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Posted
20 minutes ago, zupra said:

 

I mean it says those tweaks needs original mods from the nexus.

The conditional expression tweak is for those that use the version on Nexus because the version on LoversLab don't need it

 

 

The SOS is here on LoversLab. I don't know where but is here and is basically whatever version you be using if wasn't tweaked already.

Posted
10 hours ago, OsmelMC said:

The conditional expression tweak is for those that use the version on Nexus because the version on LoversLab don't need it

 

 

But is this SE only mod here on LL? Can i use this mod on LE version of the game?

Posted
5 hours ago, zupra said:

 

But is this SE only mod here on LL? Can i use this mod on LE version of the game?

I don't know, usually if the Mod don't have "Meshes" folder or DLL files it should be compatible with LE, SE and AE. 

 

My patch will work fine over a LE version of the Mod, but I didn't check if the Nexus version have one LE version or if is safe to use on LE. If i have to guess, should be safe to use on LE because the only reason to be incompatible is if the mod was using functions that only exist on SE, and i don't see any reason to use those functions. Sadly I'm not close to my PC to check it.

Posted
21 hours ago, OsmelMC said:

I don't know, usually if the Mod don't have "Meshes" folder or DLL files it should be compatible with LE, SE and AE. 

 

My patch will work fine over a LE version of the Mod, but I didn't check if the Nexus version have one LE version or if is safe to use on LE. If i have to guess, should be safe to use on LE because the only reason to be incompatible is if the mod was using functions that only exist on SE, and i don't see any reason to use those functions. Sadly I'm not close to my PC to check it.

 

I installed the SE version of the mod and i think it works just fine.

Posted
40 minutes ago, BlueBobik said:

I wonder if this can be used along with SLUP?

No, and is more or less included. So you don't need it anyway.

Posted (edited)

is this if ok if i update in midgame? and should i clean system again if i update midgame?
is there any ur tweak for aroused creature v4.11 or v4.12?

Edited by wiffe
Posted
9 minutes ago, donttouchmethere said:

This file in the downloads looks suspicious: SexLab Aroused Creatures v04.12 SE to LE - Conversion Patch.zip

how about this? " is this if ok if i update in midgame? and should i clean system again if i update midgame?"

Posted (edited)
2 hours ago, wiffe said:

how about this? " is this if ok if i update in midgame? and should i clean system again if i update midgame?"

You got me, I tried to evade that question ? and hoped that OsmelMC is back before I need to answer.

Mainly because I didn't update/added SL utility onto an active game myself and haven't done everything wrong so I can't tell you (yet) what you have to look out for.

 

Theoretically I would say yes to cleaning procedure:

If you install SL utility the first time on that save, I would use the SL utility cleaning procedure.

If you update from an older SL utility version on that save I also would do the cleaning procedure.

 

Before you do the cleaning procedure make a backup of all SL settings. You can find those in the SKSE folder.

If you don't care about those you can just clean away.

Don't forget to reactivate creature animations after SL cleaning is done.

Edited by donttouchmethere
Posted
4 hours ago, wiffe said:

is this if ok if i update in midgame? and should i clean system again if i update midgame?
is there any ur tweak for aroused creature v4.11 or v4.12?

The clean system is for the update of the SLU+ and depends of your last version. The setup said want you have to do if you are updating from the previous released version.

 

 

For the last versions of Aroused Creatures is just the LE conversion. The CxC will be on Horny Creature's now on.

 

 

Posted
1 hour ago, donttouchmethere said:

Mainly because I didn't update/added SL utility onto an active game myself and haven't done everything wrong

If you start a new game with the SLU+ installed you don't have to do anything special. Just follow your usual steps to install the SexLab and apply the ActionsLog on the SLATE at the end.

 

 

In a update from a previous version i being written on the Clean System always works but most of the time the difference between the new version and the last previous version don't require that much. So i usually let write on the setup, the specific instructions to update from the last previous version and many times you have to do nothing.

Posted
18 hours ago, OsmelMC said:

The clean system is for the update of the SLU+ and depends of your last version. The setup said want you have to do if you are updating from the previous released version.

 

 

For the last versions of Aroused Creatures is just the LE conversion. The CxC will be on Horny Creature's now on.

