OsmelMC Posted July 24, 2023 Author Posted July 24, 2023 6 hours ago, Blake81 said: OK, I must be making some mistake or missing something. Where's the CxC setting on the Aroused Creatures 4.12? Did I misunderstand something? I'm working on making it native of the "Horny Creature's" Mod. Have more sense than on the Aroused Creatures since Horny Creature's was a hard requirement anyway. But you have to wait because I'm busy with more than one project at the moment.
Blake81 Posted July 24, 2023 Posted July 24, 2023 2 hours ago, OsmelMC said: I'm working on making it native of the "Horny Creature's" Mod. Have more sense than on the Aroused Creatures since Horny Creature's was a hard requirement anyway. But you have to wait because I'm busy with more than one project at the moment. Oh, OK. So there's no way yet.
alain31 Posted July 25, 2023 Posted July 25, 2023 On 7/17/2023 at 6:48 PM, OsmelMC said: Meanwhile you can use my old furniture system that works fine but isn't that fast and don't let you choose the furniture, it just take the nearest available furniture. Is enough with disable the "advanced furniture system" option Hi, I found the problem, took me a while to understand )= It came from the dyndolod dll plugin which interferes with papyrus utility. I didn't read dyndolod's description well enough and i would never have thought that could be the problem. The concern now is that if i use the dyndolod script for papyrus utility and not the scripts for the dll dyndolod, i lose some lods generation options. Sheson the creator of Dyndolod says that we can use the scripts with dyndolod dll and papyrus utility at the same time but it breaks the Sex Lab - Sexual Fame 'Framework' mod and your selection of furniture. Maybe even more things that i haven't noticed yet. Is there a way to fix this so that the dyndolod script dll and papyrus utility version get along well? Thanks.
OsmelMC Posted July 25, 2023 Author Posted July 25, 2023 3 hours ago, alain31 said: Is there a way to fix this so that the dyndolod script dll and papyrus utility version get along well? I'm downloading it to test. Is first time I hear about it so I have none idea.
alain31 Posted July 25, 2023 Posted July 25, 2023 1 hour ago, OsmelMC said: I'm downloading it to test. Is first time I hear about it so I have none idea. Thank you for taking more time for this. Here is the link for dyndolod you have to take the script and the dll. https://www.nexusmods.com/skyrimspecialedition/mods/57264?tab=files In my test it is enough to just put the dll dyndolod so that the problem appears.
Talesien Posted July 26, 2023 Posted July 26, 2023 1 hour ago, alain31 said: Thank you for taking more time for this. Here is the link for dyndolod you have to take the script and the dll. https://www.nexusmods.com/skyrimspecialedition/mods/57264?tab=files In my test it is enough to just put the dll dyndolod so that the problem appears. I wonder if this also applies to Dyndolod 3, probably does though.
OsmelMC Posted July 26, 2023 Author Posted July 26, 2023 2 hours ago, alain31 said: Thank you for taking more time for this. Here is the link for dyndolod you have to take the script and the dll. https://www.nexusmods.com/skyrimspecialedition/mods/57264?tab=files In my test it is enough to just put the dll dyndolod so that the problem appears. At first sight, don't look like some compatibility issue with the PapyrusUtil that by the way isn't related with your problem. But with the DLL files exist the passivity that be changing some SKSE function on the attempt of fix something. For what you said you should report it to the author like "what it seems to be a problem with the messages that have more than 10 buttons like in the case of the SexLab Utility Plus"
alain31 Posted July 27, 2023 Posted July 27, 2023 On 7/26/2023 at 4:07 AM, OsmelMC said: At first sight, don't look like some compatibility issue with the PapyrusUtil that by the way isn't related with your problem. Hi, There must be a problem between the dyndolod dll and papyrus utility since by getting rid of dyndolod dll the problem is solved. So too bad for the additional option for the generation of lods with dyndolod. I redid my lod with the version of the scripts for papyrus utility only and everything works fine now. Your furniture system is really great, except only that the npc uses furniture at the same time as the pc )= but just prohibit the use of furniture for npc in your mcm and everything is fine On 7/26/2023 at 4:07 AM, OsmelMC said: what it seems to be a problem with the messages that have more than 10 buttons The problem does not only concern the buttons since the mod sexlab fame framework is also broken with the dll of dyndolod. My problem is solved, after 2 days of research... Maybe it will help some people and save them a migraine looking for the error 1
harryscrowtem Posted August 2, 2023 Posted August 2, 2023 @OsmelMC any chance you would/could implement this fix in Sex Lab Utility Plus, for Ahegao Expressions? HALOS Human HDT Tongues at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) the fix is the first stickied post towards the bottom "Alternatively, here are my adjusted tongues" it fixed the issue of the tongue sticking out of my pc's chin during ahegao/tongue scenes (for Ostim NG at least) not sure if it would be the same for Sexlab or if it's even the same issue with Sexlab's Ahegao but, it seems very similar to me or it could just be because I use high poly head ?♂️ anyways i figured i'd suggest it as if anyone can fix this issue surely it would be you!
