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Posted

[Skyrim AE]
HOOLY, UtilityPlus is slow.

Goddamn it's slow. It even lags the MCM menu when you try to toggle animations in rapid succession. It also seems to add a very noticeable lag to the scenes themselves, such as animation swaps. 

 

I installed this over SL166b and did a quick toggle to compare times, it takes less than 1-2 minutes to process 800 animations, and closer to 10 minutes for UtilityPlus.
Reading a bit, this seems to be a known issue that just comes with the territory on SE/AE. When I used LE I didn't notice any slowdowns at all. 

 

Beyond that it works as advertised, just gotta set aside half an hour to install it and deal with the occasional lag. 

Posted
8 minutes ago, sinivii said:

I installed this over SL166b and did a quick toggle to compare times, it takes less than 1-2 minutes to process 800 animations, and closer to 10 minutes for UtilityPlus.

 

It has been explained also. Anyway, according to my understanding of how world works - disregarding question whether SLU+ is fully optimized code-wise or not, has grounds -  SLU+ (significantly) adds to operations count, so one should expect it adding also to execution time, specifically in case of (but not limited to) animations registrations code, while it does all that on papyrus side of Sexlab, not its DLL.

Posted

 

1 hour ago, PippinTom said:

 

It has been explained also. Anyway, according to my understanding of how world works - disregarding question whether SLU+ is fully optimized code-wise or not, has grounds -  SLU+ (significantly) adds to operations count, so one should expect it adding also to execution time, specifically in case of (but not limited to) animations registrations code, while it does all that on papyrus side of Sexlab, not its DLL.

 

Huh, thanks for the explanation. Guess it's just part of the package. 

Posted (edited)
1 hour ago, sinivii said:

Guess it's just part of the package. 

 

Of course... you can try to speed things up for said package (and all other mods) - if you don't do that already - use PapyrusTweaks while making sure that its bSpeedUpNativeCalls is set to TRUE.

 

Edited by PippinTom
Posted
3 hours ago, PippinTom said:

 

Of course... you can try to speed things up for said package (and all other mods) - if you don't do that already - use PapyrusTweaks while making sure that its bSpeedUpNativeCalls is set to TRUE.

 

So I did this. 

 

And it worked. 

 

Thanks mate! 

Posted
On 8/18/2025 at 3:25 PM, Batkix said:

Whenever I try to set a tongue in the expression editor, it just resets to the default. Anyone know how to fix that?

 

image.thumb.jpeg.9b8b6a784a36640e5f727234fb7079c3.jpegimage.thumb.jpeg.fa7900090ead83802b39f3449f7300c5.jpeg

pls respond

Posted
22 hours ago, sinivii said:

So I did this. 

 

And it worked. 

 

Thanks mate! 

 

 

If you can, combine that with  SSE Display Tweaks.   Install the optional high performance config, it will make it easier to modify the config to fit your system.  

The performance config file has borderless windows as default, recommend to use that instead of full screen exclusive while testing or general gameplay, when the game freeze it allows to swap to taskmanager to be easier.  Maybe enable AutoCenter=false to true.

 

In general, the mod execute some tweaks to the directX graphics API of the game, and PapyrusVM inherits some of the performance gains.

In Skyrim the graphics, havok physics/animations, and PapyrusVM are kind off tied together. Papyrus script will slow down the graphics and viceversa.

 

 

Spoiler


 

  • Support for 'DXGI flip model', a DirectX feature which greatly improves borderless fullscreen mode performance and enables features which were previously only available in exclusive mode.
  • A collection of various framerate related bugfixes, including a functional and performance optimized physics fix (works during civil war quests, compatible with everything).
  • Ability to disable VSync in borderless fullscreen mode (with DXGI flip model enabled).
  • Refresh rate uncap for exclusive fullscreen mode.
  • Framerate limiting with separate options for the UI, map, journal, loading screen, ...
  • Run at any resolution in borderless fullscreen mode (borderless upscaling)

 

Bugfixes

 


The havok fix adjusts timing values based on framerate to prevent physics from spazzing out at high framerates. Several other fixes are included:

 

 

 

