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Posted
51 minutes ago, osmelmc said:

Can be done but what you have in mind. I don't know any reason why one Animation should be considered for orc's only at least the vampire Animations usually bites.

it's mostly a size thing

 

To me Orcs are taller than Nords who are taller than Brits/Redguards/high elves/dunmer who are taller than Kajits/Bosmer/lizard people

 

If I can tag on race I can adjust animations based on those sizes. Right now everything just evens (average height) out which I guess "works" but it is not really immersive... 

 

In my set up I have the base races scaled as so

 

Orc 1.15 / 1.10

 

Nord 1.10 / 1.05

 

Britons 1.00 / .95

Red Guard

High Elves

Dark Elves

 

Bosmer .95 / .90

Kajit

(why am I totally Blanking on the lizards?? I could look it up, but seriously i shouldn't have to I should know this, it isn't like I haven't been playing ES games for like almost 2 decades...)

 

There are other things too, like orcs and nords are more misogynistic cultures that are more likely to use doggie style animations

High Elves are not likely to do actual procreation with lesser races (basically anything other than High Elves) so they would focus on BJs, Anal, and such

Lizard race wouldn't even be compatible sexually with mammal based races so I was thinking they would only use Tormenting style animations (spankings and such)

 

There are all kinds of things that can be imagined but without a mechanism (keyword by race) its all kind of just wish board material atm. 

 

 

Posted

@Corsayr

The scale is not problem right now because was one of my first tweaks. Check in de download page for instructions how use and configure it.

 

The Race Behavior is something more or less planned. To be precise the idea is a filter related with the Purity/Experience (SexLab MCM "Diary" Page) of the actors involved in the Animation.

 

I can add some race exclude tag system in case the Race based alignment is used. Something like a "NotArgonianRace" Tag to exclude Argonians and of course all the races even those personalized/new.

 

PD: I need to be careful about the future options because apparently they are limited for some reason. In previous release I was in the need of modify big part of the config MCM because the option max count was reached. So right now I only can include 3 or 4 more options.

Posted

Hi, I`m loving your tweaks for sex lab (SexLab Utility Plus) makes a huge difference when animations are chosen and love the idle anims too. That being said, I use PSQ and succubus transform mods and this mod seems to be conflicting with the lure affect form PSQ. I `ve been using PSQ for a few years now with no issues and after installing SexLab Utility Plus is when it started happening so I started a new game without this installed and lure worked again then reinstalled this mod and lure stopped working for some reason, and it happens just having this installed, didn`t even have to refresh in Sex lab framework for the bug to happen with PSQ. I thought I would comment and see what comes of it, if others are having the same issue or maybe someone has a solution perhaps. Unfortunately I have to remove this awesome mod for the time being, I really hope there is a resolution to this cause I really love what you`v done with these tweaks...anywho, thanks for sharing and great job! PS I play on SE.

Posted

@Razghar I use PSQ too. Right now I not a succubus and can't be sure but was working like always the last time I check. Of course my version is LE and my PSQ is already modified. 

 

Try for now disabling the new Filters and the "Separate Orgasm" option in the SexLab MCM not all but some of the options can be in conflict with the way PSQ process the lure spell.

 

I will check for better solutions. 

Posted
25 minutes ago, osmelmc said:

@Razghar I use PSQ too. Right now I not a succubus and can't be sure but was working like always the last time I check. Of course my version is LE and my PSQ is already modified. 

 

Try for now disabling the new Filters and the "Separate Orgasm" option in the SexLab MCM not all but some of the options can be in conflict with the way PSQ process the lure spell.

 

I will check for better solutions. 

Believe me when I tell you I have tried everything I can possibly think of for the past 3 days so I already tried what you suggested and more. That was on a brand new build/play through btw. Just disabling your mod wasen`t enough I also had the reinstall sexlab framework as well and lure is finally working again. Lure works up until the animation is supposed to start but then everyone just stands there aroused. The only way to correct it was to start another  scene or masturbation and after the scene is over the popup window to select new npc`s for the next scene would pop up and then I could end the lure. Hope this helps. 

Posted
2 hours ago, Razghar said:

Believe me when I tell you I have tried everything I can possibly think of for the past 3 days so I already tried what you suggested and more. That was on a brand new build/play through btw. Just disabling your mod wasen`t enough I also had the reinstall sexlab framework as well and lure is finally working again. Lure works up until the animation is supposed to start but then everyone just stands there aroused. The only way to correct it was to start another  scene or masturbation and after the scene is over the popup window to select new npc`s for the next scene would pop up and then I could end the lure. Hope this helps. 

Good to know. That's helpful.

