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Posted
3 hours ago, monty359 said:

Could you check the new version of SLSeparateOrgasm ans see, if it would work with latest UtillityPlus?

One of the new features (number of obligatory orgasms in consensual sex, like in assault sex) appears not to work for me. I have the latest UtilityPlus and it worked with assault sex before the SLSO update. I did a Clean save and reinstalled SLSO, but still does not work.

I have none way to work on any Mod right now. You can try to use the last version of SLSO with the SLU+ but none of the new functions will work, so is pointless.

 

3 hours ago, monty359 said:

Here is an idea for the outfit manager:

Create the possibility of custom made conditions for a specific outfit, that is depending on having a specific item in inventory. Following scenario: Equip a publicWhore outfit, when ever the PC is in a hold AND has an item specified for that hold. The specification is made by the player. It could be a ring renamed as "Public Whore of Whiterun", for example. But it does not have to be a ring, it could be any item (even clutter), that is just renamed.

Too complex but I will try once be able to work on the Mods again and once I figure out a way to do it with the current scenario system. 

 

 

 

Posted
8 hours ago, K01N said:

Is there any way for me to figure out if a furniture is marked correctly, besides the creation kit? The way i understand it the furniture system hooks into idle markers. 

I was trying something like that at least with the invisible marker's of the crippled furniture sex framework when I was trying to add more marker's on real time just before the crash. I didn't figure out yet but probably enabling the God Mode on the Skyrim INI.

 

Almost all the vanilla tables and chairs are included on previous versions of the SexLab Utility Plus but after a lot of complaints about clipping issues and few suggestions I finally remove almost all the tables and many chairs. For example all the tables or surface in general were you can see the NPC's bend and with both hands over the table, will be detected as tables but since the marker are invisible you have none chance of see the highlight of the new furniture system even on the case of be working like intended. The chairs by other side are only those where the actor can sit from the front, that means that most of the chairs in front of tables will be ignored.

 

Also just the vanilla furnitures and those from few others DLC and mods are include.

Posted
5 hours ago, OsmelMC said:

I have none way to work on any Mod right now. You can try to use the last version of SLSO with the SLU+ but none of the new functions will work, so is pointless.

I'm attempting to patch for the new version based on the previous patch I think Leakim made, with the script correction from the previous page with lines 1128/1246. I think I've correctly forwarded the changes but if you want to check my work, please do I'm still learning. Scripts (with source) below.

 

scripts.7z

Posted
22 hours ago, OsmelMC said:

 

My ActionsLog on the SLATE only have the animations I know. A lot of new animations are being made since my last update and I actually found a lot of new and old animations without the right tags just before the crash.

The animation author's are being very active in matter of Furnitures recently but they don't set the tags.

That would explain why an invisible furniture animation starts without that furniture present, but would it cause a non-furniture animation to play if some furniture had been selected? That would mean that animation creator added a furniture tag to it, no?

Posted
3 hours ago, Talesien said:

, but would it cause a non-furniture animation to play if some furniture had been selected? That would mean that animation creator added a furniture tag to it, no?

Not, in that case the system fail or some other mod is overriding the animations; for example DDi change the animation list after SLU+ select the animations and waist all the work but just if at least one of the actors is wearing a device. Other Mods like Furniture Sex Framework, SLAA or some new tweaked versions of SexLab Tools also change the animation list.

 

Both of my furniture systems check the existence of valid furniture animation before event ask but the new one should be more reliable thanks to the new CACHE system that allow me do more search's on less time that means that l can search for the specific animations for the actors without care too much on waist time because the new CACHE also remember the search without animations.

 

By the way remember to manually clean the CACHE if you are being editing the animation tags or you may get some misplaced animations.

 

Posted
On 8/3/2022 at 6:26 PM, Xiaron said:

I'm attempting to patch for the new version based on the previous patch I think Leakim made, with the script correction from the previous page with lines 1128/1246. I think I've correctly forwarded the changes but if you want to check my work, please do I'm still learning. Scripts (with source) below.

 

scripts.7z 64.28 kB · 17 downloads

thanks i'll try this, seen any issues on your end?

