Jump to content

Recommended Posts

Posted

I don't think that your SOS mod is working correctly on SE. The mod page says it has compatibility for SOS Uncloaked, and even the option on the menu to disable the cloak effect is selected, but the cloak effect is still working even if it's supposed to be disabled in the MCM, I already did multiple tests with and without SOS Uncloaked and the cloak effect is still there.

Posted

To update SU+, can we simply overwrite the old version or do we need to clean system or anything?  Doesn't seem to be described in the install

Posted
8 minutes ago, no_way said:

Doesn't seem to be described in the install

 

According to author, if I understood him correctly, upgrade from one version to next in the line (presumably without skipping any versions in between) is more like an update and all it requires is to use "restart threads" from last section of the SL's MCM to complete. But sometimes I don't/can't trust that simplified procedure and perform whole "clean system" run, just to reduce risk of things getting too magical afterwards.

Posted (edited)
3 hours ago, no_way said:

To update SU+, can we simply overwrite the old version or do we need to clean system or anything?  Doesn't seem to be described in the install

 

I while back OsmelMC added the "Reset Scene Threads" to be enough for an update.  In the last version some people experienced glitches with animation flow and only the "Clean System" fixed it for them.   I did not experience that issue, yet, the Reset Scene threads did the update properly. (knock on virtual wood)

 

If you choose the original update path using Clean System, remember to register the animations again using the SLAL and some mods have their own animation loader (like Estrus chaurus).  You also need to register ZAZ animation pack again with it own Sexlab animation loader page.

Edited by safado
Posted (edited)

i though that the sos papyrus have all the sos sexlab addon .the schlongless option seem not available .. and there this spid option but i can seem to find the spid file? or sos uncloaked messed it, do i need the unclocked mod? it show $..

Edited by Noque
Posted
On 9/27/2023 at 4:46 PM, OsmelMC said:

 

There are some important problems on the OM last version that i fix already but still have to test many other changes so the version isn't ready to release.

 

 

 

i didn't understand if your A B C was issues or steps but the lowercase thing was clear. Just in case i will apply your solution to all the Json and storage parameters. That's probably a bug of your PapyrusUtil or some missing version of Visual C++. But if make it lowercase fix it, lowercase will be. :)

 

by other side the FormIDs stored on the JSON files are sensitive with the file name of the plugin so even when is not your case, always take in consideration that change the name or file extension of the plugin can cause issues like this.

 

 

 

This could be the reason AH Hotkeys stopped working. Reverting the previous version fixed it. I'll watch for the next beta! 

Posted (edited)
On 9/28/2023 at 7:08 AM, OsmelMC said:

 

I will need more details. For example the animation played and the High Heels Mod. That can be the animation or some of those mods that fix the High Heels when the actor use a furniture.

It's Billyy's animation and one of Daymarr's mod. But it's happening with all animations and all high heels.

I know this is the old tiny bug but this time it really became a big problem. I can't equip any heels in sex anymore.

Here are some videos to explain.

 

This is previous version. The problem only occurs if you change the animation at the first stage.

This is v20230921.

Spoiler

 

Edited by biobay850
Posted (edited)

@biobay850

None of the SexLab Mods do something with the foots so I don't think be a SexLab problem. The high heels on SexLab are processed in 2 ways none of them related with the foot's.

 

1. Remove all the high heels Spell's from the actor. When the HH is by Spell's 

 

2. Add a body offset to compensate the high heels offset settled with NiOverride. When the HH is by NiOverride properties. 

 

 

 

The only things that specific to affect the foot's directly are the Fix skeleton option of the FNIS (never noticed foot issues but some animations look different); or some mod like the knees fix that include HH fix and should be disabled on the SexLab scene.

 

If you have some HH fix or knees fix Mod let me know which one is. 

 

 

 

 

 

------------------

After test the same animations on my game with and without High Heels. The HH show a slide bend up like in your first video but never so pronounced like in your second video, not even returning to the first scene stage. So definitely is not the SLU+ even if change the version seems to fix it for you.

Edited by OsmelMC
Posted
23 hours ago, Trickle said:

This could be the reason AH Hotkeys stopped working. Reverting the previous version fixed it. I'll watch for the next beta! 

