Talesien Posted February 21, 2023 Posted February 21, 2023 (edited) Ever since updating from the 1229 to 0218 version I have the problem that often (but not always) tongues will get equipped despite all my settings being "None". Anything I can do, those monster tongues creep me out, they might befit an ant-eater, but certainly not a human (or mer). Already did a "Clean System" (actually did one right after upgrading), but to no avail. Edited February 21, 2023 by Talesien
OsmelMC Posted February 22, 2023 Author Posted February 22, 2023 11 hours ago, Talesien said: Ever since updating from the 1229 to 0218 version I have the problem that often (but not always) tongues will get equipped despite all my settings being "None". Anything I can do, those monster tongues creep me out, they might befit an ant-eater, but certainly not a human (or mer). Already did a "Clean System" (actually did one right after upgrading), but to no avail. The tongues won't be placed on the inventory if you disable the "Use Face Items" option on the "Animations Settings" page. When some Mod is forcing one of the items to stay equipped, the system will trigger a redress event each time some equippable item be added to the inventory. That can force the tongues to get equipped. Except my Mods, almost all the Ahegao Tongues and Wardrobes or Outfit Managers use the function to prevent the unstriped of the item. The only monster tongues are the ones of the Argonians and seems to me that fit very well for that race. You can't set the monster tongues to another race unless you change the meshes.
OsmelMC Posted February 22, 2023 Author Posted February 22, 2023 (edited) This is the fix for the expressions. Probably need restart the expression registry, since one of the bugs disable all the options that keep the lips open while the tongue is showed. SexLab Utility Plus Expression_Hotfix (20230105).7z Edited February 22, 2023 by OsmelMC 6
D3vilizeR Posted February 22, 2023 Posted February 22, 2023 (edited) 2 hours ago, OsmelMC said: This is the fix for the expressions. Probably need restart the expression registry, since one of the bugs disable all the options that keep the lips open while the tongue is showed. SexLab Utility Plus Expression_Hotfix (20230105).7z 12.31 kB · 9 downloads Thank you for the fix, now everything works perfectly and the mouth opening is correct. Edited February 22, 2023 by D3vilizeR
Ragsinn Posted February 23, 2023 Posted February 23, 2023 Howdy OsmelMC I hope this post finds you well and in good spirits. Thanks for the recent updates. I have a question if its not to much trouble. When I have lip sync enabled the only moans I get are on Orgasm. Is there some setting or slider I am not seeing in the lip sync part of expressions? If I do not enable lip sync the moans play as normal. I do use slso and its not an slso voice pack . I also use sexlab extra voices. Thanks in advance.
OsmelMC Posted February 23, 2023 Author Posted February 23, 2023 53 minutes ago, Ragsinn said: Howdy OsmelMC I hope this post finds you well and in good spirits. Thanks for the recent updates. I have a question if its not to much trouble. When I have lip sync enabled the only moans I get are on Orgasm. Is there some setting or slider I am not seeing in the lip sync part of expressions? If I do not enable lip sync the moans play as normal. I do use slso and its not an slso voice pack . I also use sexlab extra voices. Thanks in advance. If you hear the moans, you should be able to see the lips movements. Few things to take in consideration: 1. The Lips Sync is basically a lot of different sounds played randomly and a small lips movements for each sound file. 2. All the sound Files have different durations and some times are more than one moan in the same file. So the lip sync isn't synchronized at all . 3. On the "Expression Editor" page you can find the option "Advanced OpenMouth & Lips Sync configuration" that will show you the options to configure the lips sync. The you can configure the duration of the movement and how much will be open the mouth for the moans. 4. The voices have the moaning sounds grouped by types and the types are basically "normal, victim and orgasm" so one voice can come just with the moans for the orgasm and is also different for each gender so one gender can have have only orgasm while the other have all the types or none. This means that you should check what voice is being used for the actor, because the actor can be using the same voice always and that voice probably have just orgasms. Send me the "papyrus.0.log" if you need more specific help.
Ragsinn Posted February 23, 2023 Posted February 23, 2023 (edited) 4 hours ago, OsmelMC said: If you hear the moans, you should be able to see the lips movements. Few things to take in consideration: 1. The Lips Sync is basically a lot of different sounds played randomly and a small lips movements for each sound file. 2. All the sound Files have different durations and some times are more than one moan in the same file. So the lip sync isn't synchronized at all . 3. On the "Expression Editor" page you can find the option "Advanced OpenMouth & Lips Sync configuration" that will show you the options to configure the lips sync. The you can configure the duration of the movement and how much will be open the mouth for the moans. 4. The voices have the moaning sounds grouped by types and the types are basically "normal, victim and orgasm" so one voice can come just with the moans for the orgasm and is also different for each gender so one gender can have have only orgasm while the other have all the types or none. This means that you should check what voice is being used for the actor, because the actor can be using the same voice always and that voice probably have just orgasms. Send me the "papyrus.0.log" if you need more specific help. For what ever reason I can not create the log ..its enabled in the ini ..but just not showing up . Have restarted the game several times. Sorry to have wasted your time. Doh ..The papyrus settings were in skyrim.ini and skyrimcustom.in had to fix that . Also lips move fine not hearing the moans is the trouble. Only moan has been on orgasim. Papyrus.0.log Edited February 23, 2023 by Ragsinn added log
NicoleDragoness Posted February 24, 2023 Posted February 24, 2023 1 hour ago, iDREIS MAD said: @OsmelMCis that possible to delete original animation pack from SexLabFrameework? I just want use my downloaded animation only (and keep animation installed in small numbers) thanks Yes, it is. @Nymra has a mod for this purpose (and there are also some SLAL packs to restore them as sla packages).
