OsmelMC Posted December 5, 2019 Author Posted December 5, 2019 3 hours ago, mushroomcap said: I tried it. I have the corresponding anims. Arousal was good. But creatures would not engage PC. But they would while PC was in humanoid form. When you activate the Debug mode on Arouse Creatures MCM the console start to show the resume reasons at the end of each scan usually distance, gender, aggressiveness, disabled. In your log only see MM reason. Probably related but only see humans victims so I not sure. I will check that but gonna take time because keep mostly of the time testing and need play to reach that point. That and the dragons are the to think I not test yet. PD: If you test again the Warewolf or Vampire Lord part please send me that Papyrus. The previous show me one problem to solve apartment you have MM restrictions and the system lost time finding male victims and that reduce the chance of engagement.
Sucker343 Posted December 5, 2019 Posted December 5, 2019 30 minutes ago, osmelmc said: What you want to do exactly? Right now the only way to add external furniture is with scripts like in sslSystemConfig.psc or directly in SexLab UtilityPlus.esp By the way if you don't have activate in load order the SexLab UtilityPlus.esp the the option always show disabled The furniture only work on the extended version because need the .esp and is heavy. i am not doing anything. never added furniture. it stack dump for no reason. with or without the furniture option on. esp is active. and what is this extended version? also I noticed a issue with "Filter Devious Devices Compatible Animations" and animation filter in DD MCM, where PC has armbinder DD and NPC is a creature. So, it filter all creature related animation because no DD supported animation available for that creature and play a human animation which plays incorrectly. with those off it pick right creature animation.
OsmelMC Posted December 5, 2019 Author Posted December 5, 2019 27 minutes ago, Sucker343 said: i am not doing anything. never added furniture. it stack dump for no reason. with or without the furniture option on. esp is active. and what is this extended version? also I noticed a issue with "Filter Devious Devices Compatible Animations" and animation filter in DD MCM, where PC has armbinder DD and NPC is a creature. So, it filter all creature related animation because no DD supported animation available for that creature and play a human animation which plays incorrectly. with those off it pick right creature animation. The Creatures problem is already fixed for the next release not test yet but the scripts now include creatures treatment for that and other parts forgotten. Still at the end if you use the DDi animation system probably override the animation list. Like I said not tested yet ,but soon. When install the mod show few options, the Extra and Patch is the extended For the stack dump part not idea. Make sure to use the Clean System option in SexLab MCM I see in your log that you have few mods needing restart the quest to update the scripts variable but not find know reason for the problem Can you start new game just to see if the problem continue. Just for test.
Sucker343 Posted December 6, 2019 Posted December 6, 2019 16 hours ago, osmelmc said: For the stack dump part not idea. Make sure to use the Clean System option in SexLab MCM I see in your log that you have few mods needing restart the quest to update the scripts variable but not find know reason for the problem Can you start new game just to see if the problem continue. Just for test. I have extended with extra installed. couldn't start new game possibly because of too many mods. but I clean sexlab save game and restart game from desktop, same stacking. only occurs on first game launch.
Dimom Posted December 8, 2019 Posted December 8, 2019 On 11/18/2019 at 4:06 AM, Dimom76 said: About SexLab Aroused v28b Patch (2019_06_10)... is it Compatible with SLSO? SLSO modifies slamainscr.psc very seriously. On 11/18/2019 at 4:26 AM, osmelmc said: Yes since my second release are full compatible with the last SLSO. Is on description. Greetings! I still did not understand what slamainscr.pex should I use, from SLSO or from your patch? Have you considered the option https://www.loverslab.com/files/file/10461-sexlab-aroused-extended/? I have with this option from Logs are gone many mistakes…
OsmelMC Posted December 9, 2019 Author Posted December 9, 2019 On 12/8/2019 at 8:18 AM, Dimom76 said: Greetings! I still did not understand what slamainscr.pex should I use, from SLSO or from your patch? Have you considered the option https://www.loverslab.com/files/file/10461-sexlab-aroused-extended/? I have with this option from Logs are gone many mistakes… My patch cud be the right option if you are NOT using the Aroused Extended because in that case are not compatible. I using the extended and already have tweaks for that but don't have plans to release soon. Because that mod is WIP and tweaks make a problem for the author of the WIP mod. PD: The Aroused eXtended is SLSO compatible too, so not need the patch include on SLSO.