The Hotkeys don't stop working at any version.

 

The true is more interesting than that. Since the first version with hotkeys I was noticing the some times the hotkeys didn't work after load the game but use to work again at some point so I didn't think too much about it until recently that finally noticed that in fact the Hotkeys wasn't working until I opened the OM MCM at least one time after load the game so I fixed it and now work all the time on version on development. So will be fixed for the next version.

Posted
On 9/28/2023 at 4:32 AM, PippinTom said:
On 9/28/2023 at 12:46 AM, OsmelMC said:

That's probably a bug of your PapyrusUtil or some missing version of Visual C++.

 

I use exactly the same (binarywise) PapyrusUtil as shipped with SL163 or your SLU+, I have 16 versions of VSredists installed and including most recent ones (mix of x86 & x64), so... easiest would be if you could say which version exactly is a requirement for SL/SLU+ if it's anything specific; other that latest one.

 

Hello again @OsmelMC, excuse me digging it up but you didn't answer my question:

Is there a specific version of VS C++ redist required for SLF/SLU+ or simply latest one will do (ofc - "until further notice" - since M$ can and will fuck something up eventually)?

Or maybe your remark about redists was just a guess and turned out also irrelevant?

If so, the two possible culprit candidates are not relevant anymore and no other remains.

 

Posted
4 hours ago, PippinTom said:

 

Hello again @OsmelMC, excuse me digging it up but you didn't answer my question:

Is there a specific version of VS C++ redist required for SLF/SLU+ or simply latest one will do (ofc - "until further notice" - since M$ can and will fuck something up eventually)?

Or maybe your remark about redists was just a guess and turned out also irrelevant?

If so, the two possible culprit candidates are not relevant anymore and no other remains.

 

 

All the versions are required together.

 

Even when one Mod or Game usually required just one specific version, the true with the Redistributable versions of V C++ and NetFramework is that usually another Mod required another version and those versions don't heritage the compatibility with the previous versions so at the end you need all the versions.

 

 

For example in my Window 10 I have installed together:

 

Microsoft Visual C++ 2005 Redistributable

Microsoft Visual C++ 2008 Redistributable - x64

Microsoft Visual C++ 2008 Redistributable - x86

Microsoft Visual C++ 2010 x64 Redistributable

Microsoft Visual C++ 2010 x86 Redistributable

Microsoft Visual C++ 2012 Redistributable (x64)

Microsoft Visual C++ 2012 Redistributable (x86)

Microsoft Visual C++ 2013 Redistributable (x64)

Microsoft Visual C++ 2013 Redistributable (x86)

Microsoft Visual C++ 2015-2019 Redistributable (x64)

Microsoft Visual C++ 2015-2019 Redistributable (x86)

Microsoft Visual C++ 2019 Redistributable (Arm64)

 

 

And of course all the NetFramework that can be activated on this Windows Characteristics.

 

 

 

Posted
2 hours ago, OsmelMC said:

All the versions are required together.

 

Thanks for clarifying.

Well, the only difference for me is that instead of 2015-2019 I have 2015-2022 - probably because I have win11; and don't have Arm64 because I don't believe am using anything for that architecture.

 

But comparing our lists didn't make me feel much better - what is worrying me is that some if not all of those packs (including .net ones) have also version numbers, and I recall that not so long ago I was searching for specific version of one of them because MS had decided to cut something of package without changing its name and some very old and very useful shell app I have had stopped working because of that.  Of course I was unsuccessful - all links to source, including M$ internal ones, were dead.

 

I'm afraid that bottom line is that not so few developers who redirects their end-users to M$ download site actually have clue nor care what particular redist features, what probably was the main goal of this shared crap concept in the beginning - to make life easier... but from my perspective, the still valid question is: for whom?

Posted
33 minutes ago, Gyra said:

Two questions:
1. Does your Utility Plus mod include SLGP? And would I need to patch your sslActorAlias script for Precision compatibility?

2. How does SLU+ ahegao compare to HDT Ahegao Tongues mod?

This version is as friendly with the grass as was possible without affect the alignment. Means that doesn't need the SLGP but isn't really included.

