Dimasbtwe Posted March 5 Posted March 5 excuse me what is the lastest vesion for SLu+... i want to try it... in download page it say 49 files but onlly show about 10 file when im downloading,.. also what other tweak tool i have to download ? btw im using lastest AE ver. ,.. last week come back to skyrim and enjoy slas.. yesterday im trying SLP+ and realy frustated with that mod overlay,.. i hope this tool better
Talesien Posted March 5 Posted March 5 5 hours ago, Dimasbtwe said: excuse me what is the lastest vesion for SLu+... i want to try it... in download page it say 49 files but onlly show about 10 file when im downloading,.. also what other tweak tool i have to download ? btw im using lastest AE ver. ,.. last week come back to skyrim and enjoy slas.. yesterday im trying SLP+ and realy frustated with that mod overlay,.. i hope this tool better Last version should 20240407, though I found 20231230 works better for me, might depend on the LO. You will need to scroll down to see those files. 1
Dimasbtwe Posted March 6 Posted March 6 (edited) 1 hour ago, Talesien said: Last version should 20240407, though I found 20231230 works better for me, might depend on the LO. You will need to scroll down to see those files. is this work normaly like SLAS,.. or this similar like sexlab P+? in P+ i have to convert SLAL to SLSB,..iss normal SLAL, matchmakker, SL tool work together with Utilityplus? or SLU+ have theirr own mod and dependency like P+? for example to use this with aroused creature , i have to use this tweak on download page? or i can use it with normal aroused creature? Edited March 6 by Dimasbtwe
safado Posted March 6 Posted March 6 1 hour ago, Dimasbtwe said: is this work normaly like SLAS,.. or this similar like sexlab P+? in P+ i have to convert SLAL to SLSB,..iss normal SLAL, matchmakker, SL tool work together with Utilityplus? or SLU+ have theirr own mod and dependency like P+? for example to use this with aroused creature , i have to use this tweak on download page? or i can use it with normal aroused creature? P+ and SexLab Utility Plus are mutually exclusive. SL-UP is more compatible with Sexlab dependent mods and uses standard SLAL animations packages. p+ has better performance but has compatibility issues. SL-UP with all it features enabled will slow down internal sexlab processes (papyrus overhead). For extra Papyrus scripts runtime performance use "Papyrus Tweaks NG" with it Misc "INI file" installed and enable in "PapyrusTweak.ini" the entry bSpeedUpNativeCalls = True from default false. My copy on the ini with community recommendations already set. Spoiler # |\__/,| (`\ ZZZZZZ # |_ _ |.--.) ) ZZZZ # ( T ) / zzz #(((^_(((/(((_/ [Fixes] ;Fixes ToggleScripts command not persisting when saving/stack dumping ;Scripts will now stay turned off when toggled off, and on when toggled on. bFixToggleScriptsCommand = true ;Fix unintentionally allocating script pages when getting largest available page, but out of memory. bFixScriptPageAllocation = true ;Fix crash when passing in NONE object to script function Actor.IsHostileToActor(). bFixIsHostileToActorCrash = true ;Fix scripts that don't load right away breaking completely if they reference an invalid object type (Ex: SuperSecretScript has a function that takes InvalidScript as a parameter). bFixDelayedScriptBreakage = true [VM Tweaks (Tweaks that directly alter the script engine)] ;Maximum papyrus operations per frame. Higher number means better script performance on average ;Has a very minor impact on framerate, and varies from script to script. (Default: 500, Vanilla value: 100). Recommended Range: 100-2000. Set to 0 to disable iMaxOpsPerFrame = 2000 ;Modify how long Papyrus can be "overstressed" before dumping stacks, in milliseconds (Default value: 15000, Vanilla value: 5000). ;Set to 0 to disable the stack dump check, or -1 to disable this setting. ;See https://www.nexusmods.com/skyrimspecialedition/articles/4625 for information on what a stack dump is iStackDumpTimeoutMS = 20000 ;Enables loading of doc strings from scripts into the engine. Requires `bEnableDebugInformation` to be true in this INI bEnableDocStrings = true ;Enables Skyrim to load debug information of scripts. This completely overrides bLoadDebugInformation in Skyrim.ini and is provided here for easier configuration bEnableDebugInformation = true [Logging Tweaks (Tweaks that affect script logging)] ;Disables `File " % s " does not exist or is not currently loaded.