OsmelMC Posted December 9, 2019 Author Posted December 9, 2019 On 12/6/2019 at 9:23 AM, Sucker343 said: I have extended with extra installed. couldn't start new game possibly because of too many mods. but I clean sexlab save game and restart game from desktop, same stacking. only occurs on first game launch. That's only let you one option: Remove my utility.esp and Clean System on SexLab MCM. That's gonna let you with the normal version. If that works probably means you can't exceed the 500 animations limits for some reason. If not work probably the problem is not related to my tweak.
Stryker1177 Posted December 17, 2019 Posted December 17, 2019 Just curious if you could add a check to this tweak to not start a new animation if PC or NPC is already engaged in an Sexlab animation? This is for the " SexLab Aroused Creatures LE v04.0 Beta 10 (Tweak) include: ". I am running Sexlab Pheromones and this tried to engage before the animation is finished. This mod also runs cleanup at the end of an animation to dismiss the participating creatures that takes 10-15seconds to complete. The engagement due to current lewdness only seems to only start after a Sexlab animation. Could this have a timer added to engage/check every 5 minutes or adjustable?
OsmelMC Posted December 17, 2019 Author Posted December 17, 2019 1 hour ago, Stryker1177 said: Just curious if you could add a check to this tweak to not start a new animation if PC or NPC is already engaged in an Sexlab animation? This is for the " SexLab Aroused Creatures LE v04.0 Beta 10 (Tweak) include: ". I am running Sexlab Pheromones and this tried to engage before the animation is finished. This mod also runs cleanup at the end of an animation to dismiss the participating creatures that takes 10-15seconds to complete. The engagement due to current lewdness only seems to only start after a Sexlab animation. Could this have a timer added to engage/check every 5 minutes or adjustable? The next release based on SE Beta 12 already have that fix thanks to the original author. Hope be ready for Christmas.
King-Crimson Posted January 2, 2020 Posted January 2, 2020 Hey, I made some changes to the tweaked scripts and removed the Debug.Notifications in SOS Pubic Hair For Females that happen on every start, load, cell change, undress and each nanometer walked (just kidding with this one). Even though there is a condition (If Notify) in the script, the messages still happen when SOS notifications are turned off... Enjoy! SOS Pubic Hair for Females - no debug log.rar 3
OsmelMC Posted January 2, 2020 Author Posted January 2, 2020 1 hour ago, XenonS3 said: Hey, I made some changes to the tweaked scripts and removed SOS Pubic Hair for Females - no debug log.rar 4.6 kB · 0 downloads Sorry for that. I was looking for a solution for the on load game recolor and forgot remove the logs before upload. 2
Barzing Posted January 2, 2020 Posted January 2, 2020 Hi osmelmc, while you're on PND, do you think it's possible you add a switch in MCM to disable PC mechanisms. As PC "Pee and Fart" can be an option while for NPCs PnD is required. "Pee and Fart" works already with PND but you have to manage the needs from the 2 mods = 2x Pee and 2x Poo 1
Nymra Posted January 3, 2020 Posted January 3, 2020 Oh my.... I almost want to cry You really are the God of Sexlab now, loool! Just tested latest SexlabUtil Version for the more random animation selection and it seems to work like a charm (installed on running game, clean SL system -> done). I still feel like basic SL animations are still taking a lot of room in the list, but that is just a sidenote... this is a 300% improvement for skyrim sex already, easily! Ppl fight to get animation limit gone and to register more than 500 anims to Sexlab, but the true limit always was 125 until today lol! Sorry, but I cannot help myself but make more suggestions for Sexlab, maybe you feel like picking them up 1. Go Back one stage Feature Apropos2 has a feature that allows the NPC to randomly repeat a Sex Stage. Sadly, the feature is very boring, since it always repeats the same stage X times, not X stages 1 time each or a mix of that. So I wonder if it would be possible to incorporate a similar system to Sexlab itself. A slider that has a given chance for every animation stage to go back one stage (Sexlab could use its own hotkey function for that maybe?) So setting this to 10% would mean that with every stage you have a 10% chance that SL will go back one stage. and play that stage again for the set time. This would make sexlab scene times alot more random and fun. 2. Realign Actors Hotkey I think I brought this up before, but for me the Realign Actors hotkey never really works. The only thing that reliably aligns actors during animations is going back and forth the stages of an animation. 3. Relocate Sex Scene Hotkey Following request: Relocation of Sex Scene no longer has 7 seconds timer. If relocating a sexlab scene you press the button once and can move freely Pressing the hotkey again (or "shift+hotkey) will port over the other actors and continue the animation. This way, the relocation would be alot more efficient and less disturbing. It still sux, but it would be easier to get out of difficult situations (for example when alot of NPCs are around and stuff like that) by removing the 7 secs timer. At the same time minor adjustments to the scene would take alot less time, like moving 3 feet away which can be done in 2 seconds and does not need 7. I'm done
OsmelMC Posted January 3, 2020 Author Posted January 3, 2020 @Nymra Wen I think all is done you show now ideas. I like that!!! 1. The random back stage is more complicated than seems, because in my test I notice that most of the new Animation look bad or have some problem wen rollback some stages so the first should be identify those animations and stages to avoid there. Can be done but gonna take almost the same time as my actual intend of find the mathematics formula to auto align the animation with different actors scales (are progressing but not too much) 2. I use the realign actors key all the time and work fine for me but I know have problem when the papyrus is too busy dealing with not treated errors from other mods. Is that for I check and fix most of the errors showed in my logs files in the last month. I planned to release one .zip with all the .psc for programmer use. With the hope of been used for the author's. Still if you can send me your logs and the load order probably help me to find out the real problem. 3. The relocation scene hotkey probably be ready for the next update PD: Keep posting suggestions, I'm fan of Skyrim but enjoy more recoding then playing.
