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Posted

Just a little thing about the expression editor. My problem is not getting the lips to open up enough for a blowjob. That's is fine. The teeth however, lol. The lower teeth just wont follow the jaw low enough and as such they the lower teeth just hangs in the air and looks a bit like alien. It's quite ugly and off putting. I'v tried to mess around with the settings (big aahs, etc) but all that changes is the mouth itself and not the teeth's.

Posted (edited)
2 hours ago, maxsteiner said:

Just a little thing about the expression editor. My problem is not getting the lips to open up enough for a blowjob. That's is fine. The teeth however, lol. The lower teeth just wont follow the jaw low enough and as such they the lower teeth just hangs in the air and looks a bit like alien. It's quite ugly and off putting. I'v tried to mess around with the settings (big aahs, etc) but all that changes is the mouth itself and not the teeth's.

If the teeth stay closed while the mouth is open is just because that actor face is different from the one recognized by his TRI file.

 

 

1. You should have one TRI file each race and that means that if you problem is for all the actors of one or more races, then you need a "Expressive Facial Animation" Mod for those races.

 

2. If the problem is just for few actors or the actors of some Mod, then you probably are using some Mod to replace those faces with faces that are incompatible with his TRI file. In which case the only solution is change the faces of the Mod or just ignore it like i did with the faces I'm using on the "Vigilant SE"

 

3. If the problem is just with the player then you probably change the hair and in that case I not sure of the solution but you can try open the RaceMenu and change something in the face like the mouth to force it to refresh.

Edited by OsmelMC
Posted (edited)
On 4/4/2022 at 2:11 PM, Derangers said:

I'm adding a sign to this line

 ;if !NoOrgasm && SeparateOrgasms && Strength >= 100 && Stage <= StageCount && (RealTime[0] - LastOrgasm) > (((IsMale as int) + (IsCreature as int) + 1) * 10.0)

 

I personally did not have any problems with running animations after that.

 

Thank you very much!

 

So I think got it working by recompiling the required scripts myself.

 

Here's what I did:

 1. I made a diff on all scripts from SLSO 1.7.7 to 1.7.8 only to find out that the only difference was sslThreadController. 

 2. I applied all changes for sslThreadController from SLSO 1.7.7 to 1.7.8 to the sslThreadController from SLU+

 3. I made the change to sslActorAlias that you discovered.

 4. Then used CK to recompile those two scripts.

 

In this working setup, SLU+ still overwrites the SLSO files, as they are supposed to.

 

EDIT: 

Actually I'm not sure it works entirely as expected. With these changes it seems that animations are not allowed to reach the final stage, unless aggressor has been satisfied. So until then you can switch between all stages, except the last when using the "Advance Stage Key (Space)". Was this how it worked before? Maybe? I'll probably test that tomorrow.

 

EDIT:

It does seem that this is indeed the prior behaviour as well.

Edited by leakim
Posted

It seems that the tongue equipment is not being added to inventory correctly.
The tongue is added when the inventory is opened at the time of mouth placement, but the tongue is not removed when the facial expression is changed.
It works fine for NPCs.

Posted
30 minutes ago, awy7903qt6 said:

It seems that the tongue equipment is not being added to inventory correctly.
The tongue is added when the inventory is opened at the time of mouth placement, but the tongue is not removed when the facial expression is changed.
It works fine for NPCs.

 

Is already fixed for the next version!

 

I'm mostly waiting that somebody test the new furniture system on LE and send me the "Papyrus.0.log" because I can't release the new version until know if the PO3 function will work on LE and confirm some parameters on the log that are only showed on LE.

Posted
14 hours ago, OsmelMC said:

 

Is already fixed for the next version!

 

I'm mostly waiting that somebody test the new furniture system on LE and send me the "Papyrus.0.log" because I can't release the new version until know if the PO3 function will work on LE and confirm some parameters on the log that are only showed on LE.

 

Thank you.

Looking forward to your update.

Posted

Thank you so much for this.  You've added so much  more customization with your Sexlab tweaks.  I love it!

 

If you are looking for any future ideas, I've always wished there were different stripping options depending on if you are in a bed or not.  For instance, I might not want to get completely stripped down doing it in a dungeon or woods but would if I was in a bed at an inn or home.  Right now you can decide what gets stripped for foreplay, normal and aggressive.  If would be cool to have like a foreplay bed and a normal bed options as well.

