VahzahVulom Posted September 14, 2022 Posted September 14, 2022 52 minutes ago, OsmelMC said: 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. Papyrus.0.logSexLabDebug.0.log
Ragsinn Posted September 14, 2022 Posted September 14, 2022 4 hours 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. Thanks for looking into this. My Slate shows 2517 actions in the log. ( its gray so maybe not in yet but I do have far more than 4 hours playing) I set up sex lab the way you suggested PC always NPC Some times and enabled ask for hidden place for PC and Sometimes for NPC . If I enable the advanced furniture system it does not scan or offer an array of available furniture to choose from. The system finds and uses furniture with the advanced furniture system disabled. I will keep an eye on SLATE and see if the actions turn from gray to white and try the advanced system again. I appreciate your help! if there are any more logs I can submit or anything else I can do, please do not hesitate to ask. Thanks as always for your work.
OsmelMC Posted September 14, 2022 Author Posted September 14, 2022 9 hours ago, Ragsinn said: I set up sex lab the way you suggested PC always NPC Some The SLATE show the percentage on the option to apply the ActionsLog once you close and open the SLATE MCM after hit the option. To avoid delays the percentage showed get updated only when you open the page. So if you reopen the SLATE MCM and you don't see the percentage is because already finished or you forget to make click on the option.
OsmelMC Posted September 14, 2022 Author Posted September 14, 2022 (edited) *** I don't if i mentioned this after release the current version but now you can disable the DebugMode before use the "Clean System" option if you are having the CTD at the end of the setup process. Edited September 14, 2022 by OsmelMC
aulton1968 Posted September 14, 2022 Posted September 14, 2022 On 9/11/2022 at 2:34 PM, OsmelMC said: 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. 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. Thank you! Im going to try all of that
Pfiffy Posted September 15, 2022 Posted September 15, 2022 (edited) Any chance to get an AE Version of SLU+? Edited September 15, 2022 by Pfiffy
OsmelMC Posted September 15, 2022 Author Posted September 15, 2022 1 hour ago, Pfiffy said: Any chance to get an AE Version of SLU+? Is supposed to be on the same setup!
Pfiffy Posted September 15, 2022 Posted September 15, 2022 1 hour ago, OsmelMC said: Is supposed to be on the same setup! I get a Version error. Something like Downgrade to 1.63...Did I catch the wrong file?
OsmelMC Posted September 15, 2022 Author Posted September 15, 2022 2 hours ago, Pfiffy said: I get a Version error. Something like Downgrade to 1.63...Did I catch the wrong file? Download the last version that is 20220909 and make sure of select the "Aniversary Edition" on the setup. But first remove the current installed files because you already have one script file that doesn't belong to AE.
aulton1968 Posted September 16, 2022 Posted September 16, 2022 I finally learned to import the Osmel action log and then set the action log to load after I reset the sexlab animation registry. Great time saver.
OsmelMC Posted September 16, 2022 Author Posted September 16, 2022 17 minutes ago, aulton1968 said: I finally learned to import the Osmel action log and then set the action log to load after I reset the sexlab animation registry. Great time saver. The Automatic option isn't good idea because SLAL start to register it's animations at the same time and not only take more time, also almost none of the SLAL animations will be registered by then. Better wait until SLAL end and then reapply the ActionsLog manually.
losttoho Posted September 16, 2022 Posted September 16, 2022 (edited) I started getting a freeze at the start of the animation. The specific timing is when positioning the participants after they have finished undressing. I am having trouble with this problem because it started occurring after I replaced the CPU of my PC with a high-performance one. If I open the console and deliberately delay the process, the animation starts. Is there any solution to this problem? PS: The freeze will cause skyrim to freeze up and the only way to get it back is to force quit. Edited September 16, 2022 by losttoho
NicoleDragoness Posted September 16, 2022 Posted September 16, 2022 I have a question about TAGs, because I think there is something wrong with the latest version of SLU+. As already stated, I'm on LE 32bit. - I manually edit my json files (Animations) to have the tags: Furniture, FurnitureOnly, "Type Of Furniture: eg. chair" in ALL animations that involve furnitures. - I manually edit my json files to have the tags: Bed, BedOnly in ALL animations that are specifically designed to run on a bed (see Billyy's invisible animations). Everything works perfectly about this point of view. BUT: - If my character answers "No" to both questions to "Use furniture" and "Use bed" (I set to Always Ask for both), with the previous versions of SLU+ the animations that have the above tags were NOT listed in the "SexLab Tools" utility AND they are never chosen by the random engine. With this latest version, instead, the furniture and bed tagged animations are still listed AND eventually chosen by the random engine. I think this is wrong. Some suggestions?
