erynyes Posted July 10, 2023 Posted July 10, 2023 6 hours ago, OsmelMC said: This is the new BETA Include: detection of High Heels manually Equipped or Unequipped interresting, what exactly do you mean by that, i've been struggling with HH alignement for ages, did you finally find a way to make SL ignore HH, the SL option isn't quite working out of a box ?
dragongodmod117 Posted July 10, 2023 Posted July 10, 2023 While wanting to use some of the Sexlab Utility+ functions, I've noticed a change in sslActorAlias.psc that I feel is odd. It now requires Precision, a mod that I believe is SSE only, to compile any script that uses sslActorAlias.psc. Is this intended to stop LE users from modifying some scripts or am I possibly missing something? I've only recently gotten into some scripting...
Iroha Posted July 10, 2023 Posted July 10, 2023 (edited) 3 hours ago, dragongodmod117 said: While wanting to use some of the Sexlab Utility+ functions, I've noticed a change in sslActorAlias.psc that I feel is odd. It now requires Precision, a mod that I believe is SSE only, to compile any script that uses sslActorAlias.psc. Is this intended to stop LE users from modifying some scripts or am I possibly missing something? I've only recently gotten into some scripting... It isn't intended for that, and won't prevent LE version from work, but I suggest you to tense up and migrate to SE or AE, the time has really come. Edited July 10, 2023 by Iroha 1
iHaveSoBigDick Posted July 10, 2023 Posted July 10, 2023 19 hours ago, BlueBobik said: I don't understand how else to explain. You are already 5-6 people who ask. For those who are in the tank, I say again, no, and will not be compatible, since these are different projects that do the same thing我不明白还能如何解释。你们已经有 5-6 个人问了。对于那些在坦克里的人,我再说一遍,不,并且不会兼容,因为这些是做同样事情的不同项目 my bad, and i try p+, then mk sex with T pose,so i will try this mod, hf
OsmelMC Posted July 11, 2023 Author Posted July 11, 2023 20 hours ago, erynyes said: interresting, what exactly do you mean by that, i've been struggling with HH alignement for ages, did you finally find a way to make SL ignore HH, the SL option isn't quite working out of a box ? When you enable the High Heels option on the SexLab MCM. SexLab remove the HH effects at the end of the Strip function if by then the HH are still equipped. The problem with that is that you can equip or unequip the HH at any point of the scene and SexLab won't be able to notice it so SexLab won't be able to compensate it. I just add the "OnObjectEquipped" and "OnObjectUnequipped" event's to check for any changes on the HH or the SOS. I'm using what I'm learning with my "Outfit Manager". 2
OsmelMC Posted July 11, 2023 Author Posted July 11, 2023 13 hours ago, dragongodmod117 said: While wanting to use some of the Sexlab Utility+ functions, I've noticed a change in sslActorAlias.psc that I feel is odd. It now requires Precision, a mod that I believe is SSE only, to compile any script that uses sslActorAlias.psc. Is this intended to stop LE users from modifying some scripts or am I possibly missing something? I've only recently gotten into some scripting... SLU+ will always be for LE. Since the first day the idea was allow the forgotten LE users to get access to the last version of SexLab. Since I have to keep it compatible with all the compatibility patch made by other author's is natural see a lot of scripts like that, blended with my scripts, but those script only get active when the compatible Mod is installed. So is safe to use on any Skyrim version and with or without those Mods. The only real requirement outside of those already included on the setup, is the "PO3 Papyrus Extended" and the functions use are available for LE too. The thing is different when you try to compile some SexLab Mod with my SLU+ installed because in that case you will need all those compatible Mods installed at least temporary and is not a problem because are just for the scripts reference, so they don't have to be compatible with your Skyrim version.
dragongodmod117 Posted July 12, 2023 Posted July 12, 2023 22 hours ago, OsmelMC said: The thing is different when you try to compile some SexLab Mod with my SLU+ installed because in that case you will need all those compatible Mods installed at least temporary and is not a problem because are just for the scripts reference, so they don't have to be compatible with your Skyrim version. Ah that is very insightful. I didn't realize one could do that. On 7/10/2023 at 10:47 AM, Iroha said: It isn't intended for that, and won't prevent LE version from work, but I suggest you to tense up and migrate to SE or AE, the time has really come. See, that would make sense, but I've already tried upgrading. I don't get the same effects and mods from LE. Also, trying to manually get some mods and bodies work together is a HUGE pain in the ass. Everyone has their own preferences, and so I prefer LE over SE.
