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Posted
3 hours ago, OsmelMC said:

Is for the Mia's Lair 7.1 on SE.

 

Even the ESP file is ESL flagged so can't be used on LE.

 

I have my old tweak for the 6.2 LE somewhere and if someone wants to test it I can try to update it with my last changes. 

 

The v6.2 is too different from the v7.1 and need more fixes.

Thanks!!! ...and I'll keep an eye out for the LE version

Posted (edited)
7 hours ago, OsmelMC said:

@BlueBobik

 

Install the PapyrusUtil independent is an old habit from the LE and the SE BETA users. Is because the PapyrusUtil on the SexLab Framework and other Mods that include it, use to come with old versions of the PapyrusUtil.

 

The current versions of SexLab Framework for SE and AE comes with the last official versions of PapyrusUtil so in theory you don't have to install a independent PapyrusUtil. The problem is that still exist another Mods that comes with the PapyrusUtil included and those PapyrusUtil can be older than the one included on the SexLab. So still some people recommend to install a independent PapyrusUtil at the bottom of the Mod list to make sure that you are using the most recent version.

 

 

 

 

 

About the PapyrusUtil included on the SexLab Utility Plus:

 

My PapyrusUtil is just for the "Skyrim SE v1.5.97" with the "SKSE v2.0.20" and include functions that aren't on the official SE version but exist on the AE versions.

 

 

I need those functions on SE because are required for my new Furniture System and in the last released version of SLU+ also replace many of the SexLab functions to speed up the process. So now my PapyrusUtil is mandatory for SE.

 

 

 

I'm didn't made this version of PapyrusUtil and for i know is from the same author (Ashal) but she don't remember it. So the source is a mystery even for me. I only know that I being using it since I play on SE without issues and that I have the GitHub versions of the SexLab Framework and the PapyrusUtil, so most likely I got it from the GitHub server. In case of doubt, you should always check the Modification Date of the DLL files to make sure of use the newer. The version number of my PapyrusUtil is also 39 like the one on the Nexus page but is very different, just that the version number wasn't charged since this was probably build for some test.

 

 

Anyway, just follow the instructions and make sure that nothing overwrite my SLU+ and everything will be fine. Otherwise you will end with a lot of errors for missing PapyrusUtil functions.


Nothing is overwriting SLU+ and I followed every instruction. I did find some errors however that I must have missed from last time. It seems like the widgets are failing to load, as well as the slac_playerscript. It might be tied to PapyrusUtil. And like you said, the PapyrusUtil you give us in the archive is for SE only.

 

Papyrus.0.log

Edited by Quakester
Posted (edited)
10 hours ago, Quakester said:


Nothing is overwriting SLU+ and I followed every instruction. I did find some errors however that I must have missed from last time. It seems like the widgets are failing to load, as well as the slac_playerscript. It might be tied to PapyrusUtil. And like you said, the PapyrusUtil you give us in the archive is for SE only.

 

Papyrus.0.log 66.44 kB · 2 downloads

None of your errors seems to be related with PapyrusUtil or my SLU+ and you are on LE so you don't even have to care about my PapyrusUtil.

 

Your problem is with the Widgets and more specific with the SkyUI required for the Widgets. 

 

Install the last version of SkyUI for your Skyrim and be careful with the SkyUI and MCM patches because some of them will break your SkyUI. When I was on LE I used to use the SkyUI for SE but for that I had to install it together with my SkyUI for LE, extract the files from the BSA removing the BSA at the end.

 

Also I don't use the Widget Mod because even when works, is full of errors on the scripts.

Edited by OsmelMC
Posted (edited)

Hello, I installed SexLab Utility Plus 03.06.2023 and started a new game. The mod has overwrite priority on everything else. I noticed that manually changing the animation stage takes a very long time for some reason, the delay is 3-4 seconds, is this normal? I play with SLSO and before the stage change was almost instantaneous.

Edited by Nikett7
Posted
7 hours ago, Nikett7 said:

Hello, I installed SexLab Utility Plus 03.06.2023 and started a new game. The mod has overwrite priority on everything else. I noticed that manually changing the animation stage takes a very long time for some reason, the delay is 3-4 seconds, is this normal? I play with SLSO and before the stage change was almost instantaneous.

