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Posted
15 minutes ago, OsmelMC said:

 

Edit the function that chose the animation to play is pointless because at the end relais on the random function of the game the true is that none random functions is really random. On the games the random usually relays on the FPS so in a mod like SexLab will be more or less the same every time. Try enabling the "Fast RandomInt()" option on the "Po3 Tweaks", don't know if works for LE but if not sure will be another mod that change the random function. By other side i can try mixing 2 random values to get something more random but definitely will use more resources and probably will make none difference.

 

The Hotkeys are changed to stop working until the last key event be done. This is because when the game have low performance some scripts get delayed and when happens with the sexlab cause unwanted effects like sync issues, misaligning,  worse performance and at some point CTD even after the end of the scene. In this case the recommendation is to keep disabled all the debug and trace options on the "skyrim.ini". The other solution is fix all the errors of the mods reported on the "Papyrus.0.log", by experience works but is way harder than disable the trace and debug options on the skyrim.ini.

 

 

 

I enabled the debug logging for the papyrus log. 
the issues (lag spikes during SL expression change) are the same with the logging off. 

Posted (edited)
12 hours ago, Nymra said:

 

I enabled the debug logging for the papyrus log. 
the issues (lag spikes during SL expression change) are the same with the logging off. 

The delayed scripts will stay delayed after disable the papyrus logs, so the change won't be magic. Disable the debug and trace on the skyrim.ini allow the papyrus to use those wasted resources on process some more delayed scripts and eventually will see the difference. The only reason to keep enabled the debug and trace on the skyrim.ini is to find and fix errors on the scripts.

 

Anyway, what you mean by "lag spikes during SL expression change"? The scripts performance here is only related with the hotkeys! Animations and alignment is more related with the FPS and the physics.

Edited by OsmelMC
Posted (edited)

So this is very weird and hopefully someone has an idea. I've been using sexlab utility plus for months without any problems. Now suddenly if the esp is enabled, milk mod economy doesn't load its scripts correctly. Just disabling the esp is all I need to do, then MME starts up. A reinstall didn't make any difference. Anyone have any ideas on what's going on?

Edited by foreveraloneguy
Posted
16 hours ago, foreveraloneguy said:

So this is very weird and hopefully someone has an idea. I've been using sexlab utility plus for months without any problems. Now suddenly if the esp is enabled, milk mod economy doesn't load its scripts correctly. Just disabling the esp is all I need to do, then MME starts up. A reinstall didn't make any difference. Anyone have any ideas on what's going on?

Probably is a Skyrim bug, not form the SLU+ or the MME. Sometimes after install a mod or change your load order some quest that are supposed to start with the game fight for resources and the losers can't start. The solution is on change the load order and place the losers upper so they can be loaded before the mod in conflict. Mostly happen on SE with the light mods because they are loaded at the end even if you try to place then at the top in which case the solution can be flag them as ESM+ESL so they be loaded first as the masters.

 

In the case of the missing MCM, mods like MenuMaids2 and MCM Resort include a option to reset and force the detection of the MCM that work better than the console command.

Posted

Still trying to get Util+ to play nice with SL smooth expressions and SL cum overlays extended. 
Every time I have either one overwrite SLU+, I can only switch scenes by pressing “O” one time max, after which it stops responding.  
Only workarounds are to move the scene, then I get one more push, or if Apropos2 triggers a switch then after that I have unlimited strangely.

 

Anyone have this issue?  fix?

Posted
2 hours ago, no_way said:

Still trying to get Util+ to play nice with SL smooth expressions and SL cum overlays extended. 
Every time I have either one overwrite SLU+, I can only switch scenes by pressing “O” one time max, after which it stops responding.  
Only workarounds are to move the scene, then I get one more push, or if Apropos2 triggers a switch then after that I have unlimited strangely.

 

Anyone have this issue?  fix?

What version of SLU+ are you using? Latest version of Sexlab Smooth Expression (3.0.2.) explicitly states: "SL smooth expressions(UtilPlus)  is supposed to overwrite SexLab Utility Plus v20231230.7z (not supporting latest sl utility plsu)". I stopped using Smooth Expressions for that very reason. You need to ask crajjjj in the Smooth Expressions support thread I guess.

Posted
6 hours ago, OsmelMC said:

Probably is a Skyrim bug, not form the SLU+ or the MME. Sometimes after install a mod or change your load order some quest that are supposed to start with the game fight for resources and the losers can't start. The solution is on change the load order and place the losers upper so they can be loaded before the mod in conflict. Mostly happen on SE with the light mods because they are loaded at the end even if you try to place then at the top in which case the solution can be flag them as ESM+ESL so they be loaded first as the masters.

