alain31 Posted November 7, 2024 Posted November 7, 2024 9 hours ago, safado said: I used googlefu to find it again. Hundreds-of-pages forums are difficult without goodle-fu. Hi, Thank you for your reply. I didn't do my research well enough with Google. I will be more careful next time before asking a question.
Mehmeme Posted November 10, 2024 Posted November 10, 2024 Would it be possible to get 3D SOS Pubic Hair for Females and Males to work with yps fashion? As in, make it grow over time?
深淵の神 Posted November 18, 2024 Posted November 18, 2024 (edited) Hola OsmelMC, I've been trying out the furniture system in SexLab Utility Plus v20240407 and I've really liked it, it's great to be able to use zaz furniture as well, I haven't had any problems with facial expressions either. The animations usually start almost immediately except when you are in a huge space with too many furniture to detect, but it doesn't last more than 3-4 seconds, although sometimes it ends up not "detecting" any, which I suppose the script collapses due to the overexertion, not a real problem though. Some animations need to have their orientation corrected using the .json files that accompany the animation packages as stated in the following blog: It was made in mind for another mod but it works here too. Here I put some NSFW images to illustrate the use of the furniture system, I have enjoyed it a lot, thanks @OsmelMC Spoiler EDIT: Oh crap... apparently there are still some problems in LL to display the images properly haha Edited November 18, 2024 by サマエル 1
The_XXI Posted November 18, 2024 Posted November 18, 2024 After installing SexLab Utility Plus, animations in SL Anim Loader began to register for a very long time, what could be the reason?
safado Posted November 18, 2024 Posted November 18, 2024 14 hours ago, The_XXI said: After installing SexLab Utility Plus, animations in SL Anim Loader began to register for a very long time, what could be the reason? Read recommended section. For extra performance also enable Papyrus Tweaks NG "bSpeedUpNativeCalls = true" in the experimental, at your own risk. 🫠 Spoiler Recommended: For teeth issues on the open mouth "Expressive Facial Animation" For performance "Papyrus Tweaks NG" For Futa actors recommend use Mod like "Schlongs of Skyrim - SexLab Addon" or my SOS - Schlongs of Skyrim with PapyrusUtil & SexLab Tweaks to help with the futa detection.
Dorabella Posted November 22, 2024 Posted November 22, 2024 After installing Sexla Aroused Creature v04.05 tweak , Aroused Creature(v04.0Beta0.5), Has stopped working . Possible causes?
OsmelMC Posted November 24, 2024 Author Posted November 24, 2024 On 11/17/2024 at 10:12 PM, サマエル said: Hola OsmelMC, I've been trying out the furniture system in SexLab Utility Plus v20240407 and I've really liked it, it's great to be able to use zaz furniture as well, I haven't had any problems with facial expressions either. The animations usually start almost immediately except when you are in a huge space with too many furniture to detect, but it doesn't last more than 3-4 seconds, although sometimes it ends up not "detecting" any, which I suppose the script collapses due to the overexertion, not a real problem though. Some animations need to have their orientation corrected using the .json files that accompany the animation packages as stated in the following blog: It was made in mind for another mod but it works here too. Here I put some NSFW images to illustrate the use of the furniture system, I have enjoyed it a lot, thanks @OsmelMC Reveal hidden contents EDIT: Oh crap... apparently there are still some problems in LL to display the images properly haha The instructions for Furniture Sex Framework are also valid for my future system but in my case is way more easy to align and can be done in the game through the Animations Editor page of the SexLab MCM. Just select the choice "Animation" on the "Animations Profile" menu that is on the Animation Editor page and you will be able to edit the global (offset/alignment) of the beds and furnitures for that animation. This values get stored on one common JSON file after save the game so they will get automatically imported even on a new game. I also include my default animations offsets on each new version so you don't have to do it yourself for every animations but I haven't played all the furniture animations and the authors are made new ones and update another's so there will be some animations offsets that require the attention of the users. By the way the offsets settled by the users have priority over my default offsets so is better if you don't wait for my update and do your own alignments. Also like in the case of the Furniture Sex Framework my default offsets and your user offsets only get imported when the animation is being registered so even if the animation have furniture offsets on my default offsets, they won't be imported unless you reset the animation register.