  • ThirdPersonMovementFix               - Fixes an issue where you're not able to move in third person at high framerates.
  • MapMoveKeyboardSpeedFix              - Untie map keyboard movement speed from framerate.
  • SittingHorizontalLookSensitivityFix  - Untie first person horizontal look sensitivity from framerate when sitting down
  • AutoVanityCameraSpeedFix             - Untie auto vanity camera rotation speed from framerate.
  • DialogueLookSpeedFix                 - Untie dialogue look speed from framerate.
  • GamepadCursorSpeedFix                - Untie gamepad cursor speed from framerate.
  • LockpickRotationSpeedFix             - Untie lockpick mouse rotation speed from framerate.
  • FreeCameraVerticalSensitivityFix     - Untie free camera vertical sensitivity from framerate.
  • FreeCameraMovementSpeedFix           - Untie free camera movement speed from framerate.
  • SkipMissingPluginINI                 - Prevent scanning non-existent plugin inis. Can significantly improve startup times.
  • LockCursor                           - Locks mouse cursor to game window, preventing scrolling on secondary monitors.
  • PhysicsDamagePatch                   - Adjust amount of damage dealt when hit by physics objects based on frametime.
  • FreeCameraVerticalSensitivityFix     - Untie free camera vertical sensitivity from framerate (same patch as in EngineFixes)
  • FreeCameraMovementSpeedFix           - Untie free camera movement speed from framerate (same patch as in EngineFixes)

 

 

 

 

Compatibility

 

 

  • Incompatible with Havok Fix plugin.
  • ENB: ForceVSync is incompatible with borderless V-Sync off feature (EnableTearing), if you have it enabled set ForceVSync=false in enblocal.ini, and configure VSync options in SSEDisplayTweaks.ini instead. Note that it otherwise makes no difference where V-Sync is enabled, ENB does not have its own implementation - ForceVSync is there for convenience.
  • If you want to run uncapped and use ENB, make sure EnableFPSLimit=false in enblocal.ini and check that you're not limited elsewhere (RTSS, driver control panel, etc..). This plugin lifts the framerate limit in the engine, it cannot control other plugins, drivers or external applications.
  • If the game won't start properly (music plays and stuck on the main menu) it's because something else is overriding Skyrim's VSync settings, either turn it off in the plugin config (EnableVSync=false and EnableTearing=false) or disable the conflicting software.
  • If you're using borderless upscaling and experiencing issues with ENB effects, set DisableBufferResizing=true in the Render section.

 

 

 

 

 

Posted
24 minutes ago, safado said:

 

 

If you can, combine that with  SSE Display Tweaks.   Install the optional high performance config, it will make it easier to modify the config to fit your system.  

The performance config file has borderless windows as default, recommend to use that instead of full screen exclusive while testing or general gameplay, when the game freeze it allows to swap to taskmanager to be easier.  Maybe enable AutoCenter=false to true.

 

In general, the mod execute some tweaks to the directX graphics API of the game, and PapyrusVM inherits some of the performance gains.

In Skyrim the graphics, havok physics/animations, and PapyrusVM are kind off tied together. Papyrus script will slow down the graphics and viceversa.

 

 

  Reveal hidden contents


 

  • Support for 'DXGI flip model', a DirectX feature which greatly improves borderless fullscreen mode performance and enables features which were previously only available in exclusive mode.
  • A collection of various framerate related bugfixes, including a functional and performance optimized physics fix (works during civil war quests, compatible with everything).
  • Ability to disable VSync in borderless fullscreen mode (with DXGI flip model enabled).
  • Refresh rate uncap for exclusive fullscreen mode.
  • Framerate limiting with separate options for the UI, map, journal, loading screen, ...
  • Run at any resolution in borderless fullscreen mode (borderless upscaling)

 

Bugfixes

 


The havok fix adjusts timing values based on framerate to prevent physics from spazzing out at high framerates. Several other fixes are included:

 

 

 

  • ThirdPersonMovementFix               - Fixes an issue where you're not able to move in third person at high framerates.
  • MapMoveKeyboardSpeedFix              - Untie map keyboard movement speed from framerate.
  • SittingHorizontalLookSensitivityFix  - Untie first person horizontal look sensitivity from framerate when sitting down
  • AutoVanityCameraSpeedFix             - Untie auto vanity camera rotation speed from framerate.
  • DialogueLookSpeedFix                 - Untie dialogue look speed from framerate.
  • GamepadCursorSpeedFix                - Untie gamepad cursor speed from framerate.
  • LockpickRotationSpeedFix             - Untie lockpick mouse rotation speed from framerate.
  • FreeCameraVerticalSensitivityFix     - Untie free camera vertical sensitivity from framerate.
  • FreeCameraMovementSpeedFix           - Untie free camera movement speed from framerate.
  • SkipMissingPluginINI                 - Prevent scanning non-existent plugin inis. Can significantly improve startup times.
  • LockCursor                           - Locks mouse cursor to game window, preventing scrolling on secondary monitors.
  • PhysicsDamagePatch                   - Adjust amount of damage dealt when hit by physics objects based on frametime.
  • FreeCameraVerticalSensitivityFix     - Untie free camera vertical sensitivity from framerate (same patch as in EngineFixes)
  • FreeCameraMovementSpeedFix           - Untie free camera movement speed from framerate (same patch as in EngineFixes)

 

 

 

 

Compatibility

 

