OsmelMC Posted April 30, 2022 Author Posted April 30, 2022 3 hours ago, shade549 said: Sorry if this has been answered before, is there a way disable NPC to NPC animations from auto advancing? I read on another post that someone edited the sslThreadController script to disable it but I have no idea how to do it. When you take control of the animation, the auto advancing get temporarily disabled until you release the control. Permanently disable the auto advancing is the worst idea I'm listen. The obvious consequence is that none animation will advance. Better alternatives are used by Mods like SLSO that can return to some previous stage before the animation end or start another animation before end with the previous one.
shade549 Posted April 30, 2022 Posted April 30, 2022 15 minutes ago, OsmelMC said: When you take control of the animation, the auto advancing get temporarily disabled until you release the control. Permanently disable the auto advancing is the worst idea I'm listen. The obvious consequence is that none animation will advance. Better alternatives are used by Mods like SLSO that can return to some previous stage before the animation end or start another animation before end with the previous one. I understand that permanantly disabling auto advancing is a bad idea for many reasons. But I'm trying to create an orgy scene with multiple NPCs and I don't want the them to end their animations while I'm editing the scene. It's also difficult to control every scene manually as I need to change it back to the animation I want everytime it changes. If theres a way to at least temporarily disable auto advancing for NPCs it'll be great
OsmelMC Posted April 30, 2022 Author Posted April 30, 2022 3 hours ago, shade549 said: But I'm trying to create an orgy scene with multiple NPCs and I don't want the them to end their animations while I'm editing the scene. It's also difficult to control every scene manually as I need to change it back to the animation I want everytime it changes. Now we are talking... You should be started by say "Orgy". You don't want to disable the auto advancing, you want some sex scenes running without stop until you decide the opposite, and that's very different story. First you need a common switch to stop the scenes, for that you need a Quest with a Bool Property to be able to toggle of all the linked scenes at the same time or at least let them finish. The second is start all the scenes with a common Hook to be able to identify your scenes. Finally use the RegisterForModEvent to fish the Stage change of those scenes and use it to rollback stages before reach the last stage or change the animation starting from one of the first Stages. I can help you with the scripts if you show me what you have by now!
shade549 Posted April 30, 2022 Posted April 30, 2022 4 hours ago, OsmelMC said: I can help you with the scripts if you show me what you have by now! Sounds great but I'm not a coder by any means. I only followed the instructions on this post https://www.loverslab.com/topic/134632-how-stop-auto-advance-stage-for-npc/ All I did was redited mod, quest and script names to match the name of the scripts. I actually got it to work but it's not perfect, the animation still changes at times. Feel free to improve on it and even better if you can intergrate it into your mod! scripts.zip SLDisableNPCAutoAdvance.esp
Talesien Posted May 1, 2022 Posted May 1, 2022 (edited) I've been testing the outfit manager a little the last two days and I'm not sure how saving outfits, especially to json, works. For example I've saved the outfits of several followers, which are applied/stored by NFF. Sure enough there are a corresponding number of json files in "Skyrim Special Edition\Data\SKSE\plugins\OutfitManager\Mod_nwsFollowerFramework.esp" Those jsons are pretty empty though, all they seem to contain is a reference to the outfit in NFF, like: Spoiler { "form" : { "formid" : "0x478c7f|nwsFollowerFramework.esp" }, "int" : { "outfittypemask" : 1 }, "string" : { "description" : "", "name" : "nwsFFCustomOutfit_010" } } Now AFAIK NFF saves the outfits in the save and hence they will be gone when starting a new game, so doing it