 

Thanks again.

Posted
On 4/12/2022 at 1:14 PM, OsmelMC said:

 

Is already fixed for the next version!

 

I'm mostly waiting that somebody test the new furniture system on LE and send me the "Papyrus.0.log" because I can't release the new version until know if the PO3 function will work on LE and confirm some parameters on the log that are only showed on LE.

 

Unsure if this is the same issue described here, but in my game the player won't equip the tongue properly when engaged in a SexLab animation. If I use the Expression Editor to test the Ahegao expressions, the player gets the tongue correctly every time, but never during actual sex. Strangely the tongue works during animations for NPCs but as far as I can tell they use the same code path.

 

I've been attempting to debug it locally but haven't found the cause yet. The traces show that the game at least thinks its equipping the face item on the player during the scene, but it doesn't actually appear.

Posted
2 hours ago, oiquwtpiouepwqou said:

 

Unsure if this is the same issue described here, but in my game the player won't equip the tongue properly when engaged in a SexLab animation. If I use the Expression Editor to test the Ahegao expressions, the player gets the tongue correctly every time, but never during actual sex. Strangely the tongue works during animations for NPCs but as far as I can tell they use the same code path.

 

I've been attempting to debug it locally but haven't found the cause yet. The traces show that the game at least thinks its equipping the face item on the player during the scene, but it doesn't actually appear.

Try using the IFPV. For i see, the tongues get properly equipped on the player even on first person where is well know that the Ahegao mods can be buggy. But I'm using the IFPV and never tried it without that.

 

The bug fixed is of the tongues showed while the mouth get closed.

 

Posted (edited)
4 hours ago, OsmelMC said:

Try using the IFPV. For i see, the tongues get properly equipped on the player even on first person where is well know that the Ahegao mods can be buggy. But I'm using the IFPV and never tried it without that.

 

The bug fixed is of the tongues showed while the mouth get closed.

 

 

Ah I see. Unfortunately I run AE and IFPV is not compatible (and won't ever be afaik). I'll see if I can figure out the source of my issue.

 

EDIT: You were right about that being the issue however (or related). It's being in free cam that is causing the bug. If I disable the automatic free cam switch at the start of the scene the tongue appears correctly on the player.

 

EDIT #2: I was hoping adding a QueueNiNodeUpdate() might fix it. It does fix the issue of the missing tongue for the player, but unfortunately calling QueueNiNodeUpdate also seems to reset the facial expression so that's no good. I note that if I open and close the inventory UI it will force a refresh of the tongue with no side effects but obviously that's a terrible work around. I'm not sure yet what the game UI is calling to force that refresh to happen or if it's something available in script.

Edited by oiquwtpiouepwqou
Posted
6 hours ago, oiquwtpiouepwqou said:

You were right about that being the issue however (or related). It's being in free cam that is causing the bug. If I disable the automatic free cam switch at the start of the scene the tongue appears correctly on the player.

 

EDIT #2: I was hoping adding a QueueNiNodeUpdate() might fix it. It does fix the issue of the missing tongue for the player, but unfortunately calling QueueNiNodeUpdate also seems to reset the facial expression so that's no good. I note that if I open and close the inventory UI it will force a refresh of the tongue with no side effects but obviously that's a terrible work around. I'm not sure yet what the game UI is calling to force that refresh to happen or if it's something available in script.

 

Is a well know bug on all the Ahegao Mods but for i remember already have a fix. I have to check if the scripts to fix it are there and working. 

Posted (edited)

hi Osme, its my first comment.. if there wrong word I'am sory and my english bad..

I don't know if I'm the only one experiencing this bug or not but when started the animation, npc will walk/run first before start animation right?

but now npc just teleport to PC, even though I've disabled it in animation settings.. so I'am now stuck in Version.20220112 .. this version still work for me ..

Edited by Aryto
Posted
22 hours ago, Aryto said:

hi Osme, its my first comment.. if there wrong word I'am sory and my english bad..

I don't know if I'm the only one experiencing this bug or not but when started the animation, npc will walk/run first before start animation right?

but now npc just teleport to PC, even though I've disabled it in animation settings.. so I'am now stuck in Version.20220112 .. this version still work for me ..