Posted

To Uninstall the SexLab Utility Plus need:

 

1. Stop all the animations threads in the SexLab MCM

2. Save and close the game

3. Remove the "SexLab Utility Plus" files 

3. Open the saved game

4. Execute the "Clean System" option in the SexLab MCM.

5. Wait few minutes until the proces finish and Save the game.

Posted

Hi Osmel,
I have serious issues with latest version of SexLab Utility Plus. Version 20200222 worked slightly better, can't say how much, because I'm also dealing with the problem of bound sex animation from DDi not playing in SexLab Adventures. I remember something with "Filter Gender Tags" and creature animations.

 

 

Now i want adress different issue. Animations with multiple actors triggered by SL Defeat or SL Adventures plays properly only during first (sometimes 2nd) animation. Then event is terminated.

 

Here are most related errors i got.

Spoiler

[04/18/2020 - 05:19:11PM] Info: SEXLAB - FATAL - Thread[1] AddActor(Kirava) - AddActor(Kirava) -- Failed to add actor -- They were unable to fill an actor alias
stack:
    <unknown self>.Debug.TraceStack() - "<native>" Line ?
    [SexLabThread01 (08062452)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line ?
    [SexLabThread01 (08062452)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?
    [SexLabThread01 (08062452)].sslthreadcontroller.AddActors() - "sslThreadModel.psc" Line ?
    [DefeatRessourcesQst (9904B8D1)].defeatconfig.SexLabScene() - "defeatconfig.psc" Line ?
    [alias PlayerRef on quest DefeatPlayerQST (99000D62)].defeatplayer.PreDownRape() - "defeatplayer.psc" Line ?
    [alias PlayerRef on quest DefeatPlayerQST (99000D62)].defeatplayer.OnUpdate() - "defeatplayer.psc" Line ?
[04/18/2020 - 05:19:12PM] SEXLAB - ActorAlias[Kirava] ClearAlias([Actor < (00000014)>] / [sslActorAlias <alias ActorAlias004 on quest SexLabThread01 (08062452)>]) - Actor present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[04/18/2020 - 05:19:13PM] SEXLAB - Thread[1] StartThread() ERROR - Cannot start thread while not in a Making state
[04/18/2020 - 05:19:13PM] Defeat: Error: Player victim, Animation did not start, something went wrong with the scene, check your SexLab settings
[04/18/2020 - 05:19:13PM] Defeat: Player victim - End scene, Restored.

 

 

 


[04/18/2020 - 05:54:53PM] SEXLAB - NOTICE: ValidateActor(Kirava) -- FALSE -- They appear to already be animating
[04/18/2020 - 05:54:53PM] Info: SEXLAB - FATAL - Thread[1] AddActor(Kirava) - AddActor(Kirava) -- Failed to add actor -- They were unable to fill an actor alias
stack:
    <unknown self>.Debug.TraceStack() - "<native>" Line ?
    [SexLabThread01 (08062452)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line ?
    [SexLabThread01 (08062452)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?
    [SexLabThread01 (08062452)].sslthreadcontroller.AddActors() - "sslThreadModel.psc" Line ?
    [SexLabQuestFramework (08000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
    [SLAdventures_SexQuest (9D02EAB2)].sladventures_sexquestscript.StartStraightSex() - "SLAdventures_SexQuestScript.psc" Line ?
    [SLAdventures_SexlabIntegration (9D00A4B5)].sladventures_gangrapecontroller.StartSexScene() - "SLAdventures_GangRapeController.psc" Line ?
    [SLAdventures_SexlabIntegration (9D00A4B5)].sladventures_gangrapecontroller.HandleEndOfSexScene() - "SLAdventures_GangRapeController.psc" Line ?
    
    <truncated stack>
[04/18/2020 - 05:54:53PM] SEXLAB - Thread[0] SyncDone(Reset) - Lag Timer: 28.948975
[04/18/2020 - 05:54:53PM] SEXLAB - ActorAlias[Kirava] ClearAlias([Actor < (00000014)>] / [sslActorAlias <alias ActorAlias004 on quest SexLabThread01 (08062452)>]) - Actor present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[04/18/2020 - 05:54:53PM] SEXLAB - Thread[0] Event Hook - AnimationEnd
[04/18/2020 - 05:54:53PM] [Zad]: OnAnimationEnd()
[04/18/2020 - 05:54:53PM] SEXLAB - NOTICE: StartSex() - Failed to add some actors to thread

 

 

The test proceeded as follows:
Check SexLab, SL Adv, DDi settings, save and quit the game. Load game, wait 30s, trigger event, wait for end, quit the game.

 

 

SexLab setting:

Spoiler

2112719832_enb2020_04_1817_11_21_24_1.jpg.5d59404b060ee474211715834a6b021e.jpg

 

DDi setting "Use Animation filter" and "Use Bound Animations" enabled. Yoke made no difference.

