Jump to content

Recommended Posts

Posted (edited)

I got it fixed somehow, did some reinstall/clean on related mods (SLSO, Sexlab, Defeat and basically any mod I though could interfere) and it now magically works. I have no idea what fixed it. 

image.jpeg.71f7ceb5a9f9e16da3f2f902be4449d1.jpeg

Edited by FireSplitter
Posted
1 hour ago, aulton1968 said:

 

How do you edit the JSON files directly automatically with your ActionLog as base in just a few seconds? This sounds like something I would love to learn how to do. I start new games often. Even when I have been playing one game for a while, there will be a new update to the animations, which resets the tags in the JSON files.  

Can be made from a Mod but will be as slow as is SLATE right now.

So the best solution is doing it from a external program. Right now i don't have any good compiler like .net so my only chance are with the VBasic Macros of the Microsoft Office or the Python I use for the SLAnimationLoad that is a pain because I have low experience with Python but for the other side the Python on the SLAnimationLoad do something like that already so i mostly have to change the source files treatment.

Of course that means that you will need python installed.

Posted

Awesome. I have a lot of experience with VBasic Macros in Microsoft Office for excel and access. How are you using the macros to edit JSON files? Are you pasting the text from each json into excel, using a recorded macro to change the tags, then pasting the new text back into each json file?

Can you tell me which pieces of ZAP 8+ furniture will trigger animations that I tag as Rpost1 through Rpost8, or Shacklewall, or vertical pole? I know how to tag the animations in slate and how to get the ZAP furniture. There are so many furniture options to choose from in ZAP. 

Also, which tag should I add to an animation that uses the gallows hanging upside down furniture? I assume that would be one of the Rpost tags.  

Posted
59 minutes ago, aulton1968 said:

Awesome. I have a lot of experience with VBasic Macros in Microsoft Office for excel and access. How are you using the macros to edit JSON files? Are you pasting the text from each json into excel, using a recorded macro to change the tags, then pasting the new text back into each json file?

 

I'm not doing it, at least not yet. But the JSON files are text files like any other; with a logical structure to keep the data together and easy to read for any program. 

 

You can load the action log into one of the sheets of Excel (for example) and move between the rows to find and edit the right JSON file.

Or you can load all as plain text and move between the data with the string functions.

 

Is very basic. But not everyone have Microsoft Office installed and just few users have Python but at least is free and small to be downloaded. So i will stay on phyton for now.

 

1 hour ago, aulton1968 said:

Can you tell me which pieces of ZAP 8+ furniture will trigger animations that I tag as Rpost1 through Rpost8, or Shacklewall, or vertical pole? I know how to tag the animations in slate and how to get the ZAP furniture. There are so many furniture options to choose from in ZAP. 

The RPost are the zap Furnitures with that name, the 8 of them are very much the same but with different alignment. I have to check them and see if can be merged in one tag.

 

The vertical poles are the "pole dance" and any of the poles where the actor is on the floor.

 

The shackewall are those shackles that are on the walls of the vanilla game and I think the zap have one too. This is useless for now because I added it thinking on the Black brotherhood quests when you have few actors on a dungeon shackled to the wall and ready for interrogation, but I got the impression of see at least one animation that fit on the furniture but I can't find it anywhere. So I'm now waiting for some author to make the animation.

 

One problem with the zap Furnitures is that some of the Mods that comes with them mostly copy the form to avoid the zap dependency and of course that made it invisible for the SexLab.

 

You can use a text editor to find the ZaZAnimationPack references on the file "sslSystemConfig.psc" and you will see the FormID's of the zaz furnitures. All the furnitures are grouped on the scripts by furniture tag so are easy to recognize.

 

Posted

While I've no idea on VBasic, most current programming languages have built in, dedicated functions to handle json. Like read a json file into an array or turn an array into a json file. So that's usually how you work with json in a program language. Read it into an array, modify it to your heart's content with your usual ways to modify variables and turn it into json again after you are done.

Posted
15 minutes ago, Talesien said:

While I've no idea on VBasic, most current programming languages have built in, dedicated functions to handle json. Like read a json file into an array or turn an array into a json file. So that's usually how you work with json in a program language. Read it into an array, modify it to your heart's content with your usual ways to modify variables and turn it into json again after you are done.