OsmelMC Posted September 16, 2022 Author Posted September 16, 2022 (edited) 4 hours ago, NicoleDragoness said: I have a question about TAGs, because I think there is something wrong with the latest version of SLU+. As already stated, I'm on LE 32bit. - I manually edit my json files (Animations) to have the tags: Furniture, FurnitureOnly, "Type Of Furniture: eg. chair" in ALL animations that involve furnitures. - I manually edit my json files to have the tags: Bed, BedOnly in ALL animations that are specifically designed to run on a bed (see Billyy's invisible animations). Everything works perfectly about this point of view. BUT: - If my character answers "No" to both questions to "Use furniture" and "Use bed" (I set to Always Ask for both), with the previous versions of SLU+ the animations that have the above tags were NOT listed in the "SexLab Tools" utility AND they are never chosen by the random engine. With this latest version, instead, the furniture and bed tagged animations are still listed AND eventually chosen by the random engine. I think this is wrong. Some suggestions? Reset the animation CACHE. I will check but I don't think something be wrong. The only difference on the scripts between SE and LE is on the MCM and just for the min versions required. In first place you don't need the tag "FurnitureOnly" for the valid furniture animations. I didn't test that tag yet but even without it the furniture system always remove the valid furniture animations from the standard play list. You probably have some or all the active furniture tags disabled on the "Furniture & Bed" page but without the logs I'm just guessing. Edited September 16, 2022 by OsmelMC
NicoleDragoness Posted September 16, 2022 Posted September 16, 2022 OK, I was pretty sure before but I checked carefully ingame anyway. - Resetting the Cache does nothing about the issue. - Maybe could be the presence of the "FurnitureOnly" tag alongside the "Furniture" and related object tag. I'll check. But this doesn't explain why the "BedOnly" tagged animations (that don't have the "FurnitureOnly" tag at all) are still listed even in the "floor" situation. (Both "no" to ask for bed or furniture). - Of course I have some furnitures disabled in the page. I only use Chair, Counter, Table and Wall. The other furnitures are unchecked. Also because I don't have installed some animations that involve furnitures like: Workbench, AlchemyTable, EnchantingTable for example. In the "Furniture & Bed" page my settings are: - Player Bed : Always Ask - Player Furniture: Always Ask - NPCs Beds: Sometimes - NPCs Furniture: Sometimes - Use Furniture System: YES - Advanced Furniture System: NO - Single furniture check: See above... Well, I promise. I'll try to enable at least once my papyrus.log. Next ...
OsmelMC Posted September 17, 2022 Author Posted September 17, 2022 2 hours ago, NicoleDragoness said: Well, I promise. I'll try to enable at least once my papyrus.log. Next ... Yeah right... 2 hours ago, NicoleDragoness said: But this doesn't explain why the "BedOnly" tagged animations (that don't have the "FurnitureOnly" tag at all) are still listed even in the "floor" situation. (Both "no" to ask for bed or furniture). The "BedOnly" tag is there since always and work fine. Are you sure that none of my files are being modified or overwrite? The only other reason I can imagine is if some other mod is overwriting the play list just before be played. DDi do that but isn't the only one also SLAA, FSF and some tweaked version of SexLab Tools that was made to show you a longest list not limited to 125 animations. But those are just the Mods i know.
NicoleDragoness Posted September 17, 2022 Posted September 17, 2022 I don't have DD at all and I never will have. I don't have SLAA nor FSF. My SexLab Tools is the original one. Now I tried to leave only the tags: "Furniture", "name of furniture" for chair, table, counter and wall animations. And the tags "Beds" and "BedOnly" for the animations for invisible beds. In fact, almost all my furniture animations are the Billyy's invisible furnitures ones plus a couple from Anubs (wall). But the result was the same. Answering no to both bed/furniture questions leads to a floor animation but the random engine still can choose a furniture or a bed animation. This time I have a papyrus.log attached even if I didn't see something strange.Papyrus.0.log
Mrfishkies Posted September 17, 2022 Posted September 17, 2022 Well, accidently pushed the wrong button at game start and updated my version of AE to 1.6.629! Yes, there an update out there and it causes an error message at start up: I have SLU+ v20220909 installed. Looks like it's DDL needs to be updated for the latest AE version.. Any help is appreciated!
