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Posted
4 hours ago, OsmelMC said:

     @Nymra

You know if some Mod is using the PlayMoan function.

 

DD framework afaik uses that function. I got the idea from there at least. Or maybe it was Deviously enchanted chests? or both? gah, its been too long...

 

4 hours ago, OsmelMC said:

 

I already did the new advanced function and set the old parameters for the "Moan" function but I'm not sure if do the same with the PlayMoan function that is the one used by the SexLab Framework. I even made a PlayMoanEx function that allow you set your own values instead of the ones in the configuration but is anything to use because are too many parameters. So if nobody is using the PlayMoan function is better use the PlayMoan function to call the PlayMoanEx function with the parameters of the configuration already settled instead of make a new function for that.

 

ok, thx. will check that out.

Much appreciated

 

Posted
4 hours ago, OsmelMC said:

     @Nymra

You know if some Mod is using the PlayMoan function.

 

I already did the new advanced function and set the old parameters for the "Moan" function but I'm not sure if do the same with the PlayMoan function that is the one used by the SexLab Framework. I even made a PlayMoanEx function that allow you set your own values instead of the ones in the configuration but is anything to use because are too many parameters. So if nobody is using the PlayMoan function is better use the PlayMoan function to call the PlayMoanEx function with the parameters of the configuration already settled instead of make a new function for that.

 

 

hmm, on LE I can check for the SexlabUtil+ ESP, but how do I check in Special Edition what is happening?

Or is latest BETA from Sexlab SE also using the PlayMoanEx function?

 

or is there a SE version of SLU+?

 

Posted (edited)
On 11/7/2021 at 5:42 PM, OsmelMC said:

     @Nymra

You know if some Mod is using the PlayMoan function.

 

I already did the new advanced function and set the old parameters for the "Moan" function but I'm not sure if do the same with the PlayMoan function that is the one used by the SexLab Framework. I even made a PlayMoanEx function that allow you set your own values instead of the ones in the configuration but is anything to use because are too many parameters. So if nobody is using the PlayMoan function is better use the PlayMoan function to call the PlayMoanEx function with the parameters of the configuration already settled instead of make a new function for that.

 

ops, sorry, I missread this post it seems.

 

so to make it clear:

I think I would prefer using the PlayMoan function in the future, not the moan function, because I can simply also put "use lipsync" yes/no into that.

 

I dont know of many mods using this, I think most mod authors are not even aware of this possibility. DD framework is the only one I know of. but I dont even know in which context it uses the function.

@Monoman1 uses only internal voice files afaik (Spank that Ass for example) and not the sexlab voices.

 

most other mods to not bother at all for sound or voice files... sadly :( 

 

so if possible, I would switch from Moan to PlayMoan for the next SLU+ update. 

btw if its only a small change, maybe you can send me the source code? I m kinda stuck on my game and did not play for weeks now because I could not find the issue and now I would love to fix it... fast :D

EDIT:

Nvm, for now I switched to PlayMoan and send the False for the LipSync. This fixes the problem for now.

But in fact I would still love in the next version that I can use the LipSync again without the delay, so this point stands, haha. oh man :D
thx for your work as always

Edited by Nymra
Posted (edited)
On 9/15/2021 at 7:52 PM, Nymra said:

 

Now with the new version working so nice with its expressions,

 

 

Please, share your settings in sexlab mcm for expressions. I found out that my char makes pokerface after 2-4 secs in sexlab scene after expressions applied manually or even by sexlab survival tweaked (that has ahegao expressions and tongues based on SLSO enjoyment)

Apply-expression On ?

Lip-sync On?

Auto-refresh On ?

Refresh delay ?

Are you using SLS?

Are you on LE or SE?:)

Edited by Iroha
Posted (edited)
34 minutes ago, Iroha said:

Please, share your settings in sexlab mcm for expressions. I found out that my char makes pokerface after 2-4 secs in sexlab scene after expressions applied manually or even by sexlab survival tweaked (that has ahegao expressions and tongues based on SLSO enjoyment)

Apply-expression On ?

Lip-sync On?

Auto-refresh On ?

Refresh delay ?

Are you using SLS?