The VBasic on the office is very limited by design. Was made only to extend the possibilities of the macros on the documents and reduce the risk of be used to make viruses.

 

Posted

Hi Osme,

I'm waiting for SLU+ to get an update.. I'm still discussing the same thing.. I don't know if it's just me, I guess people don't mind.. npc always walking first before start the animation, but from the recent updates, npc just teleport without walking before animation.. here the video, seem lag when record, even though my game get 60 fps.

 

 

Posted
25 minutes ago, Aryto said:

Hi Osme,

I'm waiting for SLU+ to get an update.. I'm still discussing the same thing.. I don't know if it's just me, I guess people don't mind.. npc always walking first before start the animation, but from the recent updates, npc just teleport without walking before animation.. here the video, seem lag when record, even though my game get 60 fps.

 

 

Depends on what you did to update. If you use the Clean System option you should export the configuration first and import it once the message of  "SexLab is installed and ready" be showed.

All the configuration get reset to it's default value with the clean system option.

 

Just disabled the teleport option on the "Animation Settings" of the SexLab MCM

 

 

 

Warning: I'm not always remember the name of the options so don't take too literal my instructions.

Posted

Hi Osmel I am very glad you were able to fix your computer , as I am sure many of us who use your work are. I was wondering in the time your are working on the .json files

to make furniture better, can we not use FSF and your framework if we turn off or disable the similar furniture types in one of the mods , rather than cripple FSF I just turn off those

furniture's in Sexlab/SLU and let FSF handle them. I am sure it does not cover all possibilities with furniture but I do get more use of furniture doing this. So the question is what is the potential harm to my game, my saves ,etcetera. Thanks so much for what you do!

Posted
54 minutes ago, Ragsinn said:

Hi Osmel I am very glad you were able to fix your computer , as I am sure many of us who use your work are. I was wondering in the time your are working on the .json files

to make furniture better, can we not use FSF and your framework if we turn off or disable the similar furniture types in one of the mods , rather than cripple FSF I just turn off those

furniture's in Sexlab/SLU and let FSF handle them. I am sure it does not cover all possibilities with furniture but I do get more use of furniture doing this. So the question is what is the potential harm to my game, my saves ,etcetera. Thanks so much for what you do!

 

Better use the SLATE to update the animation tags. All the furnitures on FSF are also on SLU+. SLU+ even have a lot more of furnitures and handle more animations than FSF. The crippled version of FSF is just for the hidden marker's placed on the cities that for i know seems to come from another mod. The marker's are mostly for tables and walls, on the inn's and castle's.

 

From my experience you won't need to use the SLATE again because I'm being taking all the precautions to not longer need a Clean System after update the SLU+. In fact  now you can update and reset every part of the SexLab without reset the animations if that's what you want.

 

 

Is true that SLATE take 4 hours of gameplay to get fully applied but the furnitures are not the only tags to update, almost all the animations have some wrong tag or required another tag not even related with the furnitures. So once you apply the SLATE, almost all the animations i know will be used on the right context and that affect all the Mods not just my SLU.

But you don't have to be bored all that time, for example i did few Quest while I was waiting for the end of the SLATE and even close the game few times without issues. Of course I also save the game from time to time to make sure of don't lose time if some of the usual Skyrim problem's force me to close the game.

 

 

Of course you can always turn off my furniture system and let FSF handle all. What you can't do, is have both furniture system working at the same time.

 

Posted
34 minutes ago, OsmelMC said:

 

Better use the SLATE to update the animation tags. All the furnitures on FSF are also on SLU+. SLU+ even have a lot more of furnitures and handle more animations than FSF. The crippled version of FSF is just for the hidden marker's placed on the cities that for i know seems to come from another mod. The marker's are mostly for tables and walls, on the inn's and castle's.

 

From my experience you won't need to use the SLATE again because I'm being taking all the precautions to not longer need a Clean System after update the SLU+. In fact  now you can update and reset every part of the SexLab without reset the animations if that's what you want.

 

 

Is true that SLATE take 4 hours of gameplay to get fully applied but the furnitures are not the only tags to update, almost all the animations have some wrong tag or required another tag not even related with the furnitures. So once you apply the SLATE, almost all the animations i know will be used on the right context and that affect all the Mods not just my SLU.

