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Posted

Any idea what might cause animations slowly getting out of sync during the animations? Its like the creature / actor animation speeds are different just a little enough for them to get totally out of sync after a few seconds. Had this happend with SexLab Utility Plus on Skyrim AE. 

Any help would be greatly appriciated!

Posted
11 hours ago, Meeps said:

Any idea what might cause animations slowly getting out of sync during the animations? Its like the creature / actor animation speeds are different just a little enough for them to get totally out of sync after a few seconds. Had this happend with SexLab Utility Plus on Skyrim AE. 

Any help would be greatly appriciated!

Unless you be using something to slowdown the animation, there is none reason for that, except the animation in self.

 

Make sure that you have the last Skyrim AE version.

 

The usual is begging with the animation unsynchronized by some papyrus delay related with the low FPS and after the second stage usually is synchronized unless you be changing the alignment.

 

The synchrony on SexLab relays on the papyrus event's that are supposed to happen at the same time on all the actors but if the papyrus is too busy some events can be delayed by the papyrus. Use the "Papyrus Tweak NG" can help.

Posted
On 6/24/2022 at 9:00 AM, OsmelMC said:

You can uninstall the future sex framework or use my crippled version that is just the marker's.

 

The animations need the right furniture tags to be detected. You can use the SLATE of my tweak's and apply the ActionsLog included, the animations with visible furnitures will also need some adjustments to make them invisible.

I installed the crippled version of Furniture Sex Framework.  It seems to eliminate the MCM for Furniture Framework?  Just want to confirm this is expected.

Love the tweaks from SLU+!  I'm struggling now to get the Invisible Furniture animations I installed with Furniture Sex Framework to work with furnitures.  Is there a good tutorial that shows how to add tags to these furniture animations with SLATE?

Thanks for all your work on these tweaks!

Posted
16 minutes ago, Dez65 said:

Just want to confirm this is expected.

Is crippled, so yes! In fact only keep the invisible markers of that Mod and of course also allow you use those Mods that add more markers to the furniture sex framework.

 

20 minutes ago, Dez65 said:

Is there a good tutorial that shows how to add tags to these furniture animations with SLATE?

Sadly none tutorial available.

Start by install my patch for SLATE and import & apply the "OsmelMC ActionLog" included.

Some authors are being charged they animations ID so my ActionLog have to be updated, but you can set your own tags with the SLATE.

 

 

To add your own tags:

1. Go to the second page of the SLATE and click on the first option one time to make sure that your changes will be stored on your ActionLog and so the next time you update my SLU+ or some animation pack be enough with reapply your ActionLog.

 

2. On the top of first SLATE page at your left is one selection box where you can choose between 4 options where 2 are for standard animations and the other 2 are for creature animations. Once you choose one of those 4 options, the selection box at your right will show different anim sets predefined that will let you edit the tags of some specific groups of animations. Between those anim sets you can find some ones that will help you with the furniture tag's.

 

 

Posted

I'm also having problems with the high heels and bent ankles. Sexlab seems to be ignoring the FootIKDisable found in some animations like Billyy's. The only HH mod I'm using is HeelsFix.

Posted
On 11/6/2023 at 9:16 AM, OsmelMC said:

Like I said, make sure that nothing is overwriting my files...

 

Your logs show none error related with SexLab. Only show that you have something overwriting my files that is changing the behavior of the SLU and ignoring my filters between other things. Whatever you be using is incompatible with SLU, made for another version of my SLU or just is intentionally breaking the furniture system.

 

 

 

In details:

The furniture system is detecting the animations and the Furnitures around the player that in this case was a table.

The logs said that you have chosen the table that apparently was the only choice any way because it also was looking for beds, walls and chairs without success.

After the selection, the actors try to walk to the table and until there everything is as usual.

 

At this point my scripts usually will be filtering the animations too make sure that you get only the animations that match with the scene called and your furniture selection but whatever you be using got rid of all my Animation Filters so you probably got a long list of animations most of them unrelated with the table and the Bench animation was just a coincidence.

Turns out its because of the mod I was using to trigger scene. Not sure why it completely bypasses filter, but everything worked once i used other mods to trigger.

 

https://www.loverslab.com/topic/67991-follow-me-for-sex-v37/

Posted (edited)
On 10/7/2023 at 12:19 AM, OsmelMC said:

Not even compatible anymore. Not needed.

The grass is still KILLING startup outdoors now that I've removed it though....

 

Edited by no_way
Posted
9 hours ago, no_way said:

The grass is still KILLING startup outdoors now that I've removed it though....

 

You can choose between grass issues or actors alignment issues.

 

The current scripts start by use the grass friendly functions to align the actors without grass issues but I know those functions are always being unreliable so I also include after that another function that check the position of the actors and force the alignment is the grass friendly functions didn't work. 

 

The Skyrim translation function used to avoid grass issues (the grass friendly function) are always being buggy and usually fail on set the right angle for the player. However I found that disabling the FootIK before use the Translation function increase the chance of success so probably the Physics be related with the fail of the translation function.

Posted
On 11/11/2023 at 10:16 AM, OsmelMC said:

You can choose between grass issues or actors alignment issues.

 

The current scripts start by use the grass friendly functions to align the actors without grass issues but I know those functions are always being unreliable so I also include after that another function that check the position of the actors and force the alignment is the grass friendly functions didn't work. 

 

The Skyrim translation function used to avoid grass issues (the grass friendly function) are always being buggy and usually fail on set the right angle for the player. However I found that disabling the FootIK before use the Translation function increase the chance of success so probably the Physics be related with the fail of the translation function.