 

In the case of the missing MCM, mods like MenuMaids2 and MCM Resort include a option to reset and force the detection of the MCM that work better than the console command.

 

Well, I thought of that and looked for conflicts. Other than a few ITMs with sexlab itself, there are no conflicts in my load order within the esps. I'm thinking somehow the quests are the culprit, but the mme prints give me no clue as to why mme has decided it's scripts aren't running.

Posted
1 hour ago, foreveraloneguy said:

 

Well, I thought of that and looked for conflicts. Other than a few ITMs with sexlab itself, there are no conflicts in my load order within the esps. I'm thinking somehow the quests are the culprit, but the mme prints give me no clue as to why mme has decided it's scripts aren't running.

You can send me the "Papyrus.0.log" so i can check it, but if the MME is the one not working try moving it's ESP file upper on the plugins load list.

 

The skyrim bug i'm talking is very old but the anyone seems to know the real reason just the error reported on the scripts and how deal with it.

Posted
8 hours ago, OsmelMC said:

You can send me the "Papyrus.0.log" so i can check it, but if the MME is the one not working try moving it's ESP file upper on the plugins load list.

 

The skyrim bug i'm talking is very old but the anyone seems to know the real reason just the error reported on the scripts and how deal with it.

 

OK, I'll re-enable util soon and get a debug. But I forgot to mention this is only when starting a new game. If I load a save that's never had any mods, everything initializes normally. Which kind of pisses me off, actually, since that's just weird.

Posted
3 hours ago, foreveraloneguy said:

 

OK, I'll re-enable util soon and get a debug. But I forgot to mention this is only when starting a new game. If I load a save that's never had any mods, everything initializes normally. Which kind of pisses me off, actually, since that's just weird.

Send me the "papyrus.0.log" anyway but on new games all the mods try to initialize at the same time and some mods take longer than others. SexLab can be manually initialized but the recommendation is wait until everything be loaded thats why is programed to install itself the next time you load the game after the Unbound quest. You probably should wait until the SexLab with the SLU+ be installed before install the MME files.

 

Without the "papyrus.0.log" i'm just guessing!

Posted
8 hours ago, foreveraloneguy said:

 

OK, I'll re-enable util soon and get a debug. But I forgot to mention this is only when starting a new game. If I load a save that's never had any mods, everything initializes normally. Which kind of pisses me off, actually, since that's just weird.

 

From personal experience I can say that you should not try to start all your mods from the start, whether you have a vanilla start or an alternate start, mods (especially sexlab) should start updating only after you exit Helgen (the Unbound quest) or you risk starting with errors because as far as I remember skyrim's start is quite loaded with scripts that can kill many necessary processes. Source: Playing heavily modded Skyrim since LE without CTDs or fatal errors, I've completely finished Skyrim AE so many times I can't count it anymore.

 

Posted (edited)

I cannot make StrapOns reliably appear on females... :(

What am I doing wrong?
With "Restrict Strapons" On and Off its the same, its totally random if any strapons appear. mostly they do not.

 

Is there something in the scripts for starting sex scenes that I might have missed regarding strapon use?

 

20240916121755_1.jpg

20240916121810_1.jpg

Papyrus.0.log

Edited by Nymra
Posted (edited)
4 hours ago, Nymra said:

I cannot make StrapOns reliably appear on females... :(

What am I doing wrong?
With "Restrict Strapons" On and Off its the same, its totally random if any strapons appear. mostly they do not.

 

Is there something in the scripts for starting sex scenes that I might have missed regarding strapon use?

 

20240916121755_1.jpg

20240916121810_1.jpg

Papyrus.0.log 818.48 kB · 0 downloads

Did you check the list of equipped items on the actors using the panel on the console? (In case something else be using the same slot)

 

 

 

The "Restrict Strapon Use" option only filter the animations one the playlist. Like any other of the SexLab filters is ignored if that will let you without animations to play.

 

Doesn't affect the Strapon equipment just prevent the bumping air animations. Those animations were made with the Strapon forbidden by the animation author and the way of the system to identify them is with you "Straight" or "Gay" tags so if you find one bumping air animation without the straight tag you should add the Straight or Gay tags.