this way is foiling the idea of saving the outfit for use in a new game by storing them as json. Perhaps I'm making a basic error in saving the outfit in the first place? What I do is target the NPC, go into the Outfit Manager MCM, General Settings and click Support outfit in the 'Default Outfit' row. This works fine for NPC's, including followers whose outfit is not managed by NFF, but seems not to work properly with NFF 'dressed' NPCs. I can of course go the manual way of creating an outfit. It would just be way more convenient if we could simply copy whatever outfit a NPC is currently wearing. Also with custom made outfits I can't seem to get your mod to create a json at all. If I click export while editing a custom outfit it says working, then done, but I can't find a corresponding json anywhere in the SKSE/OutfitManager folder. While at that. I tend to claim to have an easier time remembering hex numbers rather than names, still it might actually be useful to get the name of the outfit shown in the active outfit section of the Behaviours, Especially since we don't see the number anywhere else if we game the item a proper name. Also, while I'm in general not a fan of yet one more power to go to a menu ... in this special case I would like a power or spell to call up the Menu, instead of having to go via the MCM every time. Twice given that creating a new outfits requires closing the MCM and then reopening it (ok, technically I guess one does not absolutely need to reopen ... in technically ...). It would also be nice to have a strip slot 'template'. For example slot 60 is the DD safe SMP slot. So right now I uncheck that for every managed NPC. Not exactly sure what 'stripping' that slot will do (if anything), but if it does something I wager it's undesired. Finally the help text for "Restart" should be '... a major issue." ... as in the military rank, rather than like the town chief. Edited May 1, 2022 by Talesien
Tops34 Posted May 1, 2022 Posted May 1, 2022 (edited) 11 hours ago, OsmelMC said: Permanently disable the auto advancing is the worst idea I'm listen. The obvious consequence is that none animation will advance. On the last couple of versions I didn't even get auto advancing regardless if my pc was involved or not. It does work with v20211020 which I am using. Is there a setting for that anywhere? Edited May 1, 2022 by Tops34
OsmelMC Posted May 1, 2022 Author Posted May 1, 2022 58 minutes ago, Talesien said: I've been testing the outfit manager a little the last two days and I'm not sure how saving outfits, especially to json, works. For example I've saved the outfits of several followers, which are applied/stored by NFF. Sure enough there are a corresponding number of json files in "Skyrim Special Edition\Data\SKSE\plugins\OutfitManager\Mod_nwsFollowerFramework.esp" Those jsons are pretty empty though, all they seem to contain is a reference to the outfit in NFF That's because the only outfits recognized as "Custom Outfits" for now are the custom outfits of the Outfit Manager. Another outfit is considered as "standard outfit" and in those cases don't keep records of his items. Usually i can't see the difference between "custom outfits" and "standard outfits" but I know NFF and can include his Custom Outfits on my custom outfits list and that way allow you save your NFF outfits but I don't recommend that because in theory can be dangerous. 1 hour ago, Talesien said: Also with custom made outfits I can't seem to get your mod to create a json at all. If I click export while editing a custom outfit it says working, then done, but I can't find a corresponding json anywhere in the SKSE/OutfitManager folder. My custom outfits are saved on the same way that all the other outfits, of course including the outfit items on the JSON. Check the "SKSE/Plugins/OutfitManager/Mod_OutfitManager.esp/" folder on the Mod setup folder and the overwriting folder. By the way remember to also export the general settings because that JSON is the one with the supported outfits list, and once imported will try to restore all the supported outfits and should also import the JSON files of each outfit included as part of the settings importation.