 

Full log from SL Defeat event (2 trolls):

 

Papyrus defeat.log

 

Modlist:

https://modwat.ch/u/Zlota/plugins

Posted

@zlota for your logs my conclusion is some mods are fighting  trying to get control of the player and that's causing the problem at least on the case of the PapyrusDefeat.log you posted. In the rest the data is not enough to be sure but seems to be the same problem.

 

Detailed explication:

1. In the log file once the "Billyy (Troll) Standing" animation end and the player was reseted , the DDi (Zad) take the control of the player and run the effect "Heavy Bondage" over the player then 3 seconds before the defeat try to run the Rape Animations over the player but at this point is already reserved be DDi and can't be added the player actor.

 

2. Usually in this case on the original SexLab the Animation will be executed without care for that and the results usually be the player froze in standing position and the "creature/other actor" playing the Animation. And also in few cases CTD at the end of the Animation.

 

3. The problem is bigger if you have many rape Mods running at full. Right now is common have at least 3 rape Mods running at the same time because being honest no one is good enough

 

My Recommendation:

1. Configure the Rape Mods reducing the chance of fight between them (some Mods are better than others on some functions, choice the one you like more for one function like "proximity rape" and disable the same function in the rest.)

2. Reduce the amount of Effects executed by DDi or at least the chance of they happen some of them are actually SexLab type Animations but not use SexLab and still take the control avoiding SexLab play Animations.

3. Avoid use the DDi "Use Animation filter" that one is not compelled but the Utility Plus DDi Filter is very decent at this point and the method and time taken by DDi to replace the animations increase the chance of Mods fight for the control.

 

PD: Still the error treatment include in the last update is new so I will keep checking for errors in the utility.

Posted

So i made more various test and none of them solve my problems, except rolling back to version 20200222.


One of them was gradual disabling relavant mods in MCM. I turned off SL Defeat, waited 3 hours, tested event, disabled Milk Mod Economy etc. Other mods were iNeed, Devious Captures, FillHerUp and Enchanted Chests. No DD outfit and no follower around.

 

Result: zero changes, just new log to chcek.

 

Papyrus disabling.log

 

The only thing I noticed, that the new animation was started almost at same moment previous ended.

 

 

 

Then I tested version 20200222 and it runs much better. All i needed to do is to disable "Filter Gender Tags Animations" which cause player/creature animation script to freeze after 1 or 2 animations. Creature continues plaing and player stays nearby. Manual reset is required then.

I can even enable "Use Animation Filter" (not bound anims) to strip armbinders during animations. Player-Human finish successfully most of the time and even player-cretature works sometimes.

 

 

I tried not to overlap different sex mods, thats why I have
Defeat for combat defeat.
SL Adventures for interaction with non agresive creatures.
Random Sex for purely NPC-NPC interaction. Disabled during all test.
FHU and MMO for body chnages.
DD because they looks nice. Set on lowest difficulty.
Enchanted chest and Devious Captures for equping devices.
Zero mods related to slavery.
Zaz just for dependency.
Also some quest mods like Amorous Adventures or SL Solutons.

Posted

@zlota thanks for the logs and the effort, was really helpful.

 

The last log you posted show 4 cases of the error, all those from the SLAdventure Mod and that together with the fact that the version 20200222 was working fine. Makes me easy find the reason of the problem inside of the "SexLab Utility Plus"

 

I will fix this and considering is big problem for the users, I will release new version in the next 24 hours

 

PD: Keep in main the recommendations on my previous post because they also cause similar issues.

Posted
5 hours ago, osmelmc said:

@zlota please try this and let me know if work, for release it. I don't make all the tests needed to be sure but should work better.

SexLab Utility Plus v20200420.7z 357.8 kB · 4 downloads

It doesn't work ... I have this problem with SLAA and thought it could be caused by something I changed, but that can't be because the animation starts well and is replaced correctly. So the problem cannot be related to SLAA because, after the Change Actors, SLAA does absolutely nothing more.

 

The problem seem to be related to the change stage because the problem only show when the animation change the stage, from 1 to 2 or from 2 to 3 or from 3 to 4...

Spoiler

TESV 2020-04-20 13-45-52-63.jpgTESV 2020-04-20 13-48-45-12.jpg

 

Posted
1 hour ago, GenioMaestro said:

It doesn't work ... I have this problem with SLAA and thought it could be caused by something I changed, but that can't be because the animation starts well and is replaced correctly. So the problem cannot be related to SLAA because, after the Change Actors, SLAA does absolutely nothing more.

 

The problem seem to be related to the change stage because the problem only show when the animation change the stage, from 1 to 2 or from 2 to 3 or from 3 to 4...

  Hide contents

TESV 2020-04-20 13-45-52-63.jpgTESV 2020-04-20 13-48-45-12.jpg

 

This seems to be something different to @zlota issue, his issues are at the end of the Animation wen external Mod try to start new Animation thread with the player and the player is still in the previous Animation thread and fail.