Nymra Posted January 3, 2020 Posted January 3, 2020 10 hours ago, osmelmc said: @Nymra Wen I think all is done you show now ideas. I like that!!! 1. The random back stage is more complicated than seems, because in my test I notice that most of the new Animation look bad or have some problem wen rollback some stages so the first should be identify those animations and stages to avoid there. Can be done but gonna take almost the same time as my actual intend of find the mathematics formula to auto align the animation with different actors scales (are progressing but not too much) What do you mean? I never experienced such a thing. Or do you mean the "story" animations where first stage is sometimes including some kind of prequel? A quick and easy fix would be to set the feature will not revert to a stage that is stage 1. Also, the feature as described should never lead to the final stage of an animation beeing repeated, since it will only activate when the final stage is already running and then revert back to the stage before. Actor Alignment: This is a thing that I basically gave up completly. Even with both actors beeing the same height there is so much missmatch in the animations, its a real shame. But there are some animations that could work with different heights, but there are not many. Maybe it would require a SexLab Addon to handle height differences. Like a Mod that allows you to register certain SL animations for bigger human partner types. For example "if actor height (of partner) is 1.3 or more, use Animations XY and adjust Actor heigt to 1.5)? If the player is of smaller size, it would be easier to just remove unsuitable animations in SL and disable even actors height, no? If kinda cannibalized the following mod to make ALL Actors and creatures size 1 around the PC and then disabled "Even actors height" in Sexlab. I still got CTDs sometimes, so I dont know if that really solved alot for me. At least it made the resizing more "stealthy", since it usually happens before I even see the actor, so its not as weird. https://www.nexusmods.com/skyrim/mods/68620 Quote 2. I use the realign actors key all the time and work fine for me but I know have problem when the papyrus is too busy dealing with not treated errors from other mods. Is that for I check and fix most of the errors showed in my logs files in the last month. I planned to release one .zip with all the .psc for programmer use. With the hope of been used for the author's. Still if you can send me your logs and the load order probably help me to find out the real problem. Ah I see... yeah, maybe just a problem for me then. I am getting a new PC soon, hopefully some of the lag related bugs go away then. Will make a test with log when I find the time, tho. Quote 3. The relocation scene hotkey probably be ready for the next update Godlike Quote PD: Keep posting suggestions, I'm fan of Skyrim but enjoy more recoding then playing. As you command: 1. After Sex Idle Option Would it be possible for Sexlab to play a customizeable Idle (from ZAP for example) after the end of each SexScene? Possibly even different idles for Aggressive and Normal Animations? Like a window in MCM where you can enter the AnimationID of the idle you want to play (for example ZapBleedout for aggressive Sex). Or just laying on the ground for normal. This is inspired by the Ragdoll ending, which I find works not very well 2. Strip Item Editor expanded (Add Item Editor) Add an option to the Sexlab MCM to choose "Equip During Sex" or "Equip After Sex" for an item in the Players inventory (Show inventory in MCM makes it possible). So you can not only choose to have certain stuff removed for sex, but also added (like wrist binders, gags, plugs or just kinky underwear, jewelry or stuff like that). 3. Creature Sex Sounds I want to make custom creature sex sounds, but sadly the sound descriptors in Sexlab ESP cannot be altered. When I change or add new file paths there, Sexlab does not recognize that sounds. Do you have any idea how I could get Sexlab to play custom creature sounds? I want to basically create a Mod like "Sexlab More Creature Sounds" like it already exists with "Sexlab Extra Voices" 4. Stage 0 Expressions It would be funny to have the option to have Sexlab apply facial animations as soon as it detects that a Sexlab Scene will play, thus changing the expression before the first stage of the animation even plays (so the PC would have a crying face before rape and happy face before flower sex) 5. Sexlab Scene Starting Sounds It would be funny to have the option to have Sexlab play a set of sounds before the first stage of a scene even starts. Allowing a Player to cry loud as soon as Sexlab gets the request to start a rape scene or to moan with pleaure before a consenual scene starts 6. Whip Victim Option Toggle in Animation Settings. Allow Sexlab to scan for nearby NPC while the PC is in a SexScene and then use some of them to whip the victim while the SexScene is running (this requires ZapAnimation Pack to work). There are millions of mods with whipping, but none of them does something as simple as that. Ideally, this feature has a configureable chance to occur and a max number of actors. For simplicity sake maybe it could just get a 50% chance to make 1 nearby humanoid NPC whip the rape victim. 