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Posted

The requirements for the furniture part of Utility +, are they hard requirements or more recommendations?

 

Because those requirements have their own dependencies and it just goes on and on, turning the whole thing into a real headache.

 

(sorry, been trying to add SexLab to Skyrim GOG for the last two days and i'm getting a bit aggravated)

Posted

Hey OsmelMC,

Just tested its definitely something that was done in the new update. Just did a roll back to the previous SexLab Util+ and it works no issue with the Improved Cameras 1st person scripted function. 

Posted
2 hours ago, PegasusKoga said:

The requirements for the furniture part of Utility +, are they hard requirements or more recommendations?

 

Because those requirements have their own dependencies and it just goes on and on, turning the whole thing into a real headache.

 

(sorry, been trying to add SexLab to Skyrim GOG for the last two days and i'm getting a bit aggravated)

The requirements are just RaceMenu, and the"PO3 Papyrus Extended" 

 

They are all soft dependency and is safe to install without them but some things will be disabled.

Posted
4 minutes ago, OsmelMC said:

The requirements are just RaceMenu, and the"PO3 Papyrus Extended" 

 

They are all soft dependency and is safe to install without them but some things will be disabled.

Music to my ears, thank you!

 

And apologies if i sounded ungrateful, it's been a long two days, lol.

Posted

I have one last question before i start the game to test things for myself if you do not mind.

 

Is using the "Clean System" step in the MCM of SexLab required if everything is on a brand new save, a brand new game and no previous versions of SexLab and utility + in my load order?

 

Just asking to be sure.

Posted
12 hours ago, PegasusKoga said:

I have one last question before i start the game to test things for myself if you do not mind.

 

Is using the "Clean System" step in the MCM of SexLab required if everything is on a brand new save, a brand new game and no previous versions of SexLab and utility + in my load order?

 

Just asking to be sure.

The Install option on the SexLab MCM is same as the Clean System so you don't need the cleaning if had SLU+ installed before install the SexLab. By other side if you have problems installing the SexLab with the SLU+ included, you can install first without the SLU and install the SLU once everything be installed in which case you will have to use the Clean System option.

Posted

I am now tipping my toes into the SE for the first time and I ran into a small wall, but through experimentation found a solution, so I figured I'd share here, in case anyone else as the same issue.

 

Despite running SE, I have to install the SOS AE version (1.1.4) or the game will complain about a missing or outdated .dll file and SOS won't load any addons. The AE version runs perfectly fine if installed on my SE.

The same is the case for SexLab Utility Plus. If I install it with SE ticked, I get a complaint about a missing or outdated .dll file from Papyrus Util and SOS does not load any addons.

 

If I isntall the AE versions of both SOS and SLUP, at a glance everything seems to work as intended, though I haven't fully tested it yet.

Posted

About the Immersive Camera:

 

The only problem is see after test the SLU with the Immersive Camera, was that in some animations the First Person Camera is on the back of the player. Those animations by default comes with the body rotate 180° in relation with the actor position and apparently the Immersive Camera Mod doesn't check for that type of rotation.

 

Of course the SLU I'm using is more updated that the one released and probably is different for the last released version. Anyway maybe there is some way to deal with that but the problem is definitely on the Immersive Camera.

Posted

Is being some time since I started to notice some weird movements on the NPC Head and Hands while they are on the sex scene. Those movements apparently were related with some Head Tracking but was not on the SexLab scripts so was hard to explain.

 

Finally today using the Animation Logs of the "Open Animation Replacer" I was able to find the source of the issue on the "base coat of paint replacers" of the "NPC Animation Remix".

 

The solution is add it the "SexLab Animation Faction" as condition to exclude it from the SexLab scenes.

Posted
On 4/27/2024 at 12:21 AM, Meeps said:

Hey OsmelMC,

Just tested its definitely something that was done in the new update. Just did a roll back to the previous SexLab Util+ and it works no issue with the Improved Cameras 1st person scripted function. 

Same here, Immersive camera is broken for me with the latest SL UP. Works fine after downgrading to the previous version of SLUP (minus the 180 rotation on sex scenes, that's bugged regardless of version).

Posted

 Found a curious little bug between Latest SLU+ DD5.2 (with SE patch and DD NG) and Deviously acessible 10.1.

Having DD filtering enabled in SLU+ works perfectly fine for DDi/DDe plugs, with DD5.2 plug ignore feature properly skipping them. However, DAccessible plugs still treated as blocking by SLU+. Native DD filter properly hides them, however. 

 

Posted
2 hours ago, nilead said:

 Found a curious little bug between Latest SLU+ DD5.2 (with SE patch and DD NG) and Deviously acessible 10.1.

Having DD filtering enabled in SLU+ works perfectly fine for DDi/DDe plugs, with DD5.2 plug ignore feature properly skipping them. However, DAccessible plugs still treated as blocking by SLU+. Native DD filter properly hides them, however. 

 

I'm not longer using the DD so I'm not aware of the changes.

 

You have to give me more details so I can understand.