 

This one seems to be actor freeze in middle of Animation. Please explain me what happens here. And if is the same on previous versions.

Posted

Unfortunately, I must say it doesn't.

 

Here is comparison between version
20200420

 

Papyrus 20200420.log

 

and
20200222

 

Papyrus 20200222.log


Tests were similar in both cases. Defeat versus 3 skeletons, defeat versus bandits, SL Adv. proximity on 2 guards and SL Adv. proximity on 2 horses. Same setting.

 

In first case all events failed after first animation.


In second case all went well untill horse event, where the animation has been played but character stayed nearby. Then I had to manualy reset the event.

 

 

Because noone reported similar issues I think fault is on my side. This character is old (since 12/2017), saves are big (37MB) and I tested quite a lot of mods. Also my performance isn't the best. Game is stable as long as she doesn't wear too many DD items, but fps are in range 25-45. Also if I want better stability (eg. no teleportation to camp) I need to clean memory, before launch the game.

Posted
3 hours ago, osmelmc said:

This seems to be something different to @zlota issue, his issues are at the end of the Animation wen external Mod try to start new Animation thread with the player and the player is still in the previous Animation thread and fail.

 

This one seems to be actor freeze in middle of Animation. Please explain me what happens here. And if is the same on previous versions.

Yes, the problem is different, excuse me...

 

The zlota problem is caused because, in the new versions, an actor can not be animated again until their thread has been reset. Is a derived consequence of the control to remove the jumping actors.

In the function UnlockActor() of sslActorAlias try removing the line ActorRef.SetFactionRank(AnimatingFaction, 0) and, theoretically, that must solve the problem.

 

My problem... i'm not sure... I make a test in a New Game with default animations and defaults values in the MCM and everything is working good. Can be a problem inside my savegame. I go to clean my savegame, make a Reset of SexLab and make more test.

Posted

@zlota the problem is real not just for you, I think is solved now, just few more test and go.

 

@GenioMaestro I already tried the UnlockActor() but was not enough at the end I return the ValidateActor() to outside of the SetActor(). The only problem is I be in the need of add another ValidateActor() inside the ChangeActors() and now need more tests.

Posted
3 hours ago, lanastara said:

Are the aroused creatures tweaks still compartible and/or required for the latest aroused creatures SE version (4.01)?

I don't think so. 

I will check and update the tweak.

Just noticed now thanks you question.

Posted

Unless I am mistaken, it used to be possible to Apply Cum Effects and Allow F/F Cum without having the Play Orgasm Effects enabled - now the two former options are greyed out when the latter is disabled. Perhaps this was a bug, misleading description or I am going senile but it appeared to work. Mostly I just want to get rid of the camera shake effect. Is it possible to separate it?

 

Thanks for your awesome fixes and updates.

 

Posted
6 hours ago, modal said:

Unless I am mistaken, it used to be possible to Apply Cum Effects and Allow F/F Cum without having the Play Orgasm Effects enabled - now the two former options are greyed out when the latter is disabled. Perhaps this was a bug, misleading description or I am going senile but it appeared to work. Mostly I just want to get rid of the camera shake effect. Is it possible to separate it?

 

Thanks for your awesome fixes and updates.

 

You are right. Those options used to be that way but internally the SexLab omitted the same functions now Disabled under those conditions. The change is just informative because the original SexLab was doing the same without informing.

 

Also SLSO allow disable the camera shake and once installed the behavior of those SexLab options change and allow Enabled it with others combinations. Once again the chance is just informative because the SLSO already did the same without informing.

 

Resuming that is not a bug or change made to the way it works, is just to help users understand what really happened inside the scripts when you Toggle those options.

 

The new description of the options give better understanding of it.

 

PD: An I was working on separate the camera shake from the rest. But for some reason never ended (probably distracted). I will see that.

Posted
44 minutes ago, osmelmc said:

You are right. Those options used to be that way but internally the SexLab omitted the same functions now Disabled under those conditions. The change is just informative because the original SexLab was doing the same without informing.

 

Also SLSO allow disable the camera shake and once installed the behavior of those SexLab options change and allow Enabled it with others combinations. Once again the chance is just informative because the SLSO already did the same without informing.

 

Resuming that is not a bug or change made to the way it works, is just to help users understand what really happened inside the scripts when you Toggle those options.

 

The new description of the options give better understanding of it.

 

PD: An I was working on separate the camera shake from the rest. But for some reason never ended (probably distracted). I will see that.

Thanks for clearing that up and fixing that inconsistency too.

 

I don't have SLSO installed but will try that, ty. Hopefully it merges nicely with something like SLAL*animobjects... so many plugins, it's a never ending battle to stay under the limit.

 

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