Are you on LE or SE?:)

 

Apply-expression On - YES

Lip-sync On - YES

Auto-refresh On - YES

Refresh delay - 1.0x

Are you using SLS - have it installed, but dont use the expression /ahego  since it requires SLSO what I will never use ever

Are you on LE or SE? - LE

 

Important:

In Sexlab Voice MCM set the "Female Voice Delay" to 3-5 seconds. this will now be the frequence when your expression changes

 

also make sure you do not use any "Random Expression" mods except "Conditional Expression" with osmels Sexlab Compatibility Fix (otherwise those will interfere with your stuff).

Also are you using Naked Defeat? I noticed my last update killed off sexlab expressions, but only during Scenes from the mod itself, not other sex scenes (fixed in next update)

 

Also Important:

Make sure that you disable all Expression profiles in the MCM that are "empty" (with all sliders 0) since they will be selected at random when you dont.

 

 

Edited by Nymra
Posted
19 minutes ago, Nymra said:

 

Apply-expression On - YES

Lip-sync On - YES

Auto-refresh On - YES

Refresh delay - 1.0x

Are you using SLS - have it installed, but dont use the expression /ahego  since it requires SLSO what I will never use ever

Are you on LE or SE? - LE

 

Important:

In Sexlab Voice MCM set the "Female Voice Delay" to 3-5 seconds. this will now be the frequence when your expression changes

 

also make sure you do not use any "Random Expression" mods except "Conditional Expression" with osmels Sexlab Compatibility Fix (otherwise those will interfere with your stuff).

Also are you using Naked Defeat? I noticed my last update killed off sexlab expressions, but only during Scenes from the mod itself, not other sex scenes (fixed in next update)

 

Also Important:

Make sure that you disable all Expression profiles in the MCM that are "empty" (with all sliders 0) since they will be selected at random when you dont.

 

 

Thank you for detailed answer, Nymra, I will do as you suggest.

About Naked Defeat - no, i tried only version 4.0 (have big problems there with scene starting if defeated by creatures, draughts if to be precise. That was infinite waiting and creatures running from defeated heroine if she gets closer, some weird conflict I thought),

I hope to not encounter such problems in 4.13, wanna try it soon.^_^

Posted
29 minutes ago, Iroha said:

Thank you for detailed answer, Nymra, I will do as you suggest.

About Naked Defeat - no, i tried only version 4.0 (have big problems there with scene starting if defeated by creatures, draughts if to be precise. That was infinite waiting and creatures running from defeated heroine if she gets closer, some weird conflict I thought),

I hope to not encounter such problems in 4.13, wanna try it soon.^_^

 

make sure you have suitable animations installed. also feel free to post in the support thread, ideally with a papyrus.log... making those logs seems to be a big mistery for 95% of the community sadly...

Posted (edited)
18 minutes ago, Nymra said:

 

make sure you have suitable animations installed. also feel free to post in the support thread, ideally with a papyrus.log... making those logs seems to be a big mistery for 95% of the community sadly...

thank you, I was pretty sure that problem was on my side (I have conflicting mods but problem described surprises me anyway), and I haven't seen someone with similar problem by search. So I just decided to not overwhelm you with my logs (which I look myself sometimes)) - it would be a waste of your(and mine ofc) time with high probability:)

Edited by Iroha
Posted (edited)

 

offtop here
 

Spoiler

 

3 hours ago, Nymra said:

Are you using SLS? - have it installed, but dont use the expression /ahego  since it requires SLSO what I will never use ever

 

but I think you should:) - SLSO is naturally allows to forbid pc orgasms, and that is really immersive for naked defeat.

 

Edited by Iroha
Posted
On 6/12/2021 at 11:02 PM, boita said:

@OsmelMC

Will you improve the interaction with SL Survival Open Mouth feature ? Right now I have little issues with it. The char during a sex scene is supposed to do a ahegao face, mouth opened with a equiped tongue. But it seems the expression refreshing closes her mouth during the ahegao and leaves the tongue equipped clipping through the closed mouth.


Though I like your update on the Open Mouth SL Utility setting (smooth mouth movement!), it seems your Open Mouth overrides the one from Survival, I mean even if I set it to 100% it's still not opened enough as it was before, not enough for the tongue.


I noticed even males open their mouth now for a cunnilingus, that's cool, funny thing though the male who did it had his goatee/mustache not moving with his mouth :D

Have same issue here, did you solved it?

Posted
2 hours ago, Iroha said:

Have same issue here, did you solved it?

