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Skyrim SexLab and VR


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Posted

Is the VR patch compatible with Spouses Enhanced and the Serana and/or Vilja addon, if converted to form44?

Posted
On 6/18/2020 at 3:42 PM, reikiri said:

Not without patch, they both modify thread model, and SLP WIP version also modifies actor alias which contains most of the VR patch work. I have no idea what the mod changes, because contrary to description it didn't include the source code - but if someone has the source and wishes to make a patch (keeping in mind that the patch needs to be remade after every update to either mod), I have no objections.

Hi, thank you for your time, I really appreciate it.

 

For the SE version that I linked before, I think it's just a port someone did and they copy/pasted the description.

 

What about the original version linked below? Does it include the source? Thanks again for any insight you can provide!

 

 

Posted
16 hours ago, Roo2 said:

Is the VR patch compatible with Spouses Enhanced and the Serana and/or Vilja addon, if converted to form44?

It shouldn't conflict with anything that doesn't modify SL files, but will not help (without patch) something that runs animations directly on player, instead of triggering them through SL animations. I don't know how that particular mod does things, since I've never tried it - the simplest way would probably be to try it out.

7 hours ago, Pawper said:

Hi, thank you for your time, I really appreciate it.

 

For the SE version that I linked before, I think it's just a port someone did and they copy/pasted the description.

 

What about the original version linked below? Does it include the source? Thanks again for any insight you can provide!

 

 

Checked both ones, yes. It's a bit moot point because I wouldn't have time to start maintaining patches to different mods. The fact that there IS that SE port means the source must be available somewhere, so I must have simply missed it.

42 minutes ago, comander5 said:

Does anyone know if there's some kind of mod like Matchmaker that actually works for VR? Cause the lite version on here doesn't.

I'm using sexlab matchmaker rev 7 (full version I believe). Carnival should work too.

Posted
On 5/23/2020 at 9:07 AM, prinyo said:

Use the files that are provided in the first post in this thread.

Can you explain what files those are? Pretty sure I have all the required files installed from the first post, and I'm also experiencing the issue of mid-air floating player character when animations start (like a meter up in the air and a meter away from the opposing actor). I have the 0.8.1 VRIK in-dev build and the SexLab VR patch 35 (I have RaceMenu VR installed)

 

I can't find out any more info on this. I'm at a loss so I'll have to curb this until I hear a response. (with hopefully good news)

 

EDIT: Classic. SexLab Separate Orgasm was overwriting the scripts for sslActorAlias and sslThreadController. Guess that would do it. I guess SLSO isn't supportive for this patch yet. I guess I can try to tinker with the script to get it to work then... lol the first thing I noticed missing from the script was the float "alignlock". I think I already know what is basically happening. You might want to mention NOT to install SLSO with this patch @reikiri.

Posted
17 hours ago, XenoDrake said:

Can you explain what files those are? Pretty sure I have all the required files installed from the first post, and I'm also experiencing the issue of mid-air floating player character when animations start (like a meter up in the air and a meter away from the opposing actor). I have the 0.8.1 VRIK in-dev build and the SexLab VR patch 35 (I have RaceMenu VR installed)

 

I can't find out any more info on this. I'm at a loss so I'll have to curb this until I hear a response. (with hopefully good news)

 

EDIT: Classic. SexLab Separate Orgasm was overwriting the scripts for sslActorAlias and sslThreadController. Guess that would do it. I guess SLSO isn't supportive for this patch yet. I guess I can try to tinker with the script to get it to work then... lol the first thing I noticed missing from the script was the float "alignlock". I think I already know what is basically happening. You might want to mention NOT to install SLSO with this patch @reikiri.

I think about 90% of the work I did was on sslActorAlias - major parts of it were pretty much rewritten. Comparably, I'm pretty sure the changes in SLSO would be minor, so if you really wanted to merge them.. your best bet would likely be to get a diff from SL beta 8 to SLSO, to see what it changes.. and then apply the same changes to file in VR patch. I'll need to have a look at what that mod actually does, though - SL already has an option for separate climax, so it must be doing something more elaborate.

 

As to mentioning specifically to not install it.. I think a warning that anything that overwrites any file from VR patch, is almost certainly going to break things - unless it's specifically written for that exact version of VR patch.