zhuguannan123 Posted February 24, 2023 Posted February 24, 2023 I still don't quite understand what this mod fixes, oh my shitty english
OsmelMC Posted February 24, 2023 Author Posted February 24, 2023 (edited) 9 hours ago, iDREIS MAD said: @OsmelMCis that possible to delete original animation pack from SexLabFrameework? I just want use my downloaded animation only (and keep animation installed in small numbers) thanks Is not the best idea but is possible. The default animations don't get registered on SexLab unless the package be registered on FNIS. So you can remove the FNIS files that comes with the SexLab and that should be enough to prevent the registration. You don't even need a patch for that. Another way to prevent the registration of animations is using the Black List of SexLab on the last page of the SexLab MCM. But the blacklist don't remove the animations from FNIS is good only to ignore one or few animations of a big animation pack that you use to keep updated. For example my black list have the small dragon animations and few other animations that are senseless for my game but comes with big animation packs i use and is annoying disable it each time I update the package of animations. By the way, i don't like the idea of remove the default animations because some Mods relays on those animations for specific scenes, like kissing. Edited February 24, 2023 by OsmelMC 1
NicoleDragoness Posted February 25, 2023 Posted February 25, 2023 (edited) 6 hours ago, OsmelMC said: Mods relays on those animations for specific scenes, like kissing. Old mods NEED to be updated, then. Billyy has two wonderful kissing animations (MF and FF) that are million light years better than the ones coming with SL. BTW: removed default animations CAN be re-added later as SLAL packs with all the advantages of this system. Edited February 25, 2023 by NicoleDragoness
NicoleDragoness Posted February 25, 2023 Posted February 25, 2023 It seems there is a problem with the "Advanced Furniture" option. It is faster than the standard one (not much but faster) but it doesn't work for "Wall" type furnitures. To deep check it, I prepared a room with one table (Table), one front chair (Chair), one noble high chair (throne), one high noble library (Wall), one tanning rack (Wall) and a couple of noble bed (single and double). The system highlights correctly every single piece and the pop-up lists all them. Choosing "Wall", indeed, result always into a chair animation (into a chair furniture, of course). All the other choices, instead, work as espected. I'm using the latest SLU+ into LE 32bit environment. Note that the above "Wall" type furnitures are correctly used (randomly but they are sometimes) using the "Standard" furniture system so it is not a furniture problem but something related to the scripts (or the messages, or whatever) inside the "Adavanced" one.
OsmelMC Posted February 26, 2023 Author Posted February 26, 2023 (edited) 3 hours ago, NicoleDragoness said: It seems there is a problem with the "Advanced Furniture" option. It is faster than the standard one (not much but faster) but it doesn't work for "Wall" type furnitures. To deep check it, I prepared a room with one table (Table), one front chair (Chair), one noble high chair (throne), one high noble library (Wall), one tanning rack (Wall) and a couple of noble bed (single and double). The system highlights correctly every single piece and the pop-up lists all them. Choosing "Wall", indeed, result always into a chair animation (into a chair furniture, of course). All the other choices, instead, work as espected. I'm using the latest SLU+ into LE 32bit environment. Note that the above "Wall" type furnitures are correctly used (randomly but they are sometimes) using the "Standard" furniture system so it is not a furniture problem but something related to the scripts (or the messages, or whatever) inside the "Adavanced" one. Send me the "papyrus.0.log" and make sure of use the click of the mouse to select the furniture, because the keyboard can hit buttons that are hidden. Edited February 26, 2023 by OsmelMC
NicoleDragoness Posted February 26, 2023 Posted February 26, 2023 I always use mouse click on those asking messages. Tried again three times, no luck. This time three furnitures highlighted: Library (as Wall), Table (as Table) and High Chair (as Throne). Every time selected "Wall" clicking on it with mouse. Every time the resulting animation was a standard on on place (floor). No other furnitures involved. Papyrus Log attached.Papyrus.0.log
OsmelMC Posted February 26, 2023 Author Posted February 26, 2023 (edited) 3 hours ago, NicoleDragoness said: I always use mouse click on those asking messages. Tried again three times, no luck. This time three furnitures highlighted: Library (as Wall), Table (as Table) and High Chair (as Throne). Every time selected "Wall" clicking on it with mouse. Every time the resulting animation was a standard on on place (floor). No other furnitures involved. Papyrus Log attached.Papyrus.0.log Need another log. That one was too short and apparently the DebugMode of the SexLab was disabled because I can't see any SexLab log except for one error with the furniture 4C007C89 that don't have 3D Loaded. Enable the DebugMode, send me another log and let me know which Mod is the 4C on your plugins load order Edited February 26, 2023 by OsmelMC
NicoleDragoness Posted February 26, 2023 Posted February 26, 2023 (edited) That's very strange because the DebugMode of SexLab WAS enabled. 4C is about Breezehome by Lupus mod. The error could be because I deleted some useless clutters but, infact, the ID you gave me, 4C007C89, is the noble doublebed coming with the mod (Base ID Skyrim.esm: FURN 0003B6E8). So the error is strange too because that bed is in place and working. Edited February 26, 2023 by NicoleDragoness
wiffe Posted February 26, 2023 Posted February 26, 2023 after i update from the 1229 to 0218, i cant equip tongue again.. and whn try to change tongue 1 to 2 my settings being "None".. any chance to fix it?