Posted
43 minutes ago, MattTheRagdoll said:

 

If anyone has used this successfully with the updated SLSO please let the rest of us know :)

I wont be trying it today alas, My computer borked so I have to rebuild some things.

Posted

Hey OsmelMC, any chance of giving a look at Sexlab Tools?

It would be great to fix it and allow us to check all available animations instead of capping them to a certain ammount.

Or even  better, to include its features inside Sexlab itself...

Posted (edited)
19 hours ago, rmaku said:

Hey OsmelMC, any chance of giving a look at Sexlab Tools?

It would be great to fix it and allow us to check all available animations instead of capping them to a certain ammount.

Or even  better, to include its features inside Sexlab itself...

For i know my tweak for the "SexLab Tools" is fine.

 

The play list isn't limited to 126 animations for taste or pleasure. The limit is for compatibility reasons and can be cheated but that will cause issues with other Mods.

 

The SexLab MCM already allow you play any animation from the list on the "Toggle Animations" page but don't allow you change that animation while the scene is being played. The thing I can do is modified it to also allow you to change the animation while is being played and even add or remove actors to fit on the new animation parameters.

Is not the same you are asking but at least don't have compatibility issues.

Edited by OsmelMC
Posted

Greetings @OsmelMC. I had an idea for this mod that may or may not be feasible. Actually, I'm not even sure if it has been attempted before. I think a feature to be able to select certain animations, and have a sort of "priority" system for increased chances for those animations to play, would be an amazing feature to have on Sexlab. Sometimes I stumble upon an animation that I haven't seen in a long time, that I enjoy a lot and would like to be played more often. 

 

My ideal would be a weighting system. For example, each animation you could give a 1-10 (or even up to 100?) level of "priority". And that priority would be compared to an overall chance. If the chance fails, it just plays a random animation. If it succeeds it plays that specific animation. Maybe a third check, for if it succeeds but then rolls again for one of the the next highest priority animations.

 

Wouldn't be surprised if such a system would drastically increase animation startup times, but for some users, I think that would be a worthwhile tradeoff to be able to see their favorite animations played more often. Maybe you could come up with something better, but with the same general idea. A way to get have more control over which animations are played.

Posted (edited)

Hi OsmelMC, I installed utility plus SE beta 20220531, done a clean install, but the animations which I mentioned at SL thread are still seem to be broken. Is there anything I can do to fix them? It looks like every second anim (or more) are affected (the creature just goes into idle.)

Edited by Midnightbug
Posted
On 8/2/2022 at 3:33 PM, Talesien said:

I've run into problems with the furniture stuff too (with the crippled FurnitureMarkerSex and your SLATE file installed). For one Sexlab still occasionally starts scenes with invisible furniture without any furniture present. That much isn't new, but now at least with the advanced system I get asked, chose the furniture and then Sexlab proceeds to play a non-furniture animation. Guess Sexlab just does not like to play animations in the right context. ?


That aside, any news on your PC?

 

I'm getting this as well.

It asks if I want to use nearby furniture. I select "Table" my character walks half way there, then starts playing a completely different non furniture animation on the floor.

Posted
4 hours ago, Midnightbug said:

Hi OsmelMC, I installed utility plus SE beta 20220531, done a clean install, but the animations which I mentioned at SL thread are still seem to be broken. Is there anything I can do to fix them? It looks like every second anim (or more) are affected (the creature just goes into idle.)

Make sure that nothing is overwriting the SLU+ files. 

Posted
3 hours ago, Deathmaw said:

 

I'm getting this as well.

It asks if I want to use nearby furniture. I select "Table" my character walks half way there, then starts playing a completely different non furniture animation on the floor.

Try cleaning the Animation CACHE. I remember something like that from my tests but wasn't the furniture system in self. Of course I wasn't able to complete my tests so I can't be 100% sure.

Posted
9 hours ago, Nohrin said:

Greetings @OsmelMC. I had an idea for this mod that may or may not be feasible. Actually, I'm not even sure if it has been attempted before. I think a feature to be able to select certain animations, and have a sort of "priority" system for increased chances for those animations to play, would be an amazing feature to have on Sexlab. Sometimes I stumble upon an animation that I haven't seen in a long time, that I enjoy a lot and would like to be played more often. 