OsmelMC Posted August 2, 2023 Author Posted August 2, 2023 (edited) 11 hours ago, harryscrowtem said: @OsmelMC any chance you would/could implement this fix in Sex Lab Utility Plus, for Ahegao Expressions? HALOS Human HDT Tongues at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) the fix is the first stickied post towards the bottom "Alternatively, here are my adjusted tongues" it fixed the issue of the tongue sticking out of my pc's chin during ahegao/tongue scenes (for Ostim NG at least) not sure if it would be the same for Sexlab or if it's even the same issue with Sexlab's Ahegao but, it seems very similar to me or it could just be because I use high poly head ?♂️ anyways i figured i'd suggest it as if anyone can fix this issue surely it would be you! Everyone use the HALOS Tongues. I did that for the vanilla races before the first release so unless you be using a custom beast race or maybe some High Polygons Head it should be fine. Each tongue was adjusted to look good with some amount of open mouth and the SexLab Expressions allow you adjust that manually. The reason some Tongues on my Expressions look out of place, is just because I haven't checked and adjusted all the Ahegao Expressions and what you see are basically the same old normal expressions with some previously know values to fit the Tongues. anyway the Tongues are fine and you only have to adjust the Ahegao Expressions on the SexLab "Expressions Editor" page. Also if you have some of those Mod that makes the Beast races more Humanlike, you should probably replace they tongue meshes with the human ones and share it. Edited August 2, 2023 by OsmelMC 2
harryscrowtem Posted August 3, 2023 Posted August 3, 2023 11 hours ago, OsmelMC said: Everyone use the HALOS Tongues. I did that for the vanilla races before the first release so unless you be using a custom beast race or maybe some High Polygons Head it should be fine. Each tongue was adjusted to look good with some amount of open mouth and the SexLab Expressions allow you adjust that manually. The reason some Tongues on my Expressions look out of place, is just because I haven't checked and adjusted all the Ahegao Expressions and what you see are basically the same old normal expressions with some previously know values to fit the Tongues. anyway the Tongues are fine and you only have to adjust the Ahegao Expressions on the SexLab "Expressions Editor" page. Also if you have some of those Mod that makes the Beast races more Humanlike, you should probably replace they tongue meshes with the human ones and share it. I'm using a vanilla race, but maybe it's because I'm using this mod for expressions. SexLab Facial Expressions SE - Downloads - SexLab Framework SE - LoversLab never tried editing the expressions myself, for fear of making them look horrendous ? guess I'll give it a try though. thanks for taking the time to reply.
OsmelMC Posted August 3, 2023 Author Posted August 3, 2023 4 hours ago, harryscrowtem said: I'm using a vanilla race, but maybe it's because I'm using this mod for expressions. SexLab Facial Expressions SE - Downloads - SexLab Framework SE - LoversLab never tried editing the expressions myself, for fear of making them look horrendous ? guess I'll give it a try though. thanks for taking the time to reply. That Mod don't affect the Ahegao Expressions because is just the exported JSON files of the original SexLab expressions that someone modified and export. I just barely edit the Ahegao Expressions because is something that anyone can do even better than me and I always busy with the scripts. In fact I was hoping that someone else made the changes to the expression values
Kawasumi Nana Posted August 3, 2023 Posted August 3, 2023 Hi, I'm a little bit struggle with SL's Animation Editor.. I've made my own AnimationProfile_1.json with success. But, when I import it into a new save, the alignment doesn't work well. It seems like untouched in the beginning and then, the character flashes into right position immediately after pressing any SL's alignment hotkeys. I don't know if that's how it works.
RedRocketSocket Posted August 4, 2023 Posted August 4, 2023 Does the aroused creature tweak work with newer aroused creature versions, such as v4.12?