 

-- edit --

Well.. at a glance... oh yes, it does a whole lot more. Very interesting. ? There's a lot added by that mod, but for the most part it adds things into different areas (I'm mostly tinkering with animation stuff). Trying to actually integrate the two mods, would still be a lot of effort, and I think SLSO would have it's own troubles just trying to work in VR. Most of the things it does - at least on actor alias - seem to also be additions to the script, so my first thought would be to move them into separate utility script, and then make a call to that script at appropriate points. That would make future updates more reasonable, and possibly allow for more relaxed compatibility between versions - as long as the API doesn't change.

 

It's not impossible task, but would require a separate branch of SLSO for VR.  And because of the massive amount of changes SLSO does, it's not reasonably possible to 'just make a patch' for it.

Posted
33 minutes ago, reikiri said:

I think about 90% of the work I did was on sslActorAlias - major parts of it were pretty much rewritten. Comparably, I'm pretty sure the changes in SLSO would be minor, so if you really wanted to merge them.. your best bet would likely be to get a diff from SL beta 8 to SLSO, to see what it changes.. and then apply the same changes to file in VR patch. I'll need to have a look at what that mod actually does, though - SL already has an option for separate climax, so it must be doing something more elaborate.

 

As to mentioning specifically to not install it.. I think a warning that anything that overwrites any file from VR patch, is almost certainly going to break things - unless it's specifically written for that exact version of VR patch.

Fair enough about the warning. And yes I was looking at diff's and actually compiled scripts, I just haven't gotten around to testing them. But yes I saw you did add a number of things. So I had to first to a diff from the original SexLab script and the SLSO script to see what SLSO specifically changed, merged them into your VR script, then compared my modified script with your VR script to make sure I didn't miss or break anything.

 

Essentially, SLSO makes it possibly for actors to have proper separate orgasms. The built-in SexLab feature is kind of pointless because it makes every animation end with an orgasm on both sides. SLSO makes each actor have a meter they have to fill to orgasm (complete with UI), and they fill at different intervals. I opted to actually get my game stable before trying to integrate modified scripts of my own doing, just to be sure that I actually get it working and problems I ran into weren't due to something I broke. I may not use it though. To be honest I never really cared much about the features. I just like tinkering. :P

 

The nice thing about SLSO is that mod authors can add code into their mods that can support SLSO without having to require SLSO. It will detect SLSO properly, and use normal separate orgasms if it fails to detect.

 

But at least now you know to have people check if they have SLSO installed or something overwriting your VR scripts when they mention floating actors like @Gravo

Posted
3 hours ago, XenoDrake said:

SLSO makes each actor have a meter they have to fill to orgasm (complete with UI)

That's one potential issue right there - I've had trouble getting SE mods that change UI to work in VR. I'm not sure if it's some difference in swf files, or something else - I never dabbled with UI, nor with the dll files.. just strictly with papyrus, and some creation kit when needed - but I avoid CK when tinkering with mods, since it can get messy really quickly. I'm actually interested in hearing how that UI thing works out.

 

I also understood there's some interaction that require keyboard, which would be a bit of an issue as well. Moving forward or back a stage isn't a problem in itself, I already added gestures to do that - and I figure building in support with gestures could be a solution for some other interactions.

3 hours ago, XenoDrake said:

I may not use it though. To be honest I never really cared much about the features. I just like tinkering.

I'm usually motivated by wanting to use something - or wanting to get X and Y working together. Although I tend to get distracted by tinkering with those things so much that I still have never finished a playthrough. I never actually got further than the wall in the main story - although I've finished both dawnguard and dragonborn once. When Skyrim VR came out, I tried it.. and couldn't go back to 'flatrim'.. but there were so many key things missing (SKSE, racemenu + nioverride, SL), that I just kind of took a break for a year to let it grow. SL light port was nice, but couldn't support half the things I wanted to put in.. and eventuall I concluded it never could. It was built around the concept of not using SKSE (because SKSEVR didn't exist at the time), and while that was impressive in itself.. it degraded performance so much it become impossible to put some features back in. I started by trying to reimplement SKSE functions into it, but concluded it's easier to start over from scratch. VR patch is kind of the product of all that - and leveraging VRIK to fix the things that were kind of inherently missing from Skyrim VR.

 

The thing about SLSO is, I actually like the concept, and what it changes/adds... so I'll probably end up looking into throwing it into the mix - provided the UI additions work in the first place. The problem is I'll have to take it's ActorAlias sctipt totally apart, make it an external script to call at specific points in the actual ActorAlias, if I want to be able to maintain some consistency in the script - both SLSO and VR patch add about 50% extra code to that script, it's already bloated beyond easy management.. and I can't carry that much extra from another mod along.

