Jump to content

Recommended Posts

Posted
6 hours ago, osmelmc said:

I just disable the Ammo and start working for me. Remember that the Ammo options are 6 in total, you need to disable it for Male and Femaleemale in LeadIn, Normal and Aggressive Animations.

 

By now I already fix the function so if you are using LE, I can share the BETA version. I'm mostly testing right now.

 

 

No worries! I can wait for the next release!

Posted
3 hours ago, vexily said:

so i just want to preface this post with a disclaimer that i am horrible with code, and scripting and such, so i apologize if i am making some false assumptions here...

 

so in my attempts to chase down the cause of the problem i have been having i have delved into comparing the actor alias files of slso and sexlab utility plus, now as i have said i am very very beginner with scripts and all that, but there is a bit that stands out to me

 

  Reveal hidden contents

    ;OrgasmEffect() Orgasm condi checks
    ;check if non aggressor actor meets orgasm conditions
    ;can probably be broken by manually changing position/animation
    ;perfomance increase probably not worth it 
;        AllowNonAggressorOrgasm = 0
;        if !IsAggressor
;            if !(Animation.HasTag("69") || Animation.HasTag("Masturbation")) || Thread.Positions.Length == 2
;                if  IsFemale && JsonUtil.GetIntValue(File, "condition_female_orgasm") == 1
;                    if Position == 0 && !(Animation.HasTag("Vaginal") || Animation.HasTag("Anal") || Animation.HasTag("Cunnilingus") || Animation.HasTag("Fisting") || Animation.HasTag("Lesbian"))
;                        AllowNonAggressorOrgasm = 1
;                    endIf
;                elseif IsMale && JsonUtil.GetIntValue(File, "condition_male_orgasm") == 1
;                    if Position == 0 && !(Animation.HasTag("Anal") || Animation.HasTag("Fisting"))
;                        AllowNonAggressorOrgasm = 2
;                    elseif Position != 0 && && !(Animation.HasTag("Vaginal") || Animation.HasTag("Anal") || Animation.HasTag("Boobjob") || Animation.HasTag("Blowjob") || Animation.HasTag("Handjob") || Animation.HasTag("Footjob"))
;                        AllowNonAggressorOrgasm = 3
;                    endIf
;                endIf
;            endIf
;        endIf

this block of script is present in slso but not in utility plus, and i may be mistaken as for the third time this post i am going to reiterate i am still learning script, but it seems other parts of the script call back to this block even in sexlab utility plus, however it is lacking this bit of script.

 

 

of course the big caveat to this is that if i was right and the lack of this script is what is causing slso to fail to restrict orgasm/enjoyment then everyone would be affected, yet it seems at the moment at least that i am the only one affected (or the only one to report the problem) which leads me to believe that i am wrong, which even so i wanted to post this here cause part of learning is understanding where your mistakes lie and while i am sure i am wrong i was hoping you could point out where i am wrong so i can learn for the future :classic_blush:

All the lines beginning with ";" are comments and do nothing, is just to take note and in this case is a old code currently disabled but keeping for future reference.

 

By the way under what conditions and for what Actor you expect the Orgasm be blocked and is being allowed.

Posted
14 minutes ago, osmelmc said:

All the lines beginning with ";" are comments and do nothing, is just to take note and in this case is a old code currently disabled but keeping for future reference.

 

By the way under what conditions and for what Actor you expect the Orgasm be blocked and is being allowed.

it is supposed to be blocked for the victim in an animation unless the victim is considered "lewd" by sexlab, in this case I have mainly only focused on testing the player character as the actor, and I have tested animations triggered by, sexlab defeat, sexlab horrible harrassment, and aroused creatures, in all of them slso does not block enjoyment gain and allows the player character (the victim) to orgasm.

 

at first i thought maybe it was not able to read the sexlab stats for some reason, i reset them and tested again, no change. i then set "allow victim orgasm" to "no" in slso mcm, still no change. i then changed load order as mentioned in a previous post, and the problem went away, but like you pointed out thats not a real solution as it would break the game. next i disabled all the slso compatibility patches, still no change there.

 

I even began to think that slso's mcm was just broken but testing other settings everything except for the previously mentioned orgasm and arousal gain settings work as intended.