OsmelMC Posted November 24, 2024 Author Posted November 24, 2024 On 11/18/2024 at 2:53 AM, The_XXI said: After installing SexLab Utility Plus, animations in SL Anim Loader began to register for a very long time, what could be the reason? If you are still on Skyrim SE without update to AE. Make sure of select the "Special Edition" option on my setup and use the PapyrusUtil that comes with the SLU+ for SE. This version of PapyrusUtil include some functions of the AE version required for performance (without those functions the SexLab will have a lot of problems) Also my version of the "SexLab Animation Loader" that is on the GitHub server is way better and faster that the one released on LoversLab.
OsmelMC Posted November 24, 2024 Author Posted November 24, 2024 On 11/22/2024 at 2:18 PM, Dorabella said: After installing Sexla Aroused Creature v04.05 tweak , Aroused Creature(v04.0Beta0.5), Has stopped working . Possible causes? Each version of my patches for aroused creatures work just with the matching version on the description. Make sure of install the right one.
OsmelMC Posted November 24, 2024 Author Posted November 24, 2024 On 11/9/2024 at 9:37 PM, Mehmeme said: Would it be possible to get 3D SOS Pubic Hair for Females and Males to work with yps fashion? As in, make it grow over time? Ask on the YPS fashion discussion thread, they probably have some patch already. The main problem there is that my female Addons is based on a old addon for LE with the same name and my last version for SE/AE was compressed for ESL so the FormID's are different now.
LustyWolf0721 Posted November 25, 2024 Posted November 25, 2024 (edited) Hi, I run into problem with Sexlab Utility Plus that my sexlab animations' tags are not properly recognised. For example, I do have group sex animations enabled and registered in SLAL in a new game, but with Sexlab Utility Plus on, the tags were not recognised and sex scene was skipped. When I reload an older save which doesn't have this mod, the animations work as intended. Also, when I use Sexlab tools and try to select a group of animation that has a specific tag, the tags to be choose from the list is fewer than it supposed to be. Anyone got an idea why? Any help is appreciated. Edited November 25, 2024 by lzy731
safado Posted November 25, 2024 Posted November 25, 2024 (edited) 10 hours ago, lzy731 said: Hi, I run into problem with Sexlab Utility Plus that my sexlab animations' tags are not properly recognised. For example, I do have group sex animations enabled and registered in SLAL in a new game, but with Sexlab Utility Plus on, the tags were not recognised and sex scene was skipped. When I reload an older save which doesn't have this mod, the animations work as intended. Also, when I use Sexlab tools and try to select a group of animation that has a specific tag, the tags to be choose from the list is fewer than it supposed to be. Anyone got an idea why? Any help is appreciated. If you updated mid-game, the old scripts are still instanced and need to unload first for proper update. Follow instructions from description page. See spoiler. Also, re-do animation loader, zaz sexlab register, or estrus chaurus register just in case. Also, re-do SLATE tag OsmelMC update (in description page too). Spoiler Extra version: Download the last "SexLab Utility Plus" install file from the downloads Install the using some Mod Manager (select the "Extra and Patch" option in the install assistant) Make sure none mod override some of my files. (This is the most important thing to do because the consequence if not go from CTD to Actors getting atom size) Open you save game and in the SexLab MCM last page. Export the Configuration Execute the Clean System option to update the last changes. (If not will get errors or not execute some function or animations) Wait few minutes until the Clean process get completed. Import the previously exported configuration Spoiler 6. SLATE (Patch) include: Make SLATE compatible with Creatures Animations Added furniture's Tag's Added creature animation sets and Tags Correct the standards animation sets and Tags Added Tags compatible with the latest changes on "SexLab Utility Plus" Added Cleaning functions and "Registered Animation Only" option in the ActionLog file import