OsmelMC Posted July 12, 2023 Author Posted July 12, 2023 3 minutes ago, dragongodmod117 said: See, that would make sense, but I've already tried upgrading. I don't get the same effects and mods from LE. Also, trying to manually get some mods and bodies work together is a HUGE pain in the ass. Everyone has their own preferences, and so I prefer LE over SE. Now with the "Papyrus Tweak NG" on SE/AE you get back the speed of the scripts of the Skyrim LE. You still can use most of your LE Mods on SE. Just need the "Cathedral Assets" to make the conversion of the meshes and animations with a couple of click's. Is what I did and only had to download some small Mods mostly for the DLL files or just because was more updated.
Blake81 Posted July 12, 2023 Posted July 12, 2023 (edited) Any chances for the Aroused Creatures Tweak to get updated to the latest 4.12 version? Edited July 12, 2023 by Blake81
donttouchmethere Posted July 12, 2023 Posted July 12, 2023 7 hours ago, Blake81 said: Any chances for the Aroused Creatures Tweak to get updated to the latest 4.12 version? It's in the downloads: SexLab Aroused Creatures v04.12 SE to LE - Conversion Patch.zip
alain31 Posted July 13, 2023 Posted July 13, 2023 Hello, I have a small problem with your furniture system. I activated it and updated slate with your file. It works very well for single bed and double bed but when i select the option for the wall, table or any other option than the beds, my character does not teleport against the selected piece of furniture and starts a random scene. I activated the debug mode in sexlab and here is the log where i selected the wall option which did not work. It must be at the end of the log, i stopped the game just after the scene where i had the wall option. Thanks. SexLabDebug.0.log
OsmelMC Posted July 13, 2023 Author Posted July 13, 2023 (edited) 2 hours ago, alain31 said: I have a small problem with your furniture system. Your logs show none issue. But the amount of furniture animations is low (around 50 animations for 2 actors when the usual is more than 125 after apply my SLATE ActionLog) Of course I have more than 1000 sex animations for humans. Anyway, the logs said that you are not selecting the furniture when the menu pop out. For i know there is at least one Mod or patch for the SkyUI that break the menu selection and don't allow you choose the furniture options. Make sure of check and remove any Mod that be overwriting the SkyUI files and try again. This time send me the file "papyrus.0.log" that is the one that show the errors on the scripts. The SkyUI files are usually compressed on a BSA file so you probably won't be able to see the conflicts. If you are on MO2, you can go to the "Data" panel at your right and in the "Filter" text box at it's bottom write "Ski_" to see all the files on the Scripts folder that start by ski_ and check they Mods. Edited July 13, 2023 by OsmelMC 1
alain31 Posted July 13, 2023 Posted July 13, 2023 Il y a 3 heures, OsmelMC a dit : Vos journaux ne montrent aucun problème. I also use a lot of animations, the main ones being billy 6.7 and anub 032023 with the furnitures and invisible furniture animations. For skyui, i have skyui resort mcm and nordic ui which crushes skyui 5.2 se. The selection is done well because if i choose single bed or double bed, it is validated and it sends me to the right place. It is only for the other supplies that it validates but i remain in place. Here my log, just look at the end, i stopped the game like the previous time, after the selection of the wall. Thanks for your help. SexLabDebug.0.log Papyrus.0.log
OsmelMC Posted July 13, 2023 Author Posted July 13, 2023 (edited) 3 hours ago, alain31 said: For skyui, i have skyui resort mcm and nordic ui which crushes skyui 5.2 se. The selection is done well because if i choose single bed or double bed, it is validated and it sends me to the right place. Is definitely the SkyUI. Those Mods are being also on the users reports for the same issue. The users also said that remove one of them is the solution. But I don't know which Mod is, I only know that they also said that Bed's are fine but furnitures fail or another furniture is selected instead. Seems to be that each option have a index and that Mod is messing with the index of the option based on the ones displayed. Bed's are the first index, so they don't have a reason to get another index. The last user reporting the same problem just tell me that was one mod replacing the pop up boxes. That makes me think that probably is some SWF file. By the way, I think the current BETA version include some logs that will help me track this issue. Even when I already know the reason, the true is that I have to guess on the diagnostic because the logs aren't showing which option are you selecting on each scene. Anyway the problem is with the SkyUI. Edited July 13, 2023 by OsmelMC 1
alain31 Posted July 13, 2023 Posted July 13, 2023 3 hours ago, OsmelMC said: I think the current BETA version include some logs So i just tried with your beta version to see if it helps for the log. I also unpacked the skyui se bsa and now the only mod that crushes skyui is skyui resort mcm. The problem persist. Without skyui resort mcm i can't load all my mcm menus, i have too many for the basic skyui sse )= there is no way to make it compatible if the problem come from that mod? And if i try to return to the Furniture Sex Framework mod, the mod tells me that the api is not found. It had already happened to me a while ago because of an incompatibility with your mod that you had to fix afterwards. Do you think that this api problem is again a problem with the updates of your mod? I would prefer to get your furniture system to work, which seems less difficult to implement with the updates to the animation packs. SexLabDebug.0.log Papyrus.0.log
Talesien Posted July 14, 2023 Posted July 14, 2023 17 hours ago, alain31 said: Without skyui resort mcm i can't load all my mcm menus, i have too many for the basic skyui sse )= there is no way to make it compatible if the problem come from that mod? Try MenuMaid II works for me without issues. 2