 

 

1 more question ..
i using SCO 0.0.14, should i overwrite SLU?
cause sco autor said " Update: was just informed that the patch already in the fomod works. So you can install as it normal and let it overwrite and override SLU+ "

Posted
1 hour ago, BlueBobik said:

Under no circumstances should NOTHING OVERWRITE SLU+. SLU+ MUST BE LAST IN YOUR LOAD ORDER

yea i know it, but SCOE author said this haha.. so im try overwrite SLU and SCOE work like normal again, but idk 

Posted
2 hours ago, wiffe said:

yea i know it, but SCOE author said this haha.. so im try overwrite SLU and SCOE work like normal again, but idk 

 

 

The patch included on my SLU+ was an old version not longer compatible. So you should use the patch on his new version, at least until my next release.

 

 

Nothing can overwrite the SLU+ files except those patch specifically made for SLU+. In which case you should follow the instructions of the patch author, because the patch usually works with just one version of SLU+ and are incompatible with the rest.

 

Posted

@OsmelMC: fyi, it seems that with the PapyrusUtil.dll included in SLU+, the texture set detection in Sexlab Cum Overlays Extended does not work. The detection works when I try with the Nexus PapyrusUtil SE version (PapyrusUtil SE - Scripting Utility Functions-13048-3-9-1580810594.zip for SKSE64 2.0.20 & Skyrim 1.5.97).

 

->

 

Posted (edited)
5 hours ago, Gudulba said:

@OsmelMC: fyi, it seems that with the PapyrusUtil.dll included in SLU+, the texture set detection in Sexlab Cum Overlays Extended does not work. The detection works when I try with the Nexus PapyrusUtil SE version (PapyrusUtil SE - Scripting Utility Functions-13048-3-9-1580810594.zip for SKSE64 2.0.20 & Skyrim 1.5.97).

 

->

 

Check again because I just checked it and everything is fine in my game. Also the PapyrusUtil functions used on the "Re-detect" option are some of the most common functions used so any error with those functions will leave a lot of mods useless, including the SexLab Framework and a all my tweak's.

 

 

After check the SCOE scripts, your report on the SCOE discussion thread looks more like if the textures was on the wrong address or the mod disabled on the mod list. I always used MO2 but some Vortex users are being reported missed folders and files from they setups.

Edited by OsmelMC
Posted (edited)

Hi all, I need help.
Something SexLab related breaks my HUD elements.  It won't break all of a sudden, but rather they will gradually stop working.

 

Stage 1: Crosshair and stealth indicator (vanilla) are gone. No additional informations from MoreHud. The crosshair shows up only with drawn out weapons. Furthermore, the clock widget (Matter of Time) stopped working. No top lef corner notifications. No "Discovered a new location" message. Everything from Truehud works.

Stage 2: The Clock and date (SkyHud) disappears. Active Effects widget is gone (SkyHud). Only the Compass and Crosshair will remain when the weapons are drawn. Everything from Truehud works.

 

I triggered the error by using SexLab Defeat, SexLab Adventures and even by using RandomSex mod. Just played enough animations and the bug showed up.

 

I thought there would be some compatibility issue, so I tried to unistall every HUD related mod that I knew about. Nevertheless, the error appeared again.

Here is the list of HUD related mods:

TrueHUD

moreHUD SE + moreHUD Inventory Edition

SkyHUD + Patch - SkyHUD v090B

Immersive HUD

A Matter of Time

True Directional Movement

 

Now I think it's somehow connected to Animation Packs. Some animations hide UI some don't, some lock camera zoom some don't.

Only closing the game will fix the error. Exiting to the main menu is not enough.

Can somebody help me how to fix this or point me what to try next?

 

I'm using GOG edition. Loadorder and some papyrus log is attached.

 

Papyrus.0.log loadorder.txt modlist.txt

Edited by zlota
Posted (edited)
16 minutes ago, zlota said:

 

I thought there would be some compatibility issue, so I tried to unistall every HUD related mod that I knew about. Nevertheless, the error appeared again.

Here is the list of HUD related mods:

TrueHUD

moreHUD SE + moreHUD Inventory Edition

SkyHUD + Patch - SkyHUD v090B

Immersive HUD

A Matter of Time

True Directional Movement

 

 

The SexLab in self don't deal with the HUD.

Seems to me that you have too many HUD Mods and you are not taking in consideration the HUD fixes that are included in some mods.

 

 

 

Anyway the most common Mod related with HUD and SexLab is the "SexLab - Hide HUD Elements" or the old " SexLab - Hide Crosshair Reference" both of the same author, and both should have conversions on they discussion thread's. But you don't seem to have them.