Posted
On 4/27/2024 at 5:08 PM, OsmelMC said:

The Install option on the SexLab MCM is same as the Clean System so you don't need the cleaning if had SLU+ installed before install the SexLab. By other side if you have problems installing the SexLab with the SLU+ included, you can install first without the SLU and install the SLU once everything be installed in which case you will have to use the Clean System option.

That covered everything i needed to know, thanks!

Posted
On 4/11/2024 at 10:52 AM, DipSh8t said:

So I tested out the new version with new save and there aren't any expression during scene. I'm using mfgfix NG thought so i wonder if it got anything to do with that.

 

Update: nvm, just need to go to racemenu and adjusted expression. It's somehow fix it lol.

I got the same exact issue. Going into racemenu fixes it until another sex scene.

 

I can't even use "cfg" commands after a sex scene until I enter racemenu.

 

Tried to reset sexlab. Deleted the files it writes in SKSE. New save. Same issue.

 

 

Posted
1 hour ago, asdt123123 said:

I got the same exact issue. Going into racemenu fixes it until another sex scene.

 

I can't even use "cfg" commands after a sex scene until I enter racemenu.

 

Tried to reset sexlab. Deleted the files it writes in SKSE. New save. Same issue.

 

 

You have something overwriting the scripts files off the SLU+ and is causing errors.

Posted (edited)

@OsmelMC i have a question:

 

Considering Sexlab Utility Plus overwrites SLSO system, is Baka's Fill Her Up mod compatible with SLSO + SLU+? And if it is, What install (left panel) order should I use?

Edited by EthernalNoob
bug
Posted (edited)
2 hours ago, OsmelMC said:

You have something overwriting the scripts files off the SLU+ and is causing errors.

None of them are being overriten, but maybe there's a mod screwing up the expressions. I'll have to remove a bunch of mods to see

 

Opening the racemenu during the scene will also fix it

 

Just for reference, last version I used was SexLab Utility Plus v20231230. Clean save. Mod Organizer. And skyrim 1.5.97

 

Edit: Checked "mfg expression", and the proper weights are being applied to the proper expression. So it's some weird issue with MFG Fix or MFG Fix NG breaking after a sex scene starts. I wonder what could even lead to this...

 

Edit2: Figured it out! It's caused by YPS Immersive Fashion. How/Why, no idea. Removed the mod, all is fine.

 

Edited by asdt123123
Posted
1 hour ago, EthernalNoob said:

@OsmelMC i have a question:

 

Considering Sexlab Utility Plus overwrites SLSO system, is Baka's Fill Her Up mod compatible with SLSO + SLU+? And if it is, What install (left panel) order should I use?

For i remember "Baka's Fill Her Up" is not in my compatibility list so if will be incompatible if "Baka's Fill Her Up" have files in common with SLU+. If just have files in common with the SLSO will be "SLSO-->Baka's Fill Her Up-->SLU+"

Posted (edited)
2 hours ago, asdt123123 said:

Edit2: Figured it out! It's caused by YPS Immersive Fashion. How/Why, no idea. Removed the mod, all is fine.

You should report it to its author too.

Edited by OsmelMC
Posted

I use the YPS but I am on LE and a version back on it. Honestly your new version of utility is running really smooth with everything including expressions for me.

Posted
20 hours ago, OsmelMC said:

I'm not longer using the DD so I'm not aware of the changes.

 

You have to give me more details so I can understand.

 Well, both DD and ZAZ come with animation filtering, that conflicts with each other. DD filtering since version 5.2 has a feature where plugs that can be feasibly removed (non locked, not inflated or secured with a belt etc) are hidden for SL scenes and do not affect animation filtering. Said feature, at least for me, refused to work without DD SE patch, thus its mentioned. DD NG is mentioned since DD thread support mentioned it does quite a bit of changes under the hood and thus i though it might be relevant.

 SLU+ has a listed feature of allowing filtering for both simultniously.

And in my experience it works perfectly fine, switch off ZAZ MCM filtering and tick both DD and ZAZ in SLU+ MCM and it just works. DAccessible plugs seem to be an exclusion to that, as they do appear to trigger SLU+ ZAZ filter and force animation change, even thou its a DD item and native/SLU+ DD filter correctly hides them and disregards for the purpose of animation filtering. Its frankly a minor issue, more of behaviorial anomaly than something critical. 

Posted
On 4/29/2024 at 1:21 AM, OsmelMC said:

About the Immersive Camera:

 

The only problem is see after test the SLU with the Immersive Camera, was that in some animations the First Person Camera is on the back of the player. Those animations by default comes with the body rotate 180° in relation with the actor position and apparently the Immersive Camera Mod doesn't check for that type of rotation.

 

Of course the SLU I'm using is more updated that the one released and probably is different for the last released version. Anyway maybe there is some way to deal with that but the problem is definitely on the Immersive Camera.