Nothing to solve because the problem is in the Ahegao Mod. None of the Ahegao Mods is 100% compatible with the SLU+ and usually don't work like expected or break the advanced open mouth and lips sync Configuration.

 

I recommend this Ahegao

https://www.loverslab.com/files/file/18794-hdt-ahegao-tongues-and-expressions-for-sexlab/

 

Posted (edited)
2 hours ago, OsmelMC said:

Nothing to solve because the problem is in the Ahegao Mod. None of the Ahegao Mods is 100% compatible with the SLU+ and usually don't work like expected or break the advanced open mouth and lips sync Configuration.

 

I recommend this Ahegao

https://www.loverslab.com/files/file/18794-hdt-ahegao-tongues-and-expressions-for-sexlab/

 

 

Sounds kidna funny:)

" Ahegao Mods usually don't work like expected or break the advanced open mouth and lips sync Configuration" but "I recommend this Ahegao", hope you will find it funny too, but

is suggested mod compatible with SLU+20211020 and does not fight with  SLU expressions?

 

Upd. As about @nothing tot solve@ - I disabled ahegao in SLSurvival, but SLU still closes manually open mouth.

Upd2. I checked sslActorAlias script function RefreshExpression().

Now I see why SLS openmouth conflicts with SLU:

1) SLS for ahegao sets Sexlab.ManualMouthOpen to 2.

2) SLS openmouth func looks weird... it seems like it must set to 1, but it not - checked ingame just right now, and same for tongue options in SLS.

 

 

PS I suggest you to modify condition:

    elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(None, "Sexlab.ManualMouthOpen", 0) == 1)

to

    elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(None, "Sexlab.ManualMouthOpen", 0) > 0)

 

Upd3. Oh, SLS actually sets Sexlab.ManualMouthOpen, but not in global scope of StorageUtil( which checked by SLU.refreshExpression()) - it do it to playerref instead.

     thoughts 2: maybe SLU should save and check Sexlab.ManualMouthOpen in PlayerRef scope too, since its looks logical.

PS2 Thank you!

 

Upd4. And last.

I changed RefreshExpression() a little to be more compatible with over mods that use OpenMouth feature(correcty, like SLS tweaked), works like it should right now (keeps "manually opened" mouth open even on change of sexlab expressions)

 

how it looks now? - in the spoiler.
 

Spoiler

 

function RefreshExpression()
	if !ActorRef || IsCreature || !ActorRef.Is3DLoaded() || ActorRef.IsDisabled()
		; Do nothing
	;elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(PlayerRef, "Sexlab.ManualMouthOpen", 0) > 0)
    ;more compatible and dirty elseif now:
    elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(None, "Sexlab.ManualMouthOpen", 0) > 0) || (IsPlayer && StorageUtil.GetIntValue(PlayerRef, "Sexlab.ManualMouthOpen", 0) > 0)
		sslBaseExpression.OpenMouth(ActorRef)
		Utility.Wait(1.0)
		if Config.RefreshExpressions && Expression && Expression != none && !ActorRef.IsDead() && !ActorRef.IsUnconscious() && ActorRef.GetActorValue("Health") > 0.001
			int Strength = CalcReaction()
			Expression.Apply(ActorRef, Strength, BaseSex)
			Log("Expression.Applied("+Expression.Name+") Strength:"+Strength+"; OpenMouth:"+OpenMouth)
		endIf
	else
		if Expression && Expression != none && !ActorRef.IsDead() && !ActorRef.IsUnconscious() && ActorRef.GetActorValue("Health") > 1.0
			int Strength = CalcReaction()
			sslBaseExpression.CloseMouth(ActorRef)
			Expression.Apply(ActorRef, Strength, BaseSex)
			Log("Expression.Applied("+Expression.Name+") Strength:"+Strength+"; OpenMouth:"+OpenMouth)
		elseIf sslBaseExpression.IsMouthOpen(ActorRef)
			sslBaseExpression.CloseMouth(ActorRef)			
		endIf
	endIf
	RefreshExpressionDelay = 0.0
endFunction

 

 

 

Recompiled version attached. I checked it in-game. Works. Needs SexLab clean procedure ofc.

 

SLU_20211020 OpenMouth compatibility fix.zip

Edited by Iroha
Posted (edited)
2 hours ago, Iroha said:

Sounds kidna funny:)

" Ahegao Mods usually don't work like expected or break the advanced open mouth and lips sync Configuration" but "I recommend this Ahegao", hope you will find it funny too, but

is suggested mod compatible with SLU+20211020 and does not fight with  SLU expressions?

