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Posted

About the High Heels, I recently did few more changes there and is working fine for me on all the tests I did specific for HH. 

 

By the way some of the issues reported with the HH on SexLab are fault of another Mod. 

Posted (edited)
11 minutes ago, OsmelMC said:

some of the issues reported with the HH on SexLab are fault of another Mod

 

Any chance for hint - which one?

 

Edited by PippinTom
Posted (edited)
On 11/1/2023 at 1:10 AM, sNORTH PINGERs said:

Gotta ask about whether SoS patch introduced in Tweak Patch is worth a try.

Addon patch in question: SOS - Schlongs of Skyrim with PapyrusUtil & SexLab Tweaks (20230606). Will this work in current october version or disregard it as outdated? I really got no ideas.

 

Is just the SOS I use...

Have some fixes and things I feel convenient to include. 

 

I haven't checked if SOS have some update anywhere but until now all the updates are being just on the DLL file in which case is safe to merge even if my version is older.

 

 

Edited by OsmelMC
Posted (edited)
25 minutes ago, PippinTom said:

 

Any chance for hint - which one?

 

None without your load list and papyrus.0.log.

 

The problem is that everyone seems to be made they own HH fix so there are a lot. Some of those HH fix don't even consider the SexLab and some others try to fix the SexLab issues with the High Heels. 

The solution is keep just one HH fix active and make sure that get disabled when the animation start.

 

I recommend the MuJoinFix that probably require my fix for the scene relocation but is the most complete I found till now and is compatible with SexLab and Ostim. The fix for the scene relocation is like the patch I made for SLSO including the ActorsRelocated and ActorChange events that are being ignored for Most of the Mod author since was included around the 2016

 

* Remove any fix related with Furnitures, Height or Heels. Except for the "No Furniture Came" that for some reason seems to be very useful to prevent camera issues with SexLab and some furniture animations.

Edited by OsmelMC
Posted

Hello, maybe this is a problem that can be easily solved.

I use the Naked Defeat 4.80 and Sexlab Survival 0.685 BETA mods.

If I use the new version of SexLab Utility Plus (v20231003), the animations in those two mods disappear, in Sexlab Survival, the "masturbation" animations disappear.

But if I go back to the SexLab Utility Plus (v20230218-A) version, the animations are back.

 

The two mods are no longer compatible with this new version of SexLab Utility Plus (v20231003)?

Sorry if someone had this problem before.

Posted (edited)
42 minutes ago, OsmelMC said:

The solution is keep just one HH fix active and make sure that get disabled when the animation start.

 

I agree - mainly because I've found just one(*) HH fix for SSE - Racemenu HH Fix which does not respect SL. So some time ago it was just enough to just disable it/uninstall. But recently, for reasons not worth describing (in this post anyway) - I had to enable it. But since it's not detected by SL(U+), first I've tried to patch GetHDTSpell to fool it to handle RMHH, but then problem appeared, that there are two cloaks in that mod, and things get too complicated for me to merge my hack with SLF, so I decided to patch RMHH instead, so it turns itself ON/OFF on Sexlab events, and ... it kinda worked fine, confirmed by equipping and stripping HH during scenes - all fine, stable etc - simple and effective.

 

Until few days ago, when all kinds of weird things (double removal of transformation, addition instead of removal etc) get so often that it made watching any scene a painful experience.

 

And FFS guess what I've just discovered 1 minute after asking my question - that all those bullshit anomalies are caused by FAST-SMP, which I downgraded today to 1.49.3, (from 1.5xx and 2.xx), and boom, few test scenes in a row, ones previously failing tested OK with changing animations on the fly, tested on NPCs, tested with/without actual heels worn... Things are back to normal. Fuck me if I would connect dots here if not by intuition and/or brute force elimination of anything that I've changed in my LO in past month or two.

And I don't really like this FSMP and use it mainly for outfits and hairs... shouldn't update it so carelessly.

Man I HATE SKYRIM MODDING so much in those moments.

 

I hope this is not temporary anomaly but permanent state. Will see soon.

 

_______

*) Plus mentioned MuJointFix, but this one were never an issue in SL scenes, and recently I've switched it OFF because one less DLL is one less unpredicatable factor out of equation, and didn't actually notice any benefits from it with COCO, except for floating sleepers (outside SL scenes), worth extra CPU ticks.

 

 

Edited by PippinTom
Posted
5 hours ago, iAlopex said:

Hello, maybe this is a problem that can be easily solved.

I use the Naked Defeat 4.80 and Sexlab Survival 0.685 BETA mods.