Can be your physics or the new alignment friendly with the grass. I'm not sure because I'm having the same issue since I made my CBPC physics work. All the body physics (SMP or CBPC) consume a lot of resources and reduce the FPS. So the alignment functions like most of the SexLab functions required to play the animations, are linked to the FPS so less FPS means more delay. Also I'm still working on the function to move the actors without grass issues.

 

You can try this BETA over your installed SLU+ and let me know.

SexLab Utility Plus (2023-06-25) BETA.7z

Posted
4 minutes ago, BlueBobik said:

Good night, I will join your intelligent conversation) I wanted to ask: if you are talking about the fact that you made all physics work, then I think that CBPC is no longer needed in this mod. Because he is redundant)

I'm talking about my game. I use the "COCO Body" and since I install it's last version I was trying to make it work with the Mod "CBPC Anus Support" just to find out that the it's CBPC configuration wasn't working.

 

So after a lot of research I made my own CBPC configuration for the COCO Body and now everything is working but my PC was slow before, so now is even slower since I got ambitious and also set the SMP for Capes and the "Precision" Mod for Weapons.

 

Too much for my 30 FPS.

Posted
24 minutes ago, BlueBobik said:

@OsmelMCI know this is not your job profile, but still, is it possible to fix this mod? I don't know why, but a lot of useless things were added like weird facial expressions, items that are added randomly to the game, which spoils the immersiveness. Also, in terms of the number of errors, this mod leaves much to be desired. I hope they can help me, thanks in advance

 

I'm not using "Fertility Mode" and I have too much right now between the "SexLab Utility Plus" and the "Outfit Manager".

 

 

Posted (edited)
6 hours ago, BlueBobik said:

EDIT: If you have any idea how to make 3BA clothing compatible with COCO then I would appreciate any hint. I am ready to try to put this body at least 8 times due to the fact that it is many times better than 3BA, UPN, BHUP, etc.

I usually go for the LE versions and convert them with the BodySlide for SE that is just open and save.

 

But you can easily convert any Dress or Armor of any Mod or BodySlide into COCO Body.

 

1. Open the "Outfit Studio" and start "New Project" with the COCO Body as "Form Template" on the "Reference" group. Body, Hands or Foot's, depending of the outfit piece you want to convert.

 

2. On the "Next" window select the NIF file of the Dress, on the "From File" option of "Outfit/Meshes" group and Finish. 

* As alternative you can use the import option of the Menu "File", if you didn't set the "From File" option when you start the project.

 

2.1. Make sure of use the NIF file compatible with one of the Sliders on the COCO Body used as reference.

For example:

a. The NIF file of the 3BA BodySlide are compatible (match) the "COCO Base To 3BA Base" slider. 

b. The armor's without BodySlide that comes with the Mods usually comes prebuild in High ("_1.NIF") and Low ("_0.NIF") and are usually compatible with one of the UNP sliders of the "COCO Body" used as reference.

 

3. So for your Dress or Armor with 3BA BodySlide. Once imported the NIF file that comes in it's BodySlide "ShapeData" folder go to the "Meshes" panel that should be at your right and Delete the meshes of the 3BA Body together with the 3BA Anus and the 3BA Vagina, letting only the vertices of the Dress/Armor and the BaseShape of the COCO Body that should be Green because is the reference.

 

4. At the bottom of the Meshes panel Disable the toggle option "De-/Select Sliders" and write "3BA" on the text box that say "Slider Filter"

 

5. Enable the slider "COCO Base To 3BA Base" that comes with the last version of the COCO Body and set it at 100%. You will instantly notice that now your BaseShape perfectly fit on the 3BA dress.

 

6. Make sure that is the only slider enabled and with it on the 100% and select all the Meshes on the Meshes panel except for the BaseShape.

* This step is very important.

 

7. Go to the "Slider" menu on the top menu bar and select first the "Set Base Shape" option and then the "Conform Selected" option.

* The slider at 100% will return to 0% while the Body keeps the 3BA Base shape.

* The default options on the "Conforming..." window are usually enough so you only have to make click on the OK button. But you can do the "Conform Selected" changing the values of the "Conforming..." options for one of the Meshes if you notice some deformation after set the slider value at -100% on the next step.

 

8. Set the value of the "COCO Base To 3BA Base" slider at -100% to transform the outfit into the COCO shape.

* You will have to write the value because the slider don't move into the negative.

 

8.1. At this point you should check the dress before continue.

* Small deformations are easy to correct with the "Outfit Studio" tool's and can be done after the next step or before the "Conform Selected" of the step 7,  while bigger deformations will need some adjustments on the "Conforming..." options.

