In this case the menu fail and when you choose one option return another or none. That is a SKSE internal function that can be only affected by DLL os SWF files so there is nothing I can do to prevent it besides warn about. Seems to happens just with menus with more than 10 buttons and besides my SLU+ I don't know more Mods with that many options so hardly be noticed by the author. Edited September 27, 2023 by OsmelMC
Cvn2 Posted September 27, 2023 Posted September 27, 2023 Is SOS - Schlongs of Skyrim with PapyrusUtil compatible with this? MO2 told me there was a conflict between the two. Really thanks for someone's help.
biobay850 Posted September 27, 2023 Posted September 27, 2023 (edited) Updated to 20230921 but how to fix this? Edited September 27, 2023 by biobay850
PippinTom Posted September 27, 2023 Posted September 27, 2023 On 9/26/2023 at 1:16 AM, OsmelMC said: The SLSO Widget problem is just that SLSO don't checking for some SexLab events like the "ActorsRelocated", "ActorChangeStart" and "ActorChangeEnd" Thanks for that fix! It should be integrated in SLU+ - I don't think that you should restrain yourself when making integration patches for any 3rd party mods just to import flawed code/functionality if you are aware of issue and solution - in which case it's cheap. It worst case - your integration would not be 100% true to the original mod, but then 100% true to what what original mod supposed to/ is expected to be from end user perspective, no? in which case they will not mind at all. ?
PippinTom Posted September 27, 2023 Posted September 27, 2023 Because Nexus communication interface is so effed (I hate it enough to restrain from using it) and I can't find a page dedicated for Outfit Manager on LL, I'll allow myself to abuse this thread and report an issue here. (rather long) description: A) Install it on existing save game, create tons of custom outfits, and NPC behavior profiles. Create one such profile for PC too, with some custom conditions presets too B) Start new game : C) Use "import OM configuration" -> import/loading completes without any errors/warning Things in MCM looks mostly as expected, but there are two hard to miss issues: 1) all keybindings looks like imported BUT do not work, even if reset and then reassigned 2) all "supported outfits" accounted for in terms of quantity and contents (at least from MCM/display point of view), but none of them works on PC and none of them have any name nor description, even those preinstalled/internal ones, like "empty outfit" D) import PC's OM profile 3) All built in and custom scenarios are gone (at least it looks like they are gone, because there are "00000000" in place where outfits' ids should be) Diagnosed cause: JsonUtil In your code you use it like in following example > JsonUtil.GetFormValue(File, "FormID", aCustomOutfit as Form) and when you do, you sometimes(!) get something and sometimes not - fuck me if I know why this works that way (is not consistent in first place). Bottom line is that json/xml files all(*) keys are (forced to be) written lowercase, and since xml is(?seems to be?) case sensitive, in perfect world, with your call, you should NEVER get anything at all, because FormID key does not exist, while formid does. So simple fix would be to open OM_MainQuestScript and OM_ActorAlias (only those two seems to be relevant in this case) and re(gex)place all second argument (at least in part referring to key name) in JsonUtil calls, with lowercase conversion. Anyway - after I recompile, start and load a game and use "import config" ... magically OM starts to act as expected - hotkeys work again, PC's profile gets properly imported (scenarios including), list of all supported outfits is properly filled with names... what probably does not close the list of healed things. Anyway, I'm not aware of anything that stopped working due to that case conversion, so I think it's a valid fix. _____ *) sad story is that it's not consistent either: some internal keys like "intList" or "formList" obviously are not lowercase ones. (...)
OsmelMC Posted September 27, 2023 Author Posted September 27, 2023 6 minutes ago, PippinTom said: Thanks for that fix! It should be integrated in SLU+ - I don't think that you should restrain yourself when making integration patches for any 3rd party mods just to import flawed code/functionality if you are aware of issue and solution - in which case it's cheap. It worst case - your integration would not be 100% true to the original mod, but then 100% true to what what original mod supposed to/ is expected to be from end user perspective, no? in which case they will not mind at all. ? This is more like a fix or enhancement. Add just 3 lines of code that doesn't change the expected behavior, just cover one part of the sexlab ignored by most of the mod developers for lack of knowledge. For that reason and since really have nothing to do with the SLU+ i will recommend the changes to the author and mind while keep the fix here.
OsmelMC Posted September 27, 2023 Author Posted September 27, 2023 38 minutes ago, PippinTom said: (rather long) description: A) Install it on existing save game, create tons of custom outfits, and NPC behavior profiles. Create one such profile for PC too, with some custom conditions presets too B) Start new game : C) Use "import OM configuration" -> import/loading completes without any errors/warning Things in MCM looks mostly as expected, but there are two hard to miss issues: 1) all keybindings looks like imported BUT do not work, even if reset and then reassigned 2) all "supported outfits" accounted for in terms of quantity and contents (at least from MCM/display point of view), but none of them works on PC and none of them have any name nor description, even those preinstalled/internal ones, like "empty outfit" D) import PC's OM profile 3) All built in and custom scenarios are gone (at least it looks like they are gone, because there are "00000000" in place where outfits' ids should be) Diagnosed cause: JsonUtil In your code you use it like in following example > JsonUtil.GetFormValue(File, "FormID", aCustomOutfit as Form) and when you do, you sometimes(!) get something and sometimes not - fuck me if I know why this works that way (is not consistent in first place). Bottom line is that json/xml files all(*) keys are (forced to be) written lowercase, and since xml is(?seems to be?) case sensitive, in perfect world, with your call, you should NEVER get anything at all, because FormID key does not exist, while formid does. So simple fix would be to open OM_MainQuestScript and OM_ActorAlias (only those two seems to be relevant in this case) and re(gex)place all second argument (at least in part referring to key name) in JsonUtil calls, with lowercase conversion. Anyway - after I recompile, start and load a game and use "import config" ... magically OM starts to act as expected - hotkeys work again, PC's profile gets properly imported (scenarios including), list of all supported outfits is properly filled with names... what probably does not close the list of healed things. Anyway, I'm not aware of anything that stopped working due to that case conversion, so I think it's a valid fix. _____ *) sad story is that it's not consistent either: some internal keys like "intList" or "formList" obviously are not lowercase ones. (...) There are some important problems on the OM last version that i fix already but still have to test many other changes so the version isn't ready to release. i didn't understand if your A B C was issues or steps but the lowercase thing was clear. Just in case i will apply your solution to all the Json and storage parameters. That's probably a bug of your PapyrusUtil or some missing version of Visual C++. But if make it lowercase fix it, lowercase will be. by other side the FormIDs stored on the JSON files are sensitive with the file name of the plugin so even when is not your case, always take in consideration that change the name or file extension of the plugin can cause issues like this.
OsmelMC Posted September 27, 2023 Author Posted September 27, 2023 16 hours ago, Cvn2 said: Is SOS - Schlongs of Skyrim with PapyrusUtil compatible with this? MO2 told me there was a conflict between the two. Really thanks for someone's help. is incompatible unless someone else made a patch. But is compatible with this one that have LE conversion Patches on my Tweaks
OsmelMC Posted September 27, 2023 Author Posted September 27, 2023 4 hours ago, biobay850 said: Updated to 20230921 but how to fix this? I will need more details. For example the animation played and the High Heels Mod. That can be the animation or some of those mods that fix the High Heels when the actor use a furniture.
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