 

tldr: player character is raped, and regardless of if it is bandit, townsfolk, or beast, she ignores the mcm settings and enjoys herself a little too much for her situation

 

 

Posted

Hey so not sure if this has been brought up before, and saw no mention in the mod description. After installing this mod and properly cleaning and doing the steps listed in the description, every time I open the MCM it takes 10-15 seconds to load the "Animation Settings" page. Not necessarily game breaking, but quite an annoyance. This definitely wasn't happening before installing it.

 

Is this unique to me? Or are others experiencing it. If its unique to me, how would I go about troubleshooting it?

Posted
4 minutes ago, Nohrin said:

Hey so not sure if this has been brought up before, and saw no mention in the mod description. After installing this mod and properly cleaning and doing the steps listed in the description, every time I open the MCM it takes 10-15 seconds to load the "Animation Settings" page. Not necessarily game breaking, but quite an annoyance. This definitely wasn't happening before installing it.

 

Is this unique to me? Or are others experiencing it. If its unique to me, how would I go about troubleshooting it?

The only page that take more than 5 seconds is the sex diary.

 

Check if some file is missing or override. Send me the papyrus log file.

 

Posted
1 hour ago, vexily said:

it is supposed to be blocked for the victim in an animation unless the victim is considered "lewd" by sexlab, in this case I have mainly only focused on testing the player character as the actor, and I have tested animations triggered by, sexlab defeat, sexlab horrible harrassment, and aroused creatures, in all of them slso does not block enjoyment gain and allows the player character (the victim) to orgasm.

 

at first i thought maybe it was not able to read the sexlab stats for some reason, i reset them and tested again, no change. i then set "allow victim orgasm" to "no" in slso mcm, still no change. i then changed load order as mentioned in a previous post, and the problem went away, but like you pointed out thats not a real solution as it would break the game. next i disabled all the slso compatibility patches, still no change there.

 

I even began to think that slso's mcm was just broken but testing other settings everything except for the previously mentioned orgasm and arousal gain settings work as intended.

 

tldr: player character is raped, and regardless of if it is bandit, townsfolk, or beast, she ignores the mcm settings and enjoys herself a little too much for her situation

 

 

I have to check but probably is related to the enjoyment function.

Posted
18 hours ago, osmelmc said:

The only page that take more than 5 seconds is the sex diary.

 

Check if some file is missing or override. Send me the papyrus log file.

 

Heres what I did for this log.

 

Loaded save file that had already cleaned Sexlab after installing this mod.

Went into Sexlab MCM and immediately clicked on Animation Settings

Waited around 20 seconds for it to load.

Immediately closed MCM, saved and qqq in console to quit the game.

 

I forgot to mention that I am playing on Special Edition. Made sure I am missing no files (reinstalled it from the RAR) and nothing is overwriting it according to MO2. Load order of plugin doesn't seem to make a difference either. I am installing this mod on a used playthrough (not new). The diary tab takes around 5 seconds like you mentioned. All other tabs load within 1-5 seconds as normal.

 

Posted
5 hours ago, Nohrin said:

I am playing on Special Edition

 

MCM is slow on special edition

 

You can use SSE Display Tweaks on nexus to help with that  (from NFF on Nexus)

 

SPEED UP MCM SPEED in SSE, across the board. Two Methods:

SSE Display Tweaks (Recommended)


Mod page: https://www.nexusmods.com/skyrimspecialedition/mods/34705

Under Data/SKSE/Plugins open "SSEDisplayTweaks.ini" and scroll down to: UIFramerateLimitJournal

Change this section to:
UIFramerateLimitJournal=-1 (i use 60 for 60 fps)  (be sure to put the negative -1 or else your mcm will be 1 fps and this is painfully slow, i made that mistake)
UIFramerateLimitJournalVSyncOff=true

Other settings you can adjust to your own preferences.
Posted
1 hour ago, tuxagent7 said:

 

MCM is slow on special edition

 

You can use SSE Display Tweaks on nexus to help with that  (from NFF on Nexus)

 

SPEED UP MCM SPEED in SSE, across the board. Two Methods:

SSE Display Tweaks (Recommended)


Mod page: https://www.nexusmods.com/skyrimspecialedition/mods/34705

Under Data/SKSE/Plugins open "SSEDisplayTweaks.ini" and scroll down to: UIFramerateLimitJournal

Change this section to:
UIFramerateLimitJournal=-1 (i use 60 for 60 fps)  (be sure to put the negative -1 or else your mcm will be 1 fps and this is painfully slow, i made that mistake)
UIFramerateLimitJournalVSyncOff=true

Other settings you can adjust to your own preferences.