OsmelMC Posted May 1, 2022 Author Posted May 1, 2022 15 minutes ago, Tops34 said: On the last couple of versions I didn't even get auto advancing regardless if my pc was involved or not. It does work with v20211020 which I am using. Is there a setting for that anywhere? Nop but you probably have something wrong. If you are using AE apparently the native GetTime function stop working after some SKSE update at least one time on the past. That cause to fail everything related with the time on SexLab included the auto advance. For some time i include one script with the no native version of the function but the last SexLab Framework for AE already fix the issue and my script not longer was required so i remove it from the setup. Of course if you are not using Skyrim AE, then should be other problem and you should send me the papyrus.0.log the next time you try the last version of SLU+
Prymerion Posted May 1, 2022 Posted May 1, 2022 (edited) @OsmelMC I have a problem with SexLab Utility Plus. I install according to the instructions (first the main SexLab 1.62, then SexLab Utility Plus). When I start a new game and want to use the default Matchmaker spell from SexLab, after using it on an NPC I get a message like " irresistible aura". Then instead of running some animation from the PC, the masturbation animation of that NPC comes on. Always. After removing SexLab Utility Plus the problem disappears and Matchmaker works normally. When this problem occurs, the console shows "WIDeadBodyCleanupScript". Also, in the SexLab Menu (Registry Info) something is missing. Destription there says "Animations ($SSL_Character)". So something is missing here. It doesn't matter if I choose the version with or without the use of furniture when installing. I have Skyrim LE. I have carried out additional tests - SexLab Utility Plus is completely not working for me. I am able to run an NPC animation with my PC using other plugins but furniture is NEVER used, although I have such animations and everything is set up properly in the configuration. What i do wrong? Edited May 1, 2022 by Prymerion
Tops34 Posted May 5, 2022 Posted May 5, 2022 (edited) On 5/1/2022 at 4:40 AM, OsmelMC said: Nop but you probably have something wrong. If you are using AE apparently the native GetTime function stop working after some SKSE update at least one time on the past. That cause to fail everything related with the time on SexLab included the auto advance. For some time i include one script with the no native version of the function but the last SexLab Framework for AE already fix the issue and my script not longer was required so i remove it from the setup. Of course if you are not using Skyrim AE, then should be other problem and you should send me the papyrus.0.log the next time you try the last version of SLU+ I have downgraded to 1.597 but kept the cc. SL version is 1.63. According to the log, the function GetCurrentGameRealTime isn't been found. Papyrus.0.log I hope the part in the spoiler is enough. In any case I have uploaded the log. [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] SEXLAB - ActorAlias[Chandra] - Expression.Applied(Shy) Strength:6; OpenMouth:False; IsLipFixed:False [05/05/2022 - 02:24:15AM] SEXLAB - ActorAlias[Vanikseth] - PlayMoan:True; UseLipSync:TRUE; OpenMouth:False [05/05/2022 - 02:24:15AM] SEXLAB - ActorAlias[Nord] - Expression.Applied(Pleasure) Strength:6; OpenMouth:False; IsLipFixed:False [05/05/2022 - 02:24:15AM] error: Static function GetCurrentGameRealTime not found on object SexLabUtil. Aborting call and returning None stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] warning: Assigning None to a non-object variable named "::temp37" stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] error: Static function GetCurrentGameRealTime not found on object SexLabUtil. Aborting call and returning None stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] warning: Assigning None to a non-object variable named "::temp37" stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:16AM] error: Static function GetCurrentGameRealTime not found on object SexLabUtil. Aborting call and returning None stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:16AM] warning: Assigning None to a non-object variable named "::temp37" stack: Edited May 5, 2022 by Tops34
OsmelMC Posted May 5, 2022 Author Posted May 5, 2022 12 hours ago, Tops34 said: I have downgraded to 1.597 but kept the cc. SL version is 1.63. According to the log, the function GetCurrentGameRealTime isn't been found. Papyrus.0.log 3.28 MB · 1 download I hope the part in the spoiler is enough. In any case I have uploaded the log. Reveal hidden contents [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] SEXLAB - ActorAlias[Chandra] - Expression.Applied(Shy) Strength:6; OpenMouth:False; IsLipFixed:False [05/05/2022 - 02:24:15AM] SEXLAB - ActorAlias[Vanikseth] - PlayMoan:True; UseLipSync:TRUE; OpenMouth:False [05/05/2022 - 02:24:15AM] SEXLAB - ActorAlias[Nord] - Expression.Applied(Pleasure) Strength:6; OpenMouth:False; IsLipFixed:False [05/05/2022 - 02:24:15AM] error: Static function