 

the problem with have too many HUD Mods is when two or more of them are working on the same HUD and once the HUD is hidden something have to show it again.

 

Edited by OsmelMC
Posted
8 hours ago, OsmelMC said:

 

 

The patch included on my SLU+ was an old version not longer compatible. So you should use the patch on his new version, at least until my next release.

 

 

Nothing can overwrite the SLU+ files except those patch specifically made for SLU+. In which case you should follow the instructions of the patch author, because the patch usually works with just one version of SLU+ and are incompatible with the rest.

 

yess, all work like normal now.. thank u

Posted (edited)
1 hour ago, OsmelMC said:

 

 

The SexLab in self don't deal with the HUD.

Seems to me that you have too many HUD Mods and you are not taking in consideration the HUD fixes that are included in some mods.

 

 

 

Anyway the most common Mod related with HUD and SexLab is the "SexLab - Hide HUD Elements" or the old " SexLab - Hide Crosshair Reference" both of the same author, and both should have conversions on they discussion thread's. But you don't seem to have them.

 

the problem with have too many HUD Mods is when two or more of them are working on the same HUD and once the HUD is hidden something have to show it again.

 

What about Animations. Are they making adjustments to UI or camera zoom?

I can try to disable some other UI related mods. But right now with all disabled mods mentioned above, nothing should alter crosshair or stealth meter. Despite that stealth meter breaks first.

 

Back to disabling mods then.

Edited by zlota
Posted (edited)
35 minutes ago, zlota said:

What about Animations. Are they making adjustments to UI or camera zoom?

I can try to disable some other UI related mods. But right now with all disabled mods mentioned above, nothing should alter crosshair or stealth meter. Despite that stealth meter breaks first.

The animations aren't making any adjustments to UI or Camera Zoom but I being noticing that some times I can't change the camera after some animation with the player was played too close to the walls.

 

In this case don't seems to be the SexLab in self and look like some compatibility issue with some fix to the camera made by some other Mod that is also causing me issues when I use the Bow in first person. 

 

You better try the "SexLab - Hide HUD Elements" that probably can return the missed HUD somehow.

 

 

i don't know about the stealth meter but the crosshair have one vanilla option on the Skyrim configuration that hide the crosshair most of the time and you can try togging on and off that option to make it shows. Some conjuration spells also seems to force the crosshair to show itself.

 

 

 

Edited by OsmelMC
Posted (edited)
7 hours ago, zlota said:

Only the Compass and Crosshair will remain when the weapons are drawn.

Did you check iHUD settings?

You can choose what crosshair  is shown for melee/magic/weapon/looking at object

iHUD can be linked to all HUD elements and you can switch everything off with one key, question is if that works with your mod combo.

If you also have player head tracking or something that can change the range objects get registered you will see the crosshair vanish until you are close to something.

I use iHUD to hide all elements during sexytimes too. One key to banish em all.

iHUD controls if you see the compass/crosshair/sneak meter/SP-MP-HP

I have no clue how well that is gonna work with your combo ?

You can deactivate iHUD trying to hide things automatically in it's MCM.

Edited by donttouchmethere
Posted

Hi,
I removed furniture sex framework from my load order to try your furniture system. I don't understand how slate works.
There are several json files. Should i load them all or just one in particular?
SLAnimStageLabels also provides a json file for slate, will there be a conflict if I load it too?
Thanks.

Posted
3 hours ago, alain31 said:

Hi,
I removed furniture sex framework from my load order to try your furniture system. I don't understand how slate works.
There are several json files. Should i load them all or just one in particular?
SLAnimStageLabels also provides a json file for slate, will there be a conflict if I load it too?
Thanks.

For my furniture system only matters the OsmelMC_ActionsLog

 

You can import all the ActionsLog but make sure of import the OsmelMC ActionsLog as last. 

 

Most of the ActionsLog have nothing in common but some times can have actions in conflict. My SLATE have options to keep your ActionsLog clean from conflicts and missed animations. That means that the last ActionsLog imported have priority over the rest of actions.

 

 

At the end all the ActionsLog imported get blended in just one ActionsLog that is yours. Your ActionsLog is the one that get applied when you use the option to "Reapply the ActionsLog" that by the way is the one that you should use once you complete the registration of the animations and the importation of the ActionsLog.

 

 

You have to Reapply the ActionsLog each time you updated your animations or the reset the animation registry and after import all your ActionsLog. The ActionsLog should be re-imported if you install new animations or if the ActionsLog to import has been updated by the author.

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