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Posted
7 hours ago, OsmelMC said:

The problem is that i'm not sure about chare it because i don't know how many will be interested, since i used the UUNP version of the COCO Body for more compatibility with the original Mod and probably everyone is using the 3BA Replacement already.

Pretty much this in my case, I'm using the 3BA patch.

Posted
4 hours ago, kamithemoon said:

Prior to VR ESL support, I never experienced the SOS CTD but now it's a constant thorn in my side.  For your no dll tweak, is the file I want the Papyrus file released 12262023?  It says it needs the original SOS too so I install that unmodified or should I delete the dll?

 

Also, does this work with SOS uncloaked and the MCM Settings Loader?  I see that the Settings Loader overwrites SOS_Config.pex from your tweak.

The DLL file is the reason of the CTD and us because the SE version doesn't have good ESL support and any change on the load of of the ESL plugins will cause a CTD.

 

My papyrus version doesn't need the DLL file but can work with it. Also have one option that let you disable the spell distribution and is compatible with the Uncloaked version if you use that option and don't let anything overwrite my files.

From the Uncloaked version I only use the _DISTR fixes but you don't even need the Uncloaked version or it's _DISTR files because my scripts are "Free from Errors" and it's cloak spell doesn't stress the papyrus. The problem with this type of distributed spells is that usually comes with errors on the scripts that cause a lot of stress on the papyrus when the debug is enabled on the "skyrim.ini". 

I know how to prevent those errors so my SOS is free from those and any other known error.

 

Just make sure that nothing overwrite my SOS files and execute the option to "Reset the SOS" on the "General Settings" page of the SOS MCM, to complete the update. My exported JSON file for the configuration also export the Revealing Armors list so the SOS don't have to detect them all again.

Posted
26 minutes ago, Talesien said:

Pretty much this in my case, I'm using the 3BA patch.

I didn't use the 3BA version because I'm using the COCO Body since LE and I love the original body sizes of Misty too much to change it even for a bit.

 

Sadly the main changes I did are directly on the original meshes of the dresses and to use it with the 3BA version those changes have to be done on their meshes and BodySlide's too.

Posted (edited)
13 hours ago, OsmelMC said:

The DLL file is the reason of the CTD and us because the SE version doesn't have good ESL support and any change on the load of of the ESL plugins will cause a CTD.

 

My papyrus version doesn't need the DLL file but can work with it. Also have one option that let you disable the spell distribution and is compatible with the Uncloaked version if you use that option and don't let anything overwrite my files.

From the Uncloaked version I only use the _DISTR fixes but you don't even need the Uncloaked version or it's _DISTR files because my scripts are "Free from Errors" and it's cloak spell doesn't stress the papyrus. The problem with this type of distributed spells is that usually comes with errors on the scripts that cause a lot of stress on the papyrus when the debug is enabled on the "skyrim.ini". 

I know how to prevent those errors so my SOS is free from those and any other known error.

 

Just make sure that nothing overwrite my SOS files and execute the option to "Reset the SOS" on the "General Settings" page of the SOS MCM, to complete the update. My exported JSON file for the configuration also export the Revealing Armors list so the SOS don't have to detect them all again.

Thank you for your response.  I'm still a little bit confused on the load order.  Should it go something like this:

 

1. SOS Main (dll not required but can be used)

2. SOS Uncloaked (not required but can be used)

3. SOS Papyrus Tweaks

4. Execute "Reset the SOS" on the MCM once game starts.

 

SOS MCM Settings loader cannot be used as it modifies one of the same scripts as your mod.

 

If uncloaked is unnecessary should I not use it anymore?  Or does it have some sort of performance gain, even if minimal?

 

Since I'm specifically trying to prevent the dll crash, should I remove it or is that not necessary with your tweaks?

Edited by kamithemoon
Posted
4 hours ago, kamithemoon said:

 

1. SOS Main (dll not required but can be used)

2. SOS Uncloaked (not required but can be used)

3. SOS Papyrus Tweaks

4. Execute "Reset the SOS" on the MCM once game starts.

Yes but in case of use the Uncloaked make sure of also disable the distribution spell on the General Settings page.

 

 

4 hours ago, kamithemoon said:

SOS MCM Settings loader cannot be used as it modifies one of the same scripts as your mod.

Probability incompatible!