section. Include option to show the progress of the current task even after save and load the game. (if the task take too long, is safe keep playing as usual) Speed up the process of re-apply the ActionLog thanks to alex77r4 ------ SLU+ Use Furnitures: If "Enabled" sets whether you want to use a nearby "Furniture" whenever starting a new animation and automatically remove furniture animations incompatible with the current furniture status. (For better results use my SLATE patch to properly assign furniture tags to animations) Filter Fetish Tags Animations: If "Enabled" scenes incompatible with current actor type or profession will be automatically remove. (For better results use my SLATE patch to properly assign fetish tags to animations) Example: Animations tagged as "Vampire" only show with Vampire actors in the active role. Animations tagged as "Mage" only show with Mage actors in the active role. (Include "Warlock, Necromancers, Ghosts, Spell Sealer, College of Winterhold Faction") Animations tagged as "Alchemy" only show with Alchemy's actors in the active role. (Include "Apothecary, Alchemy Trainer") Animations tagged as "Necro" only show with Dead or Unconscious actors in the passive role at least the scene be specifically calling for Necro Animations in which case the actors won't be checked. Edited November 25, 2024 by safado
LustyWolf0721 Posted November 26, 2024 Posted November 26, 2024 2 hours ago, safado said: If you updated mid-game, the old scripts are still instanced and need to unload first for proper update. Follow instructions from description page. See spoiler. Also, re-do animation loader, zaz sexlab register, or estrus chaurus register just in case. Also, re-do SLATE tag OsmelMC update (in description page too). Hide contents Extra version: Download the last "SexLab Utility Plus" install file from the downloads Install the using some Mod Manager (select the "Extra and Patch" option in the install assistant) Make sure none mod override some of my files. (This is the most important thing to do because the consequence if not go from CTD to Actors getting atom size) Open you save game and in the SexLab MCM last page. Export the Configuration Execute the Clean System option to update the last changes. (If not will get errors or not execute some function or animations) Wait few minutes until the Clean process get completed. Import the previously exported configuration Hide contents 6. SLATE (Patch) include: Make SLATE compatible with Creatures Animations Added furniture's Tag's Added creature animation sets and Tags Correct the standards animation sets and Tags Added Tags compatible with the latest changes on "SexLab Utility Plus" Added Cleaning functions and "Registered Animation Only" option in the ActionLog file import section. Include option to show the progress of the current task even after save and load the game. (if the task take too long, is safe keep playing as usual) Speed up the process of re-apply the ActionLog thanks to alex77r4 ------ SLU+ Use Furnitures: If "Enabled" sets whether you want to use a nearby "Furniture" whenever starting a new animation and automatically remove furniture animations incompatible with the current furniture status. (For better results use my SLATE patch to properly assign furniture tags to animations) Filter Fetish Tags Animations: If "Enabled" scenes incompatible with current actor type or profession will be automatically remove. (For better results use my SLATE patch to properly assign fetish tags to animations) Example: Animations tagged as "Vampire" only show with Vampire actors in the active role. Animations tagged as "Mage" only show with Mage actors in the active role. (Include "Warlock, Necromancers, Ghosts, Spell Sealer, College of Winterhold Faction") Animations tagged as "Alchemy" only show with Alchemy's actors in the active role. (Include "Apothecary, Alchemy Trainer") Animations tagged as "Necro" only show with Dead or Unconscious actors in the passive role at least the scene be specifically calling for Necro Animations in which case the actors won't be checked. Thank you for the reply! Yeah I did all the up-dating process except for installing SLATE since it was not included in the update guide. I'll try that to see if things work properly.
