yacky91 Posted May 27, 2024 Posted May 27, 2024 (edited) On 5/23/2024 at 12:26 PM, OsmelMC said: On the "Animations Settings" page of the SexLab MCM you can see the SexLab Gender of the selected actor. My SOS Patch includes the SexLab Gender patch recommended for the FUTA actors. Search "SLEN" in this discussion thread and you probably will find the solution I used your patch and it lets me force gender male for "Futa SOS" and force gender female for "No Futa SOS" . I saw that SLEN has that same option but it won't let me toggle force gender female to No Futa SOS, its greyed out. So yes the problem persists, it works fine M/F and Futa/F but F/F always triggers M/F. There has to be a file somewhere in SLEN to edit so I can toggle that option to force gender female, do you know by any chance? Edited May 27, 2024 by yacky91
semper_solus Posted May 27, 2024 Posted May 27, 2024 10 hours ago, OsmelMC said: Both are problems between your game and your PC. The actors disappearing can be caused by the physics or something equiped. Equip or unequip something on the hidden actor usually make them reappear. Probably can be prevented with better FPS rate and Physics configured for that FPS. The lowest effective FPS considered on the configuration of the physics is 60FPS so anything under that can cause issues. But I play with less than 30FPS and usually is fine so if you get this problem too often maybe be something on the actor; in my experience can be caused by some equipped items with issues on the skeleton bones, or the face CACHE of the actor. The sounds is probably related with your sound card/driver or some corrupted sound file. Happen sometimes with some old games like Skyrim but I don't know the reason. Just know that don't seems to be related with any Mod or script in particular. Ok, so further testing shows they exist outside of any your work. Loaded up a new game, yada yada, had the same issues eventually arise with just basic Slab. The odd thing is I havent had these issues in the last 2 years with a nearly identical mod list and same PC. Then I go and scuff it all up with one or two new mods and updating others... such is the life.
creepycream Posted May 28, 2024 Posted May 28, 2024 (edited) I'm not sure whats going but I can't get the Sexlab MCM Menu to show up on any new game. Its just a blank menu. It was working fine on a new game a week ago but now nothing. Nothing has changed in my mod list either. If I uninstall your mod UtilityPlus the menu shows up. Your mod isn't being overwritten by anything else. I reinstalled everything, changed the load order and still nothing. At this point I'm not sure what I'm supposed to do. I also noticed if I leave installed UtilityPlus but uninstall zaz animation pack the menu loads. Edited May 29, 2024 by creepycream
safado Posted May 29, 2024 Posted May 29, 2024 (edited) 3 hours ago, creepycream said: I'm not sure whats going but I can't get the Sexlab MCM Menu to show up on any new game. Its just a blank menu. It was working fine on a new game a week ago but now nothing. Nothing has changed in my mod list either. If I uninstall your mod UtilityPlus the menu shows up. Your mod isn't being overwritten by anything else. I reinstalled everything, changed the load order and still nothing. At this point I'm not sure what I'm supposed to do. SkyUI is very script performance sensitive and will have weird behavior with options heavy MCM entries. It also has 128 entries limits, the newest patch for that is here. Have you tried enabling Papyrus Tweaks NG, experimental bSpeedUpNativeCalls? It raises the performance of papyrus scripts, the performance increase is very notable on sexlab animation registration and SkyUI MCM registrations. Do not know of side effects of that feature. I recommend to also download and install the optional reference INI. Modify that ini to enable the feature and deploy overwrite using your mod manager. Spoiler [Experimental] ;(Formerly bRunScriptsOnMainThreadOnly) ;Speeds up native calls by desyncing them from framerate and instead syncing script calls to a spinlock, greatly improving script performance while still preventing concurrent execution of native calls bSpeedUpNativeCalls = true Edited May 29, 2024 by safado
xXJESXx Posted May 29, 2024 Posted May 29, 2024 Hi, I don't usually post asking for help, but this is driving me crazy. does anyone know what could be going on that the furniture system isn't working? Before the SexLab 1.66b update, it worked great, but now it just closes the game or doesn't do anything. any advice?