OsmelMC Posted February 26, 2023 Author Posted February 26, 2023 1 hour ago, wiffe said: after i update from the 1229 to 0218, i cant equip tongue again.. and whn try to change tongue 1 to 2 my settings being "None".. any chance to fix it? First make sure that you have the file "SexLab UtilityPlus.esp" enabled on the Plugins list. Then make sure of don't have the hotkey to adjust Stage pressed while you are changing the tongues on the expression editor because that will show you a message to allow you remove the imported tongues and once you confirm it, it will try to remove the selected tongue from the list. Of course the Tongue 2 is native of the SLU+and can't be removed but still will set "None" on the selection.
BeranabusBarnes Posted February 28, 2023 Posted February 28, 2023 (edited) The animation profile doesn't seem to be functioning properly at times. I'll do the adjustments in-game, end the animation, save, and exit. When I check out the file or load up the game again, however, the wrong values have been saved (11 versus 3 for instance). Animation adjustment also has other issues though. Using the adjust all stages key doesn't always apply across the board. For example, if I adjust all stages up by 2.00, I'll find that one stage (usually the first) is 2.50. Edited February 28, 2023 by BeranabusBarnes
FredOof Posted February 28, 2023 Posted February 28, 2023 Hello, I am have some issue with the furniture system: 1, Sometimes the system fails to identify viable furnitures (e.g. table and chair) even when they are next to player. 2, If I select certain furniture types in the pop-up menu (.e.g wall, workbench...) the standard non-furniture animation plays instead of the furniture ones and the scene actors also do not move to the furniture location - basically the animation proceeds as if I did not select any furniture I have run the Osmel SLATE already before starting any animation, and I have checked that I have installed animations with wall/workbench/... tags which should be played when I selected the corresponding furniture
OsmelMC Posted February 28, 2023 Author Posted February 28, 2023 1 hour ago, FredOof said: Hello, I am have some issue with the furniture system: 1, Sometimes the system fails to identify viable furnitures (e.g. table and chair) even when they are next to player. 2, If I select certain furniture types in the pop-up menu (.e.g wall, workbench...) the standard non-furniture animation plays instead of the furniture ones and the scene actors also do not move to the furniture location - basically the animation proceeds as if I did not select any furniture I have run the Osmel SLATE already before starting any animation, and I have checked that I have installed animations with wall/workbench/... tags which should be played when I selected the corresponding furniture Send me the file "papyrus.0.log"
OsmelMC Posted February 28, 2023 Author Posted February 28, 2023 5 hours ago, BeranabusBarnes said: The animation profile doesn't seem to be functioning properly at times. I'll do the adjustments in-game, end the animation, save, and exit. When I check out the file or load up the game again, however, the wrong values have been saved (11 versus 3 for instance). You probably are looking into another copy of file because that's not possible or at least the scripts don't do something like that. However is possible, the changes aren't being saved or the same adjustment that was aligned once not longer be aligned for the same actors. 5 hours ago, BeranabusBarnes said: Animation adjustment also has other issues though. Using the adjust all stages key doesn't always apply across the board. For example, if I adjust all stages up by 2.00, I'll find that one stage (usually the first) is 2.50. That is related with the Frame Rate and I being trying to fix that since the first day but nothing seems to work. Happens that when you use the hotkeys, the function used to set the new position, also refresh the image of the actor and even the world if the actor is the player. So that affect the frame rate and Skyrim can delay or even ignore some scripts if the papyrus is reducing the frame rate. Move objects is easy and smooth but the same method don't seem to have the same outcome for actors that are being animated. Is even worse for the erection of the penis because in that case one animation just for the penis have to be played until the end and that take time and somehow affect the hotkeys detection.
BeranabusBarnes Posted March 1, 2023 Posted March 1, 2023 2 hours ago, OsmelMC said: You probably are looking into another copy of file because that's not possible or at least the scripts don't do something like that. However is possible, the changes aren't being saved or the same adjustment that was aligned once not longer be aligned for the same actors. Whatever the case, how can I make sure it is saving properly and/or prevent alignment change?
FredOof Posted March 1, 2023 Posted March 1, 2023 5 hours ago, OsmelMC said: Send me the file "papyrus.0.log" Papyrus.0.logPlease see attached, this is when I selects to start a 'wall' animation and instead just gets the regular missionary animation.
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