OsmelMC Posted September 16, 2024 Author Posted September 16, 2024 (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 September 16, 2024 by OsmelMC 2
beetlebug123 Posted September 17, 2024 Posted September 17, 2024 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
PippinTom Posted September 17, 2024 Posted September 17, 2024 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.
OsmelMC Posted September 17, 2024 Author Posted September 17, 2024 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.
OsmelMC Posted September 17, 2024 Author Posted September 17, 2024 (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 September 17, 2024 by OsmelMC 1
EthernalNoob Posted September 17, 2024 Posted September 17, 2024 (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: If the checkbox in disabled, it simply uses the default player gender in Sexlab and no message pops up. Edited September 17, 2024 by EthernalNoob
OsmelMC Posted September 17, 2024 Author Posted September 17, 2024 (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: 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 September 17, 2024 by OsmelMC
EthernalNoob Posted September 18, 2024 Posted September 18, 2024 (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 September 18, 2024 by EthernalNoob
PippinTom Posted September 18, 2024 Posted September 18, 2024 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...
EthernalNoob Posted September 18, 2024 Posted September 18, 2024 9 hours ago, PippinTom said: 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... Again: For some reason, when my female PC start a sex scene (even with matchmaker) with a female NPC I only get lesbian (non-strapon/male_on_female) animations on the list (just tribadism, fingering, etc). It's not about the position, but more likely about the animation filtering. The only way i managed to get strapon/male_on_female animations is by going to Sexlab MCM menu and changing the gender. Active and passive was just a suggestion. It would work more like this: you are playing as a famele (lesbian) character, when you click "active" it sets your gender to male (passive would set it to female and set the NPC to male until the animation ending). And if you are a male (gay) character "active" would keep you as male, while setting the male NPC to female. I hope, I explained it better now :)
PippinTom Posted September 18, 2024 Posted September 18, 2024 1 hour ago, EthernalNoob said: I hope, I explained it better now Indeed. If the animations are the issue... you could: try correcting those futa oriented ones and hope for SLF to feed you with them and/or fiddle with straight/gay SLF MCM settings and (add/remove) tags on animations, but in this area I'm still fuzzy about how this should work AND if that actually really works on SLF side as advertised. (or I was doing thins wrong, back in days when I tried to sort this out, yet lost interest and never came back to it, not yet anyway)
KewlGirloBoyo Posted September 19, 2024 Posted September 19, 2024 Hey, SLUtil+ works wonderfully for the most part, but one feature seems to have been lost on my end and I'm not sure if anyone else experienced it before. Furniture sex seems to sometimes trigger in the same place, sometimes doesn't trigger at all, or sometimes only triggers for some animations or some furniture, had to end up going to FSF for now, but if anyone had this issue and managed to fix it, I'd be more than happy. I can otherwise boot up later and try to check if I can nab a papyrus.0 Again, great work! Just facing this issue on my end really.
no_way Posted September 19, 2024 Posted September 19, 2024 On 9/14/2024 at 6:05 PM, Talesien said: 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. That might be it, I'm on the latest SLU+
OsmelMC Posted September 20, 2024 Author Posted September 20, 2024 (edited) 5 hours ago, KewlGirloBoyo said: Hey, SLUtil+ works wonderfully for the most part, but one feature seems to have been lost on my end and I'm not sure if anyone else experienced it before. Furniture sex seems to sometimes trigger in the same place, sometimes doesn't trigger at all, or sometimes only triggers for some animations or some furniture, had to end up going to FSF for now, but if anyone had this issue and managed to fix it, I'd be more than happy. I can otherwise boot up later and try to check if I can nab a papyrus.0 Again, great work! Just facing this issue on my end really. FSF force the furniture scenes every time while SLU+ never force the furniture scene unless the original playlist be filled just with furniture animations. At least the Advanced Furniture System (that is the one i use) never fail. Of course you need the right combinations of tags on the furniture animations and none problem with the Menu options. For the right combination of tags you just have to import and apply the OsmelMC_ActionLog that comes white my SLATE Patch and maybe add the tags to the few animations that were made after my last update. Read about the Furniture tags on the front page for more details... In case of problems with the menu options sadly is another mod that cause issues with menus with more than 10 buttons and my menu of furnitures have more than 20 buttons even when you can see just 3 or 6. This problem affect the Wall and all the furniture options beyond the Wall causing the selection of another furniture (usually unavailable). This can be easily fixed by remove the mod in conflict but the real problem is that those that fix it before are being unable to trace the culprits between the mods disabled or updated. The last suspect was the DLL version of DynDOLOD but the one i test was fine so probably was fixed by when i did the test (i use the PapyrusUtil version) In case of doubts you can send me the file "papyrus.0.log" so i can identify the real reason of your problem. Edited September 20, 2024 by OsmelMC
mrtorq Posted September 20, 2024 Posted September 20, 2024 hey my npcs and even my pc become invisible and stuck to the ground after ending a SL animation on Skyrim LE ? any workaround ?