On the last version the actors walk and start to strip themselves once are closed enough to the center of the scene. But the walk to center function also check if the actor can't advance and after few failed intents stop trying and teleport himself.

 

Think like the wait idles or the strip animation can make the actor stop walking long enough to force the teleport, same happens if another mod intervene or when the actor walk away trying to find a path. Check those things and let me know. That function still have a lot of run for improvement but I put more attention on other things so any idea of feedback is appreciated.

Posted (edited)

GOOD NEWS EVERYONE!

 

Well, good for me at least! Still I don't know if someone else is interested?

 

I just made a new Mod that I'm calling "Outfits Manager". I'm been wishing a mod like this since I start to use custom armor's, but even when mods like "Sleep Tight", "Nether Followers Framework" and most recently "Dozier's Auto Outfits" are tried this, none of them is good enough and eventually i just disable his functions or remove the Mods.

 

Outfits Manager: Takes the best qualities of those three Mods and give you the opportunity to control the outfits of all the NPC's and the Player (on this first version the player is not recommend and very limited but eventually will be better than the "Favorite" options of the SkyUI)

 

 

 

Want it does?

 

1. Allow you change the vanilla default and sleep outfits defined on the NPC, for any of the outfits on the supported list.

 

2. Allow you to support almost any outfit of any Mod

 

3. Allow you to make your own Custom Outfits with any equippable item on the Player Inventory.

 

4. Include my own version of the Sleep Tight function that force the change of dress on sleeping NPC's. By the way, is optional and come disabled by default because I also use the last version of "Go to Bed" and that Mod come with very similar function included and I'm not sure if his function can be disabled. I think my function is a bit better!

 

5. Finally and probably more important: Allow you set Advanced Dress Behaviors on few NPC's of your choice.

The Advanced Behaviors allow you choose wish outfit will be equipped an under what conditions aside that each one come with his own strip options for each outfit type and actor.

 

 

Together all those options make possible almost any wished behavior.

 

 

 

 

I just making my last fixes on the MCM scripts to release the Mod on Nexus in few hours.  Nexus Link

 

PS: None of the Mods mentioned her are required and is even recommend disable those Mods dress functions or uninstall them to prevent compatibility issues.

Edited by OsmelMC
Posted
1 hour ago, OsmelMC said:

 

1. Allow you change the vanilla default and sleep outfits defined on the NPC, for any of the outfits on the supported list.

 

2. Allow you to support almost any outfit of any Mod

 

3. Allow you to make your own Custom Outfits with any equippable item on the Player Inventory.

 

4. Include my own version of the Sleep Tight function that force the change of dress on sleeping NPC's. By the way, is optional and come disabled by default because I also use the last version of "Go to Bed" and that Mod come with very similar function included and I'm not sure if his function can be disabled. I think my function is a bit better!

 

5. Finally and probably more important: Allow you set Advanced Dress Behaviors on few NPC's of your choice.

The Advanced Behaviors allow you choose wish outfit will be equipped an under what conditions aside that each one come with his own strip options for each outfit type and actor.

 

Honestly I'm missing:
6. Last but not least and actually really important too: Allows you to save the Outfits you created to a file, so you can use them again if starting a new game.

That's what really gets me with NFF (aside of it working only on followers), you can't save the outfits you spend a lot of time in mixing and matching for use in different saves.

Posted (edited)
1 hour ago, Talesien said:

Honestly I'm missing:
6. Last but not least and actually really important too: Allows you to save the Outfits you created to a file, so you can use them again if starting a new game.

That's what really gets me with NFF (aside of it working only on followers), you can't save the outfits you spend a lot of time in mixing and matching for use in different saves.

Yes that's right!

Like in NFF you can make your own outfits and i even have run for 200 custom outfits like in NFF. 

The difference is that you can also assign it Name and Description, plus the type of outfit for the filter on the menu's and export each outfit into a JSON file, don't matter if is custom or not.

 

But the best part is that my Advanced Behavior work like the NFF outfit system but on any actor you wish, and right now include 17 possible scenarios and capacity for 15 more if somebody ask for it. (I think NFF not even reach the 10 scenarios)

 

The scenarios are:

1. Default

2. Sleeping: Safe

3. Sleeping: Wild

4. Actor Home

5. Player Home

6. Actor Work

7. City Location

8. Town Location

9. Wild Location

10. Swimming: Public

11. Swimming: Home

12. Combat (when is searching because if is already fighting don't have time to dress up)

13. Weather: None

14. Weather: Pleasant

15. Weather: Cloudy

16. Weather: Rainy

17. Weather: Snow

 

 

I have plans for "Weather: Ash Storm" but still have to define the conditions

Edited by OsmelMC
Posted
4 hours ago, NicoleDragoness said:

Does this Outfit Manager work in LE too?