 

Not funny, just sad...

The only effective way to make the Ahegao part of the SexLab scene, besides make it part of the Animation is modifying the SexLab Scripts. Sadly the only mod I know do that, is the one I recommend. But isn't compatible with the SLU+ and basically replace the SexLab Expressions. 

The only real solution is if I make my own Ahegao Expressions as part of the SexLab Expressions on my SLU+.

 

 

2 hours ago, Iroha said:

suggest you to modify condition:

    elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(None, "Sexlab.ManualMouthOpen", 0) == 1)

to

    elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(None, "Sexlab.ManualMouthOpen", 0) > 0)

 

Fine for me but that variable is just for compatibility with SL Survival mod.

And the BETA 9 and the SLU+ have better ways to Force the OpenMouth, that can be used by any mod. Of course I will do the change seems look harmless.

 

2 hours ago, Iroha said:

 

Upd3. Oh, SLS actually sets Sexlab.ManualMouthOpen, but not in global scope of StorageUtil( which checked by SLU.refreshExpression()) - it do it to playerref instead.

     thoughts 2: maybe SLU should save and check Sexlab.ManualMouthOpen in PlayerRef scope too, since its looks logical.

I don't use the Mod and for that reason I don't keep it tracked. Also I don't remember any complaint about the compatibility so in case be changed probably is also using the SexLab.OpenMouth() function that in the BETA 9 keep the mouth open until the CloseMouth function is called.

 

If you have the SLS updated you can send me the Scripts to check it. I prefer don't spend my very limited data connection on download the full Mod

Edited by OsmelMC
Posted (edited)
16 minutes ago, OsmelMC said:

Not funny, just sad...

The only effective way to make the Ahegao part of the SexLab scene, besides make it part of the Animation is modifying the SexLab Scripts. Sadly the only mod I know do that, is the one I recommend. But isn't compatible with the SLU+ and basically replace the SexLab Expressions. 

The only real solution is if I make my own Ahegao Expressions as part of the SexLab Expressions on my SLU+.

 

 

 

Fine for me but that variable is just for compatibility with another mod and the BETA 9 and the SLU+ have better ways to Force the OpenMouth, that can be used by any mod. Of course I will do the change seems look harmless.

 

I don't use the Mod and for that reason I don't keep it tracked. Also I don't remember any complaint about the compatibility so in case be changed probably is also using the SexLab.OpenMouth() function that in the BETA 9 keep the mouth open until the CloseMouth function is called.

 

If you have the SLS updated you can send me the Scripts to check it. I prefer don't spend my very limited data connection on download the full Mod

I understand your point, about ahegao situation, expressions and compatibility troubles. And thankful for the SLU development:) So do not be upset:) I hope you will get very unlimited internet access in the near future! Not for downloading mod you not gonna use of course.

 

it seems, I made last update to the post you answered just in time you wrote the answer. I made suggested correction(well a little better than suggested) and tested it with success.

Edited by Iroha
Posted
30 minutes ago, Iroha said:

I understand your point, about ahegao situation, expressions and compatibility troubles. And thankful for the SLU development:) So do not be upset:) I hope you will get very unlimited internet access in the near future! Not for downloading mod you not gonna use of course.

 

it seems, I made last update to the post you answered just in time you wrote the answer. I made suggested correction(well a little better than suggested) and tested it with success.

 

out of curiosity:
why not just set up the regular sexlab expressions as AHEGO ones? 

you should be able to reproduce the faces since they also use MFGconsole, no?

the tongues you can just equip via SexlabUtil1 or (on SE) via SexlabTriggers.

 

 

Posted (edited)
1 hour ago, Iroha said:

I understand your point, about ahegao situation, expressions and compatibility troubles. And thankful for the SLU development:) So do not be upset:) I hope you will get very unlimited internet access in the near future! Not for downloading mod you not gonna use of course.

 

it seems, I made last update to the post you answered just in time you wrote the answer. I made suggested correction(well a little better than suggested) and tested it with success.

I just realised that my fix was incomplete.

What if some mod will set openmouth for NPC and add expression to him/her ? No problem, sexlab will just shut him/her up and change expression.

