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Posted

SLAA = SexLab Add Actor

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SLAA = SexLab Add Actor
See animations that you don't normally see.

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New Version 1.2-Beta2

Go down to read the details of the New Clone List Feature.

 

The Version 1.1 was REMOVED. Have a FAIL in the Human Selector.

 

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SLAA can convert any animation whit 2 Actors (couple) in an animation with 3 Actors (Threesome) and, of course, Threesome on Foursome and Foursome in Fivesome.
Can work in a totally automatic way, whitout user intervention, but only in the first step. You must make the next steps manually because if SLAA make all the steps automatically we can end always on Fivesome and that is not fun.

 

SLAA NOT start any new animation. SLAA wait until other mod launch an animation and, when the animation is running, SLAA change the number of actors of the animation on the fly.
SLAA can create Clones of the actors that already are inside the animation and add it to the animation converting any animations whit 2 Actors in a real animation with 3 Actors.

 

Works whit any animation from any mod in any moment. Has been tested with:
Amorous Adventures, SLEN, Sex Slaves, SlaveRun, Virgin, PSQ, Defeat, DCUR, Yify Age, SkyFem, Naked Dungeons, Dragonborn in Distres, Troubles of the Heroine...
Is compatible with SLSO, Apropos, Cumshot, Squirt Reborn, DeadlyDrain...
Works whit Humans, Fury's and Creatures. The support of Gendered Creatures is proyected but not the support to Creature on Creature.

 

 

SLAA Can works in 3 diferent ways:
AUTOMATIC: Based in the MCM parámeters addiding one actor to any animation in an automatic way.
MANUALY: Ussing Spells to add the exact NPC that you want to a exact animation when you want.
IMMERSIVE: Talking to any NPC while SexLab is animating it. SLAA have more than 100 diferent dialog lines.
Each dialog is diferent depending on how many actors have the animation and your RelationShipRank whit the NPC's.

 

The 3 options are available in a combined and independent way and you can use one, the other or all the options at the same time. Use one option, do not disable the other options.
You can disable automatic functionality in the MCM and operate only with spells or only with dialog or mix it as you wish whenever you want.

 

Additionally, SLAA can works making two different and combined tasks:
Created Actor = CLONE
Real Actor = Search

 

SLAA can create New Actors on the fly, ussing PlaceAtMe, that are exact copies or Clones of the original actors inside the animations.
That is ideal when we have a limited number of nearby actors but, of course, not always look good. Then, SLAA have the capacity of search Real Actors. 

I recomend always use CLONE because use Real Actors can reduce the number of actors that can be used in animations started by others mods and can break theirs animations, packages, scripts and quests.
If you always use CLONE you never can have a bad interference with others mod and SLAA never can break the animations, packages, scripts or quests from others mods.
Use one option or the other or mix it as you want. Is in yours hands.

 

 

 

 

All that seems fantastic and, YES, is it. But is not so easy. Please read carreful:

 

SLAA is NOT designed to find animations ALWAYS.

 

This is the MOST important point that you must understand because is the MOST BIG PROBLEM of SLAA.

SLAA is designed to show animations with 3 or more actors in an easy way.
But, if you don't have animations with the exact combination of actors and sexes, SLAA can NOT show it.

 

Why happend that? Exactly what is happening in the backgroud?
A tremendous amount of mixing things. Is a very large explanation and you can read it in this post. I strongly recomend you read it.

 

 

HARD REQUIREMENTS:
SexLab by Ashal to HUMAN operation (1.62 in Legenday or 1.63 Beta 8 in Special)

 

SOFT REQUIREMENTS:
SexLab Utility Plus v20200219 by Osmel to CREATURE operation (Soft = Not Strictly Required)
UiExtensions by expired6978 to show the Animation Browser Spell (Soft = Not Strictly Required)

 

COMPATIBILITY WHIT SOFT DEPENDENCY:
SexLab Separate Orgasm BY Ed86
Devious Devices (any version)
ZAZ Animation Pack (any version)


The only HARD requirement is SexLab, but it ONLY allows SLAA to work with HUMANS.
You can use SexLab 1.62 in Legenday or SexLab 1.63 Beta 8 in Special Edition.