Starinyour Posted November 26, 2024 Posted November 26, 2024 (edited) Am I missing something regarding the advanced furniture system. It seems like base game furniture works fine when scanning them, but when it comes to furniture like more bondage furniture like XCross, Pillory, Poles and what not it wont count for nearby furnitures, the rest is working fine and will scan for the furniture. So I am wondering how can I get it to scan for those type of furnitures? Edited November 26, 2024 by Starinyour
OsmelMC Posted November 27, 2024 Author Posted November 27, 2024 21 hours ago, Starinyour said: Am I missing something regarding the advanced furniture system. It seems like base game furniture works fine when scanning them, but when it comes to furniture like more bondage furniture like XCross, Pillory, Poles and what not it wont count for nearby furnitures, the rest is working fine and will scan for the furniture. So I am wondering how can I get it to scan for those type of furnitures? Some user have problems with the menu where the options beyond the Wall doesn't work properly. Seems like the solution is extract the files from the BSA file of the UI Extended and make sure that the SWF files there related with the menu won't be overwrite by any other Mod.
PippinTom Posted November 27, 2024 Posted November 27, 2024 @OsmelMC Since majority of furniture scenes in my game(s) seems to be now ill-oriented by 180degree (what in itself statistically looks suspicious) and correcting them manually starts to become a bit tedious I would like to try a different. What I would like to try out is to remove all adjustments/overrides you have made to furnitures and see if by reverting the odds will it reduce legwork required on my part in terms of manual corrections. And main question is how to do it safely - will it suffice to delete SexlabOffsetsDefault.json? Then of course dumping mine recent user-level manual overrides-over-you-overrides as they probably would then negate what I wish to achieve. Will that potentially fuck anything up?
OsmelMC Posted November 27, 2024 Author Posted November 27, 2024 5 hours ago, PippinTom said: @OsmelMC Since majority of furniture scenes in my game(s) seems to be now ill-oriented by 180degree (what in itself statistically looks suspicious) and correcting them manually starts to become a bit tedious I would like to try a different. What I would like to try out is to remove all adjustments/overrides you have made to furnitures and see if by reverting the odds will it reduce legwork required on my part in terms of manual corrections. And main question is how to do it safely - will it suffice to delete SexlabOffsetsDefault.json? Then of course dumping mine recent user-level manual overrides-over-you-overrides as they probably would then negate what I wish to achieve. Will that potentially fuck anything up? Is safe to delete but won't be enough. That file comes with my Default offsets that are ignored if you set your own offsets using the "Animations Editor" page of the SexLab MCM. Your furniture offsets get stored on another JSON file with similar name that probably is on the same address but on the "overwriting" folder if you are using the MO2. The furniture offset are stored on your saved game file and the JSON is just a backup that gets imported when the animation is registered. This means that you have to remove both JSON files and reset the animation register without touch the offsets. Any case is probably better if you set your own offsets and forget about the JSON files. Also, the only furnitures that can have rotation issues are the tables and for that reason they were excluded from my Table list. If you have another furniture with rotation issues is probably a setup problem or because the furniture is from a mod unknown by my in which case they have to be included by scripts to match the vanilla furnitures alignment.