Talesien Posted September 20, 2024 Posted September 20, 2024 14 hours ago, OsmelMC said: The last suspect was the DLL version of DynDOLOD but the one i test was fine so probably was fixed by when i did the test (i use the PapyrusUtil version) Well, small wonder the version without the dll works if the dll is the suspected problem, no? The real problem is that DynDolod 3 (yes it's officially still in alpha, it's been that way for 3 years now while being more stable than many so called 'final' mods for most of that time), which is the version the majority of people use by now, only comes in a dll version. So no option to fall back to a scripted variant.
OsmelMC Posted September 20, 2024 Author Posted September 20, 2024 (edited) 8 hours ago, mrtorq said: hey my npcs and even my pc become invisible and stuck to the ground after ending a SL animation on Skyrim LE ? any workaround ? Roll back to the previous saved game and make sure that nothing overwrite the SLU+ files. For what you said, the actors probably got scale 0.01 and that only happen is some other mod is overwriting the SLU+ scripts files. Edited September 20, 2024 by OsmelMC
OsmelMC Posted September 20, 2024 Author Posted September 20, 2024 (edited) 3 hours ago, Talesien said: Well, small wonder the version without the dll works if the dll is the suspected problem, no? The real problem is that DynDolod 3 (yes it's officially still in alpha, it's been that way for 3 years now while being more stable than many so called 'final' mods for most of that time), which is the version the majority of people use by now, only comes in a dll version. So no option to fall back to a scripted variant. The "DynDOLOD Resources SE" on Nexus comes without DLL file. You can use the "DynDOLOD DLL" from the official site or the "DynDOLOD DLL NG" on Nexus to overwrite the DynDOLOD Resource SE but that is 100% optional. Anyway, like i comment before, by when i did my own test with the DLL everything was fine. I keep using the PapyrusUtil version just because didn't find any good reason to use the DLL version. Edited September 20, 2024 by OsmelMC
Talesien Posted September 21, 2024 Posted September 21, 2024 2 hours ago, OsmelMC said: The "DynDOLOD Resources SE" on Nexus comes without DLL file. You can use the "DynDOLOD DLL" from the official site or the "DynDOLOD DLL NG" on Nexus to overwrite the DynDOLOD Resource SE but that is 100% optional. Anyway, like i comment before, by when i did my own test with the DLL everything was fine. I keep using the PapyrusUtil version just because didn't find any good reason to use the DLL version. Afraid you got that backwards DynDolodREsources does nothing on his own, it's just the resource pack, that requires DynDolod3 (or is required by DynDolod 3, whatever way you want to read it.) Still, I misunderstood what you said there in regards to the dll. Interesting that it worked for you. It certainly didn't for me, but removing DynDolod and starting a new game with the otherwise identical LO the menu worked.
tihos9 Posted September 21, 2024 Posted September 21, 2024 Osmel, first of all I love your mods and twiks, if you can clarify me about the latest Unofficial Skyrim Modder's Patch - USMP for Skyrim LE, which version of the patch should I install to make it work on the LE version. Unofficial Skyrim Modder's Patch v.2.0 Experimental with scripts for LE or Unofficial Skyrim Modder's Patch v.1.1 from 2016 from Nexus for LE, or the version for Skyrim SE and how (I mean the install order) Or something else. Thanks in any case. Best regards!
OsmelMC Posted September 21, 2024 Author Posted September 21, 2024 16 hours ago, Talesien said: Afraid you got that backwards DynDolodREsources does nothing on his own, it's just the resource pack, that requires DynDolod3 (or is required by DynDolod 3, whatever way you want to read it.) Of course anyone can misread the instructions. But I'm more of look under the hood! The DLL version aside the DLL file and it's papyrus, comes with the same scripts already included on the Resource pack the difference is that on the DLL version use the native functions of the DLL instead of the native functions of the PapyrusUtil and the SKSE. More than performance seems to look for get rid of dependencies and the issues related with those dependencies. When the author said that the resources do nothing by its own is like the case of the SexLab Framework. Don't mean that require the DLL, means that require mods like "Seasons of Skyrim"
OsmelMC Posted September 21, 2024 Author Posted September 21, 2024 (edited) 10 hours ago, tihos9 said: Osmel, first of all I love your mods and twiks, if you can clarify me about the latest Unofficial Skyrim Modder's Patch - USMP for Skyrim LE, which version of the patch should I install to make it work on the LE version. Unofficial Skyrim Modder's Patch v.2.0 Experimental with scripts for LE or Unofficial Skyrim Modder's Patch v.1.1 from 2016 from Nexus for LE, or the version for Skyrim SE and how (I mean the install order) Or something else. Thanks in any case. Best regards! Any of them should work. I haven't tested it on LE so I can't be sure. My scripts are made to adapt themselves to the environment so should work with any of the Skyrim versions. Install it overwriting the USMP on the mods and plugin list's. Try to update it on a cave far from butterflies and weapon racks to prevent CTD on load. Send me the "papyrus.0.log" after the update so I can check everything is fine. This fix, fix the critters and butterfly scripts but usually on outdoor locations too many copies of those scripts are in use by the critters and butterflies so any change on they scripts can cause a CTD. Something like that can happen inside the player house's with the weapon racks that also are being edited here, so I prefer to save my games inside the caves near to the entrance in case some update be required (every day some Mod is updated so...). The fix for i remember affect: Critters Weapon racks Dragons Most of Dragonbourn DLC creatures The vampire and werewolf transformation The Companions quests. Don't change they behaviors, just fix the error on they scripts usually caused by custom Mods that use them without fill all the required properties or loading issues or delays. In case of conflict with the files of another Mod the recommendation is to use they scripts instead of my scripts and report it to the mod author so hi can check it and consider the inclusion. Most of those cases have the same errors to fix but add new properties or functions to them that will be required for they Mods so they scripts should be prioritized. Edited September 21, 2024 by OsmelMC
