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Posted
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

Posted
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

  • 2 weeks later...
Posted (edited)
4 hours ago, OsmelMC 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?

 

Edited by safado
Posted
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.

Posted

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 ;)

Posted (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 by Talesien
Posted
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.

Posted
On 5/16/2025 at 10:06 AM, Gudulba said:

There is this customized script, which allows to ESLify the SOSRacemenu.esp from the XP32 Maximum Skeleton Special Extended mod:

https://www.loverslab.com/topic/115658-any-harm-converting-these-adult-mods-to-form-44/page/2/#comment-2880648

 

This script is also included in the "SOS - Schlongs of Skyrim with PapyrusUtil & SexLab (Tweak)". Are the "customized script" changes included in the "tweaked" script?

Stumbled upon my still unsolved question from last year. Maybe someone has an answer this year? 🙂

Posted (edited)
1 hour ago, Gudulba said:

Stumbled upon my still unsolved question from last year. Maybe someone has an answer this year? 🙂

 

I fail to see what your problem is. SOSRacemenu.esp is a fake plugin - it's empty. It's necessary only for loading resources or triggering something in SOS, as it's own description says:

Spoiler

This is an empty plugin so that Schlongs of Skyrim stops its scaling on the player when using the XPMSE RaceMenuPlugin. This plugin can't be merged. Reasons for converting plugins to 44 are the most dumb reasons I ever heard... Thanks Bethesda... It seems like no esl is possible as SOS sciprt can't read it.

 

BTW: why not use DLL version which is faster and still works on AE, and in overall - is way more controleable (and stable) than- and has better plugins than new gentlemen ever will judging by currently available, after so many years of it being available? Anyway - don't answer, your choice. It just looks weird that you care so much about single esp slot (while there are 254 of them) and not enough mods worthy to use them all. You LO must be real mess if you ran out of slots. Or you tolerate some other mods that can easily be elsified without issues or even better - canibalized (merged with others into single "my favorites that I've stolen" plugin).

 

Edited by PippinTom
Posted (edited)
On 4/18/2026 at 8:53 PM, 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?

 

 

I being working with AI for some time and they are very reliable on this type of task.

You probably notice that i just ask the AI to optimize the function on that GitHub file. 

I don't know if the scripts are right ore wrong. The best way to be sure is test it in real time, something i can't do. 

Of course the AI still need supervision for something like this but is a good alternative in case like this were the scripts are too complex to be understood and updated by someone with short experience.

 

 

 

Edited by OsmelMC
Posted
On 4/19/2026 at 6:58 AM, Talesien said:

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.

 

Work with the AI on Web Search Mode over a GitHub repository reduce that risk because the AI is able to check all the projects using it's functions as reference.

Posted
On 4/19/2026 at 8:41 AM, 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 ;)

Actually for my experience the AI script that works is more reliable that my own script and take less time to be produced.

 

That's because not even I can remember all the scripts at the same time requiring me to read many files to safely edit one. The AI can do this in just few seconds reducing the risk of mistakes.

 

Of course still need supervision but is mostly about check were the AI did the changes and test those changes in all the ways you can imagine. Remember I used to make a lot of mistakes on each update so...

 

Posted
5 hours ago, Gudulba said:

Stumbled upon my still unsolved question from last year. Maybe someone has an answer this year? 🙂

Yes. Usually my script are compatible with things like that and more.

Posted (edited)
On 4/23/2026 at 7:18 AM, Gudulba said:

Stumbled upon my still unsolved question from last year. Maybe someone has an answer this year? 🙂

 

The empty plugin from XPMSE is to overwrite\replace\disable the SOS plugin with the same name with the function that does racemenu scaling.  

Actually that is not true, the plugin is a signal from XPMSE-author to tell SOS-author to disable it scaling functions for the player only.  (correction)

 

XPMSE has an internal scaling that will conflict with the original SOS scaling during character creation.

  Leaving SOSracemenu.esp disabled is a better alternative and the original XPMS installation  instructions request. 

 

The idea of adding an empty plugin is because noobs do not follow instruction and install\enable everything, the empty plugin is saving them from that conflict issue.