It is indifferent because SLAA must work on both platforms.
But it is totally impossible to make SLAA work with creatures without Osmel SexLab Utility Plus v20200219.

It is a strictly requirement to allow SLAA operate with creatures.

 

The main reason is within the internal functions of SexLab because SLAA use special functions that not allow creatures.
Osmel modifies those internal functions of Sexlab with Utility Plus v20200219 to allow Creature functionality in SLAA.
It is strictly MANDATORY to use SexLab Utility Plus v20200219 or greater.

Download the LAST file in the download section of OsmelMC Mod Tweaks.

DO NOT use the SexLab Utility Plus version v20191231.7z because it does NOT work correctly with SLAA.

Many thanks to Osmel for helping me solve the problems I found in SexLab and publish a NEW version of Utility Plus that allows SLAA to work with creatures.

 

 

INCOMPATIBILITIES:

Detected a direct incompatibility with Follow Me For Sex because use a special system that not allow SLAA change the animations. Thanks to greenmango12 for the report.

The animations started by FMFS are excluded and we can use the two mods at the same time without any downside.

 

REPORTED PROBLEMS:

A collision in the dialog with the option "Player as Agressor" in Defeat becasue block the SLAA Dialog and show a box with Defeat options. Select the option "Animate" to see the SLAA Dialog.

 

 

MCM Configuration:
The MCM of SLAA is not big, only have near 20 or 25 options but depending on how you configure it SLAA can works in a totally different way.
A lot of parameter are auto explicative and i not go to detail it. But other parameters change the functionality of SLAA and
some special parameters are very important, REALLY VERY IMPORTANT because can affect ALL the animations started by ALL the mods.


Chance Search - Create actors% (percentage)
Determine the probability of making Clone without wasting time looking for real actors.
I recommend having it in 100% Clone but if you don't want to see clones put it at least 1% to not completely disable the Clone function.
When the search for real actors fails SLAA always uses Clone until the parameter is set to 0%


Wait before clone is defined in seconds of Real Time.
Detemine how many time SLAA wait before start the search process and is a very important parameter.
If you force the game, and by extension SexLab, you can have undesired results like Actors stuck in the same pose whitout animate it.
The problem is caused by the gigantic amount of things that the game and SexLab must make mixed whit the things that make SLAA.

 

Think a bit. When a mod start an animation SexLab must search animations for that exact number of actors.
Next must verify each one of the actors, nude it, scale it, position it and animate it.
After all that SLAA start searching Real Actors or Cloning Actors and add it to the animation and the process must start again.
SexLab must search animations for the NEW number of actors.
Next must verify each one of the actors, nude it, scale it, position it and animate it.
If we make all that things TOO FAST the game or Sexlab or the two can go crazy.
Then, have a bit of patience and wait a bit of time while the game and Sexlab make their work.


Never Clone Player
This option is ENABLED by default. Is NOT recomended use it because can cause CTD when use HDT Elements like Hair, Clothes, Pendants, Neckelaces...
The CTD can happend in the same way when use personaliced races because a lot of them has not been designed to be used in NPC's.
In that cases, when SLAA create a CLON of the Player the game can made instant CTD.
Use it at your own risk but only when you use pure vanilla races whitout HDT hair.


Animations Options
This is the most important group of options. Determine HOW works the SLAA Filters and directly affect what animations can be selected.
Depending on HOW you configure this parameters you can have more or less animations avaliables and, in some cases, NONE.
If you are constaly getting the message "[NPC] can NOT take care of [NPC]" change this option to increase the number of posible animations.
But not screeam when you see and incorrect animation. Better install more animations in your game.

 

The DD Filter is dinamyc and is preconfigured to MY preferences but you can have diferent preferences or diferent animations that can need diferent TAG's.
Make some test in your game ussing defaut parameters and look the result.

If you not like it change the TAG's of each zone to yours OWN personals preferences.