Should work because I made it thinking on compatibility. But I don't test it yet on LE.

 

You can try it. And if you can import the outfits of one Mod without errors on the scripts then is 100% compatible. My only concern is the function to get Mods by name that is bit different on SE and I use both on the script based on the SKSE version.

 

Make sure of install the PowerOfThree's Papyrus Extender for LE.

Posted
On 4/26/2022 at 10:58 PM, OsmelMC said:

GOOD NEWS EVERYONE!

 

Well, good for me at least! Still I don't know if someone else is interested?

 

I just made a new Mod that I'm calling "Outfits Manager". I'm been wishing a mod like this since I start to use custom armor's, but even when mods like "Sleep Tight", "Nether Followers Framework" and most recently "Dozier's Auto Outfits" are tried this, none of them is good enough and eventually i just disable his functions or remove the Mods.

 

Outfits Manager: Takes the best qualities of those three Mods and give you the opportunity to control the outfits of all the NPC's and the Player (on this first version the player is not recommend and very limited but eventually will be better than the "Favorite" options of the SkyUI)

thanks for answer me before,

this will be good if we can strip and wear clothes during animation sexlab.. could that be?

Posted
1 hour ago, Aryto said:

thanks for answer me before,

this will be good if we can strip and wear clothes during animation sexlab.. could that be?

The next version should include my invisible slot's that is mostly experimental but allow you hide parts of the armor without remove the armor or dress. Once that be included is almost sure that i will try to use it on the SexLab scene.

 

 

Equip items in middle of the sex scene is more complicated than it looks. Usually trigger a redress event that can't be controlled. The only ways to prevent the redress event are keep the items on the actor inventory but then get equipped by his own.

Posted

Tried the latest sexlab utility plus with sexlab 1.63 on SE and installed as directed, cause I like the ahegao and DD/Zaz handling

 

Now my sexlab defeat is broken.

I check the console and all actors get an error that they are valid actors, but have no animations. 

Why would this addition break my sexlab?

Posted (edited)

@OsmelMC

Is it possible somehow to start the "Fade" of SLU+ from outside via a script?

I tried to start the functions but could not compile them. 

 

Basically would be cool to be able to call in a Fade because honestly I would like to control them via my mod rather than from sexlab itself.

Also I need fade to black in other situations and not just when sex starts or ends. 

 

or is the SSL config not active outside of sex scenes? 
I really like that idea of an object in front of the cam to allow ENBs to work. Sexlab Fade To Black mod only has blur and no 100% working solution for ENBs ;( 

Edited by Nymra
Posted
1 hour ago, no_way said:

Tried the latest sexlab utility plus with sexlab 1.63 on SE and installed as directed, cause I like the ahegao and DD/Zaz handling

 

Now my sexlab defeat is broken.

I check the console and all actors get an error that they are valid actors, but have no animations. 

Why would this addition break my sexlab?

Send me the "Papyrus.0.log"

 

But probably is just about time. SexLab take some time on get installed even after say that is installed because once SexLab get installed the other Mods like SLAL and SLATE start his setups and those can take hours on SE.

Posted (edited)
1 hour ago, Nymra said:

@OsmelMC

Is it possible somehow to start the "Fade" of SLU+ from outside via a script?

I tried to start the functions but could not compile them. 

 

Basically would be cool to be able to call in a Fade because honestly I would like to control them via my mod rather than from sexlab itself.

Also I need fade to black in other situations and not just when sex starts or ends. 

 

or is the SSL config not active outside of sex scenes? 
I really like that idea of an object in front of the cam to allow ENBs to work. Sexlab Fade To Black mod only has blur and no 100% working solution for ENBs ;( 

On SE the fade is already part of the sslSystemConfig. You can copy the function but required two NIF files. Or call it directly on SexLab.config.AppyFade(true) and RemoveFade()

 

But I you use the SexLab function on LE you will need my mod as dependency.

Edited by OsmelMC

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