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Posted
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!

Posted

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?

Posted
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.

 

Posted
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.

Posted (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 by OsmelMC
Posted (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 by OsmelMC
Posted
29 minutes ago, NicoleDragoness said:

What?!?

I never installed Nemesis.

I suppose you will say that. The log said that your player don't have the anim var of type Int called SexLab. That's only used for reference to know if the SexLab animations are registered on FNIS. I see that some times and seems to be harmless but I don't know the real reason.

 

 

Anyway i still need the papyrus log's with the DebugMode enabled on the SexLab MCM.

Posted (edited)
12 hours ago, OsmelMC said:

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.

 

Excuse me but when I say "the cache fail" i'm not refering to a real fail or malfunction in the cache system. I'm saying that "the search in the cache fail" because that animations are not inside the cache. That is a normal fail and is not related to any malfunction.

And as you say, when "the search in the cache fail" we must wait 15, 20 or 30 seconds while the system search the animations.

My recomendation is put a simple notification to alert the user about the inevitable wait of 15, 20 or 30 seconds caused by the search.

 

About the creatures scale, you only need make some fast test in your game.  Go to any horse, open the console, click over it, type "SetScale x.x" and launch any animation with that horse. The scale is not changed. Simply removing the last verification in AttachMarker and repeating the test you can see how the horse is correctly scaled.

Edited by alex77r4
Posted
On 9/15/2022 at 6:14 PM, OsmelMC said:

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.

Thanks!

Posted
6 hours ago, alex77r4 said:

The scale is not changed. Simply removing the last verification in AttachMarker and repeating the test you can see how the horse is correctly scaled.

The scale is not changed because that was never interested to change. Since the first day the scale of the Creatures is being ignored on the SexLab. The event actor height is settled with a !IsCreature. Means that only rescale the human actors and is 100% intentional. I'm clearly not understanding what you said, i think you are telling me that the Creatures are being rescaled by the SexLab and in that case is clearly a bug. Instead if you are saying that you want the SexLab rescaling the creature actors and of course SexLab don't do that, then is reason for a debate because that is intentional i think because the animations are made for specific scales but I'm not sure of the reason and have to check with MadMansGun 

Posted
1 hour ago, OsmelMC said:

The scale is not changed because that was never interested to change. Since the first day the scale of the Creatures is being ignored on the SexLab. The event actor height is settled with a !IsCreature. Means that only rescale the human actors and is 100% intentional. I'm clearly not understanding what you said, i think you are telling me that the Creatures are being rescaled by the SexLab and in that case is clearly a bug. Instead if you are saying that you want the SexLab rescaling the creature actors and of course SexLab don't do that, then is reason for a debate because that is intentional i think because the animations are made for specific scales but I'm not sure of the reason and have to check with MadMansGun 

 

Excuse me but the Scale of the creatures works in sexlab 1.62, make your own test and look the source code in AttachMarker.

I think it works in 163 Beta 8 but STOP working in 163 Beta 9 because is derived from Utility Plus that add the erroneous && AnimScale != 1.0

And not works in 164C because is derived from Beta 9.

 

Please make yours own test.

Posted

Hi,

I'm playing the AE (1.6.353.0.8 [SKSE 2.1.5 rel 6]) and I just downloaded the SexLab Utility Plus for SE v20220531 BETA.7z from this site. I placed it below SexLab (SexLabFrameworkAE_v164c.7z) in MO2. When I start the game I get the following error:

 

20220920041026_1.thumb.jpg.803ff3fabdef737a9eff26f6ea0a6a2a.jpg

 

I read the description page but I have no idea what to do. ??

Any help?

Posted (edited)
12 hours ago, Bayman said:

Hi,

I'm playing the AE (1.6.353.0.8 [SKSE 2.1.5 rel 6]) and I just downloaded the SexLab Utility Plus for SE v20220531 BETA.7z from this site. I placed it below SexLab (SexLabFrameworkAE_v164c.7z) in MO2. When I start the game I get the following error:

 

20220920041026_1.thumb.jpg.803ff3fabdef737a9eff26f6ea0a6a2a.jpg

 

I read the description page but I have no idea what to do. ??

Any help?

 

Delete the SLU+ files and make sure of select the version for Aniversary Edition on the setup.

 

The setup don't see the difference between SE and AE so set SE by default. The message is because the SE version como with a extra file that is the same that have the version number of SexLab. You made the mistake of install the SE version and now that file need to be removed before install the AE version of the SLU+

 

By the way that's not the last version of SLU+. Always take the last one on the download list. My version numbers are dates YYYY MM DD.

Edited by OsmelMC
Posted

Are you planning any major changes? Getting these warnings in the latest LE version.