Those settings definitely did help. The time to load the animation page is now around 5-10 seconds. Thanks!

 

So is it normal for this mods MCM to be slow on SSE? All my other mods were pretty close to instant. Never had trouble with other mods MCM.

Posted
14 minutes ago, Nohrin said:

So is it normal for this mods MCM to be slow on SSE? All my other mods were pretty close to instant. Never had trouble with other mods MCM.

 

I got slow when registering and enabling Animations in SL Anim loader also

 

It seems mcm is related to fps in SSE

Posted
1 hour ago, Nohrin said:

Those settings definitely did help. The time to load the animation page is now around 5-10 seconds. Thanks!

 

So is it normal for this mods MCM to be slow on SSE? All my other mods were pretty close to instant. Never had trouble with other mods MCM.

Even in LE the the fps go crazy on MCM. The solution is limited the fps to protect the video card.

 

The SexLab MCM "Animation Editor" page have not reason to be slower. I will check and compare with the original for clues. 

Posted

Just want to report that the heels adjustment option is a bit wonky for me now - I'm not sure if it's a byproduct of my load order of anything going on with SL Utility Plus. I end up lower than I should be in the animation everytime I start one if I wear heels.

Posted
8 hours ago, decaluka said:

Just want to report that the heels adjustment option is a bit wonky for me now - I'm not sure if it's a byproduct of my load order of anything going on with SL Utility Plus. I end up lower than I should be in the animation everytime I start one if I wear heels.

For I see on the scripts the function have always set the right values after the first strip but if you use LeadIn Animations then the actor will be striped for the LeadIn and again for the Normal/Aggressive Animation and on the second strip the Heels offsets are not updated.

So you probably see the issue after the LeadIn(Foreplay) animation on the Normal/Aggressive animation when in the LeadIn is using heels but in the Normal animation is not logged using it. That's a bug to solve I don't noticed before.

Posted

@osmelmc might be that, especially since I've been using TDF Protitution which has a non skippable foreplay scene before every actual sexlab scene. that said, I think now it also happens with normal scenes as well, so maybe the offsets have been broken in some way in my save? anyway, thanks for your answer

Posted
3 hours ago, decaluka said:

@osmelmc might be that, especially since I've been using TDF Protitution which has a non skippable foreplay scene before every actual sexlab scene. that said, I think now it also happens with normal scenes as well, so maybe the offsets have been broken in some way in my save? anyway, thanks for your answer

The strip event can be called from external Mods and is also called from the SexLab few times for different reasons but just correct the Heels offset one time on the prepare Actor event when in fact should correct the Heels on each strip event. For example besides the transition from Foreplay to Normal Animations if you have the "SexLab Add Actor" mod, when that mod add new actors don't correct the Heels because escape the prepare Actor event. 

 

Anyway I'm testing the Fix now.

 

*** By the way the Heels offset function need NiOverride installed to work properly so check that. NiOverride is not officially include on the system requirements but is essential to the correct alignment and scale of the actors 

 

Posted

Next SLU+ version release should include:

 

1. Fix of the Weapon issue caused by the strip Ammo function on the last update. (I still prefer the "Auto Unequip Ammo" Mod so if you don't have it already go and get it on Nexus)

 

2. Added one "Times With the Player" counter for the NPC'S on the "Sex Diary"

 

3. The "Sex Diary" now start showing the Target interested of the Player because is faster.

 

4. The Target Actor originally selected just with the Hotkey ("N") now also is automatically selected/changed when you use the "Change Actor" Hotkey ("K") or when the player start some Animation with more than one Actor and the previously Target Actor is not on the Animation. That solves a lot of issues with the SexLab MCM and probably also the issue with the SexLab Tools and the Animation list showed.

 

5. Fix the issue that don't allow you take control of some NPC sex scene when the Player is still under the influence of some previous sex scene.

 

6. Fix the issue with the FuroTub Animations and others where the AnimObject keep equipped if the Animation is ended before the last stage. Now if the scene is forced to end before reach the last stage , the last stage will be forced to ensure the correct ending of the Animation. By the way the issue with the AnimObj when change the animation is bit different and I'm still working on that.