 

Always replace animations
It is the MOST IMPORTANT PARAMETER in all the MCM of SLAA.
Allow SLAA to intercept and change ANY animation of ANY mod to match the SLAA Filter.
It is not necessary for SLAA to add a new actor to the animation. Each time an animation cannot be increased, because it has no animations available, SLAA processes that animation using the original number of actors and runs the SLAA Filters to verify that the animation matches the SLAA Rules.
If it does not match, the animation is REPLACED by authorized animations following the SLAA Rules.
Sometimes, under specific circumstances, SLAA cannot find an authorized animation and, in that case, it cannot REPLACE it.
In that case, you can see an incorrect animation. If you do not want to see an incorrect animations NEVER activate the Cancel Animation option.


UTILITIES:
The biggest problem in SLAA is the availability of animations.
The more animations you install in your game, the more options you have available and, of course, the more likely you are to have an authorized animation.

But really, nobody knows exactly what animations have been installed in the game.
All we know is that we have many packages of animations and some of them are gigantic.
But what do those animation packages have inside? Animations, of course. YES.

 

But EXACTLY what animations? Do you know how many animations in FFF Consensual you have?
Do you know how many animations you have in MMFF consensual and aggressive?
NO ... No one knows. Only the creators of the animation packages.
Virtually no user knows, EXACTLY, how many animations they have in each combination of sexes.
I don't know and that's why I developed a tool in the MCM to show that information to each user.
Of course, SLAA shows the same information in Creatures animations but separates it into 52 sections, one for each creature race.

 

Finally, you have the Animations Browser but require UiExtensions.
You can select the number of actors, the race and ONE tag, sorry but only ONE tag, to know, exactly, what animations you have that can match the tag in a specific combination of actors and races.
If you want combine multiple TAG's use the Animation Examiner in the MCM that allow the use of multiple TAG's to verify any SLAA Rule.

 

But remember, the rules are dynamic and you can have diferent rules in diferent moments depending of a lot of circunstances. For example:
Number of actors + combination of sexes + type of animation (consensual or agresive) + the combined DD weared by ALL the actors of the actual animation + the exact DD weared by the New Actor that is going to be addeded to the animation.
As you can see the posible number of combinations is gigantic and, of course, can be diferent in diferent moments,
specially because the actos are selected RANDOMLY and, maybe, in that exact animation the RANDOM parameter not match but in that other animation match.

Then, be happy and not go crazy trying understand why SLAA works in one animation but not works in the other.

 

 

You can see a lot of screenshots at the start of the page but i think is better see some videos of SLAA in action.

 


  • Submitter
  • Submitted
    02/22/2020
  • Category
  • Requires
    SexLab 1.62 or 1.63 Beta 8
  • Special Edition Compatible
    Yes

 

Posted

SLAA is dependant of: YOURS Animations in SLAL + YOURS Animation Parameters in SexLab + YOURS Animation Options in SLAA MCM.
Depending of ALL that you can see new animations whit 3 or more actors or you can NOT see it, simply, because you can NOT have the necesary animation. Or because yours animations parameters not allow SLAA select the animation.

 

Aditionally, SLAA can create New Actors on the fly making CLONES and when SLAA make that always create a copy of one of the actors that already exist inside the animation.
In that way, if you have an animation whit 2 Females(FF) and SLAA create a CLON you go to have an animation whit 3 Females(FFF), simply, because  a CLON of one Female always go to be Female and we end with ALL the actors of the animation in Females.

 

When you enable the search of random Real Actors you can easy end in the same situation.
If the animation have 2 Females(FF) and the random search select another Female(F) you go to have an animation whit 3 Females(FFF) by the same motive.
But when the random search select a Male(M) you go to have an animation Female+Female+Male(FFM), simply, because the combination of sexes is made in a RANDOM way.

That is unavoidable.

 

I not want make a search that always select actors of the oposite sex. Please, not request it. I never go to make that. Make it yourself in your own game if you want.