 

I think is on the front page (Precision Compatibility is already include none patch required)

 

Also I forget to comment it on this update but also the First Person Camera Patch was included on this version.

 

Posted
1 hour ago, PippinTom said:

But comparing our lists didn't make me feel much better - what is worrying me is that some if not all of those packs (including .net ones) have also version numbers, and I recall that not so long ago I was searching for specific version of one of them because MS had decided to cut something of package without changing its name and some very old and very useful shell app I have had stopped working because of that. 

 

I keep my PC updated with the Windows Update so are supposed to be the last versions of each one.

 

 

What I don't know right now and is very important is the versions installed of NetFramework. It's supposed to be the v1, v2, v3, v3.5, v4 and v4.5 but in Windows 10 the v1 to v3 are included on the v3.5 so should be just v3.5 and v4.5 for me (I wasn't able to check right now)

 

if you are on Windows 11 you should check the NetFramework because is what brings you the compatibility with oldest game's also Microsoft is known by release  new Windows versions with compatibility issues so I always wait at least one year before think about update the windows.

 

Posted
On 9/26/2023 at 2:17 PM, DaddyDubstep13 said:

My solution was to go into Slate, manually track down any animation with invisFurn, and manually put a furniture tag on it. It works "decent" but not perfect, and I havent been able to replicate the success with Pillories and such from zaz. It doesn't do the furniture select every time, but it's often enough :)

Did you happen to save your actions in an action log that you can share for lazy people like me? :3
 

On 9/26/2023 at 11:21 PM, OsmelMC said:

I haven't tested it so I can't know for sure but the DLL version of the DynDOLOD is being reported as one of the reasons for the issues with the furniture menu.

In this case the menu fail and when you choose one option return another or none. That is a SKSE internal function that can be only affected by DLL os SWF files so there is nothing I can do to prevent it besides warn about.


Is this with just the normal DLL version this happens? Or does it seem to also happen with the NG version?

Posted (edited)
On 10/1/2023 at 12:11 AM, OsmelMC said:

@biobay850

None of the SexLab Mods do something with the foots so I don't think be a SexLab problem. The high heels on SexLab are processed in 2 ways none of them related with the foot's.

 

1. Remove all the high heels Spell's from the actor. When the HH is by Spell's 

 

2. Add a body offset to compensate the high heels offset settled with NiOverride. When the HH is by NiOverride properties. 

 

 

 

The only things that specific to affect the foot's directly are the Fix skeleton option of the FNIS (never noticed foot issues but some animations look different); or some mod like the knees fix that include HH fix and should be disabled on the SexLab scene.

 

If you have some HH fix or knees fix Mod let me know which one is. 

 

 

 

 

 

------------------

After test the same animations on my game with and without High Heels. The HH show a slide bend up like in your first video but never so pronounced like in your second video, not even returning to the first scene stage. So definitely is not the SLU+ even if change the version seems to fix it for you.

I have 3 fixes in fnis : gender specific animations, skeleton arm fix and tktk 1's TK Dodge. No HH or knees fix.

About NiOverride I don't know how to do it.

One more thing about the previous version. I can fix the heels by move scene location.

 

Even Daymarr's newest outfit screenshot has the same issue.

https://www.nexusmods.com/skyrim/mods/116556?tab=description

https://staticdelivery.nexusmods.com/mods/110/images/116556/116556-1695580344-785201546.jpeg

Edited by biobay850
Posted
On 9/30/2023 at 11:16 AM, OsmelMC said:

The Hotkeys don't stop working at any version.

 

The true is more interesting than that. Since the first version with hotkeys I was noticing the some times the hotkeys didn't work after load the game but use to work again at some point so I didn't think too much about it until recently that finally noticed that in fact the Hotkeys wasn't working until I opened the OM MCM at least one time after load the game so I fixed it and now work all the time on version on development. So will be fixed for the next version.

The OM MCM? I am not sure what that refers to. 

Posted (edited)
On 10/1/2023 at 3:40 PM, Trickle said:

The OM MCM? I am not sure what that refers to. 