 

4 hours ago, kamithemoon said:

If uncloaked is unnecessary should I not use it anymore?  Or does it have some sort of performance gain, even if minimal?

Don't think be enough difference to notice it. At least not with my version in middle of the game. Use the SPID will probably add some extra seconds to load the game.

 

4 hours ago, kamithemoon said:

Since I'm specifically trying to prevent the dll crash, should I remove it or is that not necessary with your tweaks?

The DLL have that bug with the ESL plugins. The bug was fixed on some of the AE versions and probably at some point someone release a fixed version for VR but until then is better remove it to prevent the CTD.

 

The main difference and cause of the CTD before load the game is that the DLL file apply the slot 52 to the cancelling armors before the game be loaded. While I have to do that after the game was loaded so without the DLL, the armord usually won't be visible updated until you change location.

 

Posted
2 hours ago, OsmelMC said:

Yes but in case of use the Uncloaked make sure of also disable the distribution spell on the General Settings page.

 

 

Probability incompatible!

 

Don't think be enough difference to notice it. At least not with my version in middle of the game. Use the SPID will probably add some extra seconds to load the game.

 

The DLL have that bug with the ESL plugins. The bug was fixed on some of the AE versions and probably at some point someone release a fixed version for VR but until then is better remove it to prevent the CTD.

 

The main difference and cause of the CTD before load the game is that the DLL file apply the slot 52 to the cancelling armors before the game be loaded. While I have to do that after the game was loaded so without the DLL, the armord usually won't be visible updated until you change location.

 

Thank you very much for your response!  That answers all my questions and I'm ready to play again.

 

Also, I know someone is working on an SOS dll updated and built with commonlib so it works on all editions of Skyrim but it's still being bug tested and hasn't been released yet.

Posted

Did the equip/unequip tongues on free cam where the changes dont get reflected until you exit freecam issue get fixed? , as a quick insight, it only happens with player character, for some reason in npcs it works fine and changes visually take place even in free cam for them.

Posted (edited)
6 hours ago, ChitoPC said:

Did the equip/unequip tongues on free cam where the changes dont get reflected until you exit freecam issue get fixed? , as a quick insight, it only happens with player character, for some reason in npcs it works fine and changes visually take place even in free cam for them.

Not yet. The NPC's are fine because the fix work fine on them.

 

The reason why equip items manually seems to work, apparently is for the menu. In menu mode something else seems to be executed and that's what I have to find.

 

Edited by OsmelMC
Posted (edited)

By other side, between one thing and other, I did some adjustments on the physics of the tongues to prevent the stretch of the tongues at the fast movements.

 

I learned it, adjusting my cloak's and skirts physics so if someone want to know the trick, can ask me. I'm using "Fast HDT-SMP"

Edited by OsmelMC
Posted

I am attempting to use Sexlab Utility Plus in VR with the following error:

"SOS Warning! PapyrusUtil.dll not found, or the installed version is too old. Found 0, expected 36. Please exit the game and reinstall PapyrusUtil."

"Your are not using the correlation version of PapyrusUtil, you need at least version 3.3, which is reconstructed!~"

"Outdated or none Skyrim install detected. Sexlab currently requests Skyrim v1.5 or newer~"

I think this error occurs because the latest version of PapyrusUtil VR is 3.6b and was created on December 22, 2018. How can I downgrade SLU+ to version PapyrusUtil SE 3.6b?

I'm looking at the psc files and I've got no clue :(

Posted (edited)
32 minutes ago, KKLM said:

I am attempting to use Sexlab Utility Plus in VR with the following error:

"SOS Warning! PapyrusUtil.dll not found, or the installed version is too old. Found 0, expected 36. Please exit the game and reinstall PapyrusUtil."

"Your are not using the correlation version of PapyrusUtil, you need at least version 3.3, which is reconstructed!~"

"Outdated or none Skyrim install detected. Sexlab currently requests Skyrim v1.5 or newer~"

I think this error occurs because the latest version of PapyrusUtil VR is 3.6b and was created on December 22, 2018. How can I downgrade SLU+ to version PapyrusUtil SE 3.6b?

I'm looking at the psc files and I've got no clue :(

This is not for VR.

The VR version of SexLab is very specific for the VR issues and I never got in touch with the author to make a patch.

 

I can't test it on VR so unless someone with knowledge and VR be willing to work on a VR version, there is nothing I can do.

 

I think most of my fixes will effectively replace some of the fixes on the VR version of SexLab but need to be tested.