SLAA is designed to make RANDOM clones depending of the sexes of the actors inside the animation and make RANDOM searchs to select Real Actors.
The exact combination of the sexes of the actors depend of the selection metod, depend of the sexes of the actors in the animation and depend of aleatory selection.

 

Some times can be totally aleatory but others times can be totally predicted.

But i want to be in that exact way. If SLAA make a specialed search to play animations that you have you can go bored of yours new animations very fast.
That is not the intention of SLAA because is designe, specifically, to works ONLY some times.

 

In that way, see a special animations sometimes is a good surprise to you while always see the same group of animations with 3 actors is not fun.

Sometimes the metod used in SLAA can end in an unexistent animation and, as result, under some circuntances, SLAA can not add the actor and can not show a new animation.
But i desing SLAA in that exact way to allow any player see any combination of animations whitout apply any undesired restriction.

I want respect the personal preferences of all users and the only way is allow play any animation with any combination of sexes inclusively when the animation NOT exist.

 

If you ALWAYS want see an animation whit SLAA you MUST install animations that math each combination of sexes in each diferent combination of numbers of actors.
But that is your own works because only you can install new animation in your game.

 

 

Aditionally, as all that is not enougth, we must have more parámeters in consideration.


SexLab can apply some filters to the animation selection limiting Consensual and Agresive animations and Gay/Lesbian animations.
That filters are NOT applied to SLAA. Yes, you read good.
SLAA can skip and avoid the filters that you enable in the SexLab MCM.
I make that because, under some circunstances, is the only way to select the correct animation.

 

Some mods, sometimes, make a bad selection of animations and allow show Consensual animations under Agresive circunstances and the inverse.
Others mods, as SLAA made, not respect the SexLab filters and you can see incorrect animations in a lot of situations.
The only way to solve that problems is use the SLAA Filter. I add to the MCM of SLAA some specific parámeters to filter the animations as you want.


Finally, SLAA skip the most important filters ever made: The ZAZ and Devious Devices Filters.
I not want make that but is unavoidable. The metod used by SLAA is not detected by that filters and i'm be forced to create a new DD filter.

You must go to the SLAA MCM and revise the parameters used in the SLAA DD Filter to adapt it to yours own preferences.

 

But take good note about the next words.
If you enable the DD filter, probably, you can NOT see new animations because we only have a very small number of autoriced DD animations with 3 or more actors.
But if you not enable it a lot of times you go to see animations with penetration while wearing DD chastity elements.
The decision is in yours own hands.

 

 

To end this boring and long explanation i go to explaing a bit more the exclusive feature of SLAA Replace Animations.

 

SLAA can apply the SLAA Filter to any animation from any mod making an interception of every animation played. SLAA not need add a new actor to the animation to make that.
SLAA can alter and change ALL the animations played in your game and limit the available animations to only a specific group of animation that match the SLAA filter rules.

 

SLAA can make that in ANY animation started by ANY mod, no matter how many actors have the animation or what mod start the animation.
That feature is designed to have ALWAYS the same rules while you see animations and, in that way, you NEVER can see an incorrect animation from ANY mod.

 

SLAA intercept ALL the incorrect animation when, for example, is agresive when must be consensual, and replace it by an autoriced animation.
In the same way, when a mod play an animation FF in a MM context SLAA intercep the incorrect animation and replace it whit the correct animation.

 

When a mod put a Female in a Male position, SLAA reorder the actors to try order it in the correct way. But not ALWAYS works. Sometimes the animaction have INCORRECT tag's that not match the position of the actors inside the definition of the animation.

In that cases, SLAA can not solve the problem. The only posible solution is modify the TAG's of the animation.

 

SLAA Replace Animations feature is designed to be used by exigent people that not want see an incorrent animation NEVER.
And for the most very, very, very exigent people...
SLAA have the capacity of Cancel any animation that can not be replaced because none of yours animations is correct in that exact contex.

Posted

Can it add actors to solo masturbation scenes?

 

EDIT: Nevermind. I see that it does

Posted

Very impressed, thanks for your work. 

