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Posted (edited)

Hi, I'm using SexLab 1.66b on SE version, which works perfectly fine, when I install SexLab Utility Plus v20240407.7z it gaves me this error Unsupported version rollback detected (16601>16300), any way how to fix it?

 

Edited by anowolf1
Posted (edited)
4 hours ago, anowolf1 said:

Hi, I'm using SexLab 1.66b on SE version, which works perfectly fine, when I install SexLab Utility Plus v20240407.7z it gaves me this error Unsupported version rollback detected (16601>16300), any way how to fix it?

 

Sounds like you installed the SE (aka 1.5.97) version. You are certain you picked the right version in the Fomod when you installed SLU+?

Edited by Talesien
Posted (edited)
9 hours ago, Talesien said:

Sounds like you installed the SE (aka 1.5.97) version. You are certain you picked the right version in the Fomod when you installed SLU+?

The problem was elsewhere, found it. Thanks tho.

Edited by anowolf1
Posted
On 12/4/2024 at 9:41 AM, blackoperations said:

Do the fixes for USSEP work with the original SSE version too, or just the AE version?

The fixes were updated to work with LE and I play on SE so they are made for SE. For I know there are compatible with AE too.

Posted
On 12/5/2024 at 5:28 PM, blackoperations said:

Use the Hentai mod for facial expressions.  Works great with NG and SLU+

It already works for me. But I'm curious to check the mod you meant. Did you mean Ahegao? Give me the full name, please

Posted (edited)

Hi!
I'm currently on Skyrim 1.5.97 + SL 1.63 + SLSO and I'm having issues with characters alignment system partially breaking after I install SLU+. SLU+ is overwriting everything (I also have "Papyrus 3.9" installed, however, I let all other SL mods including SLU+ overwrite it - which also fixed another problem that I had with expressions not working).
The main issue is that, for example, when I move  an actor up 1-3 times (using SL hotkey ";" with "Ctrl" held down to change only current stage of animation) and then I advance to the next stage - it seems to me that the next stage carries over the alignment settings of the previous stage. So going back and forth between stages does not re-align actors as it should.

BUT, strangely enough, if I move an actor up 4 times or more (which is the float value of 2.0 or more in the animation editor) then the re-alignment happens on stage change.
I guess there is some minimal value check in the code that checks whether or not the actors should be re-aligned?

I've tested on 2 separate new games:

1. SL + SLSO (without SLU+):

  • Re-align actor: move him up 1-3 times for the current stage of animation
  • Advance to the next stage
  • Actor re-aligns properly (moved down, because we moved him up in the previous stage)
     

2. SL + SLSO + SLU+:

  • Re-align actor: move him up 1-3 times for the current stage of animation
  • Advance to the next stage
  • Actor stays in the exact same place as he was in the previous stage


Has anyone encountered such a problem? Thanks in advance for any help!

P.S. I tried on all SLU+ versions and the alignment breaks on every one of them.

Edited by Imphitamin
Added SLU+ versions that I tested the game with
Posted
On 12/9/2024 at 8:20 AM, Imphitamin said:

Hi!
I'm currently on Skyrim 1.5.97 + SL 1.63 + SLSO and I'm having issues with characters alignment system partially breaking after I install SLU+. SLU+ is overwriting everything (I also have "Papyrus 3.9" installed, however, I let all other SL mods including SLU+ overwrite it - which also fixed another problem that I had with expressions not working).
The main issue is that, for example, when I move  an actor up 1-3 times (using SL hotkey ";" with "Ctrl" held down to change only current stage of animation) and then I advance to the next stage - it seems to me that the next stage carries over the alignment settings of the previous stage. So going back and forth between stages does not re-align actors as it should.

BUT, strangely enough, if I move an actor up 4 times or more (which is the float value of 2.0 or more in the animation editor) then the re-alignment happens on stage change.
I guess there is some minimal value check in the code that checks whether or not the actors should be re-aligned?

I've tested on 2 separate new games:

1. SL + SLSO (without SLU+):

  • Re-align actor: move him up 1-3 times for the current stage of animation
  • Advance to the next stage
  • Actor re-aligns properly (moved down, because we moved him up in the previous stage)
     

2. SL + SLSO + SLU+:

  • Re-align actor: move him up 1-3 times for the current stage of animation
  • Advance to the next stage
  • Actor stays in the exact same place as he was in the previous stage


Has anyone encountered such a problem? Thanks in advance for any help!

P.S. I tried on all SLU+ versions and the alignment breaks on every one of them.

 

Yes the hotkeys functions are bit buggy.

Apparently is because the amount of steps that SexLab have to do each time you realign the actors. The original SexLab is also buggy with the hotkeys but in a different way.