 

My ideal would be a weighting system. For example, each animation you could give a 1-10 (or even up to 100?) level of "priority". And that priority would be compared to an overall chance. If the chance fails, it just plays a random animation. If it succeeds it plays that specific animation. Maybe a third check, for if it succeeds but then rolls again for one of the the next highest priority animations.

 

Wouldn't be surprised if such a system would drastically increase animation startup times, but for some users, I think that would be a worthwhile tradeoff to be able to see their favorite animations played more often. Maybe you could come up with something better, but with the same general idea. A way to get have more control over which animations are played.

Is possible but I'm not sure if will be good idea, after all most of the users complain about the Random don't be so Random. If I do that I'm sure that more than one will try to blame it for the Random failing on be Random.

 

I will think about...

Posted
3 hours ago, OsmelMC said:

Make sure that nothing is overwriting the SLU+ files. 

 

Nothing is overwriting the files. I re-run FNIS and cleaned the system under SL, re-registered all the anims and the problem is still present. I checked what is broken exactly and it is the chaurus, the seeker, and occasionally the riekling. All the other creatures are working, so definitely not a problem with bad install/FNIS etc. I tried it on different and completely new setups as well, always these three are bugged. However using SL beta version 8 the problem goes away, but unfortunately most mods are not compatible with beta anymore, so the problem is definitely SL framework related. Any other ideas? :)

Posted (edited)
4 hours ago, OsmelMC said:

Try cleaning the Animation CACHE. I remember something like that from my tests but wasn't the furniture system in self. Of course I wasn't able to complete my tests so I can't be 100% sure.

 

This is on a completely new game, would the Cache even need to be cleaned if it hasn't been used?

 

My Sexlab complains it's being downgraded with this installed. Is this not currently updated for 1.64c?

Edited by Deathmaw
Posted
On 8/14/2022 at 4:24 PM, OsmelMC said:

For i know my tweak for the "SexLab Tools" is fine.

 

The play list isn't limited to 126 animations for taste or pleasure. The limit is for compatibility reasons and can be cheated but that will cause issues with other Mods.

 

The SexLab MCM already allow you play any animation from the list on the "Toggle Animations" page but don't allow you change that animation while the scene is being played. The thing I can do is modified it to also allow you to change the animation while is being played and even add or remove actors to fit on the new animation parameters.

Is not the same you are asking but at least don't have compatibility issues.

thanks for the amazing work

your tweak for the "SexLab Tools"  works in AE version ?

and i look for your tweak and dont find it

thanks in advance for any help

Posted (edited)
3 hours ago, mikesolo1975 said:

thanks for the amazing work

your tweak for the "SexLab Tools"  works in AE version ?

and i look for your tweak and dont find it

thanks in advance for any help

SexLab Tools v3.2 (20220306).7z

Work on all the Skyrim versions.

Edited by OsmelMC
Posted
9 hours ago, Deathmaw said:

 

This is on a completely new game, would the Cache even need to be cleaned if it hasn't been used?

 

My Sexlab complains it's being downgraded with this installed. Is this not currently updated for 1.64c?

Even if you haven't started any sex scene, many Mods with auto engagement check for the installed animations as background process and that fill or update the CACHE.

 

Also a lot of animations come without the right furniture tags, you should use my tweaked SLATE to apply my ActionsLog and set the right tags.

 

And once applied al the tags and installed all the animations use the "Clean Animation CACHE" to be sure that the CACHE be updated. After all the CACHE is made to get updated the less possible in order to speed up the process but when new animations are being installed or some animation tag is changed, the CACHE need to be updated to include those changes. Of course SexLab do that mostly by itself 100% automatic but when a external Mods like SLATE change the tags SexLab can't detect it is then when Clean Animation CACHE option is required.

 

By the way SLATE is not the only Mod changing the tags. A lot of the most common Mods can do almost the same as a side objective.