tihos9 Posted September 21, 2024 Posted September 21, 2024 (edited) 14 hours ago, OsmelMC said: Any of them should work. I haven't tested it on LE so I can't be sure. My scripts are made to adapt themselves to the environment so should work with any of the Skyrim versions. Install it overwriting the USMP on the mods and plugin list's. Try to update it on a cave far from butterflies and weapon racks to prevent CTD on load. Send me the "papyrus.0.log" after the update so I can check everything is fine. This fix, fix the critters and butterfly scripts but usually on outdoor locations too many copies of those scripts are in use by the critters and butterflies so any change on they scripts can cause a CTD. Something like that can happen inside the player house's with the weapon racks that also are being edited here, so I prefer to save my games inside the caves near to the entrance in case some update be required (every day some Mod is updated so...). The fix for i remember affect: Critters Weapon racks Dragons Most of Dragonbourn DLC creatures The vampire and werewolf transformation The Companions quests. Don't change they behaviors, just fix the error on they scripts usually caused by custom Mods that use them without fill all the required properties or loading issues or delays. In case of conflict with the files of another Mod the recommendation is to use they scripts instead of my scripts and report it to the mod author so hi can check it and consider the inclusion. Most of those cases have the same errors to fix but add new properties or functions to them that will be required for they Mods so they scripts should be prioritized. Thanks for the clarification, I've tried many combinations of installs before and your patch would be marked in red "missing Unofficial Skyrim Modder's Patch - USMP SE". I'll try what you said tomorrow, and thanks again! Next morning: Osmel, I tried all possible combinations, when I install Unofficial Skyrim Modder's Patch - USMP SE then the Unofficial Skyrim Special Edition Patch is missing, when I install the Unofficial Skyrim Modder's Patch - USMP for LE and your USMP Fix patch (highlighted in red) then the Unofficial Skyrim Special Edition Patch is missing. Anyway, I can't load the game because the master file is always missing. I'm sorry to bother you. All the best to the top creator and tweaker OsmelMD who is always helpful to everyone. Edited September 22, 2024 by tihos9 Update post
OsmelMC Posted September 22, 2024 Author Posted September 22, 2024 (edited) On 9/21/2024 at 2:25 PM, tihos9 said: Thanks for the clarification, I've tried many combinations of installs before and your patch would be marked in red "missing Unofficial Skyrim Modder's Patch - USMP SE". I'll try what you said tomorrow, and thanks again! Next morning: Osmel, I tried all possible combinations, when I install Unofficial Skyrim Modder's Patch - USMP SE then the Unofficial Skyrim Special Edition Patch is missing, when I install the Unofficial Skyrim Modder's Patch - USMP for LE and your USMP Fix patch (highlighted in red) then the Unofficial Skyrim Special Edition Patch is missing. Anyway, I can't load the game because the master file is always missing. I'm sorry to bother you. All the best to the top creator and tweaker OsmelMD who is always helpful to everyone. the ESP file just have some small fixes, is not a big deal and can be without the ESP file, but i will try to update the LE support. Actually the ESP was made just to remember the change to do on the USMP. Try without the esp file and play some of the companions mini quests so you can send me the "Papyrus.0.log" to see if something else is required. Edited September 22, 2024 by OsmelMC
EthernalNoob Posted September 22, 2024 Posted September 22, 2024 (edited) On 7/24/2022 at 9:44 PM, OsmelMC said: Happens if you are using the "furniture sex framework" or being more specific his JSON files for the animations. Those files are to adjust the alignment of the animations with the furnitures but I also do the adjustment on the on the animations offset profiles of the "Animation Editor" page so if you have his adjustments and my adjustment you will end worse than without any adjustments. You can remove his JSON files for the animations and reset the animation registry; or use the Animation Editor page on the SexLab MCM to re-adjust the Furniture Offset of each animation while is being played. Even if you do the first is also good idea if you learn to do the second because everyday new animations are made or updated and nobody have the alignment of all the animations. I am having this very problem right now and i double checked if i had installed furniture framework (and/or it's animations). There is some way to rotate the scene 180º directly from the SLAnim json file (the same with tags)? If no, which files should I edit to make it rotated 180 degree by default? Edited September 22, 2024 by EthernalNoob
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