OsmelMC Posted August 4, 2023 Author Posted August 4, 2023 2 hours ago, Kawasumi Nana said: Hi, I'm a little bit struggle with SL's Animation Editor.. I've made my own AnimationProfile_1.json with success. But, when I import it into a new save, the alignment doesn't work well. It seems like untouched in the beginning and then, the character flashes into right position immediately after pressing any SL's alignment hotkeys. I don't know if that's how it works. If by made, you mean that you modified the "AnimationProfile_1.json" with some text editor; that's usually a bad idea because SexLab will erase the file if find some error. If you just open a new game, you only have to make sure of select the "AnimationProfile_1" on the "Animations Settings" page of the SexLab MCM and it will be loaded. What you see is probably the SexLab making new alingment profiles. You can identify the new profiles because they include capital letters. Skyrim don't know the difference between lowercase letters and capital letters so once you close and open the game all the stored profiles will be on lowercase letters. By the way the profile system usually copy another alignment when make a new one. So unless you know about the capital letters, you won't be able to notice that is a new profile. 1
OsmelMC Posted August 4, 2023 Author Posted August 4, 2023 56 minutes ago, RedRocketSocket said: Does the aroused creature tweak work with newer aroused creature versions, such as v4.12? No
Saber2th Posted August 8, 2023 Posted August 8, 2023 Hi @OsmelMC, I've been experimenting with Utility Plus, trying to wrap my head around your furniture system in comparison with the Furniture Sex Framework. If I understand it correctly, you system only kicks in and ask if I want to use furniture if Sexlab happens to trigger a scene with a specific furniture tag. So in reality unless I force a specific furniture animation to play via Sexlab or Matchmaker, it's really unlikely to get furniture scenes to trigger naturally during gameplay. Is it possible to add an option similar to FSF, where it ask to use any nearby furniture regardless of the animation and if accepted it would simply play a random animation with tags suitable to the furniture nearby?
Agnot Posted August 8, 2023 Posted August 8, 2023 hola, tanto tiempo, espero estés bien. De nuevo jugando un poco SKSE me topé con estos mods: SexLab Creature Animation Remover SexLab Human Animation Remover Y me preguntaba si serían compatibles con tu UTILITY PLUS. Saludos, gracias!
OsmelMC Posted August 8, 2023 Author Posted August 8, 2023 2 hours ago, Saber2th said: Hi @OsmelMC, I've been experimenting with Utility Plus, trying to wrap my head around your furniture system in comparison with the Furniture Sex Framework. If I understand it correctly, you system only kicks in and ask if I want to use furniture if Sexlab happens to trigger a scene with a specific furniture tag. So in reality unless I force a specific furniture animation to play via Sexlab or Matchmaker, it's really unlikely to get furniture scenes to trigger naturally during gameplay. Is it possible to add an option similar to FSF, where it ask to use any nearby furniture regardless of the animation and if accepted it would simply play a random animation with tags suitable to the furniture nearby? The SLU+ basically and unofficial update for the SexLab Framework where I test new things to eventually include them on the official SexLab Framework. That means I don't going to add any dialogue or spell to start furniture animations. Many of the Mods used to start sex scenes have at least one dialogue option to start random scenes without filter that are as effective as the MatchMaker spells to start furniture scenes. Most of the other dialogue options of those Mods don't include filters to exclude the Furniture animations so my furniture system should work with them too. The problem is when the Mods set the CenterRef of the scene, because my furniture system only intervenes if the CenterRef is a furniture or empty. The SLU+ include one function that allow you change the CenterRef before the animation start when the "Hidden Place" option is enabled, but I have to check it because don't seems to be working. That option set the player as CenterRef and allow you move the player so if you move the player close to the furniture or make the player use the furniture with that option, the furniture system will force a furniture scene. That was my solution for what you are asking but I haven't seen that window for a while so probably is broken. I will check. 1
OsmelMC Posted August 8, 2023 Author Posted August 8, 2023 (edited) 2 hours ago, Agnot said: hola, tanto tiempo, espero estés bien. De nuevo jugando un poco SKSE me topé con estos mods: SexLab Creature Animation Remover SexLab Human Animation Remover Y me preguntaba si serían compatibles con tu UTILITY PLUS. Saludos, gracias! Es compatible si ninguno de sus archivos coincide con los archivos en el SLU+. Las más recientes versiones del "SexLab Framework" y SLU+ pueden detectar cuando las animaciones predeterminadas no están registradas en FNIS así que en teoría no necesitan parches para remover esas animaciones. Igualmente no recomiendo remover ninguna de las animaciones predeterminadas del SexLab, porque muchas de ellas son necesarias para el correcto funcionamiento de algunos mods. La mejor alternativa es desactivarlas en el SexLab MCM de modo que no aparezcan en las listas a menos que el Mod las pida específicamente. Edited August 8, 2023 by OsmelMC 1
