mcdyn Posted March 9 Posted March 9 (edited) 10 hours ago, safado said: That mod needs extra setup, like adding 30 more slots to SKEE. Just like the mod Being A Cow, so that means like maybe 60slots with both mods. Try the test options to see if it works first, it allows adding overlays on demand. Reveal hidden contents Careful with other Cum Overlay mods overriding SLU+\Sexlab scripts, it could break Sexlab. To my knowledge original SCO and SCOE 0.1.0 do not need the Sexlab\SLU+ overwrite because SLU already included the change, but will break if the script was replaced. Make SLU always win the conflict with SCO or SCOE. The mod CumSwallowNeedsAddOn may try to overwrite SCO to add the SunHelm warm. If you do not have sunhelm, then it may be an issue if it is allowed to win the conflict. Not an issue with this version as the scripts are different and compacted. Thanks for the suggestion, it seems that increasing the slots to 60 in skee made the overlay reappear, and this SLACs 2 is the only one I tested that is working for UBE bodies. Another thing: all the animations in SexLab on new bodies, like UBE bodies, tend to always be more misaligned? Maybe it's because of the large number of high polygons or bones in the body? In 3BA, alignment is easy (since it's a variant of cbbe), but with UBE, even changing the Animation Profile (regardless of whether I enable the options for Global, or Race/Gender specifics), or activating or not Even Actors Heigh, I've tried all 3 possible combinations options in this mod's description and the animations still don't align automatically. I'm now having an exhausting job with each animation, always putting the creature or partner a little forward or backward, or a little down or up. It's curious, once in Skyrim OLDRIM (32-bit), I saw this misalignment problem in the sexlab on a body created outside the "vanilla" zone, it was called "Demonica Body," now I'm seeing it again in UBE, since from the files I saw here, the body requires XP32 or another similar skeleton like Vera, I enjoyed using this UBE body because, besides being a custom race, it has several mods like Devious Devices and can now be completely customized, making it unique for my MC with the UBE bodyslide, and differentiating it from other female NPCs that can be fitted to use DD 3ba bodyslides. Edited March 9 by mcdyn
Talesien Posted March 9 Posted March 9 2 hours ago, mcdyn said: Thanks for the suggestion, it seems that increasing the slots to 60 in skee made the overlay reappear, and this SLACs 2 is the only one I tested that is working for UBE bodies. Another thing: all the animations in SexLab on new bodies, like UBE bodies, tend to always be more misaligned? Maybe it's because of the large number of high polygons or bones in the body? In 3BA, alignment is easy (since it's a variant of cbbe), but with UBE, even changing the Animation Profile (regardless of whether I enable the options for Global, or Race/Gender specifics), or activating or not Even Actors Heigh, I've tried all 3 possible combinations options in this mod's description and the animations still don't align automatically. I'm now having an exhausting job with each animation, always putting the creature or partner a little forward or backward, or a little down or up. It's curious, once in Skyrim OLDRIM (32-bit), I saw this misalignment problem in the sexlab on a body created outside the "vanilla" zone, it was called "Demonica Body," now I'm seeing it again in UBE, since from the files I saw here, the body requires XP32 or another similar skeleton like Vera, I enjoyed using this UBE body because, besides being a custom race, it has several mods like Devious Devices and can now be completely customized, making it unique for my MC with the UBE bodyslide, and differentiating it from other female NPCs that can be fitted to use DD 3ba bodyslides. As you mentioned yourself, that's more of a problem with different body types. Nowadays most animation authors tend to target CBBE. That's usually close enough for other bodies like BHUNP since they all share the XP32 skeleton. Minor misalignments may apply though (less minor if you use a different skeleton, like: https://www.nexusmods.com/skyrimspecialedition/mods/59284 looks nice, but does bad things to animation alignment). This is more a topic for the UBE Discord or perhaps the general Sexlab thread though, it has nothing to do with SLU+.
hgjhjhjkl Posted March 13 Posted March 13 (edited) On 1/31/2026 at 6:25 AM, Ensom said: So after hours of testing I've discovered a conflict with "Face Item" (Tongues) system from SLU+ and TFC Free cam. Expressions work fine in normal third person but going into free cam expressions start messing up or stops working completely. TFC works without issue for every other expression setting except Face Item. (NPCs Work fine only PC seems to have this bug) This is really annoying as having the freedom to move your camera is honestly a must but it comes at the sacrifice of the ahegeo tongues which is very sad. I've done a lot of looking around in this forum and others, this seems to be a somewhat known issue yet very lightly discussed or understood. I've seen people mention problems with TFC in Sexlab and other mods. I didn't find any understand as to why this is a problem, what might cause it nor how to fix it. (if you can) If anyone else has experienced this or anything similar and knows of a fix, workaround or just have a better understanding of the issue, please send a reply. I'd love to hear what you might have to say about it and even more I'd LOVE to make this work. EDIT: HDT Ahegeo Tongues & Expressions for Sexlab doesn't seem to have this problem for whatever reason. That mod breaks the "Open Mouth" for Blowjobs function so again its another unfortunate trade off. ;( GPT translation, I have the same problem. If free camera is enabled or automatic free camera is enabled at the start of a scene, the tongue and dildo will not be displayed on the appearance. Only the third-person non-free camera will display them normally. (NPCs Work fine only PC seems to have this bug) Edited March 13 by hgjhjhjkl
ivanich Posted March 21 Posted March 21 I've already asked, but no one has answered. How can I increase the time it takes for actors to reach their beds? My actors take 2-3 seconds to walk, but then they teleport.