GetCurrentGameRealTime not found on object SexLabUtil. Aborting call and returning None stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] warning: Assigning None to a non-object variable named "::temp37" stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] error: Static function GetCurrentGameRealTime not found on object SexLabUtil. Aborting call and returning None stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:15AM] warning: Assigning None to a non-object variable named "::temp37" stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:16AM] error: Static function GetCurrentGameRealTime not found on object SexLabUtil. Aborting call and returning None stack: [SexLabThread02 (1B06C62C)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ? [05/05/2022 - 02:24:16AM] warning: Assigning None to a non-object variable named "::temp37" stack: Reinstall the SLU+ and make sure of select the SE version. By the way is only compatible with the latest SexLab Framework, that means nothing of BETA
Prymerion Posted May 5, 2022 Posted May 5, 2022 On 5/1/2022 at 12:37 PM, Prymerion said: @OsmelMC I have a problem with SexLab Utility Plus. I install according to the instructions (first the main SexLab 1.62, then SexLab Utility Plus). When I start a new game and want to use the default Matchmaker spell from SexLab, after using it on an NPC I get a message like " irresistible aura". Then instead of running some animation from the PC, the masturbation animation of that NPC comes on. Always. After removing SexLab Utility Plus the problem disappears and Matchmaker works normally. When this problem occurs, the console shows "WIDeadBodyCleanupScript". Also, in the SexLab Menu (Registry Info) something is missing. Destription there says "Animations ($SSL_Character)". So something is missing here. It doesn't matter if I choose the version with or without the use of furniture when installing. I have Skyrim LE. I have carried out additional tests - SexLab Utility Plus is completely not working for me. I am able to run an NPC animation with my PC using other plugins but furniture is NEVER used, although I have such animations and everything is set up properly in the configuration. What i do wrong? @OsmelMC any help on this case?
OsmelMC Posted May 6, 2022 Author Posted May 6, 2022 4 hours ago, Prymerion said: @OsmelMC any help on this case? The debug spells are two, one is to select the player and the other is to select the NPC's one by one. You have around 10 between one actor and the next one before the function decide that is enough waiting and start the scene with the currently enchanted actors. Make sure of use the last version of SexLab Framework for your Skyrim Edition. In the case of the Skyrim AE also make sure of have the last SKSE because one of the previous versions cause a error with the Time functions of the SexLab. If your problem continue, send me the file "Papyrus.0.log" without that i can't help you with this problem.
Aryto Posted May 6, 2022 Posted May 6, 2022 (edited) your tweaks always immersive, is it possible for sex voice from sexlab to use fuz format? Edited May 6, 2022 by Aryto
Prymerion Posted May 6, 2022 Posted May 6, 2022 (edited) 20 hours ago, OsmelMC said: The debug spells are two, one is to select the player and the other is to select the NPC's one by one. You have around 10 between one actor and the next one before the function decide that is enough waiting and start the scene with the currently enchanted actors. Make sure of use the last version of SexLab Framework for your Skyrim Edition. In the case of the Skyrim AE also make sure of have the last SKSE because one of the previous versions cause a error with the Time functions of the SexLab. If your problem continue, send me the file "Papyrus.0.log" without that i can't help you with this problem. @OsmelMC Yes, I know there are two spells that test animations. I am using the spell that should turn on the joint animation of the NPC and PC. And this spell works fine when SexLab Utility Plus IS NOT installed. When SexLab Utility Plus is installed this spell DOES NOT WORK properly (it always starts the NPC masturbation animation). I would like to point out again that I am using Skyrim LEGENDARY EDITION. I have the latest SexLab Framework, the latest SKSE. In attachment Papyrus.0.log Papyrus.0.log Edited May 6, 2022 by Prymerion
Tops34 Posted May 6, 2022 Posted May 6, 2022 (edited) On 5/5/2022 at 2:41 PM, OsmelMC said: Reinstall the SLU+ and make sure of select the SE version. By the way is only compatible with the latest SexLab Framework, that means nothing of BETA I'm using the current 1.63 version from the download page but it's been modified (SL unfiltered). But that shouldn't cause the problem even it changes the text of the version back to beta 9. Anyway I'll give it a try next time I start a new game. For now I have switched back to the old version. Papyrus.0.log Edited May 6, 2022 by Tops34
OsmelMC Posted May 7, 2022 Author Posted May 7, 2022 3 hours ago, Aryto said: your tweaks always immersive, is it possible for sex voice from sexlab to use fuz format? Explain your question!?