` logs from being printed when calling Game.GetFormFromFile(). ;This only disables the logging of the error, the error itself will still occur bDisableGetFormFromFileErrorLogs = false ;Improves Base Type Mismatch error to show inheritance hierarchy of scripts; Also clarifies if the script was a genuine mismatch, or if the script doesn't exist bImproveBaseTypeMismatchLogs = true ;Improves several error logs relating to incompatible arguments to better clarify what is incompatible bImproveValidateArgsLogs = true ;Disable "Property %s on script %s attached to %s cannot be initialized because the script no longer contains that property" log messages. ;This only disables the logging of the warning, the warning itself will still occur bDisableNoPropertyOnScriptErrorLogs = false ;Disable "Cannot open store for class "%s", missing file?" errors being logged. ;This only disables the logging of the error, the error itself will still occur bDisableMissingScriptError = false ;Adds a summary of events when dumping stacks to log bSummarizeStackDumps = true [Experimental] ;(Formerly bRunScriptsOnMainThreadOnly) ;Speeds up native calls by desyncing them from framerate and instead syncing script calls to a spinlock, greatly improving script performance while still preventing concurrent execution of native calls bSpeedUpNativeCalls = true ;(Formerly sMainThreadClassesToExclude, requires bSpeedUpNativeCalls=true) ;List of script classes to exclude from being sped up by bSpeedUpNativeCalls. ;It is strongly recommended to leave at defaults unless you absolutely know what you're doing sScriptClassExclusions = UI, ConsoleUtil, PO3_SKSEFunctions, MfgConsole, MFGConsoleFunc, Input, Debug, Utility, PapyrusTweaks, Quest, Spell ;(Formerly sMainThreadMethodsToExclude, requires bSpeedUpNativeCalls=true) ;List of script method prefixes to exclude from being sped up (ex: "Equip" excludes "EquipItem" and "EquipItemByID", but does NOT exclude "UnequipItem". ;It is strongly recommended to leave at defaults unless you absolutely know what you're doing ;as a lot of modifying functions like `EquipItem` do not work properly if executed more than once in a single frame. ; Defaults exclude everything except for read-only functions (ex: GetFormFromFile, HasKeyword, IsLoaded, etc.) sScriptMethodPrefixesToExclude = Activate, Add, Advance, Allow, Attach, Apply, Block, Cast, Change, Clear, Close, Complete, Create, Damage, Delete, Disable, Disallow, Dismount, Dispel, DoCombatSpellApply, Draw, Drop, Enable, End, Equip, Evaluate, Fade, Fail, Fire, Force, GetAnimation, GetQuest, Hide, Hold, Ignore, Increment, Keep, Kill, Knock, Learn, Load, Lock, Mod, Move, Mute, Open, Place, Play, Pop, Precache, Process, Push, Queue, Quit, Regenerate, Register, Release, RemoteCast, Remove, Request, Reset, Restore, Resurrect, Revert, Save, Say, Send, Serve, Set, Shake, Sheath, Show, Start, Stop, Teach, TempClone, Tether, Toggle, Translate, Trap, Trigger, Try, Unequip, Unlock, UnMute, UnPause, Update, Unregister ;(VR-ONLY) Pauses all non-playroom scripts while in the VR playroom, so mod scripts only initialize once you actually enter a save/new game. ;This is only experimental as it intentionally alters script behavior bDisableScriptsInPlayroomVR = false ;Stops the game from resetting when loading a corrupted save ;This will NOT fix a broken save, just allows you to load the save no matter what information is lost. ONLY USE AS A LAST RESORT TO RECOVER A SAVE YOU HAVE BEEN WARNED!! bBypassCorruptSaveMessage = false ;Allows the Script Engine to use as much memory as needed, with no cap. This makes `iMaxAllocatedMemoryBytes` in Skyrim.ini useless/infinite ;Note: Skyrim already ignores memory limit when stressed, this setting just keeps it ignored. bIgnoreMemoryLimit = false 1
