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?
OsmelMC Posted August 18, 2022 Author Posted August 18, 2022 5 hours ago, jimmywon34 said: hi, is this compatible with this mod? there looks to be conflicts with it in SSE edit, do we need to patch the two? There is none compatibility issue. Just make sure of follow his instructions to install it with the SLU+. My SLU+ is merged with the version of 1200 slots but you can use his version of 2000 slots over my SLU+ and like I said just make sure of follow the instructions because he have one ESP version that is the best to be used with the SLU+ and should be placed lower on the plugins list and upper on the Mod list to be sure of use my scripts.
sirgilly Posted August 18, 2022 Posted August 18, 2022 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 · 36 downloads These seem to worrk for me
jimmywon34 Posted August 18, 2022 Posted August 18, 2022 (edited) 5 hours ago, OsmelMC said: There is none compatibility issue. Just make sure of follow his instructions to install it with the SLU+. My SLU+ is merged with the version of 1200 slots but you can use his version of 2000 slots over my SLU+ and like I said just make sure of follow the instructions because he have one ESP version that is the best to be used with the SLU+ and should be placed lower on the plugins list and upper on the Mod list to be sure of use my scripts. Ok so if I understand you correctly I just need to make sure to install his ESP version, not the ESL version, so that i can load his ESP below your mod's ESP in the plugins? i don't see any specific instructions he has on his mod page that talks about using sexlab 2000 slots with your mod. Edited August 18, 2022 by jimmywon34
OsmelMC Posted August 18, 2022 Author Posted August 18, 2022 4 hours ago, jimmywon34 said: i don't see any specific instructions he has on his mod page that talks about using sexlab 2000 slots with your mod. He have a short description of the steps. Probably too short but is there. By the way if you are on SE or AE you can also flag the ESP file as ESL or change it's extension to ESL to save space on the plugins list.
reinyn Posted August 19, 2022 Posted August 19, 2022 This might be a bit of a dumb question, but where do i find the SLATE patch? I have checked the downloads and from what i saw there was only a creature patch but no furniture patch. If it is supposed to be a part of the FOMOD then that did not work out for me either, because the last version (that beta version in the last spot) just installed itself without giving me any fomod choices. As for the version of SLATE that i use, i think it is the SE one that was uploaded by nomkaz. Would i have to switch to the original version of Beamer or not? With high regards, Reinyn
OsmelMC Posted August 19, 2022 Author Posted August 19, 2022 2 hours ago, reinyn said: This might be a bit of a dumb question, but where do i find the SLATE patch? I have checked the downloads and from what i saw there was only a creature patch but no furniture patch. If it is supposed to be a part of the FOMOD then that did not work out for me either, because the last version (that beta version in the last spot) just installed itself without giving me any fomod choices. As for the version of SLATE that i use, i think it is the SE one that was uploaded by nomkaz. Would i have to switch to the original version of Beamer or not? With high regards, Reinyn My SLATE tweak begin as a fix to allow the creature animations and for that reason still keep the "creature" on the name but right now is a lot more. You can see more details on the download page. 2
reinyn Posted August 19, 2022 Posted August 19, 2022 39 minutes ago, OsmelMC said: My SLATE tweak begin as a fix to allow the creature animations and for that reason still keep the "creature" on the name but right now is a lot more. You can see more details on the download page. Thanks for answering my question. 1
ttpt Posted August 22, 2022 Posted August 22, 2022 (edited) On 8/15/2022 at 4:18 PM, 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. You know, I actually tried a setup for SE and AE a while ago and I gave up because SLATE was taking an enormous amount of time to process, easily at least half an hour as you mentioned. I actually gave up on on that because of both SLAL and SLATE. I will actually be willing to give SE or AE a shot again with your SLAL version but I'll probably just use a very limited amount of animations. Since you seems to be the only person familiar with this stuff, you have any idea why LE registering like 700 animation take a less than a couple of minutes, and processing your SLATE file on LE also takes easily less than 5 minutes with all those animations. I think it was actually like 2 minutes in my setup, compared to at least 30 minute on SE before I gave up on it. Like SE is supposed to be faster but for the purposes of both SLAL and SLATE it's just so much slower. Edited August 22, 2022 by ttpt