DD-NG did the same thing with the DD-5.2 Patch, it is not needed, but noob did not follow instructions to disable it. New NG included an empty version to force disabling it. 

 

So the short answer is the empty plugin exist because of NOOBs and people with low reading comprehension. 

It was the noob not reading instruction during mod development, but it was a complicated subject anyway, I'm out of line in my stupid rant for something that happened more than 10 years ago.

 

Edited by safado
Strikeout part is not 100% true.
Posted
10 hours ago, safado said:

So the short answer is the empty plugin exist because of NOOBs and people with low reading comprehension. 

 

I'm not sure that exact - if you have plugin enabled: you cannot change PC schlong size in MCM - have to use RaceMENU. If it's disabled/nonexistent, you can change the size in MCM, (but I'm not sure you can still do it in RM)

Posted (edited)
13 hours ago, PippinTom said:

 

I'm not sure that exact - if you have plugin enabled: you cannot change PC schlong size in MCM - have to use RaceMENU. If it's disabled/nonexistent, you can change the size in MCM, (but I'm not sure you can still do it in RM)

 

I use AI to rewrite my tech babel because English is not my primary language, and looks like my word choices are prone to confuse. 

Spoiler

The plugin name is detected by SOS, which then disables its scaling functions to prevent player SOS-schlong rescale (not to be confused with Size) conflicts. With this setup, SOS’s rescale is effectively bypassed while XPMSE’s scaling remains active, including XPMSE‑exclusive extras, like independent scrotum nodes sizing.  

 

If both systems are used together—during player character creation and then modified afterward through MCM—Schlong scaling can become skewed or glitched. This happens because both mods target the same nodes but store their data differently. It’s possible that newer SOS variations have resolved this issue, in which case this workaround may no longer be necessary, I do not know.

 

Without the XMPSE-SOSplugin, both resize options remain available for the player. However, using both on the same player character is still likely to cause scaling glitches during the game. Both mods authors agreed on a method to disable reScaling in SOS so that only XPMSE handles scaling without conflict. The user makes this choice during installation by enabling or disabling the plugin.

 

Internally, SOS uses Game.GetModByName to retrieve the load order index for the optional XPMSE SOSracemenu.esp. If the returned index is not 255 (255=plugin not found), the function will skip the scale call to the DLL when akActor is the player. Only the scaling function is disabled for the player character the setSize continues to function normally for all.

 

The mods treat Scaling and Size differently, XMPSE uses more nodes than SOS for sizing and scaling that also take into account thickness, length, node-rotation, left\right, and CME-nodes. SOS functions only do SOS-nodes size in general, without specificity. 

 

I think size fuction remove\replace witch new size reset, while scaling is done with existing asset, not sure that is in the SOS dll. Personally I think The SOS MCM need to be rewritten to use XPMSE already available functions and all features will be available for all characters, including in game effects about scales with specific nodes like left scrotum bigger than right and other stupid things like that. 

 

Note: I used AI to rewrite my post, but there's no intelligence in AI and have to correct a lot of logic mistakes. Still better grammar and context order than my original writing.  I remove the stupid rant about noobs making the authors create this solution, that went away with the site upgrade years ago.  My original post over simplified and I do not remember much, it was a long time ago during Oldrim first years. 

 

 

Edited by safado
Posted
55 minutes ago, safado said:

I use AI to rewrite my tech babel because English is not my primary language, and looks like my word choices are prone to confuse. 

 

Damn - you've forced me to read quite long text  - please don't do that. I hate reading, it's overrated.

Posted (edited)
3 hours ago, PippinTom said:

 

Damn - you've forced me to read quite long text  - please don't do that. I hate reading, it's overrated.

 

So that why stuff like SOSracemenu plugin exist.  😁

I can't draw cartoons. 🙃

 

I obviously like reading. 😝

joking

Edited by safado
Posted

The following is a Google Translate: How can I remove the animation restrictions in a gay scene? I mean, when I open the animation switching interface through SexLab Tools, it only shows animations tagged MM, but I want it to show all animations so I can select the anal animation from the animations tagged FM.