Dimasbtwe Posted March 6 Posted March 6 2 hours ago, safado said: P+ and SexLab Utility Plus are mutually exclusive. SL-UP is more compatible with Sexlab dependent mods and uses standard SLAL animations packages. p+ has better performance but has compatibility issues. SL-UP with all it features enabled will slow down internal sexlab processes (papyrus overhead). For extra Papyrus scripts runtime performance use "Papyrus Tweaks NG" with it Misc "INI file" installed and enable in "PapyrusTweak.ini" the entry bSpeedUpNativeCalls = True from default false. My copy on the ini with community recommendations already set. Hide contents # |\__/,| (`\ ZZZZZZ # |_ _ |.--.) ) ZZZZ # ( T ) / zzz #(((^_(((/(((_/ [Fixes] ;Fixes ToggleScripts command not persisting when saving/stack dumping ;Scripts will now stay turned off when toggled off, and on when toggled on. bFixToggleScriptsCommand = true ;Fix unintentionally allocating script pages when getting largest available page, but out of memory. bFixScriptPageAllocation = true ;Fix crash when passing in NONE object to script function Actor.IsHostileToActor(). bFixIsHostileToActorCrash = true ;Fix scripts that don't load right away breaking completely if they reference an invalid object type (Ex: SuperSecretScript has a function that takes InvalidScript as a parameter). bFixDelayedScriptBreakage = true [VM Tweaks (Tweaks that directly alter the script engine)] ;Maximum papyrus operations per frame. Higher number means better script performance on average ;Has a very minor impact on framerate, and varies from script to script. (Default: 500, Vanilla value: 100). Recommended Range: 100-2000. Set to 0 to disable iMaxOpsPerFrame = 2000 ;Modify how long Papyrus can be "overstressed" before dumping stacks, in milliseconds (Default value: 15000, Vanilla value: 5000). ;Set to 0 to disable the stack dump check, or -1 to disable this setting. ;See https://www.nexusmods.com/skyrimspecialedition/articles/4625 for information on what a stack dump is iStackDumpTimeoutMS = 20000 ;Enables loading of doc strings from scripts into the engine. Requires `bEnableDebugInformation` to be true in this INI bEnableDocStrings = true ;Enables Skyrim to load debug information of scripts. This completely overrides bLoadDebugInformation in Skyrim.ini and is provided here for easier configuration bEnableDebugInformation = true [Logging Tweaks (Tweaks that affect script logging)] ;Disables `File " % s " does not exist or is not currently loaded.` logs from being printed when calling Game.GetFormFromFile(). ;This only disables the logging of the error, the error itself will still occur bDisableGetFormFromFileErrorLogs = false ;Improves Base Type Mismatch error to show inheritance hierarchy of scripts; Also clarifies if the script was a genuine mismatch, or if the script doesn't exist bImproveBaseTypeMismatchLogs = true ;Improves several error logs relating to incompatible arguments to better clarify what is incompatible bImproveValidateArgsLogs = true ;Disable "Property %s on script %s attached to %s cannot be initialized because the script no longer contains that property" log messages. ;This only disables the logging of the warning, the warning itself will still occur bDisableNoPropertyOnScriptErrorLogs = false ;Disable "Cannot open store for class "%s", missing file?" errors being logged. ;This only disables the logging of the error, the error itself will still occur bDisableMissingScriptError = false ;Adds a summary of events when dumping stacks to log bSummarizeStackDumps = true [Experimental] ;(Formerly bRunScriptsOnMainThreadOnly) ;Speeds up native calls by desyncing them from framerate and instead syncing script calls to a spinlock, greatly improving script performance while still preventing concurrent execution of native calls bSpeedUpNativeCalls = true ;(Formerly sMainThreadClassesToExclude, requires bSpeedUpNativeCalls=true) ;List of script classes to exclude from being sped up by bSpeedUpNativeCalls. ;It is strongly recommended to leave at defaults unless you absolutely know what you're doing sScriptClassExclusions = UI, ConsoleUtil, PO3_SKSEFunctions, MfgConsole, MFGConsoleFunc, Input, Debug, Utility, PapyrusTweaks, Quest, Spell ;(Formerly sMainThreadMethodsToExclude, requires bSpeedUpNativeCalls=true) ;List of script method prefixes to exclude from being sped up (ex: "Equip" excludes "EquipItem" and "EquipItemByID", but does NOT exclude "UnequipItem". ;It is strongly recommended to leave at defaults unless you absolutely know what you're doing ;as a lot of modifying functions like `EquipItem` do not work properly if executed more than once in a single frame. ; Defaults exclude everything except for read-only functions (ex: GetFormFromFile, HasKeyword, IsLoaded, etc.) sScriptMethodPrefixesToExclude = Activate, Add, Advance, Allow, Attach, Apply, Block, Cast, Change, Clear, Close, Complete, Create, Damage, Delete, Disable, Disallow, Dismount, Dispel, DoCombatSpellApply, Draw, Drop, Enable, End, Equip, Evaluate, Fade, Fail, Fire, Force, GetAnimation, GetQuest, Hide, Hold, Ignore, Increment, Keep, Kill, Knock, Learn, Load, Lock, Mod, Move, Mute, Open, Place, Play, Pop, Precache, Process, Push, Queue, Quit, Regenerate, Register, Release, RemoteCast, Remove, Request, Reset, Restore, Resurrect, Revert, Save, Say, Send, Serve, Set, Shake, Sheath, Show, Start, Stop, Teach, TempClone, Tether, Toggle, Translate, Trap, Trigger, Try, Unequip, Unlock, UnMute, UnPause, Update, Unregister ;(VR-ONLY) Pauses all non-playroom scripts while in the VR playroom, so mod scripts only initialize once you actually enter a save/new game. ;This is only experimental as it intentionally alters script behavior bDisableScriptsInPlayroomVR = false ;Stops the game from resetting when loading a corrupted save ;This will NOT fix a broken save, just allows you to load the save no matter what information is lost. ONLY USE AS A LAST RESORT TO RECOVER A SAVE YOU HAVE BEEN WARNED!! bBypassCorruptSaveMessage = false ;Allows the Script Engine to use as much memory as needed, with no cap. This makes `iMaxAllocatedMemoryBytes` in Skyrim.ini useless/infinite ;Note: Skyrim already ignores memory limit when stressed, this setting just keeps it ignored. bIgnoreMemoryLimit = false thx for sugestion,.... i understand why peeople like p+in term of fast scene.. when im using slas beforehand it quite fast but the downside is very limited animetion to choose bcs incompatible with unlimited animation sL tool patch,,..so im trying this p+,, folow the guide with new game stable mod,, and miicrostutter come,.. and i cant close the menu overlay bcs mapping of "end" key overlap with cabbage enb.. i dont mind change the enb,. but every several instance change scene my game crash, and to be honest the ui is horibble,... i rather SL tool aproach,.. change scene modifier only then disapear,.. btw the tweak in download link do i have to use that if im using utiity plus? is that a patch to working together with SLU+? or it just personal preset from the author?
safado Posted March 6 Posted March 6 16 hours ago, Dimasbtwe said: btw the tweak in download link do i have to use that if im using utiity plus? is that a patch to working together with SLU+? or it just personal preset from the author? The ini file text in the spoiler is my preset, based on recommendation from the community. Papyrus Tweak NG is not part or requirement of SLU+, it is a recommended Skyrim performance mod.
mcdyn Posted March 8 Posted March 8 the sexlab utility plus is not working with SLACS 2 + SCO ( Cum Overlays )? , the cum overlay no longer appears.
safado Posted March 8 Posted March 8 (edited) 8 hours ago, mcdyn said: the sexlab utility plus is not working with SLACS 2 + SCO ( Cum Overlays )? , the cum overlay no longer appears. 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. Unlike other mods that modify the Sexlab\SLU+ scripts, this one monitors the events calls only. That means if there's PapyrusVM overload it will take longer to execute or fail, the good is that it should be compatible with any version of SLU\Sexlab. The mod SSE Display Tweaks has a feature to announce PapyrusVM overload in it OSD, it is disabled by default and also need extra configuration. Also, your logic is inverted, it is SLACS 2+SCO that needs to be compatible, not SLU+. All cum overlay mods are add-ons. SLU+ is core\expansion of Sexlab framework. Spoiler 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. Edited March 8 by safado 2
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
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