Talesien Posted March 21 Posted March 21 12 hours ago, ivanich said: I've already asked, but no one has answered. How can I increase the time it takes for actors to reach their beds? My actors take 2-3 seconds to walk, but then they teleport. Not sure you can without changing scripts, there certainly is no setting for that.
ivanich Posted March 22 Posted March 22 5 hours ago, Talesien said: Not sure you can without changing scripts, there certainly is no setting for that. Thank you. Sadness.
shanayyy Posted March 29 Posted March 29 Is it possible to use this tongue?it supports bodyslide🙏 https://www.nexusmods.com/skyrimspecialedition/mods/101521
OsmelMC Posted March 29 Author Posted March 29 On 3/21/2026 at 4:22 AM, ivanich said: I've already asked, but no one has answered. How can I increase the time it takes for actors to reach their beds? My actors take 2-3 seconds to walk, but then they teleport. I don't remember for sure but probably i made some option to wait for the walk to end. But even if that is true, the actors still will be teleported if the scripts detect they are stock or walking in the oposite direction for few seconds. Can be a bug too.
Talesien Posted March 29 Posted March 29 (edited) @OsmelMCLook who is alive! 👋 Seems you didn't forsake us entirely. Hope things are going well for you. I guess you still don't have a working rig? Edited March 29 by Talesien
OsmelMC Posted March 29 Author Posted March 29 11 hours ago, shanayyy said: Is it possible to use this tongue?it supports bodyslide🙏 https://www.nexusmods.com/skyrimspecialedition/mods/101521 Yes. You can use that BodySlide to replace the tongues that come with my mod. Make sure of change the Body Slot (partition) of the tongues of that BodySlide to match the body slot of my tongues before "Build" them otherwise won't be showed even if the NIF files get loaded.
OsmelMC Posted March 29 Author Posted March 29 9 minutes ago, Talesien said: @OsmelMCLook who is alive! 👋 Seems you didn't forsake us entirely. Hope things are going well for you. I guess you still don't have a working rig? I'm fine in general. But still can't return, at less not until things get better here. Still using a cheap Mini-PC I can't change until the electric problems on my country be solved. Otherwise, will be throwing money. I wish to come back to see what the Artificial Intelligence can do to improve my mods. Have good hopes on that. 5
Gudulba Posted March 30 Posted March 30 11 hours ago, OsmelMC said: I'm fine in general. But still can't return, at less not until things get better here. Still using a cheap Mini-PC I can't change until the electric problems on my country be solved. Otherwise, will be throwing money. I wish to come back to see what the Artificial Intelligence can do to improve my mods. Have good hopes on that. All the best to you!
Jack005 Posted April 2 Posted April 2 So sexlab on animation is unequiping the DD blindfold by force and letting it broken, how do I do to not let sexlab unequip the blindfold??
Talesien Posted April 2 Posted April 2 (edited) 19 hours ago, Jack005 said: So sexlab on animation is unequiping the DD blindfold by force and letting it broken, how do I do to not let sexlab unequip the blindfold?? Sexlab should not remove your blindfold, unless your blindfold is missing the SexLabNoStrip keyword. It is possible that if you are using DD NG, it will remove the blindfold for a sex scene (or part of one) under certain circumstances, but in that case the blindfold gets re-equipped automatically. So either the blindfold in question or your setup appears borked. Did you try with a different blindfold? Edited April 2 by Talesien
Jack005 Posted April 3 Posted April 3 (edited) 18 hours ago, Talesien said: Sexlab should not remove your blindfold, unless your blindfold is missing the SexLabNoStrip keyword. It is possible that if you are using DD NG, it will remove the blindfold for a sex scene (or part of one) under certain circumstances, but in that case the blindfold gets re-equipped automatically. So either the blindfold in question or your setup appears borked. Did you try with a different blindfold? I'm using DD NG infact, I added Unfogiven devices but It was already happening before adding UD, so I just have to open DD ng in SSEEdit and add that keyword? Im Cihdina mine with Devious cihdna mod and the whole "experience" spin around the fact that your character is blindfolded and cant see until unlocking the device, and this issue just stomps the whole purpuse Edit: I cheked and it has the SexlabNoStrip keyword, so either SexLab Utility Plus v20240407 has something there that is unequiping the blindfold to equip a tongue or DD ng is doing something Edited April 3 by Jack005
Talesien Posted April 3 Posted April 3 17 hours ago, Jack005 said: I'm using DD NG infact, I added Unfogiven devices but It was already happening before adding UD, so I just have to open DD ng in SSEEdit and add that keyword? Im Cihdina mine with Devious cihdna mod and the whole "experience" spin around the fact that your character is blindfolded and cant see until unlocking the device, and this issue just stomps the whole purpuse Edit: I cheked and it has the SexlabNoStrip keyword, so either SexLab Utility Plus v20240407 has something there that is unequiping the blindfold to equip a tongue or DD ng is doing something I'm using both SexLabUtil+ and DD NG and do not experience the same behaviour for some reason. Granted I don't use tongues, I don't like them, but I checked and they use slot 61, while blindfolds use slot 55, so no, the tongues are not replacing the blindfold. That stated, I still use Sexlab util version 20231230, the newer versions always gave me issue. Perhaps try that.