 

Several suggestions:

- Would also be cool to have a mode when joining is happening automatically on LOS with personal chance for every npc. Like no one will join if nobody see you, but if an npc enters your private place and spots you it may decide to accompany or not. This would also help to avoid "always-fivesome" problem if once asked npcs will not be polled again. 

- Config: no asks if anim is aggressive

- Config: creature content toggle

- Config: gender toggles/chances

Posted
37 minutes ago, mrsrt said:

Very impressed, thanks for your work. 

I must give a lot of thanks to YOU.

 

I had the idea of SLAA some time ago, more than a year ago, but due to the limit of animations in the game, the CTDs caused by excessive animations in FNIS and the limit of 500 animations in SexLab I left the idea parked.

When FNIS finally controlled the CTD for excessive animations, I think again of SLAA.

When Osmel published Utility Plus that allowed 750 animations in SexLab 1.62, I started developing SLAA.


But the damn game animation limit was still a big problem.

Until YOU found the solution and published Animation Limit Crash Fix.


SLAA is a reality thanks to the work of many people.


THANK YOU ALL

Posted
39 minutes ago, mrsrt said:

Would also be cool to have a mode when joining is happening automatically on LOS with personal chance for every npc. Like no one will join if nobody see you, but if an npc enters your private place and spots you it may decide to accompany or not.

I'd vote for that. :classic_smile:

Posted
1 hour ago, mrsrt said:

Would also be cool to have a mode when joining is happening automatically on LOS with personal chance for every npc. Like no one will join if nobody see you, but if an npc enters your private place and spots you it may decide to accompany or not

55 minutes ago, Grey Cloud said:

I'd vote for that. :classic_smile:

That can can have sense when we talk about animations with Player but when we talk about NPC's animations i think is indiferent if one NPC have LOS whit other NPC that is inside the animation.

 

For one side, you, as player, can not control the LOS of the NPC's, is very hard, for the player, notice if, really, the LOS between two NPC's is correct. To limit the probability of add another NPC to the NPC animations i have the slider "Chance of add actor to NPC" to make it only sometimes.

 

From the other side, for animations with Player, i have ANOTHER slider to determine the probability of an NPC can join the PLAYER animation and you can put the slider where you want to allow NPC's enter in YOUR animation whit less frecuency.

 

But my Beta testers said me that is not enougth because, sometimes, you can want a exclusive couple with a special NPC's and you not want be incomodated by the automatic un-autoriced intrusion of other NPC. For that motive, every time an NPC want enter in YOUR animation a messagebox is showed asking if YOU want another NPC enter the animation.

 

I think that solution is better than LOS but, of course, i always can incorporate LOS if more people request it.

Posted
10 minutes ago, GenioMaestro said:

I think that solution is better than LOS but, of course, i always can incorporate LOS if more people request it.

I agree and sometimes less is more!

Posted
37 minutes ago, Yinkle said:

I agree and sometimes less is more!

I agree, more or less. ?

 

I was thinking more in terms of NPCs in the cell, e.g. an inn, rather than LOS as such. I can't which mod it is (SLF, SLA, TDFAPP or whichever) but the LOS function doesn't work as advertised and needs to be switched off. Things as simple as a chair etc will block LOS.

Posted
53 minutes ago, GenioMaestro said:

That can can have sense when we talk about animations with Player but when we talk about NPC's animations i think is indiferent if one NPC have LOS whit other NPC that is inside the animation.

No, why? The idea is very simple, actor joins a scene only if sees it. Like, scene is happening in a tavern, an npc joins only if it's in the same room and other visitors on another floor simply ignore them. 

 

Quote

 is very hard, for the player, notice if, really, the LOS between two NPC's is correct

https://www.creationkit.com/index.php?title=HasLOS_-_Actor this should help, but I didn't test personally how it works.

We can also avoid LOS and make an AOE spell to catch nearby actors that can be visible, I remember it was implemented in SexLab Adventures. It will also optimize the mod a bit, coz used method from sexlab was implemented quite bad.

sslThreadLibrary.FindAvailableActor():
14a9fff11b6fa190b48109a9966d.png

 

1 hour ago, GenioMaestro said:

For that motive, every time an NPC want enter in YOUR animation a messagebox is showed asking if YOU want another NPC enter the animation.