Hmm, I’ve never noticed alignment issues outdoors, weird.  I guess I’m noticing when your backup script kicks in though, I was wondering why some scenes start quite quick and then the next one takes like 15 seconds.

Posted

If I overwrite the current SLU+ with SLGP, is that going to break anything major?  Outside startup just takes waaaaaaaaaaaay too long now.  

Posted
20 hours ago, no_way said:

If I overwrite the current SLU+ with SLGP, is that going to break anything major?  Outside startup just takes waaaaaaaaaaaay too long now.  

 

Obviously, will break current version of SLU+.  That SLGP UP 1.0.1 old patch is from Jan 2023, meaning that is likely for "SexLab Utility Plus v20221229". That five version old.  The conflicting sslActorAlias script was updated every SLU version with patches and features, and other scripts depend on it. 

 

You may need to start a new game with compatible old  SLU+ to use SLGP UP 1.0.1.

 

Posted
On 11/13/2023 at 1:17 AM, no_way said:

If I overwrite the current SLU+ with SLGP, is that going to break anything major?  Outside startup just takes waaaaaaaaaaaay too long now.  

Of course it will break something. It's patch is for a old version and not longer compatible.

 

I already include all the improvements from the SLGP but is true that SLGP don't have grass issues and the reason is because it use the Translation function without check if is working while my scripts use the Translation function and once done if the position is still wrong SLU+ will force the right alignment. Sadly for some user's the Translation function fail too often.

Posted
12 hours ago, safado said:

You may need to start a new game with compatible old  SLU+ to use SLGP UP 1.0.1.

 

The SLU usually can be removed or downgrade at any point of the game. You only have to use the "Clean System" option after downgrade or remove the SLU+. 

Posted
6 hours ago, Vigor said:

@OsmelMC Hey, can you update SLU+ integration with SLSO. There was a change in sslActorAlias that removed a check for CumID (line 1287+ in SLU's actor alias script), because otherwise many animations don't allow actors to orgasm. My original post in SLSO thread: https://www.loverslab.com/topic/100070-sexlab-separate-orgasm-se/page/64/#comment-4227823

Check again because my SLU have one Orgasm function for the SLSO and another for the SLU without SLSO. I think the line 1287 is the one without SLSO because on the orgasm function for the SLSO the cum I'd line is commented or removed.

 

What you have is probably the wrong value for the SLSO orgasm settings. Check the papyrus.0.log and if you find some log saying that the orgasm was forbidden you can be sure that was the SLSO intentionally blocking the orgasm.

Posted
1 hour ago, OsmelMC said:

Check again because my SLU have one Orgasm function for the SLSO and another for the SLU without SLSO. I think the line 1287 is the one without SLSO because on the orgasm function for the SLSO the cum I'd line is commented or removed.

 

What you have is probably the wrong value for the SLSO orgasm settings. Check the papyrus.0.log and if you find some log saying that the orgasm was forbidden you can be sure that was the SLSO intentionally blocking the orgasm.

If you mean OrgasmEffectSLSO() function, then it has exactly the same code that checks for CumID>0. Either way, the author of SLSO removed such a check, because this is the reason why some people complain their actors can't orgasm in many situations when they reach 100% enjoyment. But I'm also using Hakkey's tweak, so I removed this check there, recompiled and solved the issue. I can't be 100% sure this problem exists in SLU+, but I assumed he copied sslActorAlias code and didn't change this part, that's why I also reported it here.

Posted

It seems that your version of MiasLair has some files (sexslaveframework.pex and vernonsexslavescript.pex) that conflict with PAH patch for original one (included in the fomod).

Any chance you'll make compatibility patch?

Posted
On 11/17/2023 at 11:43 AM, brgont said:

It seems that your version of MiasLair has some files (sexslaveframework.pex and vernonsexslavescript.pex) that conflict with PAH patch for original one (included in the fomod).

Any chance you'll make compatibility patch?

Send me those files in conflict to check the difference and include it on the next version. 

  • 2 weeks later...
Posted (edited)

What does this mod change to expression? What ever I do my character still emotionless.

I imported configuration which worked good before install this mod, the setting remains the same. I changed it manually, don't work.

It is frustrating when installing a mod should be fixing the problems but cause more.

 

 

Here is the expression configuration.

 

Expressions.zip

Edited by anonymous0417
Posted
15 hours ago, anonymous0417 said:

What does this mod change to expression? What ever I do my character still emotionless.

I imported configuration which worked good before install this mod, the setting remains the same. I changed it manually, don't work.

It is frustrating when installing a mod should be fixing the problems but cause more.

 

 

Here is the expression configuration.

 

Expressions.zip 6.5 kB · 0 downloads

 

Send me the "Papyrus.0.log".

Posted

I'm having issues with Racial Skin Variance with sexlab. Is there a fix? when an animation starts, the npcs head goes back to vanilla. The mod uses SPID if that's important. Thanks!

Posted
3 hours ago, Light187 said:

I'm having issues with Racial Skin Variance with sexlab. Is there a fix? when an animation starts, the npcs head goes back to vanilla. The mod uses SPID if that's important. Thanks!

The author can contact me if need help to make it compatible but in general it seems to be using a spell to apply the new apparency and still have to make sure that the effect get reapplied after the Node Update events

Posted

Not sure what the problem is but it seems that with your SOS Tweaks mod the SOS_Revealing keyword is getting ignored on some outfits, in particularly TAWOBA Remastered. Most of my females have either missing panties or missing bras. Reverting back to SOS with DLL, without your SOS tweak, the problem is resolved.

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