safado Posted April 3 Posted April 3 (edited) 18 hours ago, Jack005 said: I'm using DD NG infact, I added Unfogiven devices but It was already happening before adding UD, so I just have to open DD ng in SSEEdit and add that keyword? Im Cihdina mine with Devious cihdna mod and the whole "experience" spin around the fact that your character is blindfolded and cant see until unlocking the device, and this issue just stomps the whole purpuse Edit: I cheked and it has the SexlabNoStrip keyword, so either SexLab Utility Plus v20240407 has something there that is unequiping the blindfold to equip a tongue or DD ng is doing something Maybe work around the issue by disabling the SLU+ Ahegao Expressions feature, until a fix is available. Trade a kink for better mental health, if we can call it that. 🤪😁 Hopefully disabling that will let the Blindfold work. good luck Note: Other mods like SL Survival has also Ahegao effects during sexlab animations. Edited April 3 by safado
Jack005 Posted April 6 Posted April 6 On 4/3/2026 at 3:53 PM, Talesien said: I'm using both SexLabUtil+ and DD NG and do not experience the same behaviour for some reason. Granted I don't use tongues, I don't like them, but I checked and they use slot 61, while blindfolds use slot 55, so no, the tongues are not replacing the blindfold. That stated, I still use Sexlab util version 20231230, the newer versions always gave me issue. Perhaps try that. yep I endedup downgrading to v202312302 and its working even with ahegao tongues
Jack005 Posted April 6 Posted April 6 On 4/3/2026 at 4:22 PM, safado said: Maybe work around the issue by disabling the SLU+ Ahegao Expressions feature, until a fix is available. Trade a kink for better mental health, if we can call it that. 🤪😁 Hopefully disabling that will let the Blindfold work. good luck Note: Other mods like SL Survival has also Ahegao effects during sexlab animations. I had survival + ahegao togues neither of then give me this issue, I ended up downgrading to SexLab Utility Plus v20231230 and end of this issue 1
safado Posted April 19 Posted April 19 (edited) 4 hours ago, OsmelMC said: https://chat.deepseek.com/share/206pcta5trf75kow0o Do you think the recommendations are true and proper code? It does not look bad, the refactored (if's) make it more performing, but I do not know if the checks order is good; how the AI knows?. The cleanup, normalized and reusable searchgender is necessary, but maybe there is a purpose on having different arrays lengths, unless it was a legacy code oops. The recommendations did not list all the functions inside the scripts, It was a sample? Edited April 19 by safado
Talesien Posted April 19 Posted April 19 9 hours ago, safado said: Do you think the recommendations are true and proper code? It does not look bad, the refactored (if's) make it more performing, but I do not know if the checks order is good; how the AI knows?. The cleanup, normalized and reusable searchgender is necessary, but maybe there is a purpose on having different arrays lengths, unless it was a legacy code oops. The recommendations did not list all the functions inside the scripts, It was a sample? In my experience the main risk of papyrus code written by LLM's is that they often fail to differentiate between functions that are available in the Skyrim engine and functions that are only available in FO4 or even Starfield. That (very annoying) problem aside, they tend to produce functional code. Does not invalidate your worries of course.
PippinTom Posted April 19 Posted April 19 Please put a remark on releases containing AI "refactored" code so I'll know to skip the download and save myself some time figuring out afterwards what hit my mod order
Talesien Posted April 19 Posted April 19 (edited) 1 hour ago, PippinTom said: Please put a remark on releases containing AI "refactored" code so I'll know to skip the download and save myself some time figuring out afterwards what hit my mod order You would be surprised how many mods already contain AI code, without you ever noticing. It's not an evil per-se, nor necessarily bug riddled. It's a tool and like with any tool there are ways to use it to improve things ... and there are ways to misuse it and cause problems. Granted AI makes it a tad to easy to cause problems by simply being human aka "to lazy to properly vet or test the AI generated code". Edited April 19 by Talesien
PippinTom Posted April 19 Posted April 19 25 minutes ago, Talesien said: You would be surprised how many mods already contain AI code No - I wouldn't. 26 minutes ago, Talesien said: It's not an evil per-se, nor necessarily bug riddled. It's a tool and like with any tool there are ways to use it to improve things ... and there are ways to misuse it and cause problems. I know.
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