MattTheRagdoll Posted August 11, 2022 Posted August 11, 2022 5 hours ago, sirgilly said: thanks i'll try this, seen any issues on your end? If anyone has used this successfully with the updated SLSO please let the rest of us know
sirgilly Posted August 11, 2022 Posted August 11, 2022 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.
rmaku Posted August 13, 2022 Posted August 13, 2022 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...
OsmelMC Posted August 14, 2022 Author Posted August 14, 2022 (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 August 14, 2022 by OsmelMC
Nohrin Posted August 14, 2022 Posted August 14, 2022 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.
Midnightbug Posted August 14, 2022 Posted August 14, 2022 (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 August 14, 2022 by Midnightbug
Deathmaw Posted August 15, 2022 Posted August 15, 2022 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.
OsmelMC Posted August 15, 2022 Author Posted August 15, 2022 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.
OsmelMC Posted August 15, 2022 Author Posted August 15, 2022 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.
OsmelMC Posted August 15, 2022 Author Posted August 15, 2022 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... 2
Midnightbug Posted August 15, 2022 Posted August 15, 2022 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?
Deathmaw Posted August 15, 2022 Posted August 15, 2022 (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 August 15, 2022 by Deathmaw
mikesolo1975 Posted August 15, 2022 Posted August 15, 2022 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
OsmelMC Posted August 15, 2022 Author Posted August 15, 2022 (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 August 15, 2022 by OsmelMC 1
OsmelMC Posted August 15, 2022 Author Posted August 15, 2022 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.
OsmelMC Posted August 15, 2022 Author Posted August 15, 2022 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.
Midnightbug Posted August 16, 2022 Posted August 16, 2022 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.
mikesolo1975 Posted August 16, 2022 Posted August 16, 2022 13 hours ago, OsmelMC said: SexLab Tools v3.2 (20220306).7z 128.33 kB · 481 downloads Work on all the Skyrim versions. thanks my friend for your help and time
OsmelMC Posted August 16, 2022 Author Posted August 16, 2022 (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 August 16, 2022 by OsmelMC
Talesien Posted August 16, 2022 Posted August 16, 2022 Reminds me, the current SLU+ Beta has a checkbox "Use intimacy circle". IIRC you been experimenting with that, but hadn't come to a fully successful solution. Given that I assume that checkbox does nothing? At least for me that seems to be the case,
OsmelMC Posted August 17, 2022 Author Posted August 17, 2022 (edited) 4 hours ago, Talesien said: Reminds me, the current SLU+ Beta has a checkbox "Use intimacy circle". IIRC you been experimenting with that, but hadn't come to a fully successful solution. Given that I assume that checkbox does nothing? At least for me that seems to be the case, Actually work fine but still is a experiment so have a lot of room for improvement. For example: 1. The spell is mostly invisible but still you can see a flash on the place when is casted. 2. The spell force any human actor too close to the scene to walk away for few seconds but for that needs some destination and the marker currently used as destination seems to be the same used by the guard patrol's and like you can imagine those marker's are mostly on open locations so the inn's and house's usually don't have one of those and the peeping actor mostly stop walking for few seconds if can't find a destination. 3. As funny side effect in some cases the peeping actor walk away but since is just for few seconds, after few steps try to return to his previous action and end retuning to the place of the scene just to be affected again by the spell and repeat the same once and again until the end of the scene or the scene change location. 4. The radio of the spell can be adjusted but only editing the ESP file and since is mostly invisible the only way to see the real spell is changing the it's NIF file for the alternative one on the same folder. Of course I can work on all those small issues but I did the spell mostly to show it to @Nymra and sadly I wasn't able to compile the LE version so probably @Nymra still isn't able to check it. That means that if I decide to keep working on this spell, will be only once the full version be released and I can get some feedback. Edited August 17, 2022 by OsmelMC 1
Talesien Posted August 17, 2022 Posted August 17, 2022 8 hours ago, OsmelMC said: Actually work fine but still is a experiment so have a lot of room for improvement. For example: 1. The spell is mostly invisible but still you can see a flash on the place when is casted. 2. The spell force any human actor too close to the scene to walk away for few seconds but for that needs some destination and the marker currently used as destination seems to be the same used by the guard patrol's and like you can imagine those marker's are mostly on open locations so the inn's and house's usually don't have one of those and the peeping actor mostly stop walking for few seconds if can't find a destination. 3. As funny side effect in some cases the peeping actor walk away but since is just for few seconds, after few steps try to return to his previous action and end retuning to the place of the scene just to be affected again by the spell and repeat the same once and again until the end of the scene or the scene change location. 4. The radio of the spell can be adjusted but only editing the ESP file and since is mostly invisible the only way to see the real spell is changing the it's NIF file for the alternative one on the same folder. Of course I can work on all those small issues but I did the spell mostly to show it to @Nymra and sadly I wasn't able to compile the LE version so probably @Nymra still isn't able to check it. That means that if I decide to keep working on this spell, will be only once the full version be released and I can get some feedback. So that is the flash I'm seeing at the start of a scene, been wondering where it came from, goot to know. Ok that human actors part probably explains why I got the impression it's not working. The last two cases where I saw some NPC walk in/over a scene it was a dog (at an inn) and a cow (at the Lagoon Player Home), so if the spell only affects "human" actors that's probably why. Does the spell work only on the Player Character or on NPC only scenes as well?
OsmelMC Posted August 17, 2022 Author Posted August 17, 2022 3 hours ago, Talesien said: So that is the flash I'm seeing at the start of a scene, been wondering where it came from, goot to know. Ok that human actors part probably explains why I got the impression it's not working. The last two cases where I saw some NPC walk in/over a scene it was a dog (at an inn) and a cow (at the Lagoon Player Home), so if the spell only affects "human" actors that's probably why. Does the spell work only on the Player Character or on NPC only scenes as well? Is limited to the humans for now. I probably end making a different behavior for the creatures once I know better what I'm doing. The packages or behaviors don't include too much description so is mostly try and error after check a lot of the vanilla packages to see what can be used.
jimmywon34 Posted August 17, 2022 Posted August 17, 2022 hi, is this compatible with this mod? there looks to be conflicts with it in SSE edit, do we need to patch the two?
Xiaron Posted August 17, 2022 Posted August 17, 2022 On 8/11/2022 at 3:21 PM, MattTheRagdoll said: If anyone has used this successfully with the updated SLSO please let the rest of us know I've been using it myself with no problems I'm aware of so far. If anyone is having trouble hopefully they'd say so, so I can attempt to fix it?
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