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Posted
On 1/23/2024 at 12:56 AM, OsmelMC said:
On 1/22/2024 at 9:55 PM, Gudulba said:

Please see the logs in the spoiler section. The Sexlab scene ends around 09:46:52PM I think. There are some entries regarding UpdateNiOHeelEffect etc. around this time.

Thanks for the timestamp...

 

---------------------------_--------------------------

Edit:

After check again a complete of times seems like I found a bug on my scripts only triggered by the end of the scene if the High Heels get equiped. Like happen in your case with the UnStrip of the end.

Edited January 23 by OsmelMC

Regarding the issue I have with high heels effect not restored after sex scenes: is there a workaround to fix it?

Posted (edited)

I was wondering if you enable the advanced furniture system from SLU+ does it affect the animations that has animobjects associated with them? I.e before enabling advanced furniture system in the sexlab tab, whenever an animation was playing the object was always showing from the animobject tags, but after enabling it some objects are hidden now like (Pillory, X-Cross, even some chair and table animations) which were showing before. Am I missing something regarding this? I know some animations will have invisible furniture and needs to aligned with in game objects, but I am talking abou the animations that already have objects associated with them. I am sure I could find an answer somewhere, but I would rather just be save and ask 🙂 because I like how the advanced furniture system is doing, I just dont want the animation who have objects in them suddenly not "showing" 

Edited by Starinyour
Posted
2 hours ago, Starinyour said:

I was wondering if you enable the advanced furniture system from SLU+ does it affect the animations that has animobjects associated with them? I.e before enabling advanced furniture system in the sexlab tab, whenever an animation was playing the object was always showing from the animobject tags, but after enabling it some objects are hidden now like (Pillory, X-Cross, even some chair and table animations) which were showing before. Am I missing something regarding this? I know some animations will have invisible furniture and needs to aligned with in game objects, but I am talking abou the animations that already have objects associated with them. I am sure I could find an answer somewhere, but I would rather just be save and ask 🙂 because I like how the advanced furniture system is doing, I just dont want the animation who have objects in them suddenly not "showing" 

I have a list in one of the Json files that comes with the SLU+ were I set the EditorID's of the Anim Furnitures I know. When you enable the furniture system SLU+ check that list and disable them making invisible the furniture of the animation.

 

Of course since I disable the object and the same object is used in more than one animation, at the end don't matter if the animation have the right tags. Only matter if I know the object.

 

I being recommending even before this characteristics that if you don't have or barely have some furnitures like Pillory, X-Cross is better disable these furniture types on the "Furniture & Bed" page of the SexLab MCM. That will restore the hidden furniture objects of those types and will reduce the work that SexLab have to do to deal with the furnitures. 

 

By other side if you want to get rid of that function you only have to delete the Json file and load the game. I can't hide them permanently with the scripts so I have to hide them every time you load the game and need the list for that. You can also edit the list to include the furnitures I don't know.

 

 

Posted
5 hours ago, Gudulba said:

Regarding the issue I have with high heels effect not restored after sex scenes: is there a workaround to fix it?

The fix is already done in my side but I have things to test before release it.

 

Right now without the fix the only way to prevent it is making sure that the high heels don't be equiped at the end of the scene. You can equip them before the end of the scene or way after the scene thread is cleaned and everything will be fine.

 

Of course if you know how to code in papyrus, you can add empty equip and unequip events on the final stages of the to really fix it.

 

 

The best is wait...

Posted (edited)
40 minutes ago, OsmelMC said:

I have a list in one of the Json files that comes with the SLU+ were I set the EditorID's of the Anim Furnitures I know. When you enable the furniture system SLU+ check that list and disable them making invisible the furniture of the animation.

 

Of course since I disable the object and the same object is used in more than one animation, at the end don't matter if the animation have the right tags. Only matter if I know the object.