 

    if IsPlayer
        if Game.GetCameraState() == 0
            Game.ForceThirdPerson()
        endIf
        ; abMovement = true, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = false, abMenu = true, abActivate = true, abJournalTabs = false, aiDisablePOVType = 0
        ;Game.DisablePlayerControls(true, true, false, false, false, false, false, false, 0)         ;SLSO: sexlab disables ui, we dont want that
        Game.SetPlayerAIDriven()

There's one potential problem there you should keep an eye on. SLSO takes away the player lock that SL normally does, and that particular thing was very finicky when making VR patch work. If you just flat out don't lock the player, things are guaranteed to break. I had to not only lock the player, but prog had to include a lot of extra features and tinkering in vrik's dll to make it all fall together... so chances are understanding both how VR patch does it, and why (and how) SLSO changes it, would be necessary to integrate the two. If you get strange things happening (like animation breaking for player, or player moving out of alignment), that's the first suspect.

 

My first impression is, lock the player the way VR patch does, and convert anything SLSO wants to do with interface into gesture controls. That however would likely require more extensive changes in SLSO, beyond just actor alias - and again in a way that only works in VR.

Posted
14 hours ago, reikiri said:

I also understood there's some interaction that require keyboard, which would be a bit of an issue as well.

I can hear that. Fortunately I found a very useful mod that can at least make it somewhat possible, but it's a bit of an odd workaround:

 

"Dragonborn Speaks Naturally" https://www.nexusmods.com/skyrimspecialedition/mods/16514

 

It essentially starts a voice recognition server when you load up Skyrim, using xSHADOWMANx's DLL loader, which I didn't know worked in SkyrimVR... but it does. lol.

 

Then you can edit a configuration file and add speech-recognition phrases that will trigger anything from specific keyboard presses (and you can tell it to make the SkyrimVR window focus itself before running the keyboard press, since that's required for SteamVR games (not always focused while playing). You can also have it run 1 or multiple console commands, like giving yourself a set of spellbooks. You can also use it to cast spells since there's a console command for that.

 

In my testing it's fairly responsive, and since it's essentially using a server exe outside of SkyrimVR it should work at any time in the game, even in menus and during SexLab animations. Just be sure to read the notes regarding SkyrimVR.

14 hours ago, reikiri said:

    if IsPlayer
        if Game.GetCameraState() == 0
            Game.ForceThirdPerson()
        endIf
        ; abMovement = true, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = false, abMenu = true, abActivate = true, abJournalTabs = false, aiDisablePOVType = 0
        ;Game.DisablePlayerControls(true, true, false, false, false, false, false, false, 0)         ;SLSO: sexlab disables ui, we dont want that
        Game.SetPlayerAIDriven()

There's one potential problem there you should keep an eye on. SLSO takes away the player lock that SL normally does, and that particular thing was very finicky when making VR patch work.

LMAO I did finally attempt to merge the code yesterday, and I came across that change and I immediately could tell there could be trouble there. That was probably the main line change that I was sure I need to test without SLSO, since I had a feeling that line would break things.

 

Well, let me know if you get anywhere with it. SLSO adds some cool things, like repeating the final stages of the animation if the assaulter decides they want to take another go or changing animations after a scene. I never really use the animation speed control though. You shouldn't even bother with it because it requires a SKSE plugin was never ported to SSE. So even SSE doesn't support it.

 

See the note in the SLSO SSE page: *animation speed control doesnt work as SexLab Animation Speed Control dll isnt ported to SE, so its probably better if you disable it in mcm

Posted

Is legacy version that doesn't require VRIK that I could download? I'm using SL voyeuristically, ie my character doesn't engage in sex acts. Therefore I don't need VRIK and I find it kind of annoying.

Posted
2 hours ago, krk38 said:

Is legacy version that doesn't require VRIK that I could download? I'm using SL voyeuristically, ie my character doesn't engage in sex acts. Therefore I don't need VRIK and I find it kind of annoying.

You can try

It probably still works with SL beta 8, I don't remember what issues it used to have, but that's the last and most stable version that runs without vrik. The other option would probably be to forget VR patch and use flowergirls instead of SL.

Posted
50 minutes ago, reikiri said:

You can try

It probably still works with SL beta 8, I don't remember what issues it used to have, but that's the last and most stable version that runs without vrik. The other option would probably be to forget VR patch and use flowergirls instead of SL.