OsmelMC Posted July 14, 2023 Author Posted July 14, 2023 (edited) 18 hours ago, alain31 said: So i just tried with your beta version to see if it helps for the log. The thing you are using to start the scene is forbidding the furniture animations because is picking animations to play that doesn't include the furniture tags. For that reason you can only see the Bed on the list. Also make sure that nothing overwrite the SLU+ files, not even the PapyrusUtil since you are on SE and my PapyrusUtil is required for SE. For test I recommend you to use the SexLab MatchMaker spells or my SexLab Debug Spells that in SLU+ behaves like the spell's of the MatchMaker. The MatchMaker spells don't set any restrictions and let all the work to the SexLab Framework so is one of the best options to test the SexLab Framework without interface. Most of the options on the Mods to start sex scenes filtered for the situation and my furniture system try to keep the immersion so if the external Mod is filtering out the furniture animations, my furniture system will not intervening and will show only the bed's unless the bed's be also disallowed by the external Mod of course. About the Furniture Sex Framework, it can't be running at the same time as my furniture system because both mods will fight for the control and both will fail. Since Furniture Sex Framework can't be disabled, the options are: a. Disable my furniture system b. Uninstall the Furniture Sex Framework c. Use my crippled version of Furniture Sex Framework that keeps the furniture marker's for compatibility while get rid of the Furniture Sex Framework scripts. Crippled FurnitureMarkerSex for SLUplus.7z Edited July 14, 2023 by OsmelMC 1
alain31 Posted July 14, 2023 Posted July 14, 2023 2 hours ago, OsmelMC said: The thing you are using to start the scene is forbidding the furniture animations Hi , No mods overwrite slu+ and i already had your patch for the furnituremarkersex. I am on a serious game save on which i gave priority to your mods; i did not install Furniture Sex Framework. I just redid a test with the debug spells and the wall option appears more often, so it's less of a headache to test On the other hand, it's always the same, with the option for the walls. Tell me if you see anything in the logs. I was talking about Furniture Sex Framework because i had tried it on other save in the test phase; and by disabling your furniture options, giving priority to Furniture Sex Framework; the furniture sex mod no longer worked mentioning a problem with the api not being found. As i said in my previous message, this is a problem that there had been in the past with your mod and furniture sex framework which required an update for it to work. I was wondering if the problem with the furniture sex api is due to the updates of your mod. Thanks for your time. SexLabDebug.0.log Papyrus.0.log
alain31 Posted July 14, 2023 Posted July 14, 2023 2 hours ago, Talesien said: Try MenuMaid II Thank you for the advice but I tried without skyui resort mcm and the problem is still there.
OsmelMC Posted July 15, 2023 Author Posted July 15, 2023 8 hours ago, alain31 said: Thank you for the advice but I tried without skyui resort mcm and the problem is still there. The skyui resort seems to be for when a mod isn't showed on the MCM. By my experience that's usually happens when 2 or more Mods are fighting for the priority to load they quest's on the load game event and the losers end ignored. The real solution for that is change the position of the mod on the plugin load order. Another solution probably work but usually this means that none of the quest of the Mod start by it's own so is possible that even when you be able to get the MCM still some parts of the Mod don't be working. But also can happen that you have more than 120 Mods with MCM in which case the slots won't be enough and Mods like Menu Maids will help because allow you hide the less used MCM's. 8 hours ago, alain31 said: I was talking about Furniture Sex Framework because i had tried it on other save in the test phase; and by disabling your furniture options, giving priority to Furniture Sex Framework; the furniture sex mod no longer worked mentioning a problem with the api not being found. The issue with the API is because you was using my crippled version, in which case you have to load the game without the Furniture Sex Framework and save it, that way Skyrim will be able to install it from clean. 1
OsmelMC Posted July 15, 2023 Author Posted July 15, 2023 (edited) 9 hours ago, alain31 said: Tell me if you see anything in the logs. The same I was talking about. Seems like you are trying to select the option 14 (Wall) on the menu but the menu said that is the option 4(Chair) and since the option 4(Chair) in fact is hidden because you don't have any valid Chair around you, you end with furniture = none. For the bed's was working fine because the bed's are the options 1(BedRoll), 2(SingleBed) and 3(DoubleBed) Of course your log don't show any DoubleBed around you so I can't know if that one will work. Anyway the problem is the menu in self since the same function that show the menu is the one that return the button pressed and that function is from the system. Since you should be using the BETA versions your SLU+ should be exactly like my current version so the only possibility is that something be missing with the menu or it's function. SkyUI change the SWF files that set the apparency of the it's menus and the system menus but is not the only mod that do that and the can even be compressed on a BSA file in which case you won't be able to find it. For i remember FrostFall is one of those Mods that replace the SWF files and I also remember that was some issue there but don't remember if was this one and my Campfire & FrostFall is way too fixed to remember. This is a old copy of my FrostFall in case you be using it and be the reason. Campfire 1.12.1 and Frostfall 3.4.1SE.7z Frostfall - Seasons.7z Edited July 15, 2023 by OsmelMC
OsmelMC Posted July 15, 2023 Author Posted July 15, 2023 4 minutes ago, OsmelMC said: This is a old copy of my FrostFall in case you be using it and be the reason. Campfire 1.12.1 and Frostfall 3.4.1SE.7z 534.7 kB · 29 downloads This one don't have ESP file so should be safe to use even if you don't have FrostFall and is the one that comes with the SWF files so should fix your problem if one of those SWF is the one of the menu and the problem is the SWF. Let me know if work for you and if you have the FrostFall installed. PS: The next time you send me some log file make sure of don't play more than one scene at the same time because the logs of both scenes get blended and is harder to read.
