OsmelMC Posted April 11, 2023 Author Posted April 11, 2023 2 hours ago, iDREIS MAD said: Thanks, but sadly this outfit namager don't have behavior for npc ( including enemies ) go to sleep at night. anyway is that mean "lovers comfort" get your tweak soon? thanks, and can't wait ? I think the bandit's sleep late in the night and wake-up late on the morning. When are sleeping they have low defense so are easy to kill but not all the bandit's sleep at the same time. I think only 5 are sleeping while the rest are doing the usual things. I don't use "Love Confort" and seems like the Mod was abandoned while still was a WIP so will be too much effort for me to tweak it; so not. Eager NPC's also have sex scenes with your lovers after wakeup and even have Sex Parties that you can ask your followers to arrange with you friends anytime.
iDREIS MAD Posted April 11, 2023 Posted April 11, 2023 45 minutes ago, OsmelMC said: I don't use "Love Confort" and seems like the Mod was abandoned while still was a WIP so will be too much effort for me to tweak it; so not. Eager NPC's also have sex scenes with your lovers after wakeup and even have Sex Parties that you can ask your followers to arrange with you friends anytime. ah ok, thanks anyway for SLEN I already used it before, to much script run and options, my PC can't handle that. I only used the basic sexlab mod like Sexlab patch (no extra feature), sexlab aroused, aroused creatures, nasty creatures, ABC, defeat (bane patch), and for radom I used lovers comfort
DarkRavage Posted April 11, 2023 Posted April 11, 2023 1 hour ago, OsmelMC said: My Filters all report they actions, you can search for the word "Filter" on the logs. I also have one "Filter BEGIN" and one "Filter END" on the logs that show the total of animations before and after apply all my Filters. The END show me more than 60 animations less than the BEGIN but my logs between those two points show less than 20 animations removed by my filters so the scripts between those two points should have another filter not made by me. That log don't show any replacement of the animation list with new animations just filters but in case of new animations you can search for the word "AnimCACHE" that is usually related with the selection of a new animation list. In your log is only one instance of the AnimCACHE and is the one of the start of the scene. Any replacement of the animation list done by another Mod will be after the Filter END so my filters will be unable to handle it and you will see animations that aren't supposed to be there. Okay. Maybe I just don't understand the technical scope of how you programmed this. I use sexlab defeats modified key to bring up a list of available animations when I want to change them during scenes. I wonder if SLU+ would affect how that list or SLU+ only choose the starting animation or have it's own list based on tags.
OsmelMC Posted April 11, 2023 Author Posted April 11, 2023 (edited) 30 minutes ago, DarkRavage said: Okay. Maybe I just don't understand the technical scope of how you programmed this. I use sexlab defeats modified key to bring up a list of available animations when I want to change them during scenes. I wonder if SLU+ would affect how that list or SLU+ only choose the starting animation or have it's own list based on tags. SexLab Framework only make new play lists as last resource. SexLab mostly filter out the animations from the play list and build new lists only if the Mod calling for the scene don't specify the list of animations or the given list is invalid like when the amount of actors don't match or the creature races on the animation don't match with the creature's on the positions. Extra to that SLU+ can replace the animation list to match the Furniture used as CenterRef but usually just filter it out from the given list. The Filters on SexLab are made to let at least one animation to play, so if one filter will remove all the animations, that filter will be ignored. With that in mind SexLab don't apply all the filters at the same time, instead apply the filters in groups and steps so first apply the most important and last the less relevant like those that check for vampire, magic and Necro. Edited April 11, 2023 by OsmelMC
XarisZ Posted April 11, 2023 Posted April 11, 2023 If i use Conditional Expressions Extended do i still need the tweak?
OsmelMC Posted April 11, 2023 Author Posted April 11, 2023 10 minutes ago, XarisZ said: If i use Conditional Expressions Extended do i still need the tweak? Is just for the version on Nexus.
XarisZ Posted April 11, 2023 Posted April 11, 2023 Also does the SOS tweak affect Schlongs of Skyrim Uncloaked?
