Jump to content

Recommended Posts

Posted
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.

 

 

 

 

Posted (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 by BeranabusBarnes
Posted

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

Posted
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"

Posted
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.

 

 

 

Posted
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?

Posted
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.

Posted
13 hours ago, BeranabusBarnes said:

Whatever the case, how can I make sure it is saving properly and/or prevent alignment change?

Don't use the Quick Save or the Automatic Save; or at least make sure that your last Saved Game is a Full Save. Because the Automatic Save don't save some things and the Quick Save, save even less things. Those served games are good for the case where you are planning and need to go back to a previous save like when you are killed, but is bad to load the game and don't save the SexLab alignment.

Posted
13 hours ago, FredOof said:

Papyrus.0.logPlease see attached, this is when I selects to start a 'wall' animation and instead just gets the regular missionary animation.

I still have to compare your log with the scripts to get more details but at first sight your log don't show errors related, have more than 125 valid furniture animations and seems to be found 3 furnitures around you but you seems to be chosen the "No" option or escape the window instead of hit the "Wall" option.

 

I can't see on your log which furnitures are being founded so i have to check the scripts to see if that is normal or some bug.

 

 

Posted (edited)
10 hours ago, OsmelMC said:

I still have to compare your log with the scripts to get more details but at first sight your log don't show errors related, have more than 125 valid furniture animations and seems to be found 3 furnitures around you but you seems to be chosen the "No" option or escape the window instead of hit the "Wall" option.

 

I can't see on your log which furnitures are being founded so i have to check the scripts to see if that is normal or some bug.

 

 

Hello, thank you for your reply, I have suspected that it may be a save corruption issue so I started a new game to check, however the issue still persists. I assure you that I just clicked the 'wall' option...no escape or anything like that. Another issue is that the animobject that comes with the furniture animation don't get hidden for some reason, for example if I play a throne animation on an armchair the original throne in the animation is spawned and clips with the armchair

Edited by FredOof
Posted
On 1/10/2023 at 6:09 PM, DarkRavage said:

Hmmm... after some testing. I think your latest Utility plus for AE 1.65 breaks the Necro option in defeat. Your march 2022 version doesn't seem to have that issue.

I think I can corrobrate this with the fact that the "Player gets necro'ed" mod is not working for me probably because of SUM - when my player died and the SLPGN mod attempts to start a necro animation, the animation gets aborted because the validation of my player character in the scene failed - "<player name> is invalid - he is a dead jim" according to the console

Posted
20 hours ago, FredOof said:

I think I can corrobrate this with the fact that the "Player gets necro'ed" mod is not working for me probably because of SUM - when my player died and the SLPGN mod attempts to start a necro animation, the animation gets aborted because the validation of my player character in the scene failed - "<player name> is invalid - he is a dead jim" according to the console

The Necro is working... But now the validation is more strict and the dead bodies have to be with Health=1 before SexLab consider it valid. Otherwise many other Mods not made for Necro will start Necro scenes by mistake.

 

 

If that Mod don't work is probably because don't follow the right steps to start the Necro scenes. Is probably a new Mod and need to be checked.

 

Send me the link of the Mod.

Posted (edited)
On 3/1/2023 at 5:12 PM, FredOof said:

Hello, thank you for your reply, I have suspected that it may be a save corruption issue so I started a new game to check, however the issue still persists. I assure you that I just clicked the 'wall' option...no escape or anything like that. Another issue is that the animobject that comes with the furniture animation don't get hidden for some reason, for example if I play a throne animation on an armchair the original throne in the animation is spawned and clips with the armchair

I did some small changes to the scripts to be able at least of find the reason for your problem with the next version update.

 

Since is possible that the walls around you being excluded at least second and the current tracked logs aren't able to show it.

 

 

 

 

For the Animation Objects, can be one of two reasons:

1. The furniture type be disabled on the "Furniture & Bed" page of the SexLab MCM

2. The object don't be on the list of know objects.

 

 

The second is the most possible reason because I did the list with the few objects i know and there is none other way to know what have you be hidden except for the list included on the setup.

 

You can let me know the name of the object or at least the name of the animation.

Edited by OsmelMC
Posted
1 hour ago, OsmelMC said:

I did some small changes to the scripts to be able at least of find the reason for your problem with the next version update.

 

Since is possible that the walls around you being excluded at least second and the current tracked logs aren't able to show it.

 

 

 

 

For the Animation Objects, can be one of two reasons:

1. The furniture type be disabled on the "Furniture & Bed" page of the SexLab MCM

2. The object don't be on the list of know objects.

 

 

The second is the most possible reason because I did the list with the few objects i know and there is none other way to know what have you be hidden except for the list included on the setup.

 

You can let me know the name of the object or at least the name of the animation.

Thank you for your effort! 

 

Right now the animation that I problem with animobjects are Proxy dethroned animations (they are two of them) and the furniture ones in the dogma animation set. I will let you know when I find out more.

 

Anothor thing is that I was having problem with tongues sticking out of my character's chin in animation. So I installed the SLU expression hotfix that you posted earlier, now the month stays open for ahegao animations alright but I no longer get any tongue equipped, I have rebuilt expression registry and even cleaned the sexlab system but to no avail...