OsmelMC Posted May 29, 2024 Author Posted May 29, 2024 12 hours ago, xXJESXx said: Hi, I don't usually post asking for help, but this is driving me crazy. does anyone know what could be going on that the furniture system isn't working? Before the SexLab 1.66b update, it worked great, but now it just closes the game or doesn't do anything. any advice? Send me the crash logs and the "papyrus.0.log" files The advanced furniture system requires the "PO3 Papyrus Extended" and the menu of furnitures is too long for some games so try disabling the "advanced furniture system" on the "furniture and bed" page
OsmelMC Posted May 29, 2024 Author Posted May 29, 2024 23 hours ago, creepycream said: I'm not sure whats going but I can't get the Sexlab MCM Menu to show up on any new game. Its just a blank menu. It was working fine on a new game a week ago but now nothing. Nothing has changed in my mod list either. If I uninstall your mod UtilityPlus the menu shows up. Your mod isn't being overwritten by anything else. I reinstalled everything, changed the load order and still nothing. At this point I'm not sure what I'm supposed to do. I also noticed if I leave installed UtilityPlus but uninstall zaz animation pack the menu loads. In first place make sure that you have selected the right Skyrim version on the SLU+ setup and that nothing overwrite the SLU files not even the PapyrusUtil. Then you can try with some of the options to force the MCM like can be found on the MCM Resort or the "Menu Maid 2". If after that doesn't work, you can try installing the SLU+ once the SexLab Framework be installed, by preference after the end of the Unbound Quest because at that point the papyrus usually is less crowded. There are many reasons that cause the missing or empty MCM but none is caused by the Mod with the problem
creepycream Posted May 29, 2024 Posted May 29, 2024 (edited) 20 hours ago, safado said: Have you tried enabling Papyrus Tweaks NG, experimental bSpeedUpNativeCalls? Wow enabling the experimental setting works. Now the question is what are the possible side effects from it and why did things just break all of a sudden. Edited May 29, 2024 by creepycream
xXJESXx Posted May 29, 2024 Posted May 29, 2024 (edited) 1 hour ago, OsmelMC said: Send me the crash logs and the "papyrus.0.log" files The advanced furniture system requires the "PO3 Papyrus Extended" and the menu of furnitures is too long for some games so try disabling the "advanced furniture system" on the "furniture and bed" page Hi, thanks for responding. I managed to fix the error where the game would close. I had "Papyrus Extended" and "Powerofthree's Tweaks" outdated, even though it showed that I had downloaded the latest version. However, the furniture system still doesn't seem to work. Previously, before starting a scene, it would ask me if I wanted to use a piece of furniture and scan the area, turning the furniture purple to then suggest an option, but that doesn't seem to work. I'll leave a screenshot of how I have it configured. Edited May 29, 2024 by xXJESXx
safado Posted May 29, 2024 Posted May 29, 2024 (edited) 1 hour ago, xXJESXx said: Hi, thanks for responding. I managed to fix the error where the game would close. I had "Papyrus Extended" and "Powerofthree's Tweaks" outdated, even though it showed that I had downloaded the latest version. However, the furniture system still doesn't seem to work. Previously, before starting a scene, it would ask me if I wanted to use a piece of furniture and scan the area, turning the furniture purple to then suggest an option, but that doesn't seem to work. I'll leave a screenshot of how I have it configured. Now that you fixed the CTD, make sure that the logging is enabled in Skyrim and Sexlab, recreate the event, quit and post the logfile. So you can get a better diagnostic of the issues from the author or someone in the community with the knowledge. The screenshot is about the front end config GUI and do not tell much of what is happening in the backend during the event. Edited May 29, 2024 by safado
safado Posted May 29, 2024 Posted May 29, 2024 (edited) 2 hours ago, creepycream said: Wow enabling the experimental setting works. Now the question is what are the possible side effects from it and why did things just break all of a sudden. If you are curious about it; You can inspect an affected save file using ReSaver. Look for script spamming (100+ active scripts) and\or script stack dump (10+ suspended stacks that grow\persist after a few minutes). Those signal heavy moded load with high Papyrus latency or a mod has a failing script, because bugs or more likely unable to execute dependency. It could also show orphans entries in the save and things like that. All of these are suggestion, the issues with SkyUI are most of the time Papyrus latency. It tends to affect the MCM insertion of mods that have many "soft" dependencies that are directly or indirectly script scanned at runtime to show some indication in the MCM. Also, mods with a lot of options in its menu trees\pages. Spoiler FallrimTools - Script cleaner and more Needs Java. Use the batch file to run it. (.bat). It will call Java with argument to reserve