OsmelMC Posted April 11, 2023 Author Posted April 11, 2023 (edited) 42 minutes ago, XarisZ said: Also does the SOS tweak affect Schlongs of Skyrim Uncloaked? I have to check, but probably is compatible since that Mod is basically a side patch. At least the author said that is compatible with the PapyrusUtil version so must be compatible with my tweak too. Edited April 11, 2023 by OsmelMC
sidfu1 Posted April 12, 2023 Posted April 12, 2023 (edited) for the SOS tweak can we get a patch for this it patches the sos config script. i tried to patch ghe files together but keep messing uup something. next new game ill try to swap to your female add if its better. also wanted to ask if your sos teaked allows the sos plugins to finaly be turned into espfe? Edited April 12, 2023 by sidfu1 1
Agnot Posted April 12, 2023 Posted April 12, 2023 hola hola! Espero andes bien. Consulta, de curioso (e ignorante en programación!): Qué grado de viabilidad tendría un mod que funcione de patch entre FNIS y Nemesis? Ví que hay quien sugiere un procedimiento respecto a las animaciones de ciraturas(algo así como ejecutar fins, guardar aparte la anim de ciaturas y luego de ejecutrar nemesis sobreescribir con las de fnis), pero qué tal sería un mod que lo haga? Saludos!
NicoleDragoness Posted April 12, 2023 Posted April 12, 2023 On 4/10/2023 at 10:48 PM, OsmelMC said: My "Outfit Manager" include all the functions of the "Sleep Tight" and a lot more. Also is compatible with SexLab and can be used to equip or unequip items on the sex scenes. For example i have two followers with normal "Butt Plug" and "Anal Bead's" that I what them equipped all the time except on Anal animations of course. Same for the boots on the FeetJob animations. SexLab can't do that but my Outfit Manager can. Interesting but on the SE version. Does this work with LE 32 bit?
DarkRavage Posted April 12, 2023 Posted April 12, 2023 (edited) On 4/11/2023 at 12:32 PM, OsmelMC said: SexLab Framework only make new play lists as last resource. SexLab mostly filter out the animations from the play list and build new lists only if the Mod calling for the scene don't specify the list of animations or the given list is invalid like when the amount of actors don't match or the creature races on the animation don't match with the creature's on the positions. Extra to that SLU+ can replace the animation list to match the Furniture used as CenterRef but usually just filter it out from the given list. The Filters on SexLab are made to let at least one animation to play, so if one filter will remove all the animations, that filter will be ignored. With that in mind SexLab don't apply all the filters at the same time, instead apply the filters in groups and steps so first apply the most important and last the less relevant like those that check for vampire, magic and Necro. Still couldnt figure out why the animation filter wouldnt work. I reinstalled sexlab and SLU+ and did a quick test on Lydia. I removed any patches I made so everything should work in theory. I started a scene via amorous adventures. When asked to use furniture, I clicked no. However, from the screenshot, you see aggressive animation and furniture animations still pop up in the play list. Papyrus.0.log Edited April 13, 2023 by DarkRavage
Talesien Posted April 13, 2023 Posted April 13, 2023 4 hours ago, DarkRavage said: Still couldnt figure out why the animation filter wouldnt work. I sexlab and SLU+ and did a quick test on Lydia. I removed any patches I made so everything should work in theory. I started a scene via amorous adventures. When asked to use furniture, I clicked no. However, from the screenshot, you see aggressive animation and furniture animations still pop up in the play list. Did you test one of them? There are two kinds of furniture scenes, those that spawn their own furniture and those that use existing furniture. Usually the second type is marked with invis or something along those lines. Far as I know selecting no furniture in the popup should only filter out the invis furniture ones. Still doesn't explain the aggressive scenes, unless they are not correctly annotated.