 

7. Fix the High Heels issue after the strip event on transition from Foreplay to Normal/Aggressive Animation.

 

8. Fix the issue with the default values of the Animation offsets when the Global adjustment for the Animation is not fully describe on the Profile JSON file. This was causing strange misalignment on the Actors without saved adjustments. Now the Global adjustment is saved by force even if you never use it because is the base for all the future alignments.

 

9. Remake part of the function to show the "Animation Editor" page on the SexLab MCM hopefully should solve the issue with the time taking to open for some users. I never saw the issue but when I check the function was obvious that was not good enough.

 

10. Some fix filters related

 

11. Added few missing Altars and Beds to the Bed list.

 

12. Change the "BlacksmithWorkbench" tag detection to just "Workbench" for more compatibility. Are basically table Animations but with less surface

 

13. Added "Counter" to the furniture tags detected. Make reference to the Bar Table Counter 

 

14. Added "BenchTable" to the furniture tags detected and separate the statics "Table" from the "BenchTable" furniture list.

 

14.1. Remove the large statics tables from the Table furniture list.

 

15. Update many furniture offsets

Posted
On 1/13/2021 at 1:13 AM, osmelmc said:

Next SLU+ version release should include:

 

2. Added one "Times With the Player" counter for the NPC'S on the "Sex Diary"

Oh, thanks so much. That saves me.

I still fail to compile ( Script Compiler Light ) the sslconfigmenu with 25 most used actors, even after setting up Skyrim, SKSE, SexLab and SL Utility Plus on another PC ?

I was about to beg you on my knees to do it.

 

A little question:

After an update (export, clean, import), my settings for Billyy's SLAL Animations 3.8 (wall, table, chair - forward, rotation) reset to 0.

Also the number of animations is always smaller (about 250) and I have to register the ZaZ animations (V.8.0+) again to get back to about 270.

 

It is no big deal to do it again quickly.

I just would like to know if that is an unusual thing.

 

EDIT:

Just seeing that there is a Billyy 4.0

Posted
7 hours ago, anonym said:

Oh, thanks so much. That saves me.

I still fail to compile ( Script Compiler Light ) the sslconfigmenu with 25 most used actors, even after setting up Skyrim, SKSE, SexLab and SL Utility Plus on another PC ?

I was about to beg you on my knees to do it.

 

A little question:

After an update (export, clean, import), my settings for Billyy's SLAL Animations 3.8 (wall, table, chair - forward, rotation) reset to 0.

Also the number of animations is always smaller (about 250) and I have to register the ZaZ animations (V.8.0+) again to get back to about 270.

 

It is no big deal to do it again quickly.

I just would like to know if that is an unusual thing.

 

EDIT:

Just seeing that there is a Billyy 4.0

 

Every time you install "SexLab Utility Plus" the installation override the Animation Offset file and when you reset the "Animation Register" the Animations load the Offset from the JSON file include on the installation. In the case of the tags if are modified using the SexLab MCM SexLab just remembered the "Aggressive" and "LeadIn" tags once the configuration is imported; the best way of changes the Tags is using SLATE because between others things SLATE can automatically apply the changes to the tags few seconds after the Animation Register is Reset.

 

For now is better comments here every changes to the Animation Offset to I can include on the next release and that way you don't have to do it again.

 

If you are using DDi you don't need the ZAZ Animations because those Animations are already included on DDi. The issue with Zap is that is not made to detect when you reset the Animation Register and that's the reason why need to be manually register; Estrus Chaurus also need to be manually register. In both cases is normal and is his author's fault for don't think on that.

 

Posted
19 hours ago, osmelmc said:

the best way of changes the Tags is using SLATE because between others things SLATE can automatically apply the changes to the tags few seconds after the Animation Register is Reset.

 

For now is better comments here every changes to the Animation Offset to I can include on the next release and that way you don't have to do it again.

Thanks, I will check out SLATE and also write down my changes to the Billyy Furniture Animations and post them here.

It will take some time and they are not perfect.

 

 

19 hours ago, osmelmc said:

If you are using DDi you don't need the ZAZ Animations because those Animations are already included on DDi. The issue with Zap is that is not made to detect when you reset the Animation Register and that's the reason why need to be manually register;

Ah, okay. (Yes, I have DD assets, integration, expansion, contraption, equip and DDhelpers / no creatures)

 

 

About table animations:

Bethesda didnt pay attention to how a table is placed (front, back).