 

I being recommending even before this characteristics that if you don't have or barely have some furnitures like Pillory, X-Cross is better disable these furniture types on the "Furniture & Bed" page of the SexLab MCM. That will restore the hidden furniture objects of those types and will reduce the work that SexLab have to do to deal with the furnitures. 

 

By other side if you want to get rid of that function you only have to delete the Json file and load the game. I can't hide them permanently with the scripts so I have to hide them every time you load the game and need the list for that. You can also edit the list to include the furnitures I don't know.

 

 

We talking about the AnimatedObjects.json file? So the EditorID's in that file are the ones thats making the furniture invisible for the associated animations aht have that EditorID or did I misunderstand that? 

Edited by Starinyour
Posted
42 minutes ago, Starinyour said:

We talking about the AnimatedObjects.json file? So the EditorID's in that file are the ones thats making the furniture invisible for the associated animations aht have that EditorID or did I misunderstand that? 

A+

Posted
1 hour ago, OsmelMC said:

 

I being recommending even before this characteristics that if you don't have or barely have some furnitures like Pillory, X-Cross is better disable these furniture types on the "Furniture & Bed" page of the SexLab MCM. That will restore the hidden furniture objects of those types and will reduce the work that SexLab have to do to deal with the furnitures. 

Sweet, well I just really have one thing I need clarify then. Say I dont disable Pillory or any furniture and let it play as intended. Will the Advanced Furniture System detect furnitures like Pillory, X-Cross when its scanning the objects like Pillory objects that are placed in the world and gives me the option to choose pillory?

Posted
5 hours ago, Starinyour said:

Sweet, well I just really have one thing I need clarify then. Say I dont disable Pillory or any furniture and let it play as intended. Will the Advanced Furniture System detect furnitures like Pillory, X-Cross when its scanning the objects like Pillory objects that are placed in the world and gives me the option to choose pillory?

The furniture system will search for all the furniture types enabled on the Furniture & Bed page.

 

I suppose you are trying to know if edit the Json file have some impact on the furniture system beyond make them invisible and the answer is not. You can even remove the file and the furniture system will keep working as intended.

 

The furniture types are stored on FormList's inside the "SexLab Utility Plus.esp" file. Those list are filled by scripts or directly in the case of the vanilla furnitures. You can also use your own scripts to fill those FormList's or using the "FormList Manipulator - FLM" but many of the furnitures required some adjustments on they offsets to be compatible with the alignment of the rest of it's type and the offset can only be done by scripts.

 

 

 

Posted
26 minutes ago, OsmelMC said:

The furniture system will search for all the furniture types enabled on the Furniture & Bed page.

 

I suppose you are trying to know if edit the Json file have some impact on the furniture system beyond make them invisible and the answer is not. You can even remove the file and the furniture system will keep working as intended.

 

The furniture types are stored on FormList's inside the "SexLab Utility Plus.esp" file. Those list are filled by scripts or directly in the case of the vanilla furnitures. You can also use your own scripts to fill those FormList's or using the "FormList Manipulator - FLM" but many of the furnitures required some adjustments on they offsets to be compatible with the alignment of the rest of it's type and the offset can only be done by scripts.

 

 

 

Alright well cheers for that guess I will try and turn it on and play around with it, kind of avoided it since some of the animations had their objects hidden, but now I know its how the system works and such

Posted (edited)
On 2/15/2024 at 11:12 PM, FireSplitter said:

I am experiencing crashing when SL is starting a scene with multiple humans, 4 to be specific.

This is the crash log: 2024-02-15-23-07-07.log

 

I have no issues with  2 or 3 and it works fine. The visual effect is that they start to strip then after the second strips the third strips and the first redresses, after it crashes.

I tried sexlab clean, the save is quite new ~2-3 hours in.

This is all the overwrites of SL:

image.png.f37757611f595453d2aa906e48733baa.png

I tried matchmaker to reproduce this, apparently happens only with ToH mod, I will ask there since with normal matchmaking it works fine.