PippinTom Posted November 28, 2024 Posted November 28, 2024 Thank you for answer and explanation. 1 hour ago, OsmelMC said: Also, the only furnitures that can have rotation issues are the tables (...). If you have another furniture with rotation issues is probably a setup problem And that is a bit surprising to me - actually beside tables I see wrong rotation of actors on beds (*) and chairs/benches if they are placed against the wall. Regarding tables - worst are dwemer ones which I think are hopeless, because on various locations they are aligned/oriented differently regarding surroundings and tweaking them is pointless as the same animation played inside Markarth Inn and somewhere in the dungeon (can't recall exact spot - somewhere on the way to Blackreach) looks completely different, so fixing particular animation offsets while in one location makes it wrongly offset when played in another... Regarding mods changing/touching furnitures - I'm not aware of any in my LO except one from LL that removes top-something-thingy from double beds. ____ *) probably mostly double ones, but i';m not sure about that at the time of writing
OsmelMC Posted November 28, 2024 Author Posted November 28, 2024 (edited) 18 hours ago, PippinTom said: Thank you for answer and explanation. And that is a bit surprising to me - actually beside tables I see wrong rotation of actors on beds (*) and chairs/benches if they are placed against the wall. Regarding tables - worst are dwemer ones which I think are hopeless, because on various locations they are aligned/oriented differently regarding surroundings and tweaking them is pointless as the same animation played inside Markarth Inn and somewhere in the dungeon (can't recall exact spot - somewhere on the way to Blackreach) looks completely different, so fixing particular animation offsets while in one location makes it wrongly offset when played in another... Regarding mods changing/touching furnitures - I'm not aware of any in my LO except one from LL that removes top-something-thingy from double beds. ____ *) probably mostly double ones, but i';m not sure about that at the time of writing The real furnitures can be activated by the Player or the NPC's, is not the case of most of the tables that are static objects without interaction beyond the collision. Those real furnitures have entry point for they action and those entry points can be from the Front, Back, Left or Right. The entry points are important because one bed that have it's right side against a wall should have the entry point of the Right disabled. Knowing this I can easily identify the chairs that are in front of the tables and exclude them from the search to avoid collision issues. So the chairs without Front entry aren't included on my chair list. They are issues attended and others unattended plus another's that probably I don't know. So this is the list of know issues by furniture and they solutions. Tables: The tables are static objects like the trees. They usually don't have front or back defined so they were removed from the Table list time ago. Instead there is a invisible furniture allow the NPC's lean over the tables and works as marker to identify the front of the table. Furniture Sex Framework also include a invisible marker like this already placed on the tables of common places like the castle's so you can use my crippled version of Furniture Sex Framework that is 100% compatible with SLU+. *The only problem with those invisible lean furnitures is that in some places and placed in small walls or fences. Workbench: The workbench is like a table but smaller. They usually don't have clipping issues except for some foot's deep in the ground if the workbench was too short or the actor too tall but I think that can be ignored. Most of the workbench animations are compatible with the tables so they can have both tags. If you find some workbench animations with clipping issues the best solution probably be removed the workbench tag and set the table tag instead. Chairs: The chairs without entry point for the front were removed from the chair list to avoid clipping issues with the tables that are usually in front of them. The chairs in general doesn't have entry point for the back so there is none fast way to know if they will have clipping issues with walls or objects at the back in some animations. I should make a script too remove those animations in those cases but for now the only solution is avoid those animations playing another from the list. Same will happen with animations were the actors are placed at the side of the chair if happen to be something in there. Benches: The benches are usually near to the walls so they usually have clipping issues when the animation happen at both sides of the bench. In cases where the animation happen at just one side you can rotate the furniture offset of the animation on the Animations Editor page to place the actor in front of the bench and that will work with all the benches. You can also set the Bench tag on some chair animations and those animations with align fine on the benches too because those furnitures are compatible. Bed's: The bed's have Left and Right entry points so in most of the cases clipping issues with the Walls can be easy identify. Sadly I didn't make a script for that but I made a script to filter those animations that are for single bed's and those that are for double bed's only so on those cases you should add the "SingleBed" or "DoubleBed" tag to the animation to make it exclusive for one bed type and set the Rotation offset of the animation to give priority to the position of the actor that is outside of the bed. In you have to change the left or right offsets of the bed animation is probably because that animation was made for another type of bed and the best in this case will be set the right tag. Some animations like those made for wall holes doesn't have support and will have clipping issues not matter what you do, so in those cases is better remove they furniture type tags keeping just the "Furniture" tag to prevent they be played on bed's by mistake. Edited November 28, 2024 by OsmelMC 1
tamai Posted November 29, 2024 Posted November 29, 2024 i dont know if this is asked alot so sorry but does this work with sexlab 1.66b version 1.6.1170?