 

To align the actors SexLab move the actors and reapply the animation. That take some time so also stop the clock of the animation and disable some events until is done to prevent bigger issues.

 

The original SexLab looks better for this but in fact cause performance issues at the point of cause CTD even way after the end of scene.

 

The bug you see with the Ctrl, for me happen with the Shift on the SOS hotkeys. Is like if the function stop listen for the Shift or the Ctrl keys for a moment but the strange thing is that nothing on the scripts interfere with those hotkeys so there is none apparent reason for that except a performance issue.

 

I'm still trying to enhance this but at the moment I use the hotkeys just to know what parameters I should edit and do the real edition on the "Animation Editor" page that have a way better performance. Also SexLab let you invert the behavior of the Ctrl keys so instead of press it for just that stage, released be for one stage and pressed be for all stages reducing the chance of issues. This can be done on the Hotkeys page of the SexLab MCM.

Posted (edited)
On 11/24/2024 at 9:40 PM, OsmelMC said:

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.

Reinstalled the mod, selected "Special Edition" in the settings. I checked that SLU+ is not overwritten by anything through Mod Organizer 2. I installed SexLab Animation Loader from GitHub, but nothing changed, animations are registered for a long time. If you disable SLU+, everything happens quickly.

 

And also in the latest version of SexLab Animation Loader, I get this at the beginning, but the animations are logged540f4b9a3f389c6df3846317ca908491.png?trs=297278b1b37d45a3e34646638f0c5a2ca4c75524907a9842b7d8b0864978adfe&rand=NBvsK4QnHf

Edited by The_XXI
Posted (edited)
On 12/12/2024 at 7:26 PM, OsmelMC said:

 

Yes the hotkeys functions are bit buggy.

Apparently is because the amount of steps that SexLab have to do each time you realign the actors. The original SexLab is also buggy with the hotkeys but in a different way.

 

To align the actors SexLab move the actors and reapply the animation. That take some time so also stop the clock of the animation and disable some events until is done to prevent bigger issues.

 

The original SexLab looks better for this but in fact cause performance issues at the point of cause CTD even way after the end of scene.

 

The bug you see with the Ctrl, for me happen with the Shift on the SOS hotkeys. Is like if the function stop listen for the Shift or the Ctrl keys for a moment but the strange thing is that nothing on the scripts interfere with those hotkeys so there is none apparent reason for that except a performance issue.

 

I'm still trying to enhance this but at the moment I use the hotkeys just to know what parameters I should edit and do the real edition on the "Animation Editor" page that have a way better performance. Also SexLab let you invert the behavior of the Ctrl keys so instead of press it for just that stage, released be for one stage and pressed be for all stages reducing the chance of issues. This can be done on the Hotkeys page of the SexLab MCM.

Thanks for reply!
Yeah, reapplying animation works (with standard key "["), it re-aligns actors alright, but if you change animation stage the problem I described above still persists. "[" key also very often desynchronizes animation of each actor, the only thing that helps to sync them back again is to change stages back and forth (but if I remember correctly it always was that way in original SexLab).

I also tried what you advised regarding inverting "Ctrl" key's behaviour - but it didn't help.

After experimenting more, it seems to me that the problem is very likely not because of the hotkeys. I found a workaround which helps with alignment everytime. Start any SL animation and go to "Animation Editor", set these parameters for stages for each actor if there are more that 1:
Stage 1 -> Set "Adjust Sideways" to "-4.00"
Stage 2 -> Set "Adjust Sideways" to "4.00" (you can set any values you want, but the difference/distance between positions must be at least more than "2.00")
Stage 3 -> Set "Adjust Sideways" to "-4.00"
Stage 4 -> Set "Adjust Sideways" to "4.00"
Stage 5 -> Set "Adjust Sideways" to "-4.00"

That way the distance between positions is "8.00", so that's enough of a window to properly align actors - and auto re-alignment still works when changing stages. But if the distance is less than "2.00", then the auto re-alignment breaks... So there's definetely something wrong with how SL determines if it should re-align actors on animation stage change.

Edited by Imphitamin
Posted

Hola OsmelMC, could you tell me what is the script in charge of removing the high heels effect during animations? I've been experiencing some compatibility issues with Mu Joint Fix and Heel Fix and would like to check it out for myself.

Posted

i'm getting an issue where after running a number of sexlab animations consecutively, the on screen interact text disappears (e.g. no talk, steal, search etc.). the issue appears to be similar to the one from an older post: 

i made sure the sslActorAlias.pex from this tweak overwrites the ones from other mods (framework and slso), but the issue is still there. any idea how to fix this?

Posted (edited)
On 12/14/2024 at 11:00 PM, サマエル said:

Hola OsmelMC, could you tell me what is the script in charge of removing the high heels effect during animations? I've been experiencing some compatibility issues with Mu Joint Fix and Heel Fix and would like to check it out for myself.