But you don't have to be bored all that time, for example i did few Quest while I was waiting for the end of the SLATE and even close the game few times without issues. Of course I also save the game from time to time to make sure of don't lose time if some of the usual Skyrim problem's force me to close the game.

 

 

Of course you can always turn off my furniture system and let FSF handle all. What you can't do, is have both furniture system working at the same time.

 

I have your slate patch, looks like 2500+ tags are in . I do not have a preference for FSF or your work ..I enjoy both. What I do enjoy most is choice, and I do think that is what mods bring to Skyrim. You make, honestly make the game your own. I look forward to what ever tweaks you make for us. In so far as running both mods, we are fortunate that when your mod finds a furniture it shows a choice by name ( example Bedroll, Double bed, Chair ) When FSF finds a furniture no matter what type it says "Use Furniture". Also to be honest when you get the furniture system you make, up the way you want it I may drop FSF , as it would mean less animation files to load up, for now though the way I am using both gives me more choice.

 

If I could have any wish it would be for some mod author to make a tweak for Sex lab Dirty Talk to work for all combinations of Sex. I'm sure if the scripts were just tweaked , there would be 5000 people willing to write lines or make an addon to make use if it . Either way we mod users never know what new thing is around the corner. Thanks very much for your work. 

Posted (edited)

LE version of the latest SLU+ seems to be preventing scripts from compiling, and I suspect there would be runtime errors as well:

Spoiler

D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,13): variable PO3_SKSEFunctions is undefined
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,31): none is not a known user-defined type
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,57): cannot cast a none to a form, types are incompatible
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(148,10): variable PO3_SKSEFunctions is undefined
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(148,28): none is not a known user-defined type
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(231,16): variable PO3_SKSEFunctions is undefined
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(231,34): none is not a known user-defined type
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(277,33): GetDiffForm is not a function or does not exist
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(277,33): cannot call the member function GetDiffForm alone or on a type, must call it on a variable
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(278,26): GetDiffForm is not a function or does not exist
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(278,26): cannot call the member function GetDiffForm alone or on a type, must call it on a variable
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(298,10): variable PO3_SKSEFunctions is undefined
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(298,28): none is not a known user-defined type
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(400,35): GetMatchingString is not a function or does not exist
D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(400,35): cannot call the member function GetMatchingString alone or on a type, must call it on a variable

 

Issue seems to be that the LE scripts are unaltered from the SE codebase and reference functions only found the SE-version of PO3's papyrus extender. Downgrading to the previous verion of SLU+ fixes this, since that version has no reliance on PO3 functions.

Edited by Taki17
Posted

Can confirm script issue compiling on LE.

Just changing the movements from 0.50. to 0.10 in sslThreadController, says issue with sslActorAlias and sslFurnitureMarkers. 

 

Also is tongues fixed on LE?, can never get them to work, I see the tongues in NPC's inventory but they never get equipped.

Same for my PC don't get equipped, nor are they in my inventory, can't even find or add them in console.

 

Posted

Hello,

I installed the latest version 2022-09-09 into my LE environment (32bit Computer) with ALL the needed external files (PO3 and so on).

I can say the following:

 

1. WITHOUT the new "Advanced Furniture System" everything works fine and as expected. Very good.

 

2. WITH the new "Advanced Furniture System" active I noticed two things:

 

    A: The ONLY choice for furniture are Beds. I tried several dozens of sex actions, with Player and without player, but the result is always the same: only beds are used. And only beds are "marked" with fluorescent glowing light that persist for several seconds.

 

    B: I have a mod that let the Player to "see" and use several idle markers and, for some reasons, I can see also the "SexLab Sex Marker". Normally it disappears after few seconds when the animation ends. In this case there are TWO markers for each scene, one that appears in the place where the Player, or the NPCs in zero position is at the start of the animation, and another one where the animation effectively runs. While the second one disappears after the end as always, the first one remains stuck in place. Luckily I can select and disable it using my Jaxon Postioner but it still an issue. After a while there are several dozens of useless and disturbing (for me with the noted mod) invisible markers.

For those who don't have the "use idle markers" and "jaxon positioner" mod it could not be a big problem ... maybe. Or maybe yes, considering how unstable is Skyrim on its own.

 

Anyway, thanks and have a nice day.