Nymra Posted May 7, 2022 Posted May 7, 2022 1 minute ago, OsmelMC said: Explain your question!? I think he wants the sexlab voices to be fuz format instead of wav
OsmelMC Posted May 7, 2022 Author Posted May 7, 2022 2 hours ago, Prymerion said: @OsmelMC Yes, I know there are two spells that test animations. I am using the spell that should turn on the joint animation of the NPC and PC. And this spell works fine when SexLab Utility Plus IS NOT installed. When SexLab Utility Plus is installed this spell DOES NOT WORK properly (it always starts the NPC masturbation animation). I would like to point out again that I am using Skyrim LEGENDARY EDITION. I have the latest SexLab Framework, the latest SKSE. In attachment Papyrus.0.log Papyrus.0.log 10.32 kB · 1 download The logs show only one cast of the spell over the actor "Snow" don't show evidence of any other actor receiving the spell not even failing the verification and seems to be waiting 15 seconds for the next actor like is supposed to do. Noticed that the Debug Spells are made for test and not for playing. But the most important thing is that the Debug Spells of the SLU+ is very different from the Debug Spells of the SexLab Framework. The default Debug Spell can play only scenes with one or two actors and for i remember when you cast the Target Spell this play animations with the player and the target. The Debug Spell of the SLU+ is very different and do a lot more but have his own rules, for example: You can cast the spell on 1 or more NPC's up to 5 and only those actors will be part of the animation. Between one actor and the next one, the spell wait 15 seconds before considered that you don't want more actors on the animation and start the scene. That means you have around 70 seconds to select 5 actors. The Self spell add the player to the scene in the same way that the target spell do it with the NPC's. That means that if you want the player on the scene with NPC's you need both spells. Finally once the actors selection is done or full, the Spells will "Frizzes" if is casted before the animation start. Just to be clear, the Debug Spells was made for exclusive use of the developers of SexLab Framework but too many users insist on use it against all the Ashal warnings. The right alternative is the MathMaker but many users confuses the "Debug" Spells with the "Irresistible Attraction" Spells so I changed the Debug Spells to behave like the Irresistible Attraction Spells and that way don't need the MathMaker.
OsmelMC Posted May 7, 2022 Author Posted May 7, 2022 1 hour ago, Nymra said: I think he wants the sexlab voice In that case, SexLab support it but for I know it have some issues probably without solution.
OsmelMC Posted May 7, 2022 Author Posted May 7, 2022 (edited) 3 hours ago, Tops34 said: I'm using the current 1.63 version from the download page but it's been modified (SL unfiltered). But that shouldn't cause the problem even it changes the text of the version back to beta 9. Anyway I'll give it a try next time I start a new game. For now I have switched back to the old version. Papyrus.0.log 3.28 MB · 0 downloads This version of SLU+ was made exclusively for the last version of SexLab. SexLab wasn't made to be patched or tweaked, so each specific version of SexLab need specific files made only for that version and I do a lot of extra work just to keep the compatibility with LE, SE and now with AE. You should understand that more than that is insane. Same happens for any of the mods that change the SexLab scripts and that means that you can't use scripts made for one SexLab on another SexLab because break it like in this case. Recommendations: 1. Always use the last version of the main Mods. Even if someone find a bug, if the bug is important, the author or someone else will fix it in less than one week. 2. Never blend files of different versions unless the author in self recommend it. The author is the only one with the knowledge to do that and some times not even him/her. 3. Always check and update the patches or tweak's to be sure of use the right version. If the patch or tweak don't have a matching version then remove it, most sure that not longer be required and I garantice you that is incompatible even if seems to work. Edited May 7, 2022 by OsmelMC