OsmelMC Posted September 17, 2022 Author Posted September 17, 2022 49 minutes ago, Mrfishkies said: Well, accidently pushed the wrong button at game start and updated my version of AE to 1.6.629! Yes, there an update out there and it causes an error message at start up: I have SLU+ v20220909 installed. Looks like it's DDL needs to be updated for the latest AE version.. Any help is appreciated! Go to the SexLab Framework download page and check. I just replace some scripts files. For any issue with the DLL files you have to check on the original Mod. If you have a new version of Skyrim you probably have to wait until a new SexLab Framework be released for that.
Mrfishkies Posted September 17, 2022 Posted September 17, 2022 5 hours ago, OsmelMC said: Go to the SexLab Framework download page and check. I just replace some scripts files. For any issue with the DLL files you have to check on the original Mod. If you have a new version of Skyrim you probably have to wait until a new SexLab Framework be released for that. AAk! You're right! Saw "UTIL" in the name and assumed it was yours. Thanks very much for the point in the right direction!
asdurgico Posted September 17, 2022 Posted September 17, 2022 I tried using the filter devious devices and filter zaz deviced options and it doesn't work for me, normal animations play when i have devices equipped. Do i need to do something more to make it work?
alex77r4 Posted September 17, 2022 Posted September 17, 2022 5 hours ago, OsmelMC said: ... Hi. Only two recomendations to adjust in code. The first in the AnimCache. A lot of times need a lot of seconds to fill the cache and we think that the animation was failed because nothing happend in 5, 10 or 15 seconds. I think that time can't be reduced in any way and we must wait with patience. But at least, we can alert the user about the Cache Fail with a simple notification like this: Spoiler if Output || IsCached(CacheName) return Output endIf ; Search because Cache Fail Debug.Notification("Sexlab is Searching Animations...") MiscUtil.PrintConsole("Sexlab is Searching Animations... Start at:"+Utility.GetCurrentGameTime()) bool[] Valid = Utility.CreateBoolArray(Slotted) int i = Slotted while i ... endWhile Output = GetList(Valid) CacheAnims(CacheName, Output) Debug.Notification("Sexlab Animations Ready...") MiscUtil.PrintConsole("Sexlab Animations Ready... End at:"+Utility.GetCurrentGameTime()) return Output It is a simple notification but it alerts the user about the Cache Fail. That way the user won't start asking "What's going on?" or "Why doesn't this start?" I put notifications in all five search functions. This is the full source code: sslAnimationSlots.psc The second point is the Scale of the Creatures. I thinking the problem was caused by the new Scale System based on NiOverride but after look the logs and read the source code seems that the problem not have any relation to NiOverride. The Scale code say this: Spoiler if UseScale Thread.ApplyFade() float display = ActorRef.GetScale() ActorRef.SetScale(1.0) float base = ActorRef.GetScale() ActorScale = ( display / base ) AnimScale = ActorScale if ActorScale > 0.0 && ActorScale != 1.0 ActorRef.SetScale(ActorScale) endIf float FixNioScale = 1.0 if (Thread.ActorCount > 1 || FurnitureStatus[1] >= 4) && Config.ScaleActors if Config.HasNiOverride && !IsCreature && NioScale > 0.0 && NioScale != 1.0 FixNioScale = (FixNioScale / NioScale) NiOverride.AddNodeTransformScale(ActorRef, False, isRealFemale, "NPC", "SexLab.esm",FixNioScale) NiOverride.UpdateNodeTransform(ActorRef, False, isRealFemale, "NPC") endIf AnimScale = (1.0 / base) endIf LogInfo = "Scales["+display+"/"+base+"/"+ActorScale+"/"+AnimScale+"/"+NioScale+"] " else AnimScale = 1.0 LogInfo = "Scales["+ActorRef.GetScale()+"/DISABLED/DISABLED/DISABLED/DISABLED/"+NioScale+"] " endIf All that is correct, we not need make any adjust in that code, but i put 3 lines in green because was the motive of the fail. If the original scale of the creature was 1.0, when we scale it to 1.0 and get their scale, of course, we get base = 1.0 because that is their real scale. Note that the line AnimScale = (1.0 / base) is always executed because is after the endIf and, of course, when base is 1.0 we compute (1.0 / 1.0) that result AnimScale = 1.0 I repeat that all the previous code is correct, because the fail is in the function AttachMarker that say: Spoiler function AttachMarker() ActorRef.SetVehicle(MarkerRef) if UseScale && AnimScale > 0.1 ; && AnimScale != 1.0 ASA NOOO... When base is 1.0 AnimScale is 1.0 and the ActorRef.SetScale(AnimScale) is NOT executed... ActorRef.SetScale(AnimScale) endIf endFunction Removing the last condition the creatures was scaled correctly when are attached to the marker and, when the animation end, are restored to their correct scale.