 

So here goes openmouth compatibility fix 2.0:
 

Spoiler

 

function RefreshExpression()
	if !ActorRef || IsCreature || !ActorRef.Is3DLoaded() || ActorRef.IsDisabled()
		; Do nothing
	;elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(PlayerRef, "Sexlab.ManualMouthOpen", 0) > 0)
    ;more compatible and dirty elseif now:
    elseIf OpenMouth || (IsPlayer && StorageUtil.GetIntValue(None, "Sexlab.ManualMouthOpen", 0) > 0) || (IsPlayer && StorageUtil.GetIntValue(PlayerRef, "Sexlab.ManualMouthOpen", 0) > 0) || (ActorRef && (ActorRef != PlayerRef) && StorageUtil.GetIntValue(ActorRef, "Sexlab.ManualMouthOpen", 0) > 0)
		sslBaseExpression.OpenMouth(ActorRef)
		Utility.Wait(1.0)
		if Config.RefreshExpressions && Expression && Expression != none && !ActorRef.IsDead() && !ActorRef.IsUnconscious() && ActorRef.GetActorValue("Health") > 0.001
			int Strength = CalcReaction()
			Expression.Apply(ActorRef, Strength, BaseSex)
			Log("Expression.Applied("+Expression.Name+") Strength:"+Strength+"; OpenMouth:"+OpenMouth)
		endIf
	else
		if Expression && Expression != none && !ActorRef.IsDead() && !ActorRef.IsUnconscious() && ActorRef.GetActorValue("Health") > 1.0
			int Strength = CalcReaction()
			sslBaseExpression.CloseMouth(ActorRef)
			Expression.Apply(ActorRef, Strength, BaseSex)
			Log("Expression.Applied("+Expression.Name+") Strength:"+Strength+"; OpenMouth:"+OpenMouth)
		elseIf sslBaseExpression.IsMouthOpen(ActorRef)
			sslBaseExpression.CloseMouth(ActorRef)			
		endIf
	endIf
	RefreshExpressionDelay = 0.0
endFunction

 

 

Well, I don't have such mods, so didn't tested that, but I think it will work fine. Gonna try it soon:) UPD. Tested with NPC with "manually opened mouth" no CTD, so - safe fix. Worked even without sexlab clean procedure to my surprise.

 

1 hour ago, Nymra said:

 

out of curiosity:
why not just set up the regular sexlab expressions as AHEGO ones? 

you should be able to reproduce the faces since they also use MFGconsole, no?

the tongues you can just equip via SexlabUtil1 or (on SE) via SexlabTriggers.

 

 

Regular SL expressions is just randomly recycling, but mods can have more complicated logic about setting expressions, so basically, this simple fix + newflag(which can be  integrated in SLU RefreshExpression() as some ActorRef storageUtil int value (like SexLab.KeepActorExpression), to allow "donothing") will grant modauthors ability to set own expressions that will not conflict with sexlab expressions (if sexlab expressions mcm opt will be turned off, and even with turned on, just will require more code in refreshexxpression()). Easy. ^_^

SLU20211020 OpenMouth compatibility fix v2.zip

Edited by Iroha
Posted
On 11/12/2021 at 11:29 AM, Iroha said:

Have same issue here, did you solved it?

Nope, still having it but I didn't update to the latest SLU+ yet. I just kept playing with the tongue with mouth closed when it happens. But now I'm curious about your fix, gotta try it.

Posted
9 hours ago, boita said:

Nope, still having it but I didn't update to the latest SLU+ yet. I just kept playing with the tongue with mouth closed when it happens. But now I'm curious about your fix, gotta try it.

Try it, it solves incompatibility with SLS tweaked 0.674, so character won't close mouth if it's opens by SLS. And in the worst case it will not affect other mods that uses openmouth expression in any way.

Posted (edited)

Good news for the fanatics of the Hentai.

SLU+ will have his own Ahegao Expressions for new year. I already did the main changes so if the test go fine, it may be available for this monthly release. In the worst of the cases should be ready for the January release.

 

The Ahegao will be part of the SexLab Expressions System. That means that the new Ahegao Expressions will be part of the list of SexLab Expressions and will be fully configurable using the   "Expression Editor" page of the SexLab MCM. That also means that is possible convert the rest of the SexLab Expressions in Ahegao Expressions or the opposite with just change a couple of values.