 

Edited by FireSplitter
Posted
5 hours ago, Dweny said:

I have noticed that the animations in sexlab take longer to start with utility plus than without it.

SLU+ do more things than the original SexLab. Before start the scene SLU+ check the integrity of the playlist given by the external Mods. Also make the playlist for the LeadIn and search for the Furnitures. 

 

I knowing that will take some time SLU+ include some new or enhanced characteristics like the "Wait Idle" where the actor waiting for the others do some Idles, and the enhanced PathToCente and Strip functions that now run in the background while the SexLab is busy doing the rest.

 

I recommend you to disable the Teleport option to allow them Walk to the CenterRef. Now is made in a way that doesn't interfere with the rest of the functions or the startup time so they will walk while SexLab is still busy building the playlist and they will get teleported if the SexLab is ready to start the scene before they be in place.

Posted
On 2/15/2024 at 4:12 PM, FireSplitter said:

I am experiencing crashing when SL is starting a scene with multiple humans, 4 to be specific.

This is the crash log: 2024-02-15-23-07-07.log

 

I have no issues with  2 or 3 and it works fine. The visual effect is that they start to strip then after the second strips the third strips and the first redresses, after it crashes.

I tried sexlab clean, the save is quite new ~2-3 hours in.

This is all the overwrites of SL:

image.png.f37757611f595453d2aa906e48733baa.png

The crash log said that was a SexLab native function.

 

But I need the "papyrus.0.log" to know the details.

Posted
6 hours ago, FireSplitter said:

 

Here:Papyrus.0.log

 

The logs said that the error is on the sslActorAlias but also said that the sslActorAlias you are using is not from my most recent SLU+. 

 

The papyrus.0.log show the specific place on the scripts were the errors happen. Is showing a lot of Errors on the sslActorAlias and the lines where those errors are supposed to happen don't match with the lines on my scripts. That means one of two thing's; the file is from another version or you ha something overwriting my files and is broken.

 

I check my last 2 versions released and my current version in development (just because you screenshot show nothing overwriting my files) and none of them match with the description on your logs.

 

Install my last version released on this page and don't let anything overwrite my files.

Posted (edited)
9 hours ago, OsmelMC said:

The logs said that the error is on the sslActorAlias but also said that the sslActorAlias you are using is not from my most recent SLU+. 

 

The papyrus.0.log show the specific place on the scripts were the errors happen. Is showing a lot of Errors on the sslActorAlias and the lines where those errors are supposed to happen don't match with the lines on my scripts. That means one of two thing's; the file is from another version or you ha something overwriting my files and is broken.

 

I check my last 2 versions released and my current version in development (just because you screenshot show nothing overwriting my files) and none of them match with the description on your logs.

 

Install my last version released on this page and don't let anything overwrite my files.

It might have been the nutting animation enabled since I was testing a lot of stuff to figure out possible sources. (although it is compatible with your version according to author)

 

I tried again:

image.png.b986127d74986e6b391d40274882a9e8.png

Papyrus.0.log

 

I also asked the mod author since the crash happens only when ToH requests the gabgbang. Using matchmaker works fine.

Edited by FireSplitter
Posted
15 hours ago, Guitarister said:

quick dumb question, does your version tweak of Schlongs of skyrim from the end user's perspective, like the regular full version except it doesn't use the DLL?

Like the original but better because include some important fixes that nobody else have. Between other things there is none problem with the cloak spell and can detect the new revealing armors even if they have none keyword.

 

By other side the scale function of the genitals seems to be different so looks bigger. Is enough with reduce the value of the main size slider on the SOS MCM.

Posted
6 hours ago, FireSplitter said:

It might have been the nutting animation enabled since I was testing a lot of stuff to figure out possible sources. (although it is compatible with your version according to author)

 

I tried again:

image.png.b986127d74986e6b391d40274882a9e8.png

Papyrus.0.log 422.37 kB · 0 downloads

 

I also asked the mod author since the crash happens only when ToH requests the gabgbang. Using matchmaker works fine.