Posted
11 hours ago, Midnightbug said:

 

Nothing is overwriting the files. I re-run FNIS and cleaned the system under SL, re-registered all the anims and the problem is still present. I checked what is broken exactly and it is the chaurus, the seeker, and occasionally the riekling. All the other creatures are working, so definitely not a problem with bad install/FNIS etc. I tried it on different and completely new setups as well, always these three are bugged. However using SL beta version 8 the problem goes away, but unfortunately most mods are not compatible with beta anymore, so the problem is definitely SL framework related. Any other ideas? :)

 

If all the steps where properly done and nothing is overwriting the SLU+ files, then i can only advice you to wait.

 

The scripts for the creature animations and sync, are fine on the SLU+. But the most recent versions of SexLab take longer on be fully installed and until the end of the installation think like the Chaurus Animations can fail on the sync for lack of resources. The Chaurus and few others creatures aren't optimized for the animations and some tricks are required to allow get in and out of the animations, the tricks are usually one or two idles in the right order and at the right moment. So the lack of resources caused by the installation process usually cause delay between idles and animations that end with the creature stoked on the idle or the animation.

 

I'm sure that everything will be fine once the installation process be over.

 

By the way the installation process is not just until SexLab said that is ready. Actually after that, few other Mods related with SexLab also start process related with the SexLab setup like for example the "SL Animation Load" that start the registration of the animations; and SLATE reapply the ActionsLog. Both Mods process can take a lot of time before be completed.

 

The public version of "SL Animation Load" have a small bug related with the Creature Animations that basically register all the animations at least two times, taking at least half hour on be completed on Skyrim SE and AE. The solution for that is use my unreleased version of "SL Animation Load" that is a lot faster on SE or AE and bit faster on LE.

 

The SLATE should be manually applied once the all the animations are being registered because it's Automatic function can't detect the end of the SL Animation Load process and only see the end of the SexLab setup process that is basically the beginning of the SL Animation Load process. Also in the case of my tweaked version of SLATE, the ActionsLog included have more than 2000 actions to apply and that can easily take more than 4 hours on be completed. Luckily you can save and close the game and the process will continue the next time you load the game but still means a lot of time without sex.

 

 

 

Posted
8 hours ago, OsmelMC said:

 

If all the steps where properly done and nothing is overwriting the SLU+ files, then i can only advice you to wait.

 

The scripts for the creature animations and sync, are fine on the SLU+. But the most recent versions of SexLab take longer on be fully installed and until the end of the installation think like the Chaurus Animations can fail on the sync for lack of resources. The Chaurus and few others creatures aren't optimized for the animations and some tricks are required to allow get in and out of the animations, the tricks are usually one or two idles in the right order and at the right moment. So the lack of resources caused by the installation process usually cause delay between idles and animations that end with the creature stoked on the idle or the animation.

 

I'm sure that everything will be fine once the installation process be over.

 

By the way the installation process is not just until SexLab said that is ready. Actually after that, few other Mods related with SexLab also start process related with the SexLab setup like for example the "SL Animation Load" that start the registration of the animations; and SLATE reapply the ActionsLog. Both Mods process can take a lot of time before be completed.

 

The public version of "SL Animation Load" have a small bug related with the Creature Animations that basically register all the animations at least two times, taking at least half hour on be completed on Skyrim SE and AE. The solution for that is use my unreleased version of "SL Animation Load" that is a lot faster on SE or AE and bit faster on LE.

 

The SLATE should be manually applied once the all the animations are being registered because it's Automatic function can't detect the end of the SL Animation Load process and only see the end of the SexLab setup process that is basically the beginning of the SL Animation Load process. Also in the case of my tweaked version of SLATE, the ActionsLog included have more than 2000 actions to apply and that can easily take more than 4 hours on be completed. Luckily you can save and close the game and the process will continue the next time you load the game but still means a lot of time without sex.

 

 

 

Is there a way to download the animation loader in one file or pack? I cannot seem to be able to do that.

Posted (edited)
8 hours ago, Midnightbug said:

Is there a way to download the animation loader in one file or pack? I cannot seem to be able to do that.

That's because you are using your smartphone. On the internet explorer (Chrome in my case) use the option to see the page as "Desktop Mode" or "Desktop Site" not sure about the name because each explorer is a bit different and my is in Spanish.

 

The download button of the GitHub is usually hidden on the phone view but on the PC or the Desktop Mode is showed as "Code" in green

Edited by OsmelMC

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