 

I think that solution is better than LOS but, of course, i always can incorporate LOS if more people request it.

I meant, I suggested this just for the search engine, actors will still ask for join, but only if they seen what would they join :D

Posted
6 hours ago, mrsrt said:

No, why? The idea is very simple, actor joins a scene only if sees it. Like, scene is happening in a tavern, an npc joins only if it's in the same room and other visitors on another floor simply ignore them. 

First, the default and recomended parameter of "Chance of Search - Create Actors %" is use CLONE 100% of the times for multiple motives.

1 - Not waste time making a search that can return nothing.

2 - Use a Real Actor can cause problems because that actor can be executing a package from a Quest or Scene from another mod and, maybe, SLAA o SexLab can break the package, the scene or the quest.

3 - Sometimes, we can have a very limited amount of nearby actors. In some interior cells from specific mods we can have only one or two NPC's and when we travel in exterior cells a lot of times the NPC's are placed by the game in a random way.

4 - When we talk about creatures, a lot of times we can have only ONE nearby creature of the exact type, like trols, bears, werevolves... and the only way to get another creature is CLONE the only creature available.

 

---- That words was NOT correct. I understant the Wiki incorrectly ----

Aditionally, the idea of LOS in NPC's can not be made in any way because Skyrim not support LOS on NPC-NPC. Read the web page you linked. Say very clear:

Note that only the player can get line-of-sight to a non-actor.

That mean the game can compute LOS from Player -> NPC and can compute NPC -> Player.

But can not compute LOS in NPC -> NPC ussing HasLOS because the game not support it.

---- That words was NOT correct. I understant the Wiki incorrectly ----

 

We can try RegisterForLOS but that events are very expensive and probably was better use a more simple function like IsDetected() that need a poll each second but can be less expensive and simple than use RegisterForLOS.

 

6 hours ago, mrsrt said:

method from sexlab was implemented quite bad.

sslThreadLibrary.FindAvailableActor()

That function seems to be bad made, seems heavy and slow but wen you test it, compare the time and performance using others metods you can see is not too bad. I have a compute of the time invested in search actors, look the log, and the normal time is near 1 or 2 seconds. Can seem a big amount but think that sexlab return a sure 100% valid actor that not need any aditional verification.

 

More exactly, in the creature section i have a dual metod to seach creatures because the sexlab function FindAvailableCreature not works correctly and Osmel had to correct it. While Osmel make the patch I create a cell scan search function. You can comment the search made with FindAvailableCreature and enable the cell scan search function to see how the time invested is very similar, because, finally the two systems made practically the same and the most big diference is the RAMDOMLY selection of the actors by the game.

Posted

Well, would be good to see usage interfaces then. Events or global funcs to add actors to active threads, I'll try to make something later, other modders would probably like to see this too.

Posted
2 hours ago, mrsrt said:

Well, would be good to see usage interfaces then. Events or global funcs to add actors to active threads, I'll try to make something later, other modders would probably like to see this too.

The function to change/modify the current actors on the thread already exists as part of the SexLab Framework, named: "ChangeActors"

 

The big magic of this Mod is the way how make use of that. Until now the only Mods I know using the function beside this one are ZaZ and DDi and those only use the function to remove actors.

Posted

Maybe a good solution to simulate the LOS between NPC is reduced the search radius to 500 or make a first search at 400 if the search radius is set > 500 using as CenterRef the Position[0] that way those actors close enough to the animation have preference.

Posted
6 hours ago, GenioMaestro said:

Aditionally, the idea of LOS in NPC's can not be made in any way because Skyrim not support LOS on NPC-NPC. Read the web page you linked. Say very clear:

Note that only the player can get line-of-sight to a non-actor.

That mean the game can compute LOS from Player -> NPC and can compute NPC -> Player.

But can not compute LOS in NPC -> NPC ussing HasLOS because the game not support it.