 

9. With the "COCO Base To 3BA Base" slider at -100%, go to the "Slider" menu on the top menu bar and select the "Set Base Shape" option and with this the Dress/Armor finally have the COCO base shape.

* At this point I usually make some adjustments to the Meshes with the "Outfit Studio" tool's before continue with the next step.

 

10. At the bottom of the Meshes panel Enabled the toggle option "De-/Select Sliders" and select all the Meshes on the Meshes panel except for the BaseShape that still should be the reference.

 

11. Go to the "Slider" menu on the top menu bar and select the "Conform Selected" option.

* With this, all the COCO Sliders should start working and the project should be ready.

 

12. Save the project with a convenient name, close all, open the BodySlide and Build it to see if the sliders are working.

 

 

 

 

 

Edited by OsmelMC
Posted
7 hours ago, BlueBobik said:

By the way, I completely forgot to ask, what are the changes in the new SLU + beta?

Is a BETA, I don't remember but basically are the bug's reported and the grass friendly alignment I'm working on. 

Posted
On 6/27/2023 at 6:15 PM, OsmelMC said:

Make sure of manually save the game after reset the addons and avoid the "Quick Save" and "Auto Save" because usually don't save the configuration of the Mods.

 

Also make sure of have installed all the repository of Microsoft C+ redistributable and NetFrameworks. You need installed all the versions of those Redistributable available for your Windows version, because each version comes with unique functions that aren't present on any other old or new version and some times are required even without the author be aware.

 

 

There is also one Schlongs of Skyrim compatible with SPID that disable the spell to distribute the SOS Addons between the NPC's. I haven't tested what happens if you install it together with my tweak.

I had SPID installed and removed it and also changed the SOS dll extension to not load as stated in Erstam's post (Shouldn't that step be explained here too?) and had the same problem. For the mod to work, what version of Microsoft C++ and .NET do I need?

Posted
1 hour ago, furel said:

Microsoft C++ and .NET do I need?

All the available versions and they Windows Updates to avoid you issues. The NetFrameworks and the Microsoft .Net Redistributable have to be all installed and updated.

 

 

 

 

 

Posted

Don't remember where I first saw this simple change to Sexlab but it's so useful I end up adding it every time:

In the sslSystemConfig.psc source:

 


function SetTargetActor()
    if CrosshairRef && CrosshairRef != none
        TargetRef = CrosshairRef
        SelectedSpell.Cast(TargetRef, TargetRef)
                                                                                          
        ; Give them stats if they need it
        Stats.SeedActor(TargetRef)
        int SexWithPlayer = Stats.PlayerSexCount(TargetRef)
        String LogTargetActor = "SexLab Target Selected: "+TargetRef.GetLeveledActorBase().GetName()
        If SexWithPlayer > 0
            LogTargetActor += " you have had sex with them " + SexWithPlayer + " times"
        endif
        Debug.Notification(LogTargetActor)
        ; Attempt to grab control of their animation?
        sslThreadController TargetThread = ThreadSlots.GetActorController(TargetRef)
        if TargetThread && !TargetThread.HasPlayer && (TargetThread.GetState() == "Animating" || TargetThread.GetState() == "Advancing")
            sslThreadController PlayerThread = ThreadSlots.GetActorController(PlayerRef)
            if (!PlayerThread || !(PlayerThread.GetState() == "Animating" || PlayerThread.GetState() == "Advancing")) && TakeThreadControl.Show()
                if PlayerThread != none
                    ThreadSlots.StopThread(PlayerThread)
                endIf
                GetThreadControl(TargetThread)
            endIf
        endIf
    endif
endFunction



It's just really nice to be able to tell how many times you've been with a partner.  This is from your latest Utility Plus version.
Posted
5 hours ago, WaxenFigure said:

It's just really nice to be able to tell how many times you've been with a partner.  This is from your latest Utility Plus version.

Nice but I will have to add some option to disable it because not everyone wants that info displayed.

 

I recommend you to add it to the equivalent function of the Arousal Mod, that take less updates. The "SexLab Aroused" have one "Status Notification Key" option that show you the arousal of the crosshair actor and can be settled to the same hotkey used to take control of the animation without issues.