So you sometimes have an (offset adjusted) table animation in the wall or a corner (sometimes have to TCL out there afterwards or falling into blackness) ?

I am currently turning those tables 180° in xEdit starting with DweFurnitureTableAThin01 in the smithing room in Markarth understone Keep and 1 in Bthardamz.

(But that is a looong way to go, so I will only switch those where I visit often).

Spoiler

20210115140336_1.jpg.90e7cf16600ec8e5d60453f0c5dcbc73.jpg

 

My question is:

Is it possible to add a collision check of the animation with walls and deny the use of that furniture ?

But I guess that is to problematic or complicated ?

 

Posted
3 hours ago, anonym said:

I am currently turning those tables 180° in xEdit starting with DweFurnitureTableAThin01 in the smithing room in Markarth understone Keep and 1 in Bthardamz.

(But that is a looong way to go, so I will only switch those where I visit often).

Don't do that. At less for the moment. I know the issue but since all the tables are different and all the table Animations are for different tables I was waiting for better idea for the alignment and the furniture offset.

Finally few days ago the inspiration come to me and the solution was set the center of all the tables offset outside of the tables just on the border (were the benches are usually placed)  and do the same with all the Table Animations.

Now I'm setting the right offset for all the tables and Animations.

If you like instead of edit the tables close to the walls you can tell me where they are and that way I can check the most important for me are the tables on the walls precisely for the collision issue.

Posted
2 hours ago, anonym said:

This is what I have so far regarding the Billy Furniture Animation offsets

Are you using the mod "Furniture Framework" because for I remember the Billy Chair Animations only need the 180 rotation. One of them in one stage can use the forward 40 for the actors instead of the Animation and is better set that one in the Animation JSON file. By the way is the stage were the Actors supposed to be outside the chair

Posted
5 hours ago, osmelmc said:

Are you using the mod "Furniture Framework" because for I remember the Billy Chair Animations only need the 180 rotation. One of them in one stage can use the forward 40 for the actors instead of the Animation and is better set that one in the Animation JSON file. By the way is the stage were the Actors supposed to be outside the chair

No, I didnt think I would need it. I will have a closer look then ?

 

5 hours ago, osmelmc said:

Don't do that. At less for the moment. I know the issue but since all the tables are different and all the table Animations are for different tables I was waiting for better idea for the alignment and the furniture offset.

Finally few days ago the inspiration come to me and the solution was set the center of all the tables offset outside of the tables just on the border (were the benches are usually placed)  and do the same with all the Table Animations.

Now I'm setting the right offset for all the tables and Animations.

If you like instead of edit the tables close to the walls you can tell me where they are and that way I can check the most important for me are the tables on the walls precisely for the collision issue.

Oh yes, and there are far to many of them in many Dungeons. In my current playthrough ( which will take a looong time) I will come across those step by step.

Your idea sounds good but if those stone tables were placed wrongly by Bethesda, moving the center would move the animation even more into a wall.

 

I can already tell by looking at a Dwemer stone table (certain Y-crack in texture), if it is okay to use and accept or deny.

I just have to be faster than my ABMM / Dancing Penis (hard on hit and kill)-driven followers ?

 

At least the tableswith benches in the Inns (where we often make a stop) are fine. Also the small ones in the rentable rooms with no bench.

Maybe you shouldnt think about this too much and ignore it.

It is just a small issue with some stone / wodden tables without benches.

Posted
29 minutes ago, anonym said:

No, I didnt think I would need it. I will have a closer look then ?

No you don't need it. I just asked because the forward Offset was not what I expected

34 minutes ago, anonym said:

Your idea sounds good but if those stone tables were placed wrongly by Bethesda, moving the center would move the animation even more into a wall.

That's was my first impression too but after check many times since the first time I add the tables to the furniture list my conclusion is that the real cases are just a few, in most of the cases all the tables against the wall have the same relative rotation and that's means that I just need to set the most common offset for the specific table type and then deal with the rest. That's way I said "At less for the moment".

 

45 minutes ago, anonym said:

 

At least the tableswith benches in the Inns (where we often make a stop) are fine.

Yes the tables with branches are the easiest but if bad don't remember one of them have the beach at the other side of the wall in some cell so I have to find it to decide if is better rotate 180 the offset of the table type or just add the objectreference to the black list.

 

Like you I'm checking the tables on the places I go, so this will take some time and few version release to be completed. 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...