Is on the sslActorAlias where SexLab remove the HH spell's and compensate the heels offsets compatible with RaceMenu.

 

You can look for word "Heels" on the file "sslActorAlias.psc"

 

But in the case of the MuJoinFix that I'm also using, the best choice is disable the MuJoinFix for the actors on the sex scene (At least the HH part)

 

I think MuJoinFix comes with scripts for that, that probably still doesn't include the onActorChange event but can be added there.

 

My SLU+ doesn't require any HH fix but still can use the MuJoinFix for the knees.

 

 

Edited by OsmelMC
Posted
On 12/15/2024 at 1:19 PM, Xerga said:

i'm getting an issue where after running a number of sexlab animations consecutively, the on screen interact text disappears (e.g. no talk, steal, search etc.). the issue appears to be similar to the one from an older post: 

i made sure the sslActorAlias.pex from this tweak overwrites the ones from other mods (framework and slso), but the issue is still there. any idea how to fix this?

 

First make sure that none of the files be override by another Mod and check the compatibility of those Mods with files in common with the SLU.

 

 

 

Probably there is a bug on your SLU+ sadly I have problems with my PC so I can't compile any scripts right now and probably until new year. 

But I did release one fix time ago that was just for test and probably include something related. Sadly was just for Skyrim SE so need to be adjusted for the others version's.

 

You can send me the file "papyrus.0.log" so I can check for other reasons and solutions but in the worse of the cases you can use the console or the option on ZaZ MCM to re-enable the control's.

Some cases use a Zaz furniture or workbench like the alchemist table and the blacksmith can restore the control's and camera mode.

 

Take in consideration that some times is caused by another Mod like happen before with some versions of mods unrelated with the SexLab that tried to apply idles to the actor without check first if was busy with something else like the SexLab causing the issues with the control's.

Posted

OsmelMC, could you tell me what could be the reason for the long registration of animation when using SLU+? I used the same set of animations for the test, without SLU+ it registered in 2.5 minutes, after turning on SLU+ registration was longer, at 6 minutes I stopped tracking time further.

 

 

Posted
9 hours ago, The_XXI said:

OsmelMC, could you tell me what could be the reason for the long registration of animation when using SLU+? I used the same set of animations for the test, without SLU+ it registered in 2.5 minutes, after turning on SLU+ registration was longer, at 6 minutes I stopped tracking time further.

 

 

 

Try,

Disabling Skyrim debug logs, disabling sexlab debug and installing Papyrus Tweaks (nexus).  For even more performance, install "Papyrus Tweaks NG - INI file for reference" found in misc and enable "bSpeedUpNativeCalls = true" in the experimental section of that ini file.

It will speed up the whole Skyrim papyrus performance, you will also get a little better FPS.

 

Posted
10 hours ago, safado said:

 

Try,

Disabling Skyrim debug logs, disabling sexlab debug and installing Papyrus Tweaks (nexus). For even more performance, install "Papyrus Tweaks NG - INI file for reference" found in misc and enable "bSpeedUpNativeCalls = true" in the experimental section of that ini file.

It will speed up the whole Skyrim papyrus performance, you will also get a little better FPS.

 

Everything except installing "Papyrus Tweaks NG - INI file for reference" and enabling bSpeedUpNativeCalls has already been done, installed "INI file for reference" and enabled bSpeedUpNativeCalls, I did not notice the difference.

Posted (edited)
22 hours ago, The_XXI said:

Everything except installing "Papyrus Tweaks NG - INI file for reference" and enabling bSpeedUpNativeCalls has already been done, installed "INI file for reference" and enabled bSpeedUpNativeCalls, I did not notice the difference.

 

Do not know then, but you can review the save file using Fallrim's reSaver and check for active script spam or suspended.  Just to see there's nothing else taxing PapyrusVM.  Normal to have around 10 scripts or fewer, but can be more during heavy mod events. If you have many repetitive scripts and some have suspended state, then that may be an issue. Go to an area with no NPC like qasmoke and wait 5 minutes, save a review again.  If it has more script, then a mod is spamming papyrusVM for some reason.  If not, then I do not know what else.

 

Forgot to mention that SSE Display Tweaks also helps a little, try with the separate high performance config and modify your game resolution settings to your computer capability.  Try limiting fps to 60.

 

All of this are guesses and my system is set up like that but with many extra engine patches.

 

Edited by safado
Posted (edited)
On 12/22/2024 at 9:21 AM, safado said:

 

Do not know then, but you can review the save file using Fallrim's reSaver and check for active script spam or suspended.  Just to see there's nothing else taxing PapyrusVM.  Normal to have around 10 scripts or fewer, but can be more during heavy mod events. If you have many repetitive scripts and some have suspended state, then that may be an issue. Go to an area with no NPC like qasmoke and wait 5 minutes, save a review again.  If it has more script, then a mod is spamming papyrusVM for some reason.  If not, then I do not know what else.

