Crowwzm Posted September 29, 2025 Posted September 29, 2025 I need help with uninstalling sexlab utility plus. No matter what I do it corrupts my save.
Talesien Posted September 29, 2025 Posted September 29, 2025 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. 1
Crowwzm Posted September 30, 2025 Posted September 30, 2025 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.
Talesien Posted September 30, 2025 Posted September 30, 2025 (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 September 30, 2025 by Talesien 1
FredOof Posted October 23, 2025 Posted October 23, 2025 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?
Talesien Posted October 23, 2025 Posted October 23, 2025 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.
safado Posted October 23, 2025 Posted October 23, 2025 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. 1
深淵の神 Posted October 23, 2025 Posted October 23, 2025 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
safado Posted October 23, 2025 Posted October 23, 2025 (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 October 23, 2025 by safado
alkt Posted October 26, 2025 Posted October 26, 2025 Is it normal for utility plus to make registering animations take way longer? with SL animation loader i mean
Talesien Posted October 27, 2025 Posted October 27, 2025 20 hours ago, alkt said: Is it normal for utility plus to make registering animations take way longer? with SL animation loader i mean I don't think so, but you should use https://www.nexusmods.com/skyrimspecialedition/mods/77779 and make sure to activate "Speed up native calls" in its ini. That will help greatly. 1
sidfu1 Posted November 5, 2025 Posted November 5, 2025 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.
Talesien Posted November 5, 2025 Posted November 5, 2025 (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 November 5, 2025 by Talesien 1
深淵の神 Posted November 6, 2025 Posted November 6, 2025 (edited) On 10/27/2025 at 1:52 PM, Talesien said: make sure to activate "Speed up native calls" in its ini. That will help greatly. That definitely improves things a lot and I couldn't play without it, along with iMaxOpsPerFrame, just be careful not to set the value too high or you'll start getting CTDs. I started testing at 1500 and experienced some random CTDs, then I lowered it to 1000 and it still happened occasionally, so 800 was my ideal value. I suppose it depends on your rig; some people have rigs worthy of NASA (which is amazing) and others play with rigs that are over 10 years old with integrated graphics. Experiment with the value according to your needs. 12 hours ago, Talesien said: It's a lot of work to remove unrequired or less useful tags from your animations This tool is also very useful; it's fully functional in 1170 and can be set to apply to each new game. And yes, many animation packs are loaded with a bunch of tags that I've never actually found a mod that requires them at all ¯\_(ツ)_/¯ I don't mean to denigrate the work of the animators (blessed be all), we can "easily" correct that tagging work ourselves according to our needs. Edited November 6, 2025 by 深淵の神
Agnot Posted November 7, 2025 Posted November 7, 2025 (edited) Hi there, sorry to bother, back to skyrim after a breck. Perhaps some new old quations: 1, SL frame, has been updated on March 13, 2024 to SexLabFrameworkAE_v166b , SexLab Utility Plus v20231230 would work with it? 2, SexLab Utility Plus v20231230.7 have conflicts with SLAS - SexLab Anim Searcher , also with SLGP - SexLab Grass Patch. Which should win the conflict? Edited November 7, 2025 by Agnot
iiziilel2 Posted November 21, 2025 Posted November 21, 2025 Spoiler Somehow my game bugged out and made NPCs randomly look at their partner during intercourse. Normally it looks pretty bad because their spine twists and the whole animation gets misaligned. I fixed it by using this mod https://www.nexusmods.com/skyrimspecialedition/mods/30488 and it actually looks way better, especially in POV. So it made me think if someone could make a feature that lets characters look at their partner, with an option to toggle it on or off with a hotkey, that would be perfect. That way I don’t have to rely on a random bug in my game lol. Is our modder still alive? 1
Sandwichee Posted December 3, 2025 Posted December 3, 2025 (edited) I apologize for bothering everyone, but I would like to ask why a cum texture that is clearly a body part is being used on both the actor's body and face? screenshot Edited December 3, 2025 by Sandwichee
demongoat Posted December 5, 2025 Posted December 5, 2025 I found an interesting conflict, SLU+ conflicts with https://www.nexusmods.com/skyrimspecialedition/mods/162625 With both enabled the game can't see papyrus util, it gives an error that it can't find it.