If I use the new version of SexLab Utility Plus (v20231003), the animations in those two mods disappear, in Sexlab Survival, the "masturbation" animations disappear.

But if I go back to the SexLab Utility Plus (v20230218-A) version, the animations are back.

 

The two mods are no longer compatible with this new version of SexLab Utility Plus (v20231003)?

Sorry if someone had this problem before.

Send me the "papyrus.0.log" and more details of what are you expecting to get.

Posted
47 minutes ago, OsmelMC said:

Send me the "papyrus.0.log" and more details of what are you expecting to get.

 

I would like to use the new version of SexLab Utility Plus, however, there is no in-game problem if I use version v20230218-A.

In the images I just changed the version, without executing Clean System.

ScreenShot1.png

ScreenShot2.png

Papyrus.0.log

Posted
11 hours ago, PippinTom said:

except for floating sleepers

The MuJoinFix between other things adjust the height of the actors over the chairs and beds. So if you have the MuJoinFix and you see actors floating over the Beds is probably that you also have another Mod trying to do the same and the actor end with too much offset as consequences of have more than one Mod fixing the same issue. Something like that is what is happening for you on the SexLab scene with the High Heels, just that SexLab is applying it's fix for HH while another Mod is also applying it fix for HH but a bit different because that usually should leave you with a floating actor and in your case is probably just a arched foot. The true is that SexLab have nothing to do with the arched foot and be other side the SexLab fix for HH is very smart and if some other Mod is already fixing the HH, SexLab will probably notice it and it's offset to compensate the HH will be of 0. The most curious thing is that also most of the HH fix use a copy of the SexLab fix for HH in which case if they fix is applied after the SexLab fix, it's offset with be also of 0 but still will apply the arched foot that you ar probably seen.

Posted
6 hours ago, iAlopex said:

In the images I just changed the version, without executing Clean System.

The Clean System is required between those versions. My SLU+ don't have auto update procedures so you have to manually Clean the System to force the update, otherwise the SexLab won't be working as expected.

 

By other side fast looking your logs seems like you have some PapyrusUtil overwriting the SLU+ files and that cause some functions be missing like for example the GetMatchingString function. My SLU+ come with a customized PapyrusUtil version that include functions from the last AE version and are used on some important process of SLU+; so you can't overwrite any of my files.

 

Make sure that nothing (not even the PapyrusUtil) be overwriting the SLU+ files and execute the Clean System before try again. By the way some of your Mods check for the installed animations at the game startup and that means that once registered all the animations after Clean the System you should save and load the game before try again.

 

Send me the papyrus.0.log again if the issues continue after follow those instructions.

Posted
2 hours ago, OsmelMC said:

The MuJoinFix between other things adjust the height of the actors over the chairs and beds.

 

I maybe phrased it wrong - floating sleepers is the only fix noticeable and meaningful (somehow) to me that came from MuJointFix. I see no other benefits (sometimes I see floating of walking characters corrected (at least it's corrected, and by MuJointFix), but that was/is not an issue for me at all), even if they are there, thus don't care - that was my point.


 

3 hours ago, OsmelMC said:

probably that you also have another Mod trying to do the same and the actor end with too much offset as consequences of have more than one Mod fixing the same issue.

 

You've stated obvious, so I cannot disagree, but... if that would be so simple - meaning that we have conflict/competition of two papyrus mods doing same thing, then it would be reproducible (within some noticeable percentage of probability in case of competition over same resource with unprotected read-write), or deterministic otherwise - each time transformation would be i.e doubled up or down respectively.

What I reported was complete anomaly from human point of view, and one lacking explanation/trace in papyrus logs(*) - in the same animation it sometimes occurred and sometimes didn't with increased tendency to repetition after I upgraded from 1.5xx to latest 2.xx build of FSMP and started testing Balazar mod (coincidence), what finally(!) made me a bit suspicious. But sadly not right away (brain fails me more often with every winter passing by...). Anyway, debugging such anomaly with papyrus logs only, was doomed from the beginning, and I have no means, nor am willing to actually debug dll plugins in parallel, even if they provide debug switch - at this point fun ends for me.

 

Bottom line is - I've already found a culprit - it's not you, SLU+ nor me (an my tweaks), but mod that is "just a dll mod" that from my point of view was last to be suspect of interfering with HighHeels which are least (or never) animated pieces of armor, that even if they use any physics that fact is completely transparent to the player. And the only reason that after over a month of suspicions and crawling investigation, I jumped into conclusion that SLU+ might have been source of my problems is pure (initial) coincidence - I've upgraded FSMP to (as it turned out) unreliable new branch at the same time as I've updated SLU+, while completely missing significance of that fact.