OsmelMC Posted August 22, 2022 Author Posted August 22, 2022 (edited) 51 minutes ago, ttpt said: Since you seems to be the only person familiar with this stuff, you have any idea why LE registering like 700 animation take a less than a couple of minutes, and processing your SLATE file on LE also takes easily less than 5 minutes with all those animations. I think it was actually like 2 minutes in my setup, compared to at least 30 minute on SE before I gave up on it. Like SE is supposed to be faster but for the purposes of both SLAL and SLATE it's just so much slower. The Papyrus on SE is less buggy but for that and to give you more FPS is also more slow with the scripts in general. The papyrus only have allowed a small amount of scripts between photograms and that means that big scripts like the ones of SexLab are usually processed in more than one step. Also between each step, Skyrim have a delay of one or two seconds. Since I start using the Skyrim SE I noticed those things and made some changes on the Mods I use, to optimize them. So my tweaked versions of SLAL and SLATE are being optimized for SE and between other things don't allow you execute the big functions while are being applied. Also the SexLab Framework for SE is optimized for SE and now include a Animation CACHE that spare you a lot of time and allow the Mods with auto engagement to check more things in less time (those Mods usually check every few seconds if you have valid animations for the actors and the immersion of story so the CACHE help there because can remember the last results of those checks and avoid to check all the animations once and again) Of course the same scripts on LE are faster than on SE but mostly matter on the installation process and I always experimenting with fasters ways to do the job (I also use to add more actions on each version of the SLU+ so basically I being adding more time than the ones I managed to reduce on the scene start up but once everything is installed and the CACHE is full I know for sure that the startup of the scene take can't take less than 10 seconds) I recommend you the SE or the AE if you have it. Of course are slower than the LE with the big scripts but those scripts are mostly on the installation process and the enhance on the graphics is worthy. Final note: is true that apply my SLATE ActionsLog on all the animations take around 4 hours and register 2000 animations take half hour but you only have to do it only one time after reset the animations registry and you don't even have to keep the game open all the time because Skyrim remember what was doing on the scripts when you save the game and will continue the next time you load the game. Also you can play the vanilla Quest's while you are registering animations or applying the SLATE ActionsLog. Edited August 22, 2022 by OsmelMC
ttpt Posted August 22, 2022 Posted August 22, 2022 6 hours ago, OsmelMC said: The Papyrus on SE is less buggy but for that and to give you more FPS is also more slow with the scripts in general. The papyrus only have allowed a small amount of scripts between photograms and that means that big scripts like the ones of SexLab are usually processed in more than one step. Also between each step, Skyrim have a delay of one or two seconds. Since I start using the Skyrim SE I noticed those things and made some changes on the Mods I use, to optimize them. So my tweaked versions of SLAL and SLATE are being optimized for SE and between other things don't allow you execute the big functions while are being applied. Also the SexLab Framework for SE is optimized for SE and now include a Animation CACHE that spare you a lot of time and allow the Mods with auto engagement to check more things in less time (those Mods usually check every few seconds if you have valid animations for the actors and the immersion of story so the CACHE help there because can remember the last results of those checks and avoid to check all the animations once and again) Of course the same scripts on LE are faster than on SE but mostly matter on the installation process and I always experimenting with fasters ways to do the job (I also use to add more actions on each version of the SLU+ so basically I being adding more time than the ones I managed to reduce on the scene start up but once everything is installed and the CACHE is full I know for sure that the startup of the scene take can't take less than 10 seconds) I recommend you the SE or the AE if you have it. Of course are slower than the LE with the big scripts but those scripts are mostly on the installation process and the enhance on the graphics is worthy. Final note: is true that apply my SLATE ActionsLog on all the animations take around 4 hours and register 2000 animations take half hour but you only have to do it only one time after reset the animations registry and you don't even have to keep the game open all the time because Skyrim remember what was doing on the scripts when you save the game and will continue the next time you load the game. Also you can play the vanilla Quest's while you are registering animations or applying the SLATE ActionsLog. Nice explanation, you also have a tweaked version of SLATE up somewhere, would love to give that a try too. As mentioned I might actually give SE another go, but this time really stick to a way reduced amount of animations, for my own sanity as well. I forgot exactly how this came to be, but as I was setting up my SE there were quite a few situation that required me to reset Sexlab so the SLAL and SLATE setups where things I had to do more than once, which compared to LE just seemed way more of a hassle. But understanding the underlying issue can help me mitigate that.