Posted
5 hours ago, Taki17 said:

LE version of the latest SLU+ seems to be preventing scripts from compiling, and I suspect there would be runtime errors as well:

  Reveal hidden contents

Issue seems to be that the LE scripts are unaltered from the SE codebase and reference functions only found the SE-version of PO3's papyrus extender. Downgrading to the previous verion of SLU+ fixes this, since that version has no reliance on PO3 functions.

None runtime error, just on the compilation and easy solution is compile with the SE version of the PO3. The function in question is the one that identify the ammo to be able to remove it. On LE is done in another way because the scripts first check the presence of the po3 and it's version before try to use it.

 

Posted
2 hours ago, NicoleDragoness said:

WITH the new "Advanced Furniture System" active I noticed two things:

I will need the papyrus.0.log and the SexLab log too, to be able to check that. Also make sure of use the last version of po3 for LE.

 

2 hours ago, NicoleDragoness said:

I can see also the "SexLab Sex Marker".

In part is intentional. I was trying to make it visible to be able to use the positioner but on SE don't work. The idea was have all the visible marker's on another mod folder to be able to switch between visible and invisible for edition and use the Jaxon Positioner to place new invisible marker's like the SexLab marker and the FSF table marker's. The marker's even have a dage to indicate the right direction.

 

You can replace the meshes on the Mod with the original xmarker of the vanilla game. I will try to post the files today.

 

 

Meanwhile you can copy a SexMarker with the positioner tool and place copies on the most hidden places of the public places of cities and towns (usually behind buildings where nobody can see you).

The SexMarker are priority as location to start the scene and is being like that since always but almost nobody use them on it's Mods. Are perfect for location's were you can't find bed's or chairs and you don't want to be see, like in middle of the city. I think is the perfect solution for the hidden places issues of the cities.

Posted
3 hours ago, NicoleDragoness said:

While the second one disappears after the end as always, the first one remains stuck in place.

The one for the actor should disappear by itself at the end of the scene or at least should change position once a new scene of the same thread is called. The scripts are made to recycle the marker's of the actor alias or make a new one if can't find the previous one.

Posted (edited)
3 hours ago, OsmelMC said:

Also make sure of use the last version of po3 for LE.

I have. PO3's papyrus extender classic v 2.5 downloaded from Nexus. I'm not aware of most recent versions (if exist).

You know that I don't have the logging enabled but I'll try to have some logs the next time.

 

3 hours ago, OsmelMC said:

In part is intentional. I was trying to make it visible to be able to use the positioner but on SE don't work. The idea was have all the visible marker's on another mod folder to be able to switch between visible and invisible for edition and use the Jaxon Positioner to place new invisible marker's like the SexLab marker and the FSF table marker's. The marker's even have a dage to indicate the right direction.

I think I explained myself the wrong way.

What I see is ONLY an activation prompt (default "E") with the description "Use SexLab Marker".

I cannot see a "physical thing" in normal game. I can see the marker physically only if I enable the bVisibleMarkers=1 setting in the Skyrim.ini but it has nothing about arrow pointers or similar. If I remember well, it seems like a transparent red cube (or parallelepipedal).

 

Anyway, I'm satisfied how SLU+ works in the classic ways. I didn't noticed issues at all if the "Advanced Furniture System" is disabled.

 

EDIT:

About the visible or invisible markers, if I remember well, the mod "Follow Me For Sex" by CPU has the feature to place permanent, deletable (and selectable and moveable if you have Positioner) SexMarkers up to 16 in the Skyrim World.

And I know that this mod was also ported into SE envyronment.

I think you can ask directly to CPU about the scripting, the meshes and so on, OR you can take a look at his mod.

 

Have a nice day.

Edited by NicoleDragoness
Posted
11 hours ago, OsmelMC said:

I will need the papyrus.0.log and the SexLab log too, to be able to check that. Also make sure of use the last version of po3 for LE.

 

In part is intentional. I was trying to make it visible to be able to use the positioner but on SE don't work. The idea was have all the visible marker's on another mod folder to be able to switch between visible and invisible for edition and use the Jaxon Positioner to place new invisible marker's like the SexLab marker and the FSF table marker's. The marker's even have a dage to indicate the right direction.

 

You can replace the meshes on the Mod with the original xmarker of the vanilla game. I will try to post the files today.

 

 

Meanwhile you can copy a SexMarker with the positioner tool and place copies on the most hidden places of the public places of cities and towns (usually behind buildings where nobody can see you).