alain31 Posted July 15, 2023 Posted July 15, 2023 (edited) 9 hours ago, OsmelMC said: The next time you send me some log, Hi, I don't use campfire and frosball. I just redid a test from scratch, i started a new game. I unpacked skyui and i put the interface and script files at the very bottom of my mo2 list. I also removed skyui resort mcm for this test; so there is nothing that overwrites or interferes with skyui se 5.2. I went to alvor in riverwood where there is a marker on the workbench for sure and i launched the spell. The workbench is highlighted, i select the option well and the problem is still there)= there, it is still at the end of the log, I stopped after the problem. Let me know if these logs help, otherwise I'll do a test starting directly in front of alvor, the logs will be shorter like that. SexLabDebug.0.log Papyrus.0.log Edited July 15, 2023 by alain31
OsmelMC Posted July 15, 2023 Author Posted July 15, 2023 1 hour ago, alain31 said: The workbench is highlighted, i select the option well and the problem is still there)= there, it is still at the end of the log, I stopped after the problem. The log show your test and said that the furniture system found the Workbench that is index 10 but you hit the button with index 0 that is the one to cancel and use the player as CenterRef and that's what it did. Like you said, you hit the button 10 but the logs said that you hit the button 0 so is clear that is the same problem with the menu window. The difference between the button pressed and the button returned by the menu follow none logic. I was expecting something related with the amount of button's displayed but is more like if the menu was limited to 10 buttons and anything bigger than 9 was taking 10 from the output to keep it between the 0 and the 9. Now I have better understanding of the problem but the problem and solution still seems to be on the SWF file. I'm probably one of the few author's that have a menu like that with more than 10 buttons. In fact are 30 buttons with the possibility of be more on the furniture, since I being seen new animations for new furniture types that I will have to include once I find the mod with the real furnitures. Probably this is a some Skyrim bug or some bug on the original SkyUI but anyway the solution exist because is working fine for me and for many others. By the way I'm also on SE and have your same SkyUI so should be something I have and you don't. Besides the fix for "Campfire and FrostFall" I have also have "SkyUILib", the"RaceMenu Special Edition" a lot of mods the overwrite the SkyUILib and few other than include they own menus and I don't think be relevant. For now check if you have the SkyUILib and install my "Campfire and FrostFall" fix that like I said is safe to use without the original Mod and just will replace the SWF files. If this make it work, I just have to find the specific SWF file there and include it on the setup of the next release. Campfire 1.12.1 and Frostfall 3.4.1SE.7z
alain31 Posted July 15, 2023 Posted July 15, 2023 (edited) 2 hours ago, OsmelMC said: For now check if you have the SkyUILib and install my "Campfire and FrostFall" well you were right from the beginning, that comes from a problem with the buttons, so from skyui which is altered by something. I hadn't thought of it before to do the test but i configured your furniture system to be used without asking and there it works 100 percent. I installed skyulib found on the nexus oldrim and i put your frosfall files in my skyui unpack folder at the bottom of my loading order but i had no more success )=. I don't know how to find the problem, i can think of gamepad++.https://www.nexusmods.com/skyrimspecialedition/mods/27007 I play with a ps4 controller and ds4windows; but pressing the x button is not altered by the gamepad++ mod. I will try to load all my plugins with ssedit to see if there is a conflict with skyui. It may be because i marked the skyui plugin in esl too. Thank you anyway for your kindness to have taken the time to solve my problem despite your occupations. It is not often that we find so much help on a forum. Edited July 15, 2023 by alain31
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