Agnot Posted August 8, 2023 Posted August 8, 2023 4 hours ago, OsmelMC said: Es compatible si ninguno de sus archivos coincide con los archivos en el SLU+. Las más recientes versiones del "SexLab Framework" y SLU+ pueden detectar cuando las animaciones predeterminadas no están registradas en FNIS así que en teoría no necesitan parches para remover esas animaciones. Igualmente no recomiendo remover ninguna de las animaciones predeterminadas del SexLab, porque muchas de ellas son necesarias para el correcto funcionamiento de algunos mods. La mejor alternativa es desactivarlas en el SexLab MCM de modo que no aparezcan en las listas a menos que el Mod las pida específicamente. Entiendo, gracias como siempre. Aunque confieso que me resulta un poco obscuro el comentario respecto de que "pueden detectar...", mi consulta no venía por el lado de la detección si no de la mejor forma de liberar espacio para animaciones (sobre todo para que no se tarde tanto en la carga de las mismas). Se me ocurrió que suprimir las de sexlab sería un buen punto de partida, auuqnue claramente estaba en ¿error? Cuando te referías a "las últimas versiones" estamos hablando de la 1.63 de sexlab, correcto? O hay algo más nuevo que funcione con SE1.5.97? 4 hours ago, OsmelMC said:
Saber2th Posted August 9, 2023 Posted August 9, 2023 (edited) 9 hours ago, OsmelMC said: The SLU+ basically and unofficial update for the SexLab Framework where I test new things to eventually include them on the official SexLab Framework. That means I don't going to add any dialogue or spell to start furniture animations. Many of the Mods used to start sex scenes have at least one dialogue option to start random scenes without filter that are as effective as the MatchMaker spells to start furniture scenes. Most of the other dialogue options of those Mods don't include filters to exclude the Furniture animations so my furniture system should work with them too. The problem is when the Mods set the CenterRef of the scene, because my furniture system only intervenes if the CenterRef is a furniture or empty. The SLU+ include one function that allow you change the CenterRef before the animation start when the "Hidden Place" option is enabled, but I have to check it because don't seems to be working. That option set the player as CenterRef and allow you move the player so if you move the player close to the furniture or make the player use the furniture with that option, the furniture system will force a furniture scene. That was my solution for what you are asking but I haven't seen that window for a while so probably is broken. I will check. Thank you. Yes, I've been testing SLU+'s furniture system with different mods that start sex scenes and they definitely work but I just noticed that no matter which dialogue option (with or without animation filters) it's rare to land on animation with a furniture tag for the furniture system to actually trigger especially if you have a high animation pool. Also, would it work if I were to disable the furniture system from SLU+ to use the FSF instead? Edited August 9, 2023 by Saber2th
OsmelMC Posted August 9, 2023 Author Posted August 9, 2023 19 hours ago, Agnot said: Cuando te referías a "las últimas versiones" estamos hablando de la 1.63 de sexlab, correcto? O hay algo más nuevo que funcione con SE1.5.97? Si, el 1.63 official, es la última versión para SE y por supuesto mi SLU+ está aún más actualizado. 1
OsmelMC Posted August 9, 2023 Author Posted August 9, 2023 16 hours ago, Saber2th said: Thank you. Yes, I've been testing SLU+'s furniture system with different mods that start sex scenes and they definitely work but I just noticed that no matter which dialogue option (with or without animation filters) it's rare to land on animation with a furniture tag for the furniture system to actually trigger especially if you have a high animation pool. Also, would it work if I were to disable the furniture system from SLU+ to use the FSF instead? If you have enabled the option to "Ask The Player" for Furnitures on the "Furniture & Bed" page. SexLab will always ask if at least one animation of the list is valid unless of course the furniture be forbidden for that scene or the CenterRef be predefined. Just make sure of install my SLATE and import & apply my ActionsLog included. The most common reason for issues with my Furniture System are the users that forget to apply my ActionsLog. I use my own tags so most of the animations won't be recognized until my ActionsLog be imported and applied. 1
Kawasumi Nana Posted August 10, 2023 Posted August 10, 2023 On 8/4/2023 at 9:42 AM, OsmelMC said: If by made, you mean that you modified the "AnimationProfile_1.json" with some text editor; that's usually a bad idea because SexLab will erase the file if find some error. If you just open a new game, you only have to make sure of select the "AnimationProfile_1" on the "Animations Settings" page of the SexLab MCM and it will be loaded. What you see is probably the SexLab making new alingment profiles. You can identify the new profiles because they include capital letters. Skyrim don't know the difference between lowercase letters and capital letters so once you close and open the game all the stored profiles will be on lowercase letters. By the way the profile system usually copy another alignment when make a new one. So unless you know about the capital letters, you won't be able to notice that is a new profile. Thank you! It worked!!!? Indeed, there's an error in AnimationProfile_1.json by mistake. This error is the mismatch of a number attached to the end of my raceID. Last time I was _cutieracef22, and somehow the new save recognized me as _cutieracef23.. I'm so confused, cuz I made the custom race and checked a few times still unable to find anything related to 23 or 22.? It isn't the Mod Index of my esp too. Could you tell me what is it plz?
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