To be honest - I have no fkn idea what this mod is actually doing and how it does it, maybe I even try to get rid of it today just to see if my game performs any worse on old SMP-HDT one and in which department.

 

_______________

*) what should be a hint, missed by me, that it would be of non-script origin

Posted
4 hours ago, OsmelMC said:

Make sure that nothing (not even the PapyrusUtil) be overwriting the SLU+ files and execute the Clean System before try again. By the way some of your Mods check for the installed animations at the game startup and that means that once registered all the animations after Clean the System you should save and load the game before try again.

 

It worked, thanks, I always had PapyrusUtil overwriting SLU+ and no problems, I guess now some other not so important problems in my game will be solved.

I knew it was something easy to solve, thanks and sorry for wasting your time. ❤️

Captura de pantalla 2023-11-03 122356.png

Papyrus.0.log

Posted
5 hours ago, PippinTom said:

To be honest - I have no fkn idea what this mod is actually doing and how it does it, maybe I even try to get rid of it today just to see if my game performs any worse on old SMP-HDT one and in which

I have the Faster HDT-SMP 2.0.2 BETA and is running without issues. Of course I had to change it's default configuration looking for a better performance on low FPS because it's default settings are always buggy on my PC. 

 

I use that and the CBPC.

Posted
12 minutes ago, OsmelMC said:

I have the Faster HDT-SMP 2.0.2 BETA and is running without issues.

 

Good to know, I kinda suspected that possibility too - that in my case its incompatibility of FSMP with some other mod I have and neither of them on their own is to be blamed - they just freak out when put together.

 

Don't plan to investigate it any further thou - maybe by accident connection/conflict will reveal itself in the future, if not, also fine - as long as it does not screw my game I don't really care. ?

Posted (edited)
56 minutes ago, Jesus Christ Denton said:

Is this compatible with the GOG version?

Any Skyrim Mod without DLL files made for SE or AE are 100% compatible with GOG. 

 

All my Mods match that description.

Edited by OsmelMC
Posted (edited)
On 10/17/2023 at 7:58 AM, PippinTom said:
On 10/17/2023 at 6:30 AM, OsmelMC said:

By the way in theory if you empty the description, export and then import the outfit JSON file, the description should get filled with the default values again at see that is empty. But is just in theory since wasn't intentional and I never tried.

 

That's what I thought too, but it does not work that way. However it would be cool if it could - the code is already there, it's just not "retro-something" currently ?

 

Funny thing I've just discovered (accidentally) while using "quick edit" feature for the first time - if you edit outfit, but not via MCM, from the list, but directly, via modifier+hothey - it's description field gets filled with listing of contents(*). bah. Interesting.

 

BTW: in different thread - after "settling down" of papyrus, swapping outfits with slot 52 items no longer buggers to level that would be noticeable, actually I don't recall it failing recently, just a bit lagging sometimes. maybe, but then, in the end, working as expected equipping proper and all pieces. Only one drawback is that when scenario B does not have anything assigned to slot 52 and auto-clear in scenario A is disabled for that slot, then scenario B when triggered polluted by leftover panties from scenario A. But that's minor inconvenience.

 

_____

*) if it was empty: like "" empty, not like "Custom outfit:" empty

 

 

Edited by PippinTom
footnote
Posted
7 hours ago, PippinTom said:

it's description field gets filled with listing of contents

I will check... Probably is because that function is different there and also that way of edit the outfit rebuild the outfit with the selected items like it was a new outfit.

Posted

I just cannot get the furniture system to work well no matter what. I have all the req and the necessary animation. Using advanced system, it sometimes would just not offer option even when im next to a chair. When it does find furniture, it would either not play the correct animation for the furniture, or would only offer so few selection out of many thats supposed to be available. Other times, after selecting a furniture, it would teleport me to random places. 

 

I have searched quite a bit in this thread and tried other things but honestly out of idea. If anyone ran into similar issue would appreciate any tips.

 

 

Posted
2 hours ago, Iatrolia said:

I just cannot get the furniture system to work well no matter what. I have all the req and the necessary animation. Using advanced system, it sometimes would just not offer option even when im next to a chair. When it does find furniture, it would either not play the correct animation for the furniture, or would only offer so few selection out of many thats supposed to be available. Other times, after selecting a furniture, it would teleport me to random places. 

 

I have searched quite a bit in this thread and tried other things but honestly out of idea. If anyone ran into similar issue would appreciate any tips.