more memory for save file browser. It helps by providing an indirect extra layer of information from the save file's runtime snapshot. It may warn about issues with entries in the save, most of the time from "clean saves" or mod install and remove orphans entries. Spoiler With the speed hack, a failing script will spam the save file, big time, with thousands of entries. But only if the script is failing and being call constantly. There is a "bug" in Skyrim SKSE scripts function framework with Registeringforkey(0) found in some mods. I have also noticed that mods that use OnHit, could spam papyrus with event call during combat, the speed hack help with these one. I notice it during a test run of SexLab Pheromones and once in babodialgue. Babodialgue has it fixed in latest version with papyrus extended function, have not seen a similar fix for pheromones, I just do not use it (pheromones). Edited May 29, 2024 by safado
OsmelMC Posted May 30, 2024 Author Posted May 30, 2024 3 hours ago, xXJESXx said: Previously, before starting a scene, it would ask me if I wanted to use a piece of furniture and scan the area, turning the furniture purple to then suggest an option, but that doesn't seem to work. I'll leave a screenshot of how I have it configured. Like I said before, the furniture menu is too long and the furnitures beyond the Wall don't work for everyone. Still don't know what is the difference between the games were work and those were doesn't work so the alternative is disable the Advanced Furniture System and use the old furniture system that works fine for everyone but is slower. 1
OsmelMC Posted May 30, 2024 Author Posted May 30, 2024 1 hour ago, xXJESXx said: Hi, sorry for not uploading the file earlier. My Skyrim wasn't creating the file, and I have no idea why. I finally managed to get it to generate again. Here it is. Papyrus.0.log 664.98 kB · 2 downloads The logs show a lot of errors between the conditional expression and the MFG console. Apparently you have the wrong version of MFG. I recommend you to get the "MFG Fix" and stay with it the last version of "MFG Fix NG" also seems to be good but I haven't tested it enough to be sure. About the furniture, there was too much errors related with the MFG together with the furniture logs so was hard to read but seems like you were trying to start animations just with restraining furnitures that are all beyond the Wall on the list so probably is that your case (like I said before). By other side if you was expecting to see some animations with chairs or tables, the system didn't look for them so probably are toggled OFF on the list of the "Bed & Furniture" page of the SexLab MCM or you don't have valid furniture animations in which case you should start by read the description on the download page and "import & apply" my SLATE ActionLog after install all the furniture animations you can find. 1
Pkingsley Posted May 30, 2024 Posted May 30, 2024 It seems like first person view using improved camera with slu+ doesn't work. Looking thru the past few posts, it seems like it is a bug with the current version w/ SLU so I was wondering if there was going to be a fix for it anytime soon or if there was a working version of improved camera that is compatible. I'd rather not install a prev version of slu. Thanks!
OsmelMC Posted May 30, 2024 Author Posted May 30, 2024 2 hours ago, Pkingsley said: It seems like first person view using improved camera with slu+ doesn't work. Looking thru the past few posts, it seems like it is a bug with the current version w/ SLU so I was wondering if there was going to be a fix for it anytime soon or if there was a working version of improved camera that is compatible. I'd rather not install a prev version of slu. Thanks! You can try with the old version and let me know the outcome. But my impression is that the problem is on the Improved Camera. Maybe there is some way to deal with it but I haven't found it yet and the author don't even answer the bug report. The current issue between the Improved Camera and SexLab on the First Person Camera is because the animations on SexLab usually rotate some skeleton node on the actor instead of the actor in self and the improved camera doesn't seem to check that. 2
Pkingsley Posted May 30, 2024 Posted May 30, 2024 4 hours ago, OsmelMC said: You can try with the old version and let me know the outcome. But my impression is that the problem is on the Improved Camera. Maybe there is some way to deal with it but I haven't found it yet and the author don't even answer the bug report. The current issue between the Improved Camera and SexLab on the First Person Camera is because the animations on SexLab usually rotate some skeleton node on the actor instead of the actor in self and the improved camera doesn't seem to check that. Yea, it seems like it doesn't work. I swear it was working at some point after improved camera patches were implemented in slu+, but now it still doesnt work even on older versions of SLU. Maybe I'd have to go to earlier versions of improved camera? I don't remember exactly when the issue started happening since I've not played in a bit and updated a bunch of mods recently.