 

You can try installing my version for LE but you will have to remove the DLL file include.

The LE version is almost like the SE version except for the min requirements and the vehicle function that is also different on VR.

Edited by OsmelMC
Posted (edited)
On 2/6/2024 at 12:07 PM, サマエル said:

 

 

 

The stretching of the capes, skits and others when you move is usually caused by the inertia and that is one of the properties defined on the XML files.

 

The problem is that everyone seems to be using a different version of the function to calculate it. So the XML file configured for the "Fastest HDT-SMP" probably will look different with another Mod and probably be better if you do your own adjustments instead of download it from another user that probably is using another version of the DLL file.

 

 

For example on the capes and cloak's I look for all the "<mass>" and "<inertia " on the XML file and edit they values with the game open to be able to test them in real time.

 

For the capes this values work for me:

 

<Mass>0.08</mass>

<Inertia x="40" y="40" z="40" />

 

 

 

For the cloak's that are supposed to be heaviest and longers this values work for me:

 

<Mass>0.14</mass>

<Inertia x="60" y="60" z="60" />

 

 

Just with that, the capes stop looking like they were trying to hang me.

 

Of course that's not all I did because I'm using the "Artesian Cloaks of Skyrim" and the Cloak's were also ignoring the collision with my body. So I also include most of the Skeleton Bones defined on the top of the file into the "<per-vertex-shape" or "<per-triangle-shape" of the "Cape" on the XML file.

 

I found that some XML were using the  "<per-vertex-shape" were others were using the "<per-triangle-shape" but at the end the interior of both was the same and the "name=cape" in them was make reference to the name of the shape on the NIF file.

 

Looking more like this on my case:

 

<per-triangle-shape name="Cape">

<no-collide-with-bone>SkirtBBone01</no-collide-with-bone>

<no-collide-with-bone>SkirtBBone02</no-collide-with-bone>

<no-collide-with-bone>SkirtBBone03</no-collide-with-bone>

<weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold>

<weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold>

<weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>

 

 

 

Obviously I include more bones but with this few is enough to see a big difference on the collision of the Cape.

 

The "<weight-threshold" set the straight of the collision of the object with the bone and have value 1 that apparently is like said 100% because for I see also allow float values lower than 1.0.

 

The "<no-collide-with-bone>" is to specify the bones to be ignored from the collision with the object and of course I set there the skirt bones of the back to avoid issues with the default physics.

 

 

 

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

 

The tongues were more complex because are smaller more alive and have to look good even when I jump (not that I be jumping on the bed but some sex scenes are very shaked so I did my tests running and jumping)

 

To start I noticed that the "<per-triangle-shape" was making reference to the old name of the tongues so that was wrong.

 

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

 

To test I just go to the Skyrim console after save the changes on the XML file and execute the command:

 

SMP Reset

 

 

Edited by OsmelMC
Posted (edited)
3 hours ago, OsmelMC said:

The stretching of the capes, skits and others when you move is usually caused by the inertia and that is one of the properties defined on the XML files.

 

The problem is that everyone seems to be using a different version of the function to calculate it. So the XML file configured for the "Fastest HDT-SMP" probably will look different with another Mod and probably be better if you do your own adjustments instead of download it from another user that probably is using another version of the DLL file.

 

 

For example on the capes and cloak's I look for all the "<mass>" and "<inertia " on the XML file and edit they values with the game open to be able to test them in real time.

 

For the capes this values work for me:

 

<Mass>0.08</mass>

<Inertia x="40" y="40" z="40" />

 

 

 

For the cloak's that are supposed to be heaviest and longers this values work for me:

 

<Mass>0.14</mass>

<Inertia x="60" y="60" z="60" />

 

 

Just with that, the capes stop looking like they were trying to hang me.

 

Of course that's not all I did because I'm using the "Artesian Cloaks of Skyrim" and the Cloak's were also ignoring the collision with my body. So I also include most of the Skeleton Bones defined on the top of the file into the "<per-vertex-shape" or "<per-triangle-shape" of the "Cape" on the XML file.

 

I found that some XML were using the  "<per-vertex-shape" were others were using the "<per-triangle-shape" but at the end the interior of both was the same and the "name=cape" in them was make reference to the name of the shape on the NIF file.