Piranha91 Posted August 24, 2022 Posted August 24, 2022 (edited) Hello. I am the author of zEBD/SynthEBD, a patcher that diversifies NPC textures and head parts. Last time I played the game about a year ago and tested, there were no compatibility issues between SexLab and EBD, but beginning a couple months ago I started getting reports that NPCs were experiencing the dark face bug during scenes, or that a mismatched face texture appeared after a scene concluded. I finally was able to test yesterday (v1.6.3 for SE) and was able to reproduce the issue. As a test I also tried flower girls and did not observe this bug. I was wondering if you have any guesses as to what might be causing the issue, and if we could work out some way to bypass it. From the Lover's Lab discord I gathered I might be able to subscribe to AnimationFinish events to at least repair the NPC's appearance after the fact, but I think having a bugged NPC during a scene might not be the solution users are looking for. Thanks for your time and if you have any thoughts I'd love to hear them! Edited August 24, 2022 by Piranha91
OsmelMC Posted August 25, 2022 Author Posted August 25, 2022 (edited) 9 hours ago, Piranha91 said: but beginning a couple months ago I started getting reports that NPCs were experiencing the dark face bug during scenes, or that a mismatched face texture appeared after a scene concluded. If the problem is with the face of the NPC, is probably related with the RaceMenu and the CharGen configuration. The new on the SexLab related with that is the function to update the illumination of the actors after the use of the "MoveTo" function. The function is used on many Mods and some Mods that apply textures throw the scripts report compatibility issues but is easy to fix because the function is native of Skyrim and trigger a event that can be detected and used by your Mod. I use the event on the last version of my Pubic Hair's in case you want to check Event OnUpdate() UnregisterForNiNodeUpdate() RegisterForNiNodeUpdate() EndEvent Event OnNiNodeUpdate(ObjectReference akActor) EndEvent Edited August 25, 2022 by OsmelMC
Piranha91 Posted August 25, 2022 Posted August 25, 2022 20 hours ago, OsmelMC said: If the problem is with the face of the NPC, is probably related with the RaceMenu and the CharGen configuration. The new on the SexLab related with that is the function to update the illumination of the actors after the use of the "MoveTo" function. The function is used on many Mods and some Mods that apply textures throw the scripts report compatibility issues but is easy to fix because the function is native of Skyrim and trigger a event that can be detected and used by your Mod. I use the event on the last version of my Pubic Hair's in case you want to check Event OnUpdate() UnregisterForNiNodeUpdate() RegisterForNiNodeUpdate() EndEvent Event OnNiNodeUpdate(ObjectReference akActor) EndEvent Sorry, could you clarify a bit? Which event are you suggesting I listen to, and what are you suggesting I do on that event? And where does the CharGen configuration come into the picture? Is there some documentation I should be looking at? Sorry, I code mostly on the C# side (Synthesis/Mutagen), still pretty new to Papyrus.