The SexMarker are priority as location to start the scene and is being like that since always but almost nobody use them on it's Mods. Are perfect for location's were you can't find bed's or chairs and you don't want to be see, like in middle of the city. I think is the perfect solution for the hidden places issues of the cities.

I am not running LE but I am running SE and can confirm that the Enchanced  furniture is not working for me . I have zipped my logs and included three sets of logs. Testes in the ZBF test zone with matchmaker.  

 

I hope this helps. Thanks again for your work.

WithCrippler.7z WithCripplerEnchancedFurnitureOff.7z WithoutCrippler.7z

Posted

I am using the latest SLSO and the latest Utillity+, but the new SLSO option for minimum orgasms in a non forced scene, like it is done in a forced scene, does not work.

 

My config:

minimum orgasms:                                   1

probability for more orgasms per stage:   100%

maximum orgasms:                                  3

activate for consensual scenes                   ticked

 

it works for the forced scenes as intended, but for consensual scenes it does not.

 

Does anyone using both tools same experiences? Any ideas?

 

thanks

 

 

Posted
9 hours ago, monty359 said:

I am using the latest SLSO and the latest Utillity+, but the new SLSO option for minimum orgasms in a non forced scene, like it is done in a forced scene, does not work.

 

My config:

minimum orgasms:                                   1

probability for more orgasms per stage:   100%

maximum orgasms:                                  3

activate for consensual scenes                   ticked

 

it works for the forced scenes as intended, but for consensual scenes it does not.

 

Does anyone using both tools same experiences? Any ideas?

 

thanks

 

 

 

I am having the same problem that the require consensual orgasm function isn't working (SLSO 2022-08-02 & Utility+ v20220909).

 

Do you know if it is working without Utility+ ? I have not tried it on its own, yet.

 

Would be nice to get it to work, seems like a fun functionality.

 

I am also using OSLAroused.. not sure how that might affect things. However that one only conflicts with SLSO, not Utility+.

Posted
15 minutes ago, gullu said:

 

I am having the same problem that the require consensual orgasm function isn't working (SLSO 2022-08-02 & Utility+ v20220909).

 

Do you know if it is working without Utility+ ? I have not tried it on its own, yet.

 

Would be nice to get it to work, seems like a fun functionality.

 

I am also using OSLAroused.. not sure how that might affect things. However that one only conflicts with SLSO, not Utility+.

i have not tried it without utillity+, but there were no mentions of the problem in the SLOS forum. I also use OSLaroused, why would it work with forced animations and not work with consensual animations.

Posted (edited)
22 hours ago, Ragsinn said:

I am not running LE but I am running SE and can confirm that the Enchanced  furniture is not working for me . I have zipped my logs and included three sets of logs. Testes in the ZBF test zone with matchmaker.  

 

I hope this helps. Thanks again for your work.

WithCrippler.7z 21.43 kB · 2 downloads WithCripplerEnchancedFurnitureOff.7z 20.44 kB · 2 downloads WithoutCrippler.7z 20.96 kB · 2 downloads

 

Got time to check just now...

On all your logs the function is looking just for Bed's.

 

Because it found 71 "Furniture" tagged animations but apparently none of them have also the furniture type on the tags.

 

That means you have to apply my SLATE ActionsLog once you install all the animations.

Edited by OsmelMC
Posted
18 minutes ago, OsmelMC said:

 

Got time to check just now...

On all your logs the function is looking just for Bed's.

 

Because it found 71 "Furniture" tagged animations but apparently none of them have also the furniture type on the tags.

 

That means you have to apply my SLATE ActionsLog once you install all the animations.

ive got to say that it seems to only select beds for me too and i have applied the slate changes, would there be any reason for that like other mods for eg

Posted
1 hour ago, VahzahVulom said:

ive got to say that it seems to only select beds for me too and i have applied the slate changes, would there be any reason for that like other mods for eg

Send me the log and I will be able to know.

Remember that the configuration have to be settled on "Always Ask" for the player on Bed and Furniture. For the NPC's i always have it on "Sometimes" but that's random and you might see a lot of scenes before get the scene of Furnitures for the NPC's. Better set the furniture option on Always for the NPC's if you want to be sure that is working.

 

I also have enabled the Find Hidden places as "Sometimes". The function is new and I don't know if i test it without the hidden places.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...