 

  • Incompatible with Havok Fix plugin.
  • ENB: ForceVSync is incompatible with borderless V-Sync off feature (EnableTearing), if you have it enabled set ForceVSync=false in enblocal.ini, and configure VSync options in SSEDisplayTweaks.ini instead. Note that it otherwise makes no difference where V-Sync is enabled, ENB does not have its own implementation - ForceVSync is there for convenience.
  • If you want to run uncapped and use ENB, make sure EnableFPSLimit=false in enblocal.ini and check that you're not limited elsewhere (RTSS, driver control panel, etc..). This plugin lifts the framerate limit in the engine, it cannot control other plugins, drivers or external applications.
  • If the game won't start properly (music plays and stuck on the main menu) it's because something else is overriding Skyrim's VSync settings, either turn it off in the plugin config (EnableVSync=false and EnableTearing=false) or disable the conflicting software.
  • If you're using borderless upscaling and experiencing issues with ENB effects, set DisableBufferResizing=true in the Render section.

 

 

 

 

 

I already use it, but I have yet to delve into it's functions. I should probably do that, as all I've done so far is adjust some framerates. 

  • 2 weeks later...
Posted

Okay, I bet there was the solution here, but I just couldn`t find it. After doing everything by instruction sexlab decided to not to strip my character at all. And I don`t really know why. After reinstalling by instruction clean sexlab without this mod works just fine. But I really like improvements of this and if anyone knows how to fix it - please explain.

  • 3 weeks later...
Posted (edited)

Hello @OsmelMC I noticed your USMP Fix is overwriting RaceCompatibility for Skyrim and Dawnguard's "companions housekeeping script". Which one should win the conflict? Having this on LE version.

Edited by Piiska
Posted

Does anyone know what happened to OsmelMC? It's a long time ago that he posted. If I remember correctly, he mentioned issues with his computer hardware back then.

Posted
9 hours ago, Gudulba said:

Does anyone know what happened to OsmelMC? It's a long time ago that he posted. If I remember correctly, he mentioned issues with his computer hardware back then.

 

he was last online 16 hours ago. 
but well... modding is time consuming. I had to abandon it for several months at the time over the past 2 years. 
Eventually he will be back with a new update :)

Posted
3 hours ago, Crowwzm said:

I need help with uninstalling sexlab utility plus. No matter what I do it corrupts my save.

Unfortunately that can happen, especially if you neglected to mark the plugin as ESL before starting the save. Removing a full slot plugin is always trickier than removing a light plugin. SLU is a complex mod that interacts with a lot of functions and has quite a few scripts. There are good reason people keep re-iterating not to remove mods mid-playthrough (though not all the reasons cited are valid). At any rate it can work, with SLU it usually works, but there are no guarantees. You could try flag it esl even if you started with it as full size plugin and see if that works. Just be warned that this is likely to cause even more chaos in your save. If you care about that game, I recommend you leave SLU in, obviously your game does not like it getting removed.

Posted
7 hours ago, Talesien said:

Unfortunately that can happen, especially if you neglected to mark the plugin as ESL before starting the save. Removing a full slot plugin is always trickier than removing a light plugin. SLU is a complex mod that interacts with a lot of functions and has quite a few scripts. There are good reason people keep re-iterating not to remove mods mid-playthrough (though not all the reasons cited are valid). At any rate it can work, with SLU it usually works, but there are no guarantees. You could try flag it esl even if you started with it as full size plugin and see if that works. Just be warned that this is likely to cause even more chaos in your save. If you care about that game, I recommend you leave SLU in, obviously your game does not like it getting removed.

SLU+ doesn't have a plugin. It's just scripts and json files. That's what has me so confused. I don't even know what to modify with Resaver to prevent corruption.

Unfortunately I didn't read the version carefully to know it's not for 1.66 so now I'm getting weird bugs.

Posted (edited)
3 hours ago, Crowwzm said:

SLU+ doesn't have a plugin. It's just scripts and json files. That's what has me so confused. I don't even know what to modify with Resaver to prevent corruption.

Unfortunately I didn't read the version carefully to know it's not for 1.66 so now I'm getting weird bugs.

Then your install is very borked. SLU+ very much comes with a plugin: "SexLab UtilityPlus.esp"
No idea what you are referring to with 1.66? Game version 1.6.640 perhaps? The SE version should work for that just fine.
Did you install the version from the DL page? Or one of the updates from this thread? Because the latter are usually just that, updates, and need to be installed on top of an existing (older) install.

Edited by Talesien
  • 4 weeks later...
Posted

I am using the mod to play furniture animations, however many furniture animations themselves come with furniture animeobject which overlaps with the actual furniture, is there an easy way to hide the furniture animobject in these animations?