OsmelMC Posted August 26, 2022 Author Posted August 26, 2022 (edited) 6 hours ago, Piranha91 said: Sorry, could you clarify a bit? Which event are you suggesting I listen to, and what are you suggesting I do on that event? And where does the CharGen configuration come into the picture? Is there some documentation I should be looking at? Sorry, I code mostly on the C# side (Synthesis/Mutagen), still pretty new to Papyrus. I can't explain it on details right now because my PC is still broken and I don't remember the details. Also I don't know your Mod. If a Mod author ask me for help, I usually check his scripts and do the changes myself but since I can't use my PC... Anyway, i will try to check your scripts! Checked... The problem is on the EBD scripts. It's scripts apply the texture's throw spell's and for i see on some point he tried to use the same function that is probably causing the issue but now is commented. The thing to do is find the EBD scripts were the "FixFaceTexture" function is being used and add the event "OnNiNodeUpdate" to call another "FixFaceTexture". Of course the event need to be registered with the "RegisterForNiNodeUpdate()" function on the "OnEffectStart" event and probably few others things. I can't test or compile that so probably be better if the author of the EBD see this. Edited August 26, 2022 by OsmelMC
Piranha91 Posted August 26, 2022 Posted August 26, 2022 1 hour ago, OsmelMC said: I can't explain it on details right now because my PC is still broken and I don't remember the details. Also I don't know your Mod. If a Mod author ask me for help, I usually check his scripts and do the changes myself but since I can't use my PC... Anyway, i will try to check your scripts! Thanks, I'd appreciate it if you get a chance. The relevant scripts are actually from EBD SSE; my mod just supplies data to the esp file but the scripts are all the originals from here. I did one test regarding the chargen: my mod is used in the Wabbajack list Tsukiro, and its users do not report this face discoloration issue. I tried copying skee.ini from Tsukiro to my own load order, and I still see the face discoloration. Are there other places to control chargen settings?
OsmelMC Posted August 26, 2022 Author Posted August 26, 2022 14 minutes ago, Piranha91 said: I tried copying skee.ini from Tsukiro to my own load order, and I still see the face discoloration. Are there other places to control chargen settings? See if that Mod have another INI file. Check disabling the FaceGen Cache [FaceGen] bDisableFaceGenCache=
Piranha91 Posted August 26, 2022 Posted August 26, 2022 (edited) Hmm, I tried bDisableFaceGenCache=0 and still see the issue. Is it possible to download old version of SL? I feel like the best way to figure out the issue is to backtrack to the last compatible version and see what's changed since then. Edit: I found a copy of the Beta 8 release of SL Framework on my drive, and it does not have this issue. I can look through the scripts myself and see what's changed, but my understanding is that you're the current dev - if you know of anything major that's changed since Beta 8 and can point me to it, I'd appreciate it. Edited August 26, 2022 by Piranha91
dePog Posted August 26, 2022 Posted August 26, 2022 Hey Osmel Currently creating a mod to enhance SLSO. I want to give the male bonuses if the female orgasms. So far my scripts can catch the SLSO orgasm events and decipher whether its the male or female, but I can't find a way to determine what the animation is, or what tags the animation has (Oral, Vaginal, Doggy, etc.) If it was just the Sexlab orgasm Event I could write: sslBaseAnimation animation = SexLab.HookAnimation(argString) but, that doesn't work for the SLSO Event as it doesn't have (argString) Can you suggest how I know what animation is playing and/or what tags it has? Cheers, dePog
OsmelMC Posted August 26, 2022 Author Posted August 26, 2022 7 hours ago, dePog said: Hey Osmel Currently creating a mod to enhance SLSO. I want to give the male bonuses if the female orgasms. So far my scripts can catch the SLSO orgasm events and decipher whether its the male or female, but I can't find a way to determine what the animation is, or what tags the animation has (Oral, Vaginal, Doggy, etc.) If it was just the Sexlab orgasm Event I could write: sslBaseAnimation animation = SexLab.HookAnimation(argString) but, that doesn't work for the SLSO Event as it doesn't have (argString) Can you suggest how I know what animation is playing and/or what tags it has? Cheers, dePog All the SexLab Events (including the one of SLSO) come with some Thread ID of type Int on the arguments. If you know the Thread you can take any information you want.
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