OsmelMC Posted September 17, 2022 Author Posted September 17, 2022 1 hour ago, asdurgico said: I tried using the filter devious devices and filter zaz deviced options and it doesn't work for me, normal animations play when i have devices equipped. Do i need to do something more to make it work? Apply my SLATE ActionsLog on the SLATE of my tweak's. For the case of the DDi don't expect too much because was developed by the time when the animation filters on DDi could be disabled but the current version of DDi not longer allow it and override my play list. Still is good idea keep it enabled because between other things keep the mouth open on the gagged actors.
OsmelMC Posted September 17, 2022 Author Posted September 17, 2022 (edited) 13 hours ago, NicoleDragoness said: This time I have a papyrus.log attached even if I didn't see something strange.Papyrus.0.log Sadly the DebugMode option was disabled on the SexLab MCM and without that SexLab don't show logs. I only got 2 errors that seems to be related with the use of Nemesis. Try again with the SexLab DebugMode and the Papyrus logs enabled. Edited September 17, 2022 by OsmelMC
OsmelMC Posted September 17, 2022 Author Posted September 17, 2022 (edited) 1 hour ago, alex77r4 said: The first in the AnimCache. A lot of times need a lot of seconds to fill the cache and we think that the animation was failed because nothing happend in 5, 10 or 15 seconds. The CACHE don't fail. At first take time because the your search for animations still is not on the CACHE and takes the usual time required for a search without CACHE. The CACHE was made just to remember your last search for animations and can remember around 30 search for standard animations and 30 search for creature animations. Each Mod do at least one animation search before execute the scene and smartest Mods do between 2 to 5 search for each scene executed. Went you play a SexLab scene without specifying the animations SexLab have to do all the search for valid animations and that is between 3 to 10 search so if each search for animations take at least 15 seconds without the CACHE you can be waiting for more than 2 minutes before the scene be executed. Instead with the cache all the 10 search together can be done on in just 15 seconds. The current CACHE is fully optimized to give you the best balance between speed and accuracy. Don't need any more logs or messages because the once that have are enough to know how is working (and is working more than fine) 1 hour ago, alex77r4 said: The second point is the Scale of the Creatures. I thinking the problem was caused by the new Scale System based on NiOverride but after look the logs and read the source code seems that the problem not have any relation to NiOverride. Also the scale is fine. The scripts are different from the original one but was just because some users report issues with it. At the end all those reports was caused by Mods overwriting my SLU+ script files or user installing wrong versions of Mods that overwrite the SexLab Framework script files. The Mods that overwrite some scripts files of the SexLab Framework are made for just one version of SexLab and can't be used with another version of SexLab or with another Mod that replace the same file. If you see some actor or creature changing the scale before start the scene and unable to return to the original scale at the end of the scene is 99% sure that you will find a ERROR reported on the Papyrus.0.log and that error will be caused by some file overwriting my SLU+ scripts or the SexLab Framework scripts. By the way the other 1% is for the case were so other mod is interfering with the scale of the actors; MNC do something like that with some Creatures but for I know don't have issues with SLU+. Change the scripts and compile work's when works because is overwriting the file that was overwriting my files. Probably because that Mod don't have the PSC file or the source file was in the wrong folder. Basically is a coincidence. By the way SexLab don't change the scale of the creatures. Even my scripts mostly ignore the creatures and only check the scale of the creature to set a number on the Profiles and make sure that creatures with different scales can have different alignment profile. But don't change the creature scale at any point. Edited September 17, 2022 by OsmelMC
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