 

Regarding Immersive Camera and the latest SLU+, I did some of my own troubleshooting and compared the diffs between the patches and what exactly they changed, the primary thing is specifically what they are trying to do is preventing player controls from being enabled for the third argument:

 

--- "00_CORE/SexLabFramework AE/Scripts/Source/sslActorAlias.psc"       2023-01-15 03:48:55.000000000 -0700
+++ "Sexlab - Improved Camera Patch/scripts/source/sslActorAlias.psc"   2023-06-12 11:22:17.000000000 -0700
@@ -1336,6 +1336,7 @@
               endIf
               ; abMovement = true, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = false, abMenu = true, abActivate = true, abJournalTabs = false, aiDisablePOVType = 0
               ;Game.DisablePlayerControls(true, true, false, false, false, false, false, false, 0)            ;SLSO: sexlab disables ui, we dont want that
+               Game.DisablePlayerControls(false, false, true, false, false, false, false, false, 0)
               Game.SetPlayerAIDriven()
               ; Enable hotkeys if needed, and disable autoadvance if not needed
               if IsVictim && Config.DisablePlayer
@@ -1384,7 +1385,7 @@
               Thread.RemoveFade()
               Thread.DisableHotkeys()
               MiscUtil.SetFreeCameraState(false)
-               Game.EnablePlayerControls(true, true, false, false, false, false, false, false, 0)
+               Game.EnablePlayerControls(true, true, true, false, false, false, false, false, 0)
               Game.SetPlayerAIDriven(false)
       else
               ActorRef.SetRestrained(false)


 

And for SLSO specifically they disable that one being enabled as well:

 

--- 00_CORE/00_SLSO/Scripts/Source/SLSO_Widget1Update.psc       2021-12-17 02:48:36.000000000 -0700
+++ "Sexlab - Improved Camera Patch/scripts/source/SLSO_Widget1Update.psc"      2023-06-12 10:59:45.000000000 -0700
@@ -162,7 +162,7 @@
               return
       EndIf
       If Display_widget == true && akActor == Game.Getplayer()
-               Game.EnablePlayerControls()
+               Game.EnablePlayerControls(true, true, false, true, true, true, true, true, 0)
       EndIf
       if EnjoymentValue != ""
               EnjoymentValue = "E:" + StringUtil.Substring(controller.ActorAlias(self.GetActorRef()).GetFullEnjoymentMod(), 0, 5) + "%"


Within Sexlab Utility Plus, within sslActorAlias.psc you refactored this particular part of the code and at line  2065 or so you specifically enabled that 3rd argument that they specifically were trying to keep disabled:

 

    if IsPlayer
        int CameraState = Game.GetCameraState()
        Log("- CameraState: "+CameraState, "LockActor()")
        if CameraState < 8 && CameraState != 3
    ;    if Game.GetCameraState() < 8 && Game.GetCameraState() != 3
            Game.ForceThirdPerson()
        endIf
        bool CanActivate = Game.IsActivateControlsEnabled()
        Game.DisablePlayerControls(false, false, true, false, false, false, CanActivate, false, 0)
        ; abMovement = true, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = false, abMenu = true, abActivate = true, abJournalTabs = false, aiDisablePOVType = 0
        if !Config.HasSLSO ;SLSO: SexLab disables UI and SLSO don't.
            Game.DisablePlayerControls(true, true, true, false, false, false, false, false, 0)
        endIf
        Game.SetPlayerAIDriven()
>>        Game.EnablePlayerControls(false, false, true, true, false, false, CanActivate, false, 0)
        ; Enable hotkeys if needed, and disable autoadvance if not needed
        if IsVictim && Config.DisablePlayer
            Thread.AutoAdvance = true
        else
            Thread.AutoAdvance = Config.AutoAdvance
            Thread.EnableHotkeys()
        endIf

 

If you say send a Game.DisablePlayerControls(false, false, true, false, false, false, false, false, 0) after that, or just not set that third argument to true, then Improved Camera SE does in fact work as expected and normally. It appears they might use that particular player control command to determine if the player is in a scripted animation, and then do specific behavior to make sure that it all plays nicely together.

Posted

My scripts were different from the one on the released version by the moment when I installed the Improved Camera to test. And on my test was working fine except for the rotation of the camera in first person that seems a problem of the Improved Camera Mod. Like was was a problem with IFPV before it's author fix it.

 

Since my current version on development is fine with the Improved Camera, I not sure what was wrong before and I not going to track it.

 

 

By the way I uninstall the IFPV I was using before install the Improved Camera because I don't know if they are compatible and have more than one DLL file working on the same thing usually cause problems so better prevent than regret. There is a chance that the first person problem get fixed using the Improved Camera together with the IFPV but I have to check if they are compatible before try it.

 

 

Till today I don't know what was the problem noticed, because the reports weren't clear about that or forgot to mention the problem in self.

Posted

Is there any way to speed up SL animation registration? I think there was a change from the LE to SE framework that double or tripled how long it took for animation registration. And when adding a lot of new animations (through SLAL), it can take forever to finish.

Posted (edited)
10 hours ago, NNS10 said:

Is there any way to speed up SL animation registration? I think there was a change from the LE to SE framework that double or tripled how long it took for animation registration. And when adding a lot of new animations (through SLAL), it can take forever to finish.

 

"Papyrus Tweaks NG" and enabling it's experimental option that speed up the scripts.

 

Also keep the menu or or console open, speed up some of the scripts pausing others.

Edited by OsmelMC

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