 

 

For I see, the animation on the list is a FUTA animation and like most of the them have the FUTA actors wrongly defined as females when obviously they roles is male on this animation (by the active use of the penis) 

Set them as Females forbid the use of the Strapon by default unless they be forced to True on the animation. 

The FUTA filters doesn't remove this animation just those with the AllFuta or FutaAll tag's. So the recommended in this case is add the Gay tag.

Edited by OsmelMC
Posted
4 hours ago, OsmelMC said:

most of the them have the FUTA actors wrongly defined as females when obviously they roles is male on this animation (by the active use of the penis) 

 

Hehe, finally someone else also sees that and say it out loud. But that can be rather easily corrected by editing .json files, am I right?

Posted
22 minutes ago, PippinTom said:

 

Hehe, finally someone else also sees that and say it out loud. But that can be rather easily corrected by editing .json files, am I right?

 

This is what I use for futa characters because I haven't found any other way to have a female character with a schlong be detected as the "male" one in animations.

Posted
1 hour ago, サマエル said:

This is what I use for futa

 

AFAIR I had some unwanted side effects of using bender in my customized a bit (SOS) setup, so I've dumped it long time ago. Anyway - I prefer to use only mods that I really need/cannot substitute any easier way - less is better - as each mod beside it's main features adds it's very own set of issues, not mentioning - eats resources.

🤪

Posted (edited)
3 hours ago, PippinTom said:

 

Hehe, finally someone else also sees that and say it out loud. But that can be rather easily corrected by editing .json files, am I right?

Yes usually is enough with edit the JSON files.

The reason why comes like that is because the original SexLab barely support FUTA actors and authors don't want the Strapon equiped on the FUTA actors that is a SexLab issues already fixed on the SLU+.

The right in this case was define the position gender to Female if the actor in that position will have some vaginal penetration or at least boob job, and Male when the actor will use the penis and use the "strap_on" option on the JSON file to allow or disallow the use of the Strapon.

 

SLU+ work fine anyway but that way will do a better assignment of the position's when not all the actors are frutas.

 

I explained this in the description page!

 

2 hours ago, サマエル said:

 

This is what I use for futa characters because I haven't found any other way to have a female character with a schlong be detected as the "male" one in animations.

 

My SOS PapyrusUtil patch already include the FUTA support and SexLab compatibility. You just have to select in it's SexLab page the Addons that will change the SexLab gender of the actors.

 

SexLab SE/AE (LE need my SLU+) see as FUTA any actor with a vanilla sex different from it's SexLab gender.

Edited by OsmelMC
Posted

Sorry if this has already been answered. Does sexlab utility need to overwrite Papyrusutil SE? This causes Licenses-Player Oppression to output an error saying the dependency is missing. The mod still seems to work, though I haven't done much testing

Posted
5 hours ago, OsmelMC said:

Yes usually is enough with edit the JSON files.

The reason why comes like that is because the original SexLab barely support FUTA actors and authors don't want the Strapon equiped on the FUTA actors that is a SexLab issues already fixed on the SLU+.

The right in this case was define the position gender to Female if the actor in that position will have some vaginal penetration or at least boob job, and Male when the actor will use the penis and use the "strap_on" option on the JSON file to allow or disallow the use of the Strapon.

 

...and when add_cum or sos is set for that position, it makes no sense to leave actor's role as female either, right?

 

Anyway, isn't it better to just correct the problem at the source (jsons) than patching it runtime via SLU+ or any other scripts, each and every time that animation is evaluated or used?

 

My point is - scripts are rather unreliable, especially on scene start when LOTS of things happen because usually more than few mods compete for resources (and/or access to the same objects/variables). And also there is a case when mods try to select "proper" animation on their own, either because authors didn't trust/didn't know how to fully utilize Sexlab's built-in routines; futa support was not available at the time of mod creation; or just because some people just prefer to do things their own way, for whatever reason.

Posted
5 hours ago, beetlebug123 said:

Sorry if this has already been answered. Does sexlab utility need to overwrite Papyrusutil SE? This causes Licenses-Player Oppression to output an error saying the dependency is missing. The mod still seems to work, though I haven't done much testing

The PapyrusUtil is only included for the SE version and is because include AE functions unavailable on the official SE version of PapyrusUtil. Those functions are required for the furniture system between other things.

 

 

Posted (edited)
2 hours ago, PippinTom said:

...and when add_cum or sos is set for that position, it makes no sense to leave actor's role as female either, right?

none of those options is specific for one gender.