Prymerion Posted May 7, 2022 Posted May 7, 2022 (edited) 10 hours ago, OsmelMC said: The logs show only one cast of the spell over the actor "Snow" don't show evidence of any other actor receiving the spell not even failing the verification and seems to be waiting 15 seconds for the next actor like is supposed to do. Noticed that the Debug Spells are made for test and not for playing. But the most important thing is that the Debug Spells of the SLU+ is very different from the Debug Spells of the SexLab Framework. The default Debug Spell can play only scenes with one or two actors and for i remember when you cast the Target Spell this play animations with the player and the target. The Debug Spell of the SLU+ is very different and do a lot more but have his own rules, for example: You can cast the spell on 1 or more NPC's up to 5 and only those actors will be part of the animation. Between one actor and the next one, the spell wait 15 seconds before considered that you don't want more actors on the animation and start the scene. That means you have around 70 seconds to select 5 actors. The Self spell add the player to the scene in the same way that the target spell do it with the NPC's. That means that if you want the player on the scene with NPC's you need both spells. Finally once the actors selection is done or full, the Spells will "Frizzes" if is casted before the animation start. Just to be clear, the Debug Spells was made for exclusive use of the developers of SexLab Framework but too many users insist on use it against all the Ashal warnings. The right alternative is the MathMaker but many users confuses the "Debug" Spells with the "Irresistible Attraction" Spells so I changed the Debug Spells to behave like the Irresistible Attraction Spells and that way don't need the MathMaker. @OsmelMC Ah, now I think I understand. So the spell in question intentionally works differently in SexLab Utility Plus? Than without this mod? EDIT: Yup, now it's working perfectly. Before I just cast spell on one character. I also wanted to add that even when everything is set to use furniture in scenes, the furniture is not used (when I use other ways to trigger the animation - such as through the Lovers Comfort mod). I will also try to upload Papyrus.0.log. EDIT: Animation with furniture working perfectly when it's started by SexLab Utility Plus debug matchmaker. Now i will test initializing by other mods: - Further Lover's Comfort: Animations are chosen randomly (there is no prompt to use a nearby piece of furniture each time, although that is how MCM is set up). In addition, animations with furniture that is not nearby at all are played. If I leave only one animation in the list of animations available for SexLab, with the correct furniture that is nearby, everything works perfectly - there is a question to use this furniture and the animation plays correctly. - Defeat: Working perfectly by usink K-key inviting. - Follow me for Sex: Working perfectly. The last thing I noticed is the strange display of information in MCM SexLab. Well, after installing SexLab Utility Plus, in the "Registry Info" section, the third item reads: Animations ($SSL_Character) So there is some inconsistency here - clearly there is an error. Edited May 7, 2022 by Prymerion
OsmelMC Posted May 7, 2022 Author Posted May 7, 2022 @Prymerion My furniture system don't force the furniture scenes and for that reason don't seems to work with some mods. For example if the mod ask for specific animations or tags unless be asking for furniture animations that usually low the chance of success. Also if the Mod set the Center Reference of the scene my furniture system reduce the search radio to a couple of steps around that Center Reference to avoid break the immersion. I saw the $SSL_Character and is fixed on my game. For I remember was just a missing translation, nothing to worry.
Prymerion Posted May 7, 2022 Posted May 7, 2022 1 hour ago, OsmelMC said: @Prymerion My furniture system don't force the furniture scenes and for that reason don't seems to work with some mods. For example if the mod ask for specific animations or tags unless be asking for furniture animations that usually low the chance of success. Also if the Mod set the Center Reference of the scene my furniture system reduce the search radio to a couple of steps around that Center Reference to avoid break the immersion. I saw the $SSL_Character and is fixed on my game. For I remember was just a missing translation, nothing to worry. @OsmelMC Another problem: After resolving the debug matchmaker issues, I installed the Bilyy Invisible Furniture installation package. After adding the appropriate tags in the json file and adding the Furniture tag everywhere, SexLab Utility Plus correctly recognizes the furniture in the environment. But there is another problem - it does not recognize their characters/furnitures proper orientations. For example, I have such a situation, that in a given room a chair is facing away from a couple. The example is given in the picture. What can I do with this?
Talesien Posted May 7, 2022 Posted May 7, 2022 Sounds familiar and that is with Osmels Crippled Furniture Marker Set present (it does seem to prevent it for some types of furniture, like tables, but not for some other types). I also still have the problem of Sexlab occasionally starting invisible furniture animations without that type (or indeed without any type of) furniture even close, let lone utilizing it. I assume the orientation problem is a hard one, but it would be nice if at least the spurious starting of invis furniture animations by sexlab could be suppressed unless started intentionally and with the appropriate furniture present.
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