Posted
18 hours ago, FredOof said:

I am using the mod to play furniture animations, however many furniture animations themselves come with furniture animeobject which overlaps with the actual furniture, is there an easy way to hide the furniture animobject in these animations?

In theory it should use in world furniture only with animations labeled as invisfurniture or something along those lines. Problem is usually the tags are wrong on the animation. You could try and correct those using SLATE.

Posted
20 hours ago, FredOof said:

I am using the mod to play furniture animations, however many furniture animations themselves come with furniture animeobject which overlaps with the actual furniture, is there an easy way to hide the furniture animobject in these animations?

 

The "animObject" plugin that comes with some animation packages have the references to the furniture assets appearing while animating. If you disable those plugins, the animation will not include the furniture but will still animate.   The problem will be with no furniture animation that uses gadgets, like the dildo ones.  Those animations will also be affected. 

Maybe manually removing from the plugin the furniture formid and leaving the other object is a better workaround. 

 

Posted
23 minutes ago, safado said:

 

The "animObject" plugin that comes with some animation packages have the references to the furniture assets appearing while animating. If you disable those plugins, the animation will not include the furniture but will still animate.   The problem will be with no furniture animation that uses gadgets, like the dildo ones.  Those animations will also be affected. 

Maybe manually removing from the plugin the furniture formid and leaving the other object is a better workaround. 

 

 

 

Now that the furniture issue is on the table (no pun intended), I'm experiencing issues with OsmelMC Tweaks and wall and workbench animations. They have ceased to be recognized as such by sexlab anymore, and now that you mention the "AnimObject" plugin, it makes me think that maybe that's the culprit, right? I know there's a "Furniture Framework," but honestly, this mod is better than that because it's a simple plug-and-play mod without having to convert or organize folders or a damn thing. You've given me the idea to explore that plugin and see if I can remove unnecessary records that are affecting this mod, thanks

Posted (edited)
1 hour ago, 深淵の神 said:

 

 

Now that the furniture issue is on the table (no pun intended), I'm experiencing issues with OsmelMC Tweaks and wall and workbench animations. They have ceased to be recognized as such by sexlab anymore, and now that you mention the "AnimObject" plugin, it makes me think that maybe that's the culprit, right? I know there's a "Furniture Framework," but honestly, this mod is better than that because it's a simple plug-and-play mod without having to convert or organize folders or a damn thing. You've given me the idea to explore that plugin and see if I can remove unnecessary records that are affecting this mod, thanks

 

The plugin records is for sexlab animations that also reference a 3d object tied to root or animobject(node).  Do not think it helps with recognizing animation targeting furniture. For recognition, look into animation tags.  SLATE combined with SLATE_ActionLog - OsmelMC found in SLATE_Creature Patch(2023_12_30) .7z can help with furniture and fetish animation recognition, by re-tagging animations.  Also, the furniture system requires powerofthree's Papyrus Extender 

 

Spoiler

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. 

 

 

 

 

 

The SLATE patch is named SLATE_Creature Patch(2023_12_30) .7z , it has more than creature patch. It has actionlog files that can be used with SLATE to automate animation re-tagging.

The more important actionlog file is "SLATE_ActionLog - OsmelMC".

Spoiler

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 

 

Installation:

* Possible conflict if Human Animation and Creature Animation share the same name (low possibility but possible)

** This need the original mod to work. (The original of BeamerMiasma is for LE and can't be used on SE without extract the BSA file so the link will send you to the SE conversion that work fine on LE and SE)

 

 

 

 

Anything that requires parsing arrays or comparing strings will take a long time in PapyrusVM. 

Speed it up by using Papyrus Tweaks NG combined with the INI file in MISC section. SSE Display Tweaks may also help with speeding up PapyrusVM but not as much as Papyrus Tweaks, because graphics and papyrusVM are tied to the same cpu resources in game engine. 

 

 

 

Edited by safado
  • 2 weeks later...
Posted

one of the reasons animation take a while as alot of them have extra tags they dont need. go look at your list of tags and you see ones that are no tused by literaly ANY  sexlab mod in existence. but sexla b has to process them every time  it looks for a aniation.

Posted (edited)
8 hours ago, sidfu1 said:

one of the reasons animation take a while as alot of them have extra tags they dont need. go look at your list of tags and you see ones that are no tused by literaly ANY  sexlab mod in existence. but sexla b has to process them every time  it looks for a aniation.

That's somewhat akin to stating: Use fewer animations, which I kinda agree too. It's a lot of work to remove unrequired or less useful tags from your animations, but it's not that much work (especially if you only have to do it once thanks to MCM Recorder) to simply tick only those animations you actually want from all those massive anim packages before registering them with SLAL. That not only speeds things up, it also makes sure you see your preferred animations more often.

Edited by Talesien

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