OM "Outfit Manager" 

MCM "Mod Configuration Menu"

 

Not sure if you noticed but the conversation you Quote there, was about the "Outfit Manager" that is one of my Mods on Nexus and Nexus have terrible discussion thread (Forum / Post)

Edited by OsmelMC
Posted
On 10/1/2023 at 3:00 PM, biobay850 said:

I have 3 fixes in fnis : gender specific animations, skeleton arm fix and tktk 1's TK Dodge. No HH or knees fix.

About NiOverride I don't know how to do it.

One more thing about the previous version. I can fix the heels by move scene location.

 

Even Daymarr's newest outfit screenshot has the same issue.

https://www.nexusmods.com/skyrim/mods/116556?tab=description

https://staticdelivery.nexusmods.com/mods/110/images/116556/116556-1695580344-785201546.jpeg

 

1. The FNIS option I was talking about, was the "Skeleton Arm Fix". But was just an example since even when do something like that, is just for the arms. And I didn't remember the name.

 

2. The "High Heels Fix" are Mods that are made specific to fix HH issues when the actor use a bed or chair or include the fix between it's options. If you use High Heels you probably have already at least one Mod for that (maybe more than one)

 

Check if you have some Mod with one of this words on the plugin or folder name (Height, Heels, Furniture or Knees) 

 

 

3. The previous versions of SLU+ probably did something that was bad for some things but help in cases like yours. For example and probably be the reason of the difference: the previous versions use to enabled the FootIK system as consequences of the Default Idle used to reset the animation. The FootIK of Skyrim force the Foot's to keep the contact with the floor. Most of the animation authors like Billy usually disable the FootIK on the first animation stage to prevent issues with Alignment and Physics. But that's not enough so I made sure of also disable the FootIK before some alignment events and probably for that reason the previous versions behave different with your issue but still the problem isn't SLU+.

 

 

4. The Picture on the Nexus link you posted isn't related with SexLab and probably have the same issue than you. More like be also the HH fix used there.

 

 

 

 

 

Posted
2 hours ago, SiddTheKing said:

how do i change the Mouth Scale? i just updated it but i dunno how to do it

The mouth scale fix are showed as "Intensity Override" on the top of the "Expression Editor" page of the SexLab MCM. Are for the Player and the Target Actor. Make sure of use it just on the actors with too small or big faces for they bodies. this option works multiplying each one of the values of the Expression and OpenMouth Phonemes and Mood, so change it can make look bad some expressions.

 

 

I'm compiling to release a new version  with the reported bugs fixed...

Posted (edited)

Thanks for the update. So far so good with the fixed bugs. One small request, if possible would you please also remove the bip sound effect when reversing a stage? Shift+Spacebar.

 

I did a rough edit to the sslThreadController script. Since I have no idea what I'm doing I took one of your old SU+ mods as reference and changed this...

 

Spoiler

if i == kAdvanceAnimation
                If Config.BackwardsPressed()
                    PlayHotkeyFX(0, True)
                EndIf
                AdvanceStage(Config.BackwardsPressed())

 

to this...

 

Spoiler

if i == kAdvanceAnimation
                UnregisterForKey(kAdvanceAnimation)
                AdvanceStage(Config.BackwardsPressed())
                If kAdvanceAnimation > -1
                    RegisterForKey(kAdvanceAnimation)
                EndIf

It works but would this cause any problems?

Edited by creepycream
Posted
29 minutes ago, creepycream said:

Sorry to bother you with this request. I would do it myself if i knew how.

I can but the next update won't be soon. 

 

Is taking me few months release a new version.

Posted
On 10/3/2023 at 8:04 AM, OsmelMC said:

I'm compiling to release a new version  with the reported bugs fixed...

 

Well, strange thing but this time for me OpenMouth stopped working (I'm not 100% sure if it didn't happen before updating SLU... sorry about that) but really scared me that even after "clean system" nothing I've set in MCM worked on PC when using "test on player". But then I remembered some trick from the past and went to racemenu, - didn't change anything except some back and forth fiddling with MFG tab sliders just to see if anything works there. And it did. So after reverting everything to 0 I closed RM and reopened SL's Expression Editor, ran "test on player" again... and bang! It worked this time.

Fucking weird. There seems to be more voodoo involved in this modding than in the Skyrim itself. Sometimes it's frustrating ?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...