Thanks a bunch!

Posted
On 6/25/2020 at 8:16 PM, XenoDrake said:

Well, let me know if you get anywhere with it. SLSO adds some cool things, like repeating the final stages of the animation if the assaulter decides they want to take another go or changing animations after a scene. I never really use the animation speed control though. You shouldn't even bother with it because it requires a SKSE plugin was never ported to SSE. So even SSE doesn't support it.

I got the basics working, but I'm not sure whether I'll be able to get the widgets showing up. I'll need to look into using some more gestures to show them, and control them if I can get them to show. But it's possible at the least to get the SLSO running in VR. ?

-- edit --

So far, haven't been able to get the widgets to show up. I've had the same issue with other mods, so I'm thinking there may be just something different between how SE and VR handle UI elements.

-- edit2 --

Progress - widgets are showing up now. Still need to make gesture controls for SLSO actions, and it'll hopefully all work.

Posted
On 6/25/2020 at 8:16 PM, XenoDrake said:

LMAO I did finally attempt to merge the code yesterday, and I came across that change and I immediately could tell there could be trouble there. That was probably the main line change that I was sure I need to test without SLSO, since I had a feeling that line would break things.

 

Well, let me know if you get anywhere with it. SLSO adds some cool things, like repeating the final stages of the animation if the assaulter decides they want to take another go or changing animations after a scene. I never really use the animation speed control though. You shouldn't even bother with it because it requires a SKSE plugin was never ported to SSE. So even SSE doesn't support it.

 

See the note in the SLSO SSE page: *animation speed control doesnt work as SexLab Animation Speed Control dll isnt ported to SE, so its probably better if you disable it in mcm

Noticed that, yes.. I do wish the speed control worked, it would add nice things to the mod.

 

So I made gestures to control the interaction, and it's working. It'll require new version of SKSEVR though, to make the widgets work - and those are really kind of essential to get the full use of the mod. For those familiar with the SLSO SSE, the mana and stamina bars are not very visible during animations, since they kind of hide behind/under/inside actors and objects, sometimes walls or floors.. and it's kind of important to keep track of those stats. Same could be said about the widgets, but those at least you can reposition in the MCM menu. So what I did was, I repurposed the widgets 4 and 5 to reflect the stamina and mana when there's 3 or less actors in scene (player and two partners at most). With 4 partners you lose track of your stamina, with 5 also your mana (dubbed 'willpower' on the widget). Of course the normal mana and stamina bars still show up.. but good luck trying to track them in 5-way animation. ?

 

I did give it some more thought, though. The interaction in VR isn't really optimal the way it is - mashing the buttons works on 'flatrim', but repeating same gestures over and over isn't so good on VR. So aside from change to the widgets, while waiting for public release of SKSEVR, I'm going to test changing the interaction to work as toggles instead of actions. Currently you have the options to use actions to:

- increase selected partners pleasure

- hold back the climax of selected partner

- increase your own pleasure

- hold back your own climax

- change targeted partner

- pause and resume the interactive mode

Plus all the other interactions SL / VR patch has. Manipulating the pleasure/climax will drain your stamina/magicka, and they also can getdrained otherwise during the scene. UI has widget for each actor (including player) that shows their current level of 'pleasure', basically a meter that shows how close you are to the climax. The indicator will change color as you get closer, and flash when you are really near. There's other conditions and logic built into it, it's essentially a 'mini game'.

 

What I'm going to test out is, turning the interaction into toggles instead of single actions. That is, you can 'switch on/off' either pushing an actor towards climax, or trying to keep them back from it. Having either of these active, will tire you out - either mentally or physically, depending on what you are trying to do. I'll either make it so you can only focus on one partner at time, or the effect will be split between those you focus on (either way would make sense, but I'll have to see how easy/difficult the split attention would be to implement). I should be able to make it so that the bars will flash to indicate when you are actively doing something.

Posted

Anyone else have issue with schlong angled to either left or right instead of straight? I've tried SOS and SAM but results are same. Using VRIK 0.8.1 Build 23 and SL VRpatch Beta 8.35.

Posted
9 hours ago, Laakeri said:

Anyone else have issue with schlong angled to either left or right instead of straight? I've tried SOS and SAM but results are same. Using VRIK 0.8.1 Build 23 and SL VRpatch Beta 8.35.

I've seen that happen lately, no idea what causes it. I also remember a post about that earlier so it's not really a new issue. Might be something to do with physics.