 

 

1. Make sure that nothing overwrite the SLU+ files, not even the PapyrusUtil.

 

2. Install my Patch for SLATE then import and apply my ActionLog included there.

2.1. Some authors like Billy are being charged they animations ID so my ActionLog not longer cover them so you will have to manually set the right tags for they furniture animations.

Posted
2 hours ago, OsmelMC said:

1. Make sure that nothing overwrite the SLU+ files, not even the PapyrusUtil.

 

2. Install my Patch for SLATE then import and apply my ActionLog included there.

2.1. Some authors like Billy are being charged they animations ID so my ActionLog not longer cover them so you will have to manually set the right tags for they furniture animations.

I have follow the step, but issue still remain. Attached a screenshot showing the console. I was next to a bed and chair when i started the animation, but console said no furniture found.

Screenshot 2023-11-04 235428.png

Posted (edited)
7 hours ago, Iatrolia said:

I have follow the step, but issue still remain. Attached a screenshot showing the console. I was next to a bed and chair when i started the animation, but console said no furniture found.

Screenshot 2023-11-04 235428.png

Send me the file "papyrus.0.log" for more details.

 

The screenshot said that you have some furniture animations and it's was looking Beds, chairs, walls, tables and counters in a small radio around the player but found nothing. I see a chair there but probably isn't of the right type. The chairs with side arms are considered Thrones but that doesn't seem to be the case so most probably the chair don't have front entry point or is being used by another actor. The NPC'S on the sandbox can reserve the Furnitures before reach them and those furnitures are considered in use to prevent collisions with another actor.

 

The Front Entry Point of the chair can be noticed when you enter or exit the chair. The chairs usually have 3 entry points (Front, Left and Right) if the chair don't have front entry point you won't be able to exit the chair by the front and the actor will leave the chair by the sides.

 

The reason why the chair without front entry are ignored is just because the usually are placed in front of chairs and the user's use tho complain about the collisions with those tables on the chair animations. By the way the Mod authors can place any chair on any place so find the wrong chair on the wrong please is very common on custom locations and uncommon but possible on the vanilla locations. 

 

 

 

* All the Furnitures have entry point but I only ignore chairs and throne's without front entry.

Edited by OsmelMC
Posted
7 hours ago, OsmelMC said:

Send me the file "papyrus.0.log" for more details.

 

The screenshot said that you have some furniture animations and it's was looking Beds, chairs, walls, tables and counters in a small radio around the player but found nothing. I see a chair there but probably isn't of the right type. The chairs with side arms are considered Thrones but that doesn't seem to be the case so most probably the chair don't have front entry point or is being used by another actor. The NPC'S on the sandbox can reserve the Furnitures before reach them and those furnitures are considered in use to prevent collisions with another actor.

 

The Front Entry Point of the chair can be noticed when you enter or exit the chair. The chairs usually have 3 entry points (Front, Left and Right) if the chair don't have front entry point you won't be able to exit the chair by the front and the actor will leave the chair by the sides.

 

The reason why the chair without front entry are ignored is just because the usually are placed in front of chairs and the user's use tho complain about the collisions with those tables on the chair animations. By the way the Mod authors can place any chair on any place so find the wrong chair on the wrong please is very common on custom locations and uncommon but possible on the vanilla locations. 

 

 

 

* All the Furnitures have entry point but I only ignore chairs and throne's without front entry.

Really appreciate your help. I swapped to a place with table and no arm chair, but it was only detecting table. After detecting table, and choosing from the menu, it played an unrelated animation. I also did the Slate apply so its in the log.

Papyrus.0.log

Posted (edited)
20 hours ago, Iatrolia said:

After detecting table, and choosing from the menu, it played an unrelated animation. I also did the Slate apply so its in the log.

Papyrus.0.log

Like I said, make sure that nothing is overwriting my files...

 

Your logs show none error related with SexLab. Only show that you have something overwriting my files that is changing the behavior of the SLU and ignoring my filters between other things. Whatever you be using is incompatible with SLU, made for another version of my SLU or just is intentionally breaking the furniture system.

 

 

 

In details:

The furniture system is detecting the animations and the Furnitures around the player that in this case was a table.

The logs said that you have chosen the table that apparently was the only choice any way because it also was looking for beds, walls and chairs without success.

After the selection, the actors try to walk to the table and until there everything is as usual.

 

At this point my scripts usually will be filtering the animations too make sure that you get only the animations that match with the scene called and your furniture selection but whatever you be using got rid of all my Animation Filters so you probably got a long list of animations most of them unrelated with the table and the Bench animation was just a coincidence.

Edited by OsmelMC

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