DarkRavage Posted April 13, 2023 Posted April 13, 2023 2 hours ago, Talesien said: Did you test one of them? There are two kinds of furniture scenes, those that spawn their own furniture and those that use existing furniture. Usually the second type is marked with invis or something along those lines. Far as I know selecting no furniture in the popup should only filter out the invis furniture ones. Still doesn't explain the aggressive scenes, unless they are not correctly annotated. I only use invisible furniture scenes so the furniture tags should work on existing furnitures but they dont. I don't use spawned furniture animations. The animation tags should work as intended since I didn't modify the SLAL files for Billy or Leito.
OsmelMC Posted April 13, 2023 Author Posted April 13, 2023 (edited) 18 hours ago, DarkRavage said: Still couldnt figure out why the animation filter wouldnt work. I reinstalled sexlab and SLU+ and did a quick test on Lydia. I removed any patches I made so everything should work in theory. I started a scene via amorous adventures. When asked to use furniture, I clicked no. However, from the screenshot, you see aggressive animation and furniture animations still pop up in the play list. Papyrus.0.log 159.75 kB · 0 downloads The Filters on the logs are removing the furniture animations without issues. So if you have furniture animations on that list is because those animations don't have the right tag combination. Use my version of SLATE and import and apply the OsmelMC ActionsLog included. About the aggressive animations: none of the filters on your log is checking that, so the option that restrict the aggressive animations to the aggressive scenes only, must be disabled. Edited April 13, 2023 by OsmelMC
OsmelMC Posted April 13, 2023 Author Posted April 13, 2023 11 hours ago, DarkRavage said: I only use invisible furniture scenes so the furniture tags should work on existing furnitures but they dont. I don't use spawned furniture animations. The animation tags should work as intended since I didn't modify the SLAL files for Billy or Leito. Those animations don't have the right tag combination, so you have to apply the OsmelMC ActionsLog that comes with my SLATE. Most of the furniture animations exist even before a furniture system was invented, so all the author's set they own tags. The Invisible Furniture tag of Billy (InvFurn) is useless for my furniture system because I found the way to make invisible all the furnitures on the animations and my SLU+ can use any furniture animations with just have the right tags.
OsmelMC Posted April 13, 2023 Author Posted April 13, 2023 On 4/12/2023 at 10:20 AM, Agnot said: hola hola! Espero andes bien. Consulta, de curioso (e ignorante en programación!): Qué grado de viabilidad tendría un mod que funcione de patch entre FNIS y Nemesis? Ví que hay quien sugiere un procedimiento respecto a las animaciones de ciraturas(algo así como ejecutar fins, guardar aparte la anim de ciaturas y luego de ejecutrar nemesis sobreescribir con las de fnis), pero qué tal sería un mod que lo haga? Saludos! Tanto FNIS cómo Nemesis son herramientas que trabajan fuera del Skyrim, así que cualquier herramienta (programa) que automatice la compatibilidad entre ambos, debe ser independiente del juego. 1
OsmelMC Posted April 13, 2023 Author Posted April 13, 2023 On 4/11/2023 at 9:12 PM, timothyk1 said: Does the SOS tweak work for LE? Probably... I'm not sure because I don't know if all the PapyrusUtil functions are compatible with LE. But the PapyrusUtil functions are useless on LE anyway so don't think be a problem. Try it!
OsmelMC Posted April 13, 2023 Author Posted April 13, 2023 (edited) On 4/12/2023 at 10:24 AM, NicoleDragoness said: Interesting but on the SE version. Does this work with LE 32 bit? Most of the functions required, exist only on SE. So even when most part of the Mod is sensitive with the running version of the dependencies and is safe to use on LE; the Mod will be very limited on LE but can be used. On LE you should select the ESM flagged version, on the setup. Edited April 13, 2023 by OsmelMC
Talesien Posted April 13, 2023 Posted April 13, 2023 5 hours ago, OsmelMC said: Those animations don't have the right tag combination, so you have to apply the OsmelMC ActionsLog that comes with my SLATE. Most of the furniture animations exist even before a furniture system was invented, so all the author's set they own tags. The Invisible Furniture tag of Billy (InvFurn) is useless for my furniture system because I found the way to make invisible all the furnitures on the animations and my SLU+ can use any furniture animations with just have the right tags. Hmm, then perhaps it's just that the last version of your SLATE predates a number of new Billy furniture animations?