Edited by OsmelMC
Posted
On 11/13/2021 at 10:57 PM, 4nk8r said:

Not enough of a programmer to know if this provides any useful SKSE64 alternatives.

https://www.nexusmods.com/skyrimspecialedition/mods/58011

Yes but when a programmer make a DLL file instead of a script file is because the Papyrus don't have the minimal required functions to do the same, or the author wish to speed up the process avoiding the Papyrus Scripts delay.

 

 

For example the First Person View plugin is not possible without a DLL file because one of the SKSE internal process have to be modified.

 

Another example is the DLL for the SLAX that was made just to speed up the process avoiding the Papyrus Scripts delay. That's possible moving the biggest Script functions into the DLL file and that way reducing the PSC file size. Since the Papyrus can process just a small amount of data between Photograms, if you reduce the Script file size then you increase the speed of the Mod Scripts

Posted

Hey  OsmelMC,

 

Really appreciate the work you are doing here thanks!

 

One thing that has always bugged me is PC/NPC alignment adjustments during SL animations, it's very clunky and there are no tilt or individual target rotation functions. How challenging do you think it would it be to implement something similar to how ScreenshotPad works with pose mods? Not asking you to create this specifically but wondering if it is technically possible to tie SL adjustments to SSP key functions.

Posted (edited)
1 hour ago, modball said:

Hey  OsmelMC,

 

Really appreciate the work you are doing here thanks!

 

One thing that has always bugged me is PC/NPC alignment adjustments during SL animations, it's very clunky and there are no tilt or individual target rotation functions. How challenging do you think it would it be to implement something similar to how ScreenshotPad works with pose mods? Not asking you to create this specifically but wondering if it is technically possible to tie SL adjustments to SSP key functions.

 

 

The Actors alignment is way better now, since now is possible adjust the Actors alignment based on the Actors scales and now you can even align the Animation with the Bed or the Furnitures.

 

Of course things like individually adjust the rotation of each Actor even when is possible is not allowed because the Actors rotation is settled by the Animation Author in the JSON file or in the Animation in self. The individual rotation will be always the same without care for the Actors scales. That means that any issue related with that is responsibility of the Animation Author.

 

Retuning to the question...

Is possible and a Hotkey to adjust the Actors rotation individually but is pointless.

 

The only rotation that is not controlled right now and I hope one day be possible, is the Y angle for the Animation in general. The Y angle is the one that will allow you for play any "Laying" Animation on any ladder or hill without the current clipping issues. 

Edited by OsmelMC
Posted
3 hours ago, OsmelMC said:

 

 

The Actors alignment is way better now, since now is possible adjust the Actors alignment based on the Actors scales and now you can even align the Animation with the Bed or the Furnitures.

 

Of course things like individually adjust the rotation of each Actor even when is possible is not allowed because the Actors rotation is settled by the Animation Author in the JSON file or in the Animation in self. The individual rotation will be always the same without care for the Actors scales. That means that any issue related with that is responsibility of the Animation Author.

 

Retuning to the question...

Is possible and a Hotkey to adjust the Actors rotation individually but is pointless.

 

The only rotation that is not controlled right now and I hope one day be possible, is the Y angle for the Animation in general. The Y angle is the one that will allow you for play any "Laying" Animation on any ladder or hill without the current clipping issues. 

 

Thanks for getting back to me about this.

 

Mine seem out of alignment fairly often though that seems to be animation dependent in many cases. Perhaps I have some setting wrong or there is some issue on my end that refreshing JSON does not fix.

 

I mentioned the tilt and rotation adjustments as possible expansion to existing movement but I should have specified that what I am actually looking at changing is the fluidity of movement overall. Using the default keys (L ; ' etc.) is slow and stuttered in comparison to ScreenshotPad movement (which is still stilted, but much less so), always has been for me, even in LE. That loud "clunk" sound and lengthy halt between each move is what I would like to improve on the most.

 

Is there any way to make overall movement smoother with less delay and turn off/turn down or replace the audio effect?

Posted
1 hour ago, modball said:

 

Is there any way to make overall movement smoother with less delay and turn off/turn down or replace the audio effect?

I think the audio effect is controlled by one of the audio sliders of the Skyrim Configuration. I will check.

 

I think you are talking about the bug on the alignment Hotkeys. If is that the case I have to tell you that I also have that issue since always and I don't know if is related to my low FPS or if is the same by everyone. I tried to fix that already, without success and finally give up.

 

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