Unstable Egghead Posted May 31, 2024 Posted May 31, 2024 (edited) On 5/2/2024 at 3:12 PM, jdtest17 said: 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. I mentioned a while ago the fix to get Improved Camera SE working with Utility+, I've been running it for quite a while and Utility+ and Improved Camera works flawlessly with regards to the expected behavior of Improved Camera switching to a scripting specific mode which has additional toggles so it restricts the view and makes it so that rotated head node doesn't cause any problems. It's basically you need to make sure one of the player controls is disabled during the duration of the scene, and you can turn it off afterwards in order to return to normal operation. Basically at line 2065 in sslActorAlias.psc, make that Game.EnablePlayerControls function to have the third argument be false rather than true, and that should fix it. Though do note this is only the fix on the Sexlab side, it may still need to be fixed on the slso side with the second part of that patch with changes to SLSO_Widget[1-9]Update.psc or whatever files, and changing it so that it doesn't enable player controls for that argument. Edited May 31, 2024 by jdtest17 2
feodor.icon Posted May 31, 2024 Posted May 31, 2024 (edited) Suddenly a problem arose. Stopped switching animation stages automatically. Manual mode works. Everything works in old saves. No changes were made to the mods. Running Sexlab "Clean" does not help. Edited May 31, 2024 by feodor.icon
OsmelMC Posted May 31, 2024 Author Posted May 31, 2024 8 hours ago, feodor.icon said: Suddenly a problem arose. Stopped switching animation stages automatically. Manual mode works. Everything works in old saves. No changes were made to the mods. Running Sexlab "Clean" does not help. Make sure that you have the right SLU version for your Skyrim and that nothing overwrite the SLU files. 1
Oneleagueand15years Posted May 31, 2024 Posted May 31, 2024 Anyone know why Utility Plus would stop sexlab's facial expressions from playing? I'm on 1.5.97 & SL 1.63 using v20240407. Did a quick search of this thread and got no results so I was about to uninstall but figured I might as well ask.
OsmelMC Posted May 31, 2024 Author Posted May 31, 2024 12 minutes ago, Oneleagueand15years said: Anyone know why Utility Plus would stop sexlab's facial expressions from playing? I'm on 1.5.97 & SL 1.63 using v20240407. Did a quick search of this thread and got no results so I was about to uninstall but figured I might as well ask. You have something overwriting the SLU files or didn't execute the Clean System option after install the SLU+ 1
feodor.icon Posted May 31, 2024 Posted May 31, 2024 1 hour ago, OsmelMC said: Make sure that you have the right SLU version for your Skyrim and that nothing overwrite the SLU files. AE + SL 1.66b using v20240407 MO2 shows that there is no replacement. When I load an older save with the same files and settings, the problem goes away.
Oneleagueand15years Posted May 31, 2024 Posted May 31, 2024 2 hours ago, OsmelMC said: You have something overwriting the SLU files or didn't execute the Clean System option after install the SLU+ 🤦♂️ It was overwrites. Litterally the first thing I should've done is send it to the bottom of the load order and test before I come asking stupid questions. Been building this load order for too long man, I'm getting impatient. Thanks for being a fucking champ Osmel, your patience for dumb questions just saved me (a few hours) from my impatience.
OsmelMC Posted May 31, 2024 Author Posted May 31, 2024 4 hours ago, feodor.icon said: AE + SL 1.66b using v20240407 MO2 shows that there is no replacement. When I load an older save with the same files and settings, the problem goes away. The stage transition use the game time to check the duration. In theory the game time function can fail if something changes the Skyrim global variable that control it. Just some Mods do that but usually is just after change location so unless you leave the building everything should be fine. The SLU+ on the setup let you choose your Skyrim version and between other things is because the last SE version had issues like that reported and my scripts for that version are made to deal with it. That's what I mean when I talk about check if you have installed the right version for your Skyrim (in your case you should choose the "Anniversary Edition" option on the SLU setup) There is also one option on the SexLab MCM that let you disable the automatic transition for the Aggressive scenes and some Mods can even disable it for they scenes so better starting the scene try with my MatchMaker or the SexLab Debug Spell that in the SLU+ works like my MatchMaker. If doesn't do the transition with the Debug Spell, you can send me the file "papyrus.0.log" so I can check it and give you a more accurate answer.
Pkingsley Posted June 1, 2024 Posted June 1, 2024 21 hours ago, jdtest17 said: I mentioned a while ago the fix to get Improved Camera SE working with Utility+, I've been running it for quite a while and Utility+ and Improved Camera works flawlessly with regards to the expected behavior of Improved Camera switching to a scripting specific mode which has additional toggles so it restricts the view and makes it so that rotated head node doesn't cause any problems. It's basically you need to make sure one of the player controls is disabled during the duration of the scene, and you can turn it off afterwards in order to return to normal operation. Basically at line 2065 in sslActorAlias.psc, make that Game.EnablePlayerControls function to have the third argument be false rather than true, and that should fix it. Though do note this is only the fix on the Sexlab side, it may still need to be fixed on the slso side with the second part of that patch with changes to SLSO_Widget[1-9]Update.psc or whatever files, and changing it so that it doesn't enable player controls for that argument. If possible, can you send the script changes to make it work? I don't have a way to convert the source scripts to their compiled ones and I'm a little lazy so I haven't been arsed to grab them.
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