The cum can be added to any actor of any gender and only depends of the animation.By the way you can even set the source actor of the cum on the animation. 

The SOS set the default value of the SOS property on the animation profile. Fos the female position won't make too much sense in most of the cases but for example the Futa actors can use the female animations so imagine one futa on a Female Solo animation fingering the his vagina, in that case a SOS=9 can be appreciated. Of course that can be settled on the Global Profile of the animation throg the SexLab MCM so there is none need for edit that on the JSON files.

 

The Gender, the strap_on and open_mouth options are the only thing that worth the effort of edit the json files each time you update some animation package. 

 

 

 

Add properties and tags to the animations is good. Since the system can't interpret the animation, better the animation be described with properties and tags, easier will be for the scripts deal with that animation.

 

 

 

Edited by OsmelMC
Posted (edited)

I have a suggestion:

 

A role menu before animation starts.

 

It wold be like this:

 

Imagine you are playing as bissexual character, sometimes you want to be the dominant (Active) and sometimes the passive one. Usually you choose this by changing the player gender in Sexlab Menu, but this is slow and boring. Instead, SLU+ could have a checkbox option to show a popup message before the sex scene stars like this:

image.png.d107bab650a837b6f0e92cf1ee34cb3f.png

 

If the checkbox in disabled, it simply uses the default player gender in Sexlab and no message pops up.

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

I have a suggestion:

 

A role menu before animation starts.

 

It wold be like this:

 

Imagine you are playing as bissexual character, sometimes you want to be the dominant (Active) and sometimes the passive one. Usually you choose this by changing the player gender in Sexlab Menu, but this is slow and boring. Instead, SLU+ could have a checkbox option to show a popup message before the sex scene stars like this:

image.png.d107bab650a837b6f0e92cf1ee34cb3f.png

 

If the checkbox in disabled, it simply uses the default player gender in Sexlab and no message pops up.

 

 

🚫 In SexLab the gender is just about vaginas and penises. You mean the Role that sadly in SexLab is more like Aggressor and Victim.

 

Originally in the SexLab animations nothing was made to describe the position's roles and only later the Aggressor/Victim roles were added for the rape scenes.

 

Is not the same as the Active/Passive roles but in they absence the mod author start using the Aggressor/Victim roles as Active/Passive disabling the Aggressive option on the scene.

 

 

Just recently I include another piece detecting the FemDom and CreatureSub tags on the animations and the function that correct the actors position based on they roles.

 

The problem is that most of the mod authors don't know how to make Active/Passive from the Aggressor/Victim roles, usually triggering a rape scene by mistake. Also not all the FemDom animations have the FemDom tag what cause some issues with Mods like "SexLab Defeat"

 

So now you can toggle that option on the SexLab MCM.

 

 

Think that most of the SexLab Mods do they own selection of animations and set the actors position leaving less for the SexLab to control.

 

In conclusion: right now one option like that will cause more issues then good. Probably on the future with the SexLab v2.0 

Edited by OsmelMC
Posted (edited)

 

11 hours ago, OsmelMC said:

Is not the same as the Active/Passive roles but in they absence the mod author start using the Aggressor/Victim roles as Active/Passive disabling the Aggressive option on the scene.

 

I think i didn't explained it very well: I play as a lesbian character, and sometimes I would like to play male on female animations (strapon) with female npcs and sometimes I would like to play just lesbian (no strapon). The only way I can do it now, is by changing the gender option in Sexlab MCM before starting the animation. For some reason (maybe a bad install), just wearing a strapon doesn't play "M on F" when my gender and the npc gender are both female.

 

That's why the pop-up menu would be good, because i would not need to open Sexlab MCM to change it. If you still think it wouldn't be a good idea, could you at least give me some advice if its possible to make it, so I can try for myself (and dont bother you)?

 

 

11 hours ago, OsmelMC said:

right now one option like that will cause more issues then good.

 

Got it, but that's exactly why I suggested to make it "toggleable" using a checkbox. If disabled it would use the normal sexlab method to avoid conflicts.

Edited by EthernalNoob
Posted
1 hour ago, EthernalNoob said:

That's why the pop-up menu would be good, because i would not need to open Sexlab MCM to change it

 

You know that there is a shortcut for swapping position of actors? I know that it's probably not perfect, but if you really need to, you can fuck a man while being a woman and dildo is provided (delivered and attached) by SLF/SLU+ on the fly if you don't have one already attached.

It's "=" if I'm not mistaken...

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