safado Posted November 30, 2024 Posted November 30, 2024 (edited) 3 hours ago, tamai said: i dont know if this is asked alot so sorry but does this work with sexlab 1.66b version 1.6.1170? Yes; 1.66b is basically a recompile of 1.65 SKSE64-DLL to make it AE.1170 and GOG compatible. By the way, it is a recompile of PapyrusUtils and Sexlab, they both together. Careful with standalone PapyrusUtils being older than sexlab 1.66b and overwriting Sexlabs. Make sure SExlab overwrite old mods that stupidly included (very old) PapyrusUtils files like Campfire. I think OsmelMC forks the latest code in Sexlab GIT development site and add the changes to it. Every SLU+ is an upgrade of core and extra features to the current and old compatible version of Sexlab. Do not use SLU+ on latest GIT release. Read the warning in the description page. Edited November 30, 2024 by safado 2
tamai Posted November 30, 2024 Posted November 30, 2024 17 minutes ago, safado said: Yes; 1.66b is basically a recompile of 1.65 SKSE64-DLL to make it AE.1170 and GOG compatible. By the way, it is a recompile of PapyrusUtils and Sexlab, they both together. Careful with standalone PapyrusUtils being older than sexlab 1.66b and overwriting Sexlabs. Make sure SExlab overwrite old mods that stupidly included (very old) PapyrusUtils files like Campfire. I think OsmelMC forks the latest code in Sexlab GIT development site and add the changes to it. Every SLU+ is an upgrade of core and extra features to the current and old compatible version of Sexlab. Do not use SLU+ on latest GIT release. Read the warning in the description page. So is it okay if i have the latest papyrus util from Nexus infront of sexlab 166b? like this? also thanks for the advice ^^
safado Posted November 30, 2024 Posted November 30, 2024 29 minutes ago, tamai said: So is it okay if i have the latest papyrus util from Nexus infront of sexlab 166b? like this? also thanks for the advice ^^ To my understanding, PapyrusUtils 4.6 is already part of Sexlab 1.66b. So a second copy over it is redundant. I do not use Mod Organizer and cant interpret the conflict icons. I can not like that SLU+ has a red and green icon, does it mean something is overwriting some part of it? or is based on your selection? 1
tamai Posted November 30, 2024 Posted November 30, 2024 (edited) 29 minutes ago, safado said: To my understanding, PapyrusUtils 4.6 is already part of Sexlab 1.66b. So a second copy over it is redundant. I do not use Mod Organizer and cant interpret the conflict icons. I can not like that SLU+ has a red and green icon, does it mean something is overwriting some part of it? or is based on your selection? Yellow Thunder = Loose Files Blue Thunder = BSA Archive Green plus = overwriting something Red line = Being overwritten Green plus and redline = overwriting and being overwritten it works in priority in MO so the top files will be overwritten by the bottom ones. In my case Extra Voices is overwriting SLU+ and since my selection is on Papyrus util it highlights sexlab in green because its showing the mods its overwriting. Edited November 30, 2024 by tamai
safado Posted November 30, 2024 Posted November 30, 2024 9 minutes ago, tamai said: First yellow thunder basically means its overwriting something but its also being overwritten, the blue thunder one basically is it overwrites an archive BSA file, it works in priority in MO so the top files will be overwritten by the bottom ones. In my case Extra Voices is overwriting SLU+ I could not see any file conflict between SLU+ and Sexlab Extra Voices 1.5 or extra voices expanded. Must be something else, like folders conflicts, that is obvious because the files are being positioned in the mod folders. Unless your version of extra voices is a version that replace original files. You need to check that it not scripts pex files in the scripts folder. It is not scripts, then maybe is ok. Easy to check, just look at extra voices mod folder for scripts. Only patches for SLU+ should be allowed to overwrite it, and is version and release-date bound.
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