At least now is my sslActorAlias. The errors reported are mostly compatibility issues with your "SexLabAroused.esm" a lot of Mods are reporting the "slaArousal" faction as missing and that cause a lot of problems on the SexLab and others. The CTD is probably a side effect of the amount of Errors in a short time with the papyrus busy and the papyrus logs enabled.

 

 

Posted (edited)
5 hours ago, OsmelMC said:

Like the original but better because include some important fixes that nobody else have. Between other things there is none problem with the cloak spell and can detect the new revealing armors even if they have none keyword.

 

By other side the scale function of the genitals seems to be different so looks bigger. Is enough with reduce the value of the main size slider on the SOS MCM.

Oh sweet. so by saying the main slider, do you mean the max/min sliders, or the global percentage modifyer? And do you have any idea how much to change the sliders by to get original default SOS results, or did you not have time to test something like that?

Edited by Guitarister
Posted
5 hours ago, Guitarister said:

Oh sweet. so by saying the main slider, do you mean the max/min sliders, or the global percentage modifyer? And do you have any idea how much to change the sliders by to get original default SOS results, or did you not have time to test something like that?

I don't know I just set it in 8. The size distribution is random anyway so always will be chance of have bigger and smaller genitals.

 

 

Posted

Hi,


I have a little problem with the strip item section.
For the majority of clothes it works very well so far from what i have been able to test.
But some elements of this mod:https://www.nexusmods.com/skyrimspecialedition/mods/90892 are not displayed in the strip item menu and i therefore cannot configure them to be removed or left on.


The elements in question of this mod are mainly shoes for example this item:
aCPMaidBoots "Cosplay Shoes Airwair - Gloss" [ARMO:FE001E45]
Cosplay Shoes Airwair - Gloss
37 slot clothing

 

what can explain this problem?
Thanks in advance.

Posted
15 hours ago, alain31 said:

Hi,


I have a little problem with the strip item section.
For the majority of clothes it works very well so far from what i have been able to test.
But some elements of this mod:https://www.nexusmods.com/skyrimspecialedition/mods/90892 are not displayed in the strip item menu and i therefore cannot configure them to be removed or left on.


The elements in question of this mod are mainly shoes for example this item:
aCPMaidBoots "Cosplay Shoes Airwair - Gloss" [ARMO:FE001E45]
Cosplay Shoes Airwair - Gloss
37 slot clothing

 

what can explain this problem?
Thanks in advance.

The "strip items editor" page is mainly to set the items that shouldn't be unequipped.

 

To say what items should be unequipped you should use first the "Time & Stripping" page where you have to enable the slot 37 for the 4 animations types and both genders.

 

Then you can go to the Strip Editor page where you can see and edit the equipped items on the target & player actors. The Strip Editor page also include a couple of options to let you see and edit the items on the inventory but take in consideration that those options are a bit slow and only show the items with name (that probably have a least one of the slots selected on time and strip page)

Posted

Hello, how could I add a new a new filter for the Fetish Filters? For example, I want to make that Orc races can only play animations tagged with "Rough". I suppose changes should be made in sslThreadModel, right?

Posted (edited)
45 minutes ago, Silvermetal said:

Hello, how could I add a new a new filter for the Fetish Filters? For example, I want to make that Orc races can only play animations tagged with "Rough". I suppose changes should be made in sslThreadModel, right?

Can be done but that's better do it on the Mod that is calling the scene.

 

Vampire, mage and Necro are fine there because are just a few animations to exclude and nobody will complain.

 

Said that the orc's are always rough or not is a very personal point of view. Also there are more normal animations than rough animations without take in consideration that rough doesn't mean rape or aggressive. 

 

 

 

Anyway you can check for the race and the RaceCompatibility keywords to see if one of the Positions is filled with an Orc and then apply the filter to exclude the animations without the "Rough" tag or.

Edited by OsmelMC

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