7. Animation Toggle Options Add a simple option to choose "Toggle all Animations On/Off" for Normal/Aggressive Add a simple option to toggle all basic Sexlab Animations On/Off (all anims that come with Sexlab natively)8. Facial Expression Hotkey Add a hotkey that randomly chooses another set of facial animations (that are valid for the current animation) 9. Animation Settings "Search spot first" Option If this option is toggled on, Sexlab will not start the animation until the player presses shift+relocate Scene hotkey. This will allow the player to move BEFORE the scene starts, thus making the whole process more immersive and allow the player to look for a flat piece of terrain where the sex will look better. This is especially helpfull for the tons of mods that rape the PC on the spot. For me, it also seems that alot of Sexlab Animations starting subsequently in a short period of time will increase the chance of a CTD. An option like that would prevent this,. IMPORTANT: many defeat mods disable player controls, so this option should override that and allow the player to move anyway. It works during a sexlab scene (with the normal "relocate scene" hotkey) where the PC can move to a new spot even during a Defeat Mod that disables player controls/movement. I think that is pretty much all that I gathered over the years. Might come up with more, but I also dont know if most of this is even possible with Sexlab alone. You rock, man!
OsmelMC Posted January 3, 2020 Author Posted January 3, 2020 @Nymra Wow I see you was holding back all that time. Loot of ideas and mostly simplest to solve but probably take some work. 1. Can be easy modify the roll after sex option to use external animations too. I not longer use that option but can be enhance with that, and probably more intuitive respond too. 2. Dress items editor for more kincki actors. Like that too. Can be good to have some equipment mod like strapon's but in inventory. I was thinking about animation filter based on the actors inventory, probably get fine together. 3. I have my own version of SexLab Voice Expansion using the voice tags instead of just random I can send you the base files and make the scripts but I not like work with the media files. For me code scripts is like game play but edit media files as audio or image feel like work. 4. That's feels like external mod too. I will see if can be done with the actual exprecion list and his tags. 5. Easy done but right now the Devious Devices do that; probably don't notice because is one of the many scripts giving problem right now. I made my fix on may but just to get rid of the errors so still don't know who good is. First i need check and then decide. 6. I see like spank that ass but with whip. That's definitely a external mod. In that case the best is see if @Monoman1 like the idea first. For some reason I'm lazy to make my own mods. 7. Seems easy if combined with the actual Toggle animations Tag filter. 8. ... Probably better just enhance the expression system. Already are too much hotkeys. Not sure how work the expression system so I need check. 9. Right now the Find a hidding place option is intelligent enough to do that for you but I can try to add manual option for that. Still prefer the automatic way I already test that on inn's and city's and get really good results right now. Example in inn's used to go to unpopulated room's and in city's go to hidden corners far away from curious eyes that I not imagine I test with sex crime options and none guard see me. The last month I see few SexLab errors reports on papyrus log and I get the conclusion that they may be related to the CTD on subsequent sex scene's and correct that on the last release but not tested so not sure if solve that. If bad not remember the disable player control on aggressive animations is one option of the SexLab MCM and the rest of the mods make reference to that or can be easy deactivate.
tygct Posted January 4, 2020 Posted January 4, 2020 Hey osmelmc, does the aroused creatures tweak for oldrim need the SE version of the mod to be installed?