 

Looking more like this on my case:

 

<per-triangle-shape name="Cape">

<no-collide-with-bone>SkirtBBone01</no-collide-with-bone>

<no-collide-with-bone>SkirtBBone02</no-collide-with-bone>

<no-collide-with-bone>SkirtBBone03</no-collide-with-bone>

<weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold>

<weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold>

<weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>

 

 

 

Obviously I include more bones but with this few is enough to see a big difference on the collision of the Cape.

 

The "<weight-threshold" set the straight of the collision of the object with the bone and have value 1 that apparently is like said 100% because for I see also allow float values lower than 1.0.

 

The "<no-collide-with-bone>" is to specify the bones to be ignored from the collision with the object and of course I set there the skirt bones of the back to avoid issues with the default physics.

 

 

 

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

 

The tongues were more complex because are smaller more alive and have to look good even when I jump (not that I be jumping on the bed but some sex scenes are very shaked so I did my tests running and jumping)

 

To start I noticed that the "<per-triangle-shape" was making reference to the old name of the tongues so that was wrong.

 

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

 

To test I just go to the Skyrim console after save the changes on the XML file and execute the command:

 

SMP Reset

 

 

 

 

That has been a fairly detailed explanation, I had some minor issues with the HDT cloaks and now I can solve those clipping issues with the body, thanks a lot!

 

respect-ezgif.com-added-text.gif.a20ff957c5a90f04f99fea55cfdd41b1.gif

Edited by サマエル
Posted

Regarding the SoS patch, the default dick size is too huge for some reason. I deleted the original DLL from SoS and installed your patch, then started a new game. I set up the smurf average addon for the original install and changed nothing in the settings.

Posted
7 hours ago, guybrush said:

Regarding the SoS patch, the default dick size is too huge for some reason. I deleted the original DLL from SoS and installed your patch, then started a new game. I set up the smurf average addon for the original install and changed nothing in the settings.

Yes, apparently the function to calculate the size is a bit different from the original.

 

I didn't make that part so I'm not sure where is the difference but is not a Big deal. SOS have sliders to random distribute the sizes so is enough with low the main slider value on the SOS MCM.

 

Also make sure of use the option to "Reset the SOS" otherwise you will end with some really small penises.

Posted
15 hours ago, サマエル said:

 

 

That has been a fairly detailed explanation, I had some minor issues with the HDT cloaks and now I can solve those clipping issues with the body, thanks a lot!

 

respect-ezgif.com-added-text.gif.a20ff957c5a90f04f99fea55cfdd41b1.gif

 

I'm practicing my English. 

Posted
3 hours ago, サマエル said:

 

Oh really? what is your native language? If I may ask, of course

Spanish, I'm from Cuba.

Posted
On 2/10/2024 at 7:07 PM, feodor.icon said:

I get constantly : "SEXLAB ERROR: Unsupported version rollback detected (16601 ->16600)"  v20231230 verson 

Yes, probably because Skyrim have a new version and SexLab was updated to work on that version.

 

The true is that still is the same SexLab (nothing new except for the compatibility and the version number)

 

Try with the "Clean System" option. 

Posted

Please, help. Many times I wanted to switch to Utility plus, but each time I returned to regular Sexlab because of the very long registration of animations.
Now I tried again and noticed that when there was a regular Sexlab, after registering each animation it wrote Animation cashe clear (or something like that), but here there is no such thing and registering my 1252 animations takes forever.

Posted
47 minutes ago, dremora12 said:

Please, help. Many times I wanted to switch to Utility plus, but each time I returned to regular Sexlab because of the very long registration of animations.
Now I tried again and noticed that when there was a regular Sexlab, after registering each animation it wrote Animation cashe clear (or something like that), but here there is no such thing and registering my 1252 animations takes forever.

a couple of suggestions from me:
1. Enable debug logs in mcm, before registering the animations, and analyze/share logs
2. Try this `https://www.nexusmods.com/skyrimspecialedition/mods/77779?tab=files` (if it is work on your version of skyrim)

Posted

Hello, 

 

The old AnimationProfile.json seems invalid after the latest update. And I noticed, not the same as the old JSON, male actors get base scale number, like nordracef24.nordracem24.

 

According to what I know, male scales r sometimes different, and I got numerous data in the JSON. If each male scale must have a new line, that would be a heavy work to modify them.

 

So, is it a bug or intended to be in the future update? Any chance there would be a easier way?

 

Thank you!

 

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