Excuse me. I incorrectly understand the words  to a non-actor

That words mean that we can know when an actor look an object == non-actor but ONLY when we ask about the player. More exactly, we can know when the player is looking to a exact barrel but we can not know when another NPC is looking to the same barrel.

 

For other side, the LOS system can say us when an actor is looking to another actor but seems is based in the camera of the player. If the camera not see the two actors the event is not sended.

That is not valid for SLAA because need at least 5 seconds to add an actor to the animation. Wait until the actors have LOS in the camera of the Player to start the process of add the actor, validate it, search animations and finally add it... seems to be not viable.

 

 

The option proposed by Osmel can be valid and can be implented very easy. Really, I was thinking of doing the search ussing the actor[0] as start point but finally put it based on Player to make it more dinamic giving the option to the Player of run fast to another NPC to force SLAA add that exact NPC to the animation. But, of course, is a very easy change and can be a very effective option.

Posted

Version 1.1

The formula used to detect creatures was modified because some creatures, such as Vampire Lord, were not detected correctly and were causing a bad selection of animation, a bad positioning of the actors and an unexpected behavior.

 

Changed the formula used to detect Valid Animations when we have more than 125 animations in the group. Sometimes was detected as Invalid and changed whitout necesity. Normally was happend whit 2 actors Human.

 

Removed some old unused properties in the ESP.

 

Upgrade Instructions

Must works overwriting the old version and replacing it. Only change the ESP and one script.

In case of problems make a clean save.

 

Web Page
Added screenshot of the dialogs.
Added video of the dialogs.
Corrected some paragraph.

Posted
1 hour ago, TheLoverLabCriminal said:

Hi, question does this mods do random s*x ? everything is automatic. Also you doing a great job First time someone doing something that im excited to test it

SLAA NOT start any new animation. SLAA wait until other mod launch an animation and, when the animation is running, SLAA change the number of actors of the animation on the fly.
SLAA can create Clones of the actors that already are inside the animation and add it to the animation converting any animations whit 2 Actors in a real animation with 3 Actors.

 

--------

 

You can use ANY mod to start the animations and, whit default configuration, SLAA try, and take good note about TRY, add another actor to the animation.

I have make specific test with All Nude Play, Random Sex and Aroused Creatures and works perfectly whitout any problem.

 

But have in mind that, if SLAA NOT add the actor is because YOU not have the necesary animation.

To know exactly what animations you have whit the exact number of actors and sexes look the pages of Human Animation Stats and Creature Animation Stats in the MCM.

Posted
2 hours ago, GenioMaestro said:

SLAA NOT start any new animation. SLAA wait until other mod launch an animation and, when the animation is running, SLAA change the number of actors of the animation on the fly.
SLAA can create Clones of the actors that already are inside the animation and add it to the animation converting any animations whit 2 Actors in a real animation with 3 Actors.

 

--------

 

You can use ANY mod to start the animations and, whit default configuration, SLAA try, and take good note about TRY, add another actor to the animation.

I have make specific test with All Nude Play, Random Sex and Aroused Creatures and works perfectly whitout any problem.

 

But have in mind that, if SLAA NOT add the actor is because YOU not have the necesary animation.

To know exactly what animations you have whit the exact number of actors and sexes look the pages of Human Animation Stats and Creature Animation Stats in the MCM.

Ok, I tried your mod and is perfect but is it possibly to put when an actor masturbate there a chance the npc come ask same for pc in mcm ?

Posted
1 hour ago, TheLoverLabCriminal said:

is it possibly to put when an actor masturbate there a chance the npc come ask same for pc in mcm ?

I not understand you. I not know exactly what are you asking and i can not answer you.

 

 

But i go to explaing some advanced features of SLAA.

 

First, animations whit 1 actor (masturbation) are disabled by default. If you want SLAA process it you must enable "1 Actor" in the MCM.

 

Second, SLAA have a slider in the MCM for determine when the NPC's can join animations whit PLAYER. Is called "Ignore Animations with Player" and have a value of 100% by default. That mean, is DISABLED by default, because SLAA ignore ALL == 100% of the animations that include Player.