DarkRavage Posted April 14, 2023 Posted April 14, 2023 12 hours ago, OsmelMC said: Those animations don't have the right tag combination, so you have to apply the OsmelMC ActionsLog that comes with my SLATE. Most of the furniture animations exist even before a furniture system was invented, so all the author's set they own tags. The Invisible Furniture tag of Billy (InvFurn) is useless for my furniture system because I found the way to make invisible all the furnitures on the animations and my SLU+ can use any furniture animations with just have the right tags. Ah. So all I have to do is apply your SLATE action log to Billy's invis furniture that's already registered to SLAL. Seems simple enough. Is the action log updated for the latest billy's animation or do I have to do some update manually as well?
OsmelMC Posted April 14, 2023 Author Posted April 14, 2023 18 hours ago, Talesien said: Hmm, then perhaps it's just that the last version of your SLATE predates a number of new Billy furniture animations? 10 hours ago, DarkRavage said: Ah. So all I have to do is apply your SLATE action log to Billy's invis furniture that's already registered to SLAL. Seems simple enough. Is the action log updated for the latest billy's animation or do I have to do some update manually as well? I'm not sure how updated is that ActionsLog because billy did changes on the names of almost all the Animations and I have to test each animation before add the tags. I release my ActionsLog each time I release a new version of SLU+ but not all the Animations are included so you probably have to use the SLATE to add your own tags. SLATE don't reset the tags on the animations, just add or remove very specific tags to very specific animations, one by one. So is safe to use even if the original tags of the animation are changed. My last versions of SLATE are really fast and easy to use. Include animation sets for each one of the main animation author's to help you find all the animations of each specific author.
DarkRavage Posted April 14, 2023 Posted April 14, 2023 1 hour ago, OsmelMC said: I'm not sure how updated is that ActionsLog because billy did changes on the names of almost all the Animations and I have to test each animation before add the tags. I release my ActionsLog each time I release a new version of SLU+ but not all the Animations are included so you probably have to use the SLATE to add your own tags. SLATE don't reset the tags on the animations, just add or remove very specific tags to very specific animations, one by one. So is safe to use even if the original tags of the animation are changed. My last versions of SLATE are really fast and easy to use. Include animation sets for each one of the main animation author's to help you find all the animations of each specific author. Maybe it's easier for me to update the SLAL files manually. What tags do I need for the furniture logic to work?
OsmelMC Posted April 14, 2023 Author Posted April 14, 2023 (edited) 3 hours ago, DarkRavage said: Maybe it's easier for me to update the SLAL files manually. What tags do I need for the furniture logic to work? My ActionsLog add or remove more than 2000 tags to all the Animations I know. Are years of work that i shared just to avoid you the problems. But you can easily read the ActionsLog and manually edit all the animations if you think that is too much problem just click a couple of button's. By the way the action log is easy to read. Just have the name of the animation followed by the tag that was Added or removed. The description on the download page explain in details all your need to know about the furniture system and more. Is simply, the furniture animations need 2 tags: First. The tag "Furniture" to indicate that is a furniture animation even if isn't supported. For example they are animations with tubs, couch and other furnitures that "usually" doesn't exist on Skyrim and the "Furniture" tag is enough to exclude those animations from the Bed scenes. Second. The tag of the furniture type "Chair, Table, Workbench, Bench, XCross, ..." the same of the list on the "Bed & Furniture" page of the SexLab MCM. The furniture type allow me know the group of furnitures that are valid for that animation so in theory the same animation can be valid for more than one furniture type. For example some Chair animations looks good on Thrones too so the animation can have both tags and will be played on both furniture types without issues. Edited April 14, 2023 by OsmelMC
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