Talesien Posted December 5, 2025 Posted December 5, 2025 5 hours ago, demongoat said: I found an interesting conflict, SLU+ conflicts with https://www.nexusmods.com/skyrimspecialedition/mods/162625 With both enabled the game can't see papyrus util, it gives an error that it can't find it. Most likely because that patch is aiming at a different Papyrus Util version than the one that comes with SLU +. For the longest time, the papyrus util + bundled with slu+ was newer (had more features), than the one available on Nexus. I've no idea if that's still the case or if the Nexus version has now eclipsed the SLU version. If you feel adventurous or desperate enough for that fix, you could test it. Let the Nexus papoyrus util overwrite the one in slu+ (make sure that is really the only conflict slu loses) and see if something misbehaves. Also, please let us know the results of your test, if you do it.
demongoat Posted December 6, 2025 Posted December 6, 2025 (edited) 13 hours ago, Talesien said: Most likely because that patch is aiming at a different Papyrus Util version than the one that comes with SLU +. For the longest time, the papyrus util + bundled with slu+ was newer (had more features), than the one available on Nexus. I've no idea if that's still the case or if the Nexus version has now eclipsed the SLU version. If you feel adventurous or desperate enough for that fix, you could test it. Let the Nexus papoyrus util overwrite the one in slu+ (make sure that is really the only conflict slu loses) and see if something misbehaves. Also, please let us know the results of your test, if you do it. If i disable the dll in SLU+ sexlab complains about a version rollback, probably scripting differences and it expecting certain functions that papyrus in 1.66b or 4.6 don't have? The TFC mod is supposed to fix the issues with TFC breaking attack in freecam I believe, i haven't tested it really. I'm running 1.6.1170 with 1.66b with 4.6 utils, and with SLU+ it gives this error when using the tcl plugin: Edited December 6, 2025 by demongoat
Talesien Posted December 6, 2025 Posted December 6, 2025 34 minutes ago, demongoat said: If i disable the dll in SLU+ sexlab complains about a version rollback, probably scripting differences and it expecting certain functions that papyrus in 1.66b or 4.6 don't have? The TFC mod is supposed to fix the issues with TFC breaking attack in freecam I believe, i haven't tested it really. I'm running 1.6.1170 with 1.66b with 4.6 utils, and with SLU+ it gives this error when using the tcl plugin: That looks like you don't have the nexus papyrus util installed. As I said, you can try and allow the Nexus versions to overwrite the SLU version. That assumed of course that you actually have the Nexus one in the first place. Just disabling without an replacer is bound to cause havoc.
demongoat Posted December 6, 2025 Posted December 6, 2025 (edited) 17 minutes ago, Talesien said: That looks like you don't have the nexus papyrus util installed. As I said, you can try and allow the Nexus versions to overwrite the SLU version. That assumed of course that you actually have the Nexus one in the first place. Just disabling without an replacer is bound to cause havoc. i'm running the wabbajak Skyrim After Dark, it has papyrusutil 4.6. There is something about the tcl plugin that doesn't find it with SLU+ enabled like the code doesn't exist in SLU+ that the plugin is meant to fix. I just wonder whether if I should make a bug report on the nexus page for the tfc fix plugin lol Edited December 6, 2025 by demongoat
Talesien Posted December 6, 2025 Posted December 6, 2025 3 minutes ago, demongoat said: i'm running the wabbajak Skyrim After Dark, it has papyrusutil 4.6. There is something about the tcl plugin that doesn't find it with SLU+ enabled like the code doesn't exist in SLU+ that the plugin is meant to fix. Did you test if the bug it wishes to fix even exist with slu+ present? Osmel might have fixed it already.
demongoat Posted December 6, 2025 Posted December 6, 2025 4 minutes ago, Talesien said: Did you test if the bug it wishes to fix even exist with slu+ present? Osmel might have fixed it already. I suppose I could DM him and ask, this was a bug report mostly to let him know the combination causes the game to fail to load. It's the only time I've ever seen it happen in the dozen times I've used SLU+ on a mod list over the last year or so, it was a new one.
demongoat Posted December 6, 2025 Posted December 6, 2025 (edited) 2 hours ago, demongoat said: I suppose I could DM him and ask, this was a bug report mostly to let him know the combination causes the game to fail to load. It's the only time I've ever seen it happen in the dozen times I've used SLU+ on a mod list over the last year or so, it was a new one. Turns out it might just be a quirk of my load order, something just doesn't work with SLU+ this time around. That is Skyrim modding for you. Edited December 6, 2025 by demongoat
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