If you want another NPC always try, remember TRY, join the animations with Player put the value in 0% and every time other mod start an animation with Player, if SLAA can add a NEW actor, you get a MessageBox asking if you want another NPC join the Player animation.

 

For other side, the parameter "Chance of Search - Create Actors" have a value of 100% by default and that mean SLAA never search Real Actor and always use Clone Actors. If you put the value in 50% half of the times SLAA goto search Real Actors and half of the times SLAA go to use Clone Actors. If you put the value in 1% SLAA go to search Real Actors 99% of the times and when the search of Real Actors find nothing SLAA use Clone Actors.

 

If you want the PLAYER can be called to be included as NEW ACTOR in an animation that only have NPC's you must activate the search of Real Actors, putting "Chance of Search - Create Actors" in a very low value because the Player is a Real Actor and is called ONLY when SLAA search for Real Actors found nothing before start making the Clone.

Posted
14 minutes ago, GenioMaestro said:

I not understand you. I not know exactly what are you asking and i can not answer you.

 

 

But i go to explaing some advanced features of SLAA.

 

First, animations whit 1 actor (masturbation) are disabled by default. If you want SLAA process it you must enable "1 Actor" in the MCM.

 

Second, SLAA have a slider in the MCM for determine when the NPC's can join animations whit PLAYER. Is called "Ignore Animations with Player" and have a value of 100% by default. That mean, is DISABLED by default, because SLAA ignore ALL == 100% of the animations that include Player.

If you want another NPC always try, remember TRY, join the animations with Player put the value in 0% and every time other mod start an animation with Player, if SLAA can add a NEW actor, you get a MessageBox asking if you want another NPC join the Player animation.

 

For other side, the parameter "Chance of Search - Create Actors" have a value of 100% by default and that mean SLAA never search Real Actor and always use Clone Actors. If you put the value in 50% half of the times SLAA goto search Real Actors and half of the times SLAA go to use Clone Actors. If you put the value in 1% SLAA go to search Real Actors 99% of the times and when the search of Real Actors find nothing SLAA use Clone Actors.

 

If you want the PLAYER can be called to be included as NEW ACTOR in an animation that only have NPC's you must activate the search of Real Actors, putting "Chance of Search - Create Actors" in a very low value because the Player is a Real Actor and is called ONLY when SLAA search for Real Actors found nothing before start making the Clone.

and how about the opposite npc having some fun and i want another npc go ask if he can join them ?

Posted
34 minutes ago, TheLoverLabCriminal said:

and how about the opposite npc having some fun and i want another npc go ask if he can join them ?

Well, now I understand. Thanks.

 

That option is not projected because many mods can launch many animations at the same time or with a lot of frecuency, such as SLEN, SlaveRun, SexSlaves, DCUR, Defeat ... and any random mod such as Aroused Creatures, All Nude Play or Random Sex constantly reproduce animations.

Annoy the player by displaying a message box asking if that NPC can join that animation can be unbearable.

 

The idea of SLAA is to add a new actor whenever possible and the parameter "Chance of add actor in NPC animations" has a default value of 100% for SLAA to TRY add a New Actor ALWAYS.

If you reduce that parameter to 50%, SLAA will only try to add a new actor half of the times and ignore 50% of the remaining animations.
But, of course, that is made in a completely random way and you cannot decide which animation is processed and what other animation is NOT processed. 


If you want more control or want to decide individually the animations to which you want to add a new actor, disable the automatic operation by setting "Chance of add actor in NPC animations" to 0% and use the manual system using spells or dialogue.

 

With spells you can decide which exact actor you want to add to a specific animation. More control I think is impossible. If SLAA cannot add that actor to that animation, it is probably because you does not have the necessary animation or because the filters do not allow you to select it.

 

With the dialogues, the random selection of actors comes into operation, but the dialogues are very fun, very entertaining and you can decide to add a random actor, or add the player, or add a random actor and the player at the same time, or add the player and TWO random actors, or cancel the animation, or leave the NPC alone.

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