Posted
10 hours ago, FredOof said:

 

 

Anothor thing is that I was having problem with tongues sticking out of my character's chin in animation. So I installed the SLU expression hotfix that you posted earlier, now the month stays open for ahegao animations alright but I no longer get any tongue equipped, I have rebuilt expression registry and even cleaned the sexlab system but to no avail...

Make sure of enable the "Use Face Items" option on the "Animation Settings" page of the SexLab MCM. Without that option, the Tongue won't be added to the inventory on the startup of the scene.

Posted

Probably totally unrelated for this thread but I think it is interesting.

 

Considering that:

- A lot of things can be set directly in animation's json file (the one that comes with the SLAL package).

- For example we can set, for each single stage and for each single actor, the "open mouth" option, the "cum" option, the "timer" and is the actor is silent or not.

 

My question is:

It could be possible to implement a new function that makes the actor to "say" (simple written line on screen, like subtitles) something during an animation's stage?

My idea is to have a json command like "Open_mouth": true that should be, instead, something like this:  "diag": true, "string".

 

It's only a dream?

Posted
1 hour ago, NicoleDragoness said:

Probably totally unrelated for this thread but I think it is interesting.

 

Considering that:

- A lot of things can be set directly in animation's json file (the one that comes with the SLAL package).

- For example we can set, for each single stage and for each single actor, the "open mouth" option, the "cum" option, the "timer" and is the actor is silent or not.

 

My question is:

It could be possible to implement a new function that makes the actor to "say" (simple written line on screen, like subtitles) something during an animation's stage?

My idea is to have a json command like "Open_mouth": true that should be, instead, something like this:  "diag": true, "string".

 

It's only a dream?

Something like that was what I recently add to the voice system.

Some point before the v1.62, SexLab was able to use the usual Skyrim dialogues on the sex scene but that was causing too many issues (with the open mouth between other reasons) so at the end was disabled but wasn't fully removed for compatibility reasons.

 

My current voice system allow the Skyrim dialogues without the known issues you only need to make the dialogue and assign it to one of your custom voices. The best part is that is compatible with all the previous SexLab versions so any one can modify they SexLab Voice Mods without be afraid of lose compatibility.

 

I have to make some example to share it but I don't have time.

 

 

Just imagine the actor using his own voice and real lips sync to moan and saying something related with the scene. Right now is more than possible and with the FuzDoRu don't even need the voice. 

 

Posted
7 hours ago, OsmelMC said:

voice system

 

Maybe it could be much more simple to make something "indipendant" from the voice system. As I wrote, make a single line of text for each syage appearing on the screen, while the actors continue to use their voices (or not) to moan.

Btw, this could be easily edited by the user who can write in the json file their own phrases.

Not only. Also an Animation Author could introduce lines of text appropriate for its own animation.

Posted

I've been using utility plus extra (latest) for a while now, but can't seem to detect any furniture except for beds and bedrolls. I had a new save and cleaned the system to install but can't seem to get it to work. 

where can i start looking to get it to work? thanks 

 

Posted
5 hours ago, LlenneiasWard said:

I've been using utility plus extra (latest) for a while now, but can't seem to detect any furniture except for beds and bedrolls. I had a new save and cleaned the system to install but can't seem to get it to work. 

where can i start looking to get it to work? thanks 

 

Use the SLATE that is on my tweak's and send me the file "papyrus.0.log".

Posted
7 hours ago, NicoleDragoness said:

 

Maybe it could be much more simple to make something "indipendant" from the voice system. As I wrote, make a single line of text for each syage appearing on the screen, while the actors continue to use their voices (or not) to moan.

Btw, this could be easily edited by the user who can write in the json file their own phrases.

Not only. Also an Animation Author could introduce lines of text appropriate for its own animation.

Something like you suggest still have to be linked to the voice system because the moans should be paused while the actor is saying the text.

 

I see the advantages if the dialogue was specific for some actor of some stage of some animation but something like this not going to be compatible with previous versions of SexLab and also need a update of the "SexLab Animations Loader". So even when is a very good idea, on short term won't be possible.

 

I will think about...

Posted
On 3/3/2023 at 3:44 PM, OsmelMC said:

Make sure of enable the "Use Face Items" option on the "Animation Settings" page of the SexLab MCM. Without that option, the Tongue won't be added to the inventory on the startup of the scene.

Yes I made sure that it is enabled, I realised that the tongues do get equipped and unequipped properly, however I need to change some equipment on my character for the appearance of the tongues to get updated - for example when my character is supposed to stick her tongue out for ahegao, if I unequip/equip a ring or any piece of armor the tongue will show up

Posted (edited)
3 hours ago, FredOof said:

Yes I made sure that it is enabled, I realised that the tongues do get equipped and unequipped properly, however I need to change some equipment on my character for the appearance of the tongues to get updated - for example when my character is supposed to stick her tongue out for ahegao, if I unequip/equip a ring or any piece of armor the tongue will show up

Probably you are using some Mod that is forcing the equipment of some item on the same slot.

 

The EquipItem function allow you equip the items prevent it from being replaced by other items by the usual means. Many Mod author's try that method at least one time, usually to deal with the issues caused by another Mod using the same method. 

 

 

You can also check if is mostly on first person camera or free camera in which case i can try some fixes.

Edited by OsmelMC

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...