 

Forgot to mention that SSE Display Tweaks also helps a little, try with the separate high performance config and modify your game resolution settings to your computer capability.  Try limiting fps to 60.

 

All of this are guesses and my system is set up like that but with many extra engine patches.

 

I just disabled most of the mods. Here are all the active mods except animations: https://imgur.com/Vv4iMw2

 

The fact is that the problem with the registration time begins exactly after enabling SLU+, if you disable SLU+, then SLAnimLoader registers animations very quickly. I think that if it was the taxing PapyrusVM, then even without SLU+ animations would take a long time to register.

 

The frame limit to 60 has also already been set. I'm register animations in an alternative start prison cell.

 

UPD:

Maybe it should be that with SLU+ animations take much longer to register? I found a message about a similar problem before.

Edited by The_XXI
Posted

I have no issue. I simply want to say that your DLL-free tweak for SOS has been an absolute lifesaver for VR players like me, thank you for it.

Posted
10 minutes ago, The_XXI said:

Where can I find the SLATE patch? In the download options, I see only a SLATE patch for creatures.

That is the correct slate patch, the name is sadly outdated by now, it includes everything, not just creature animations.

Posted
11 hours ago, Talesien said:

That is the correct slate patch, the name is sadly outdated by now, it includes everything, not just creature animations.

Thanks for the clarification.

Posted

I have a strange problem on version 161170, when starting a new game MCM sexlab is empty, it is registered, but empty. I use SexLabFrameworkAE_v166b + SexLab Utility Plus v20240407. Having gone through the entire loadorder, I found the reason, this is the latest version Devious DevicesDD NG 0.37 (with 0.39.2 there is also a problem), if you disable it, sexlab has no problems, I checked several times. At the same time, with the old version of Devious Devices NG 0.2.9 this problem in MCM is not. I am attaching the log file.

Papyrus.0.log

Posted (edited)
9 hours ago, Nikett7 said:

I have a strange problem on version 161170, when starting a new game MCM sexlab is empty, it is registered, but empty. I use SexLabFrameworkAE_v166b + SexLab Utility Plus v20240407. Having gone through the entire loadorder, I found the reason, this is the latest version Devious DevicesDD NG 0.37 (with 0.39.2 there is also a problem), if you disable it, sexlab has no problems, I checked several times. At the same time, with the old version of Devious Devices NG 0.2.9 this problem in MCM is not. I am attaching the log file.

Papyrus.0.log 451.22 kB · 0 downloads

In all honesty, I doubt it is either mod. Yes, removing one or the other might fix this or that symptoms. Your problem is though, you've stack dumps, tons of them. Quite unlikely that either DD NG or SLU++ are causing them. You need to find the source. Keep in mind, the mods mentioned in the Papyrus logs, i.e. those whose stacks are getting dumped, are likely malfunctioning. They are, however, the victims, some other process with higher priority is hogging all the engine's time, preventing the scripts of those mods to be executed. You will need to find the source of the stack dumps.
One tool that might help you is: https://www.nexusmods.com/skyrimspecialedition/mods/82770

If (pretty big if, given it's mostly papyrus script as well) it works in your LO, you might be able to identify which script/process takes up an unhealthy amount of processing time. As said though, that mod might just as well malfunction due to the stack dumps, in which case you are on your own, sorry.



Side note, while it's not uncommon to have a lot of warnings and errors in the Papyrus log, yours appear to have an unhealthy amount of them.
 

Edited by Talesien
Posted
On 12/25/2024 at 2:16 PM, Nikett7 said:

I have a strange problem on version 161170, when starting a new game MCM sexlab is empty, it is registered, but empty. I use SexLabFrameworkAE_v166b + SexLab Utility Plus v20240407. Having gone through the entire loadorder, I found the reason, this is the latest version Devious DevicesDD NG 0.37 (with 0.39.2 there is also a problem), if you disable it, sexlab has no problems, I checked several times. At the same time, with the old version of Devious Devices NG 0.2.9 this problem in MCM is not. I am attaching the log file.

Papyrus.0.log 451.22 kB · 2 downloads

 

I'm on version 161170 with SL AE 1.66b, ZAZ 8+, DD NG 0.37 and various SLAL mods ... everything is ok with my setup .....

 

Something similar happened to me before increasing skyui mcm limit, Skyui has a mcm limitation of 128, so you need to extend this amount or you will have problems with the menu list in some setups ...

 

Try "Menu Maid 2" ! ....... https://www.nexusmods.com/skyrimspecialedition/mods/67556

 

 

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