Posted

I am struggling to make sure I have all the right patches and sequence here for Skyrim VR - can someone look over this list and tell me if I have everything? This does include DD and DCL (powerofthrees papyrus extender is not part of any SL installation)

(and yes, I know Zaz isn't SLAL either, I just name it that way for visual)

image.png.5809b6ed67fbf1134c02a7e5968e15bf.png
 

Posted

also - the devious devices "VR Release" I assume that dll goes in skse\plugins and will ovewrite the one from "SE 4.3" - my question is when you run the DD installer, what do you respond on the DLL question (I said "none")

 

Posted
4 hours ago, Bolan said:

I am struggling to make sure I have all the right patches and sequence here for Skyrim VR - can someone look over this list and tell me if I have everything? This does include DD and DCL (powerofthrees papyrus extender is not part of any SL installation)

(and yes, I know Zaz isn't SLAL either, I just name it that way for visual)

image.png.5809b6ed67fbf1134c02a7e5968e15bf.png
 

 

4 hours ago, Bolan said:

also - the devious devices "VR Release" I assume that dll goes in skse\plugins and will ovewrite the one from "SE 4.3" - my question is when you run the DD installer, what do you respond on the DLL question (I said "none")

 

I haven't tried DD so I can't say how well that'll work - but I'll need to give it a try at some point. You do have at least two VR patches, ditch the beta8 34 if you have 35 installed.. and if that beta7007hotfixES1 was one of my ancient versions, take it out as well.

Anything that writes over any script that VRpatch modifies, is most likely going to break things - that's all I can say really. Other than that.. you have papyrus and jcontainers VR after SL, that's good.. you have VR patch after SL, that's good too. If DD doesn't overwrite anything from VR patch, then that's likely fine too. I don't know what the 'powerofthree' does.. but it says SSE, so if it overwrites some files from papyrus VR, then there's possibility it may cause problems. Also I'd move the papyrus utils VR further down the list, together with JContainers VR is,  just in case any of the mods includes non-vr papyrus utils (some mods like to bring their own papyrus utils, and they will break things if they overwrite papyrus vr).

Posted

Awesome  - thank you. I am up to stable without DD/DCL - but I do have defeat, sldrunk and aroused all seemingly working. Animation packs are loaded and registered. The issue I am  having with DD/DCL seems to be "hangs" (spin like video / halt / drop to desktop) 
Let me drop the patches you suggested and retest for stability before DD/DCL

Posted

Still struggling. Even with just the SL mods, DD 4.3 and DCL 8.4 I can't get DDE to register, Devious devices is on the MCM menu okay but the cursed loot menu just hangs and MCM doesn't answer anything after that..... I have verified DD 4.3 is actually 4.3 (but it says 4.2 when it registers) I have verified that the only DD DLL in play is the VR one, I've tried the patches. My testing method is quite simple, start a new game, wait for the MCM messages to finish, save the game, load the game, watch Sexlab initalize, then check the MCM menu for DD, DDE and DCL - no joy. DDE menu is not there, and the DCL menu hangs.

My ENTIRE load orderimage.png.cd787e116b4c1e8e5420771fb788aac4.png
 

Posted
6 hours ago, Bolan said:

DD

Here is a guide how to get DD working.

In my experience the equipable devices do not work on the player character, not sure if somebody has made it work.

Some time ago I wrote about the problems with patching the DD mods for VR, don't know if somebody is working on something similar.

 

Posted
6 hours ago, prinyo said:

Here is a guide how to get DD working.

In my experience the equipable devices do not work on the player character, not sure if somebody has made it work.

Some time ago I wrote about the problems with patching the DD mods for VR, don't know if somebody is working on something similar.

 

Yep, I have been working from your guide but several things are obsoleted now. In fact I would consider updating your guide. I may actually have this working - I will be doing some more testing just to confirm. Believe me I relied on your guide extensively.

 

 

Posted
6 hours ago, prinyo said:

Here is a guide how to get DD working.

In my experience the equipable devices do not work on the player character, not sure if somebody has made it work.

Some time ago I wrote about the problems with patching the DD mods for VR, don't know if somebody is working on something similar.

 

Yep, I have been working from your guide but several things are obsoleted now. In fact I would consider updating your guide. I may actually have this working - I will be doing some more testing just to confirm. Believe me I relied on your guide extensively.

--- My mistake the guide was from  Teann Daorsa, 
--- I did read all the notes you posted, again very helpful and you are correct about patching.

 

 

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