Posted (edited)

I know that this is not SOS mod forum but I'm really stuck and I can't get an answer anywhere. So I got this weird problem that during some (not all) sexlab animations, the schlong of the NPC is bent sideways. This is of course no good. This is the first one for me so I was wondering if anyone got any ideas. Thanks.

The reason I'm asking here is that this may be a sexlab problem. And you guys know the sexlab framework better than anyone.

Edited by maxsteiner
Posted
6 hours ago, maxsteiner said:

I know that this is not SOS mod forum but I'm really stuck and I can't get an answer anywhere. So I got this weird problem that during some (not all) sexlab animations, the schlong of the NPC is bent sideways. This is of course no good. This is the first one for me so I was wondering if anyone got any ideas. Thanks.

The reason I'm asking here is that this may be a sexlab problem. And you guys know the sexlab framework better than anyone.

Is the physics. Your SMP or CBPC is configured for a soft penis that bounce when you walk and should get hard for the animation but some times was bended by the time when become hard. Can also be that is still soft for the animation and gets affected by the gravity. In that last case I modified my CBPC config to stop the SOS physics while the actor is on the SexLab scene, but also exist one Mod that do this by scripts.

Posted

I briefly tried the Sexlab Utility Plus 2023-06-25 beta. Non-furniture actor alignment at animation start worked. Actor alignment on a double bed did not. Using the SexLab Tools hotkeys to change animations properly aligned the actors. The reposition scene key could not be used to get the actors off the bed. This might be intentional. The SexLab reset animation and swap positions hotkeys did not correct the alignment.

 

Thank you for your hard work on this.

Posted (edited)

I seem to have run into an issue with the Mia's Lair patch (MiasLair v71h Tweaks(20230628).7z): when I equip a ZBF Punishment Crop, the device is missing its textures. It has textures when looking at it in the inventory or when dropping it to the ground. But no textures when equipped. -> see screenshots in spoiler section.

 

The issue goes away (meaning the crop has a texture when equipped) when I deactivate the patch ESP. I haven't tested yet with other ZAZ devices.

Spoiler

image.png.38c5fe619aa3549a003b31f851a2f436.png

 

image.png.2675e6ae7e362c08303d135a9fdfeee4.png

 

 

Edited by Gudulba
Posted
8 hours ago, Gudulba said:

I seem to have run into an issue with the Mia's Lair patch (MiasLair v71h Tweaks(20230628).7z): when I equip a ZBF Punishment Crop, the device is missing its textures. It has textures when looking at it in the inventory or when dropping it to the ground. But no textures when equipped. -> see screenshots in spoiler section.

 

The issue goes away (meaning the crop has a texture when equipped) when I deactivate the patch ESP. I haven't tested yet with other ZAZ devices.

  Hide contents

image.png.38c5fe619aa3549a003b31f851a2f436.png

 

image.png.2675e6ae7e362c08303d135a9fdfeee4.png

 

 

I will check, for i know the drop and the inventory view are always the same object, so probably the equipped is using another object. For weapons the equipped, dropped and inventory view are usually the same file but is possible change the texture and meshes of the equiped.

Posted
7 hours ago, BlueBobik said:

I'm just bursting with curiosity, I would like to know if SexLab aligns the animation with the growth of the actor? But the fact is that I use TeraElin Race in which the actor's height is 0.7. And sometimes (very often) blowjob blowjobs or other blowjobs happen in the air (NPS man starts fucking the air, it looks really weird and creepy)

Yes, the fix for this can be removed by setting the actor's height to 1.0 but I like to play with the height of 0.7

 

The auto aligment option work like a charm but if want perfect aligment with different height you will have to do the aligment all by yourself.

Posted

The author's of the animations are the ones that make the default alignment and is usually between actors with the same 1.0 scale. My SLU+ have a function that using the default alignment as reference try to calculate the alignment between actors with different scales. But that function is poorly developed so still you have to do most of the alignment manually.

Posted
4 hours ago, mikesolo1975 said:

if i use sexlab separate orgasm SE and your mod i need a pacth ?

thanks for any help and advice

The Mods that are on my compatibility list ( like the SLSO) don't need a patch because they changes to the SexLab scripts are already included on my default scripts. Except for the Cum Overlays Extended that I made the mistake of use a old version as reference and you will need the Patch included on it's last version setup.

 

You just have to make sure that nothing overwrite the SLU+ files. And of course use the last AE or SE version of those Mods that usually are the most updated and are the ones I use as reference for the compatibility. 

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