Posted
48 minutes ago, Sandwichee said:

The following is a Google Translate: How can I remove the animation restrictions in a gay scene? I mean, when I open the animation switching interface through SexLab Tools, it only shows animations tagged MM, but I want it to show all animations so I can select the anal animation from the animations tagged FM.

 

Hi, first of all, frameworks don't do anything on their own; they need a mod to activate animations. That mod is what will provide the animation you're looking for (SLEN, Match Maker, Defeat, etc). Also, if you want the animations to appear in the list you're searching for, they must have the appropriate tags, or it won't work. There are mods like SLATE that allow you to add those missing tags so you can see the animations correctly. Cheers.

Posted (edited)
41 minutes ago, 深淵の神 said:

 

Hi, first of all, frameworks don't do anything on their own; they need a mod to activate animations. That mod is what will provide the animation you're looking for (SLEN, Match Maker, Defeat, etc). Also, if you want the animations to appear in the list you're searching for, they must have the appropriate tags, or it won't work. There are mods like SLATE that allow you to add those missing tags so you can see the animations correctly. Cheers.

Thank you for your detailed explanation. Because I used Google Translate, it didn't quite express my question well. To summarize, I want to use male and female animations in gay scenes. I can do this in Ostim using some MCM settings, but I can't find how to do it in SL as well. Perhaps there are SL tools patches similar to those shown here can do that?

Edited by Sandwichee
Posted
1 hour ago, Sandwichee said:

(...) I mean, when I open the animation switching interface through SexLab Tools, it only shows animations tagged MM (...)

 

If I may add to what @深淵の神 said, in other words - what you see in SL Tools menu is what mod that started current animation has asked SexLab for - so, if you see only MM anims that means mod you are using is to blame. You can try to change settings of that mod (if it has any), to not serve you gay animations/treat you as gay - if that is possible, try to execute it on female NPC... for obvious reasons, or remove it completely and find better suited one.

 

I'm afraid that SLATE won't help in case when mod searches specifically for MM tag (for any reasons), and/or partner is male, however it may allow you to tag FM anal animations as MM ones and hope that this will work, yet this will only change animation, not actors... if assuming that gay stuff don't bother you (and I misunderstood your issue).

Posted (edited)
8 hours ago, PippinTom said:

 

If I may add to what @深淵の神 said, in other words - what you see in SL Tools menu is what mod that started current animation has asked SexLab for - so, if you see only MM anims that means mod you are using is to blame. You can try to change settings of that mod (if it has any), to not serve you gay animations/treat you as gay - if that is possible, try to execute it on female NPC... for obvious reasons, or remove it completely and find better suited one.

 

I'm afraid that SLATE won't help in case when mod searches specifically for MM tag (for any reasons), and/or partner is male, however it may allow you to tag FM anal animations as MM ones and hope that this will work, yet this will only change animation, not actors... if assuming that gay stuff don't bother you (and I misunderstood your issue).

My character is male, and my follower is Futa, so when they start their animated scenes, I can only use the male-male animation. Of course, there's nothing wrong with that, since it's quite "fitting." It just means there are only a few animation options left.So, my question is, in this situation, how can I make my male character and Futa use male and female anal animations?
Edit: I found a solution: set the futa character to female in SL MCM, and then the male-female animations will work correctly. However, this makes the male-male animations unavailable.

Edited by Sandwichee
Posted
40 minutes ago, Sandwichee said:

.So, my question is, in this situation, how can I make my male character and Futa use male and female anal animations?

 

Potential solution has already suggested - use SLATE to add MM tags to all/any/some anal FM animations. Or any humanoid two-actors animations for that matter. However, I'm not 100% sure this will work even most of the times as expected - because beside TAG there are also ROLEs defined inside animation .jsons, and whatever TAG will say after changing - roles will remain either MALE/FEMALE and they matters too. Of source you may change those roles too, but this has to be done via text editor, or preferably shell script (doing this manually is so fucking error-prone that for sure you will make at least one small single-char mistake and crash your game afterwards because .json is most unforgiving format there is (probably).

So approach with global SL  role (a.k.a "gender") change seems easiest and most effective in your case. And small cost seems to lose MM anims when switching futa follower role to Female, because as you said yourself - there ara just few of them, anyway - comparing to FM for sure they are minority.

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