 

sslFurnitureMarkers.psc(277,33): GetDiffForm is not a function or does not exist
sslFurnitureMarkers.psc(400,35): GetMatchingString is not a function or does not exist
sslActorAlias.psc(2150,31): GetEquippedAmmo is not a function or does not exist

 

Posted
41 minutes ago, Swe-DivX said:

Are you planning any major changes? Getting these warnings in the latest LE version.

 

sslFurnitureMarkers.psc(277,33): GetDiffForm is not a function or does not exist
sslFurnitureMarkers.psc(400,35): GetMatchingString is not a function or does not exist
sslActorAlias.psc(2150,31): GetEquippedAmmo is not a function or does not exist

 

I don't remember for the two first but the  GetEquippedAmmo is from the PO3 for SE and you will need his source scripts for SE to compile it with SLU+ or at least comment the functions on my source scripts.

 

On run time don't matter because those function are after a condition to check the PO3 and SKSE version. I have to check the other two functions because now I think are from the PapyrusUtil for SE and probably are not in a condition 

Posted
5 hours ago, OsmelMC said:

 

Delete the SLU+ files and make sure of select the version for Aniversary Edition on the setup.

 

The setup don't see the difference between SE and AE so set SE by default. The message is because the SE version como with a extra file that is the same that have the version number of SexLab. You made the mistake of install the SE version and now that file need to be removed before install the AE version of the SLU+

 

By the way that's not the last version of SLU+. Always take the last one on the download list. My version numbers are dates YYYY MM DD.

 

OK, I'll try.
I choosed the file with "SE" in name, because I thought the other ones are for LE. On the main page info it says "SE compatible: yes". So I assumed the "SE" would be the only SE/AE file.
I didn't saved with the wrong files installed. So everything is OK.

PS: Is it possible to make suggestions for improvements?

Posted
1 hour ago, Bayman said:

PS: Is it possible to make suggestions for improvements?

Of course, i always open to suggestions and if you find some issue i want to know too. Some times I don't answer at first or my answer is not want you expect but my advice in this case is keep asking until I answered or change my mind. ;)

 

1 hour ago, Bayman said:

I choosed the file with "SE" in name, because I thought the other ones are for LE.

 

All my files are compatible with SE, LE and AE unless they show the Skyrim version on the name like the one you got. I don't set the Skyrim version on the name because usually are the same files for all the versions or in cases like the SLU+ it comes with a assisted setup ready to be used with any Mod Manager and allow you choose the version to install.

 

I also release BETA versions some times but those are usually for just one Skyrim version and are always untested so better stay away from those. :)

 

 

Posted
12 hours ago, Swe-DivX said:

Are you planning any major changes? Getting these warnings in the latest LE version.

 

sslFurnitureMarkers.psc(277,33): GetDiffForm is not a function or does not exist
sslFurnitureMarkers.psc(400,35): GetMatchingString is not a function or does not exist
sslActorAlias.psc(2150,31): GetEquippedAmmo is not a function or does not exist

 

The GetDiffForm and GetMatchingString are both from the PapyrusUtil of SE and sadly are required for the new furniture system. But I already did my own version of the functions for LE that won't gonna be fast as the originals but will do the work.

 

That explains why wasn't working on LE

Posted

Hello,
I never see the tongues come out with your mod while it worked fine with ahegao.
Is there a parameter I'm missing?
How to make it work?
Thank you.

Posted
1 hour ago, alain31 said:

Hello,
I never see the tongues come out with your mod while it worked fine with ahegao.
Is there a parameter I'm missing?
How to make it work?
Thank you.

Enable the Face Items option on the "Animation Settings" page and enable each one of the new Ahegao Expressions on the "Expression Editor" that comes disabled by default because if you don't want the Ahegao you still can edit the expression to use it without the Tongues

Posted
On 9/16/2022 at 4:46 AM, NicoleDragoness said:

I think this is wrong.

Some suggestions?

This version have a problem with that. I made the mistake of add the tag "FurnitureOnly" to the furniture filter but is too sensitive to have something else besides the furniture types.

 

Now is fixed and will be fine on the next version.

 

By the way this doesn't explain your issues with the previous versions just with the last one.

Posted
47 minutes ago, OsmelMC said:

Enable the Face Items option on the "Animation Settings" page and enable each one of the new Ahegao Expressions on the "Expression Editor" that comes disabled by default because if you don't want the Ahegao you still can edit the expression to use it without the Tongues

 

Thanks very much for your reply.I will try that.

Posted
19 hours ago, OsmelMC said:

By the way this doesn't explain your issues with the previous versions just with the last one.

?

I didn't have issues about furniture animations listed even in "floor" or "bed" actions in the previous version. Only with this one.

Posted

Sorry to bother:

You say Compatible with the SE v04 Beta 10 original.

But i cant find an upgrade from SE v04 Beta 09... i mean, here in LL, the mod reach that version...

Do you have any link to that beta 10 that you quoted?

 

Thanks!

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