OsmelMC Posted January 4, 2020 Author Posted January 4, 2020 9 minutes ago, tygct said: Hey osmelmc, does the aroused creatures tweak for oldrim need the SE version of the mod to be installed? Until the Beta 10 just need the original LE But the Beta 13 is too different and the tweak need the SE Beta 13 so yes. Don't worry the tweak include all the changes needed to properly work on LE 1
Barzing Posted January 5, 2020 Posted January 5, 2020 https://www.nexusmods.com/skyrim/mods/100858 (sync wing color) should probably resolve pubic hair color 1
OsmelMC Posted January 5, 2020 Author Posted January 5, 2020 On 1/5/2020 at 6:46 AM, Barzing said: https://www.nexusmods.com/skyrim/mods/100858 (sync wing color) should probably resolve pubic hair color Sadly I just checked the mod and his scripts are useless on NPC because the function used to apply the color is make for the PC and end applying the PC hair color to all NPC public hair if the PC have public equipped. Is similar to the original one. I probably end using a quest or area spell to ensure all the surrounding NPC get updated on load game event. I was trying to avoid that from the beginning. Thanks
Barzing Posted January 5, 2020 Posted January 5, 2020 5 hours ago, osmelmc said: Saddle I just checked the mod and his scripts are useless on NPC because the function used to apply the color is make for the PC and end applying the PC hair color to all NPC public hair if the PC have public equipped. Is similar to the original one. I probably end using a quest or area spell to ensure all the surrounding NPC get updated on load game event. I was trying to avoid that from the beginning. Thanks Ah, sadly, else there is a SetHairColor function in https://www.nexusmods.com/skyrim/mods/95017 , maybe it can help.
OsmelMC Posted January 6, 2020 Author Posted January 6, 2020 16 hours ago, Barzing said: Ah, sadly, else there is a SetHairColor function in https://www.nexusmods.com/skyrim/mods/95017 , maybe it can help. Interesting this one apartment have modified Skyrim functions. I hope can work on the public. if not probably is useful in something else. Thanks
Guest AthenaESIV Posted January 7, 2020 Posted January 7, 2020 Just out of curiosity, is there any way we may see some kind of mod, add-on, or some other kind of tweak that might improve SL whenever animations start and finish? The fade to black mod during the Tpose was ok but caused issues for me on occasion... Just wondering if anyone is cooking up ideas or has solutions to how the beginning and end is sometimes pretty jarring and breaks the imagery of the whole thing up quite a bit.
OsmelMC Posted January 7, 2020 Author Posted January 7, 2020 12 hours ago, AthenaESIV said: Just out of curiosity, is there any way we may see some kind of mod, add-on, or some other kind of tweak that might improve SL whenever animations start and finish? The fade to black mod during the Tpose was ok but caused issues for me on occasion... Just wondering if anyone is cooking up ideas or has solutions to how the beginning and end is sometimes pretty jarring and breaks the imagery of the whole thing up quite a bit. If you might the immersion, yes some steps are being given like the improve of the function to walk to the start point and the start alignment of the actors on the SexLab v1.63 (I remove part of the last one from my utility because was giving some trouble). Now the ideas of @Nymra will improve bit more the immersion. But some other things probably never be improved because the best was if the animations authors start his animation with some intro starting on the common start point or something like that. At the end the black window probably be the best on some case. Anyway if someone have some idea I open to suggestions. My own ideas end few update back, right now I just improve existing functions and make true users ideas. That's the magic of the forums.
Guest AthenaESIV Posted January 7, 2020 Posted January 7, 2020 On 1/3/2020 at 2:33 PM, Nymra said: 1. After Sex Idle Option Would it be possible for Sexlab to play a customizeable Idle (from ZAP for example) after the end of each SexScene? Possibly even different idles for Aggressive and Normal Animations? Like a window in MCM where you can enter the AnimationID of the idle you want to play (for example ZapBleedout for aggressive Sex). Or just laying on the ground for normal. This is inspired by the Ragdoll ending, which I find works not very well 3. Creature Sex Sounds I want to make custom creature sex sounds, but sadly the sound descriptors in Sexlab ESP cannot be altered. When I change or add new file paths there, Sexlab does not recognize that sounds. Those 2 ideas are great. #1 especially that would be a hug improvement and I bet many animators would add some idles if there was a generic idle after stage. Would be great if it supported keywords or something like that too. Another idea is altering the strip feature so that it is gradual... So say it strips slots every 5 seconds or something during aggressive animations, if that could be done not to be too script heavy it would be awesome. also this is the mod I referred to: Anyone use this? Sometimes it breaks after animations for me or never triggers, maybe CPU will work on it again someday, or maybe someone will improve it with some clever tweaks (for example: add hotkey toggle to trigger the black screen to turn off and on manually in case the mod ever glitches and you want to reset the effect)
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