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SexLab - Remove Standard Animations


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Posted
On 1/13/2022 at 6:46 AM, ismiismi said:

so, because i use this now there is no kissing animation. do you guys know any kissing animation?

Billyy's animation pack has at least one too.

  • 2 weeks later...
Posted (edited)

Hi thank you for making this awesome mod but I would like to keep Arrok Cowgirl animation. How can I keep this one?

Edited by edtide25
Posted
1 hour ago, edtide25 said:

Hi thank you for making this awesome mod but I would like to keep Arrok Cowgirl animation. How can I keep this one?

 

This will require you to make a small SLAL pack for the animation.

 

I wanted to do this at some point, but found no time yet. 
Meaning I wanted to make a SLAL pack where you can add the animations back into the game but with the "good" way of using SLanimation Loader

 

TLDR: Its possible but not easy without knowing how to make SLAL packs 

  • 2 weeks later...
Posted

Lets say i just want to remove the creature's anims..

Can i not just delete the animations from animations/sexlabcreatures?

And delete the Fnis creature behaviour htx? 

Run fnis again 

Posted
1 hour ago, Back2friday said:

Lets say i just want to remove the creature's anims..

Can i not just delete the animations from animations/sexlabcreatures?

And delete the Fnis creature behaviour htx? 

Run fnis again 

 

dont have time to look for it, but I think in the MNC thread there is a version of this only for creatures. 

Posted
2 hours ago, Back2friday said:

Lets say i just want to remove the creature's anims..

Can i not just delete the animations from animations/sexlabcreatures?

And delete the Fnis creature behaviour htx? 

Run fnis again 

delete:

sslCreatureAnimationSlots.pex

sslCreatureAnimationDefaults.pex

and anything with "SexLabCreature" in it's file and/or folder name

 

also hit "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"

Posted
1 hour ago, MadMansGun said:

delete:

sslCreatureAnimationSlots.pex

sslCreatureAnimationDefaults.pex

and anything with "SexLabCreature" in it's file and/or folder name

 

also hit "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"

 

I never had creatures pack. But the animations are there. Also if i delete those sexlab gives a warning about missing creature idles. So i copied everything back. 

Nvm I'll leave it like this 

  • 1 month later...
Posted

Hey Nymra,

 

I've been struggling with removing the least interesting of SL's base animations for years, have used your mod as well as your SLAL packs that allow one to pick and choose which animations to add back. However, some mods like Sex Slaves have hard requirements on certain base animations and even after I made sure the very same animations were loaded via SLAL, not having the original triggered a known bug where the PC and partner were teleported to the centre of the cell and the animation failed to play.

 

I wonder if you've encountered similar problems and determined which animations would be safe to remove from SL, and which would be important to keep? Supposing other mods could have the same problem, I wonder if a compromise could be reached where only a kernel of critical animations would be left from the base pack. Maybe Fishburger could help me list those that are required for Sex Slaves - would you let me know what needs to be done to remove the rest? Which havok files need removing, which json files need editing, do any scripts need recompiling? Assuming you wouldn't want to go through the trouble yourself to release a "compatibility version" of this mod ;) If I succeeded I could also share it ofc

Posted
1 hour ago, petronius said:

Hey Nymra,

 

I've been struggling with removing the least interesting of SL's base animations for years, have used your mod as well as your SLAL packs that allow one to pick and choose which animations to add back. However, some mods like Sex Slaves have hard requirements on certain base animations and even after I made sure the very same animations were loaded via SLAL, not having the original triggered a known bug where the PC and partner were teleported to the centre of the cell and the animation failed to play.

 

I wonder if you've encountered similar problems and determined which animations would be safe to remove from SL, and which would be important to keep? Supposing other mods could have the same problem, I wonder if a compromise could be reached where only a kernel of critical animations would be left from the base pack. Maybe Fishburger could help me list those that are required for Sex Slaves - would you let me know what needs to be done to remove the rest? Which havok files need removing, which json files need editing, do any scripts need recompiling? Assuming you wouldn't want to go through the trouble yourself to release a "compatibility version" of this mod ;) If I succeeded I could also share it ofc

 

that is modded skyrim for you, just nothing is compatible with anything, even mods that are supposed to.


I stopped using Sex Slave mod long ago after playing it 1-2 times it gets repetetive. I recommend doing a compatibility patch which changes the hard required sex scene with one that is just asking for certain tags. 

I cannot do more since I have no interest anymore in such mods and my personal oppinion is, that ALL animations should be added and used via SLAL and that every mod (including for example DD...) that ignores that are not obeying basic rules and make mod using and mod writing unecessarily complicated. 

Posted
3 minutes ago, Nymra said:

I stopped using Sex Slave mod long ago after playing it 1-2 times it gets repetetive. I recommend doing a compatibility patch

 

I've used it for years and I confess, only last run did I meet one of my absolute favourite female followers - Sasha LOL Fishburger does a lot of promotion for dominant Andrew but Sasha is an absolute jewel, her taunts crack me every time. She may not be a "super-follower" Inigo style, but I put her on the same level as Misty Skye or Alicia. So... I haven't had enough of Sex Slaves, yet :P

 

I agree with you on how SLAL is the best way to feed Sexlab its animations, it's a shame that Fishburger seems to think the opposite.

 

BTW thanks for helping fan the Sexlab flame - with the modding community dispersing through alternative "frameworks". Some are interesting and SL may have its kinks and limitations, but it's powered so much content that I enjoy every playthrough. I do like DD, I must confess. I use it and mods like Devious Lore, Laura's Bondage Shop, Submissive Lola and it's heaps of fun. I don't think it stands in the way too much, although granted - there are features that I always have to disable. Still, it may be overrated in that a lot of mods that depend on it would do pretty well enough with ZAZ.

Posted
On 5/30/2022 at 3:32 PM, Nymra said:

 

ALL animations should be added and used via SLAL

 

If I may ask - how do you manage two things in a SLAL pack: 1) change animation tags and 2) remove some animations that I always have to untick (or not tick) so that SLAL does not register them.

 

Some animations either don't have all the necessary tags, or that have wrong tags, or simply can't be avoided that they get picked and play out of line. An example would be futa animations - unless you're playing with a futa character, having futa animations registered means they will almost inevitably be picked by some mod or another, leading to strange scenes - usually not the animator's fault, they normally do add futa tags to their animations so they get picked by mods that were made with that in mind, but the problem remains that they do not get excluded by other mods who tell Sexlab to pick from other tags that they also have.

 

So two solutions for this: trim futa animation tags down so they do not get picked in non futa situations (which may lead to them not playing even in most futa situations, cause most mods don't look for the right tag) or - my preferred path - remove them from their SLAL packs when you're not playing a futa character, with the added bonus of reducing your animation count.

 

Futa animations were just an example, there are a number of others: "petite" or "giant" animations that also get picked out of line and don't line up correctly, high heels animations for the same reason (I normally don't play with heels). There's this lesbian vampire animation in one of the packs I use that ALWAYS will be picked if the vampire tag is sought, even in non lesbian scenes, don't know why, whereas unticking it in SLAL means another animation will play randomly, which is what you normally want.

 

Seems to me that removing these animations from their SLAL packs would have a double benefit, saving me the trouble of going through the list every time I want to re-register animations to untick what I don't want, and reducing the total count - fwiw.

 

Maybe I should post this on your other threads on this subject, will if you prefer me to - just came along as a development of the "animation cleanup" issue ;)

  • 3 months later...
Posted (edited)

I was missing mme animations for dialogues so added them back (only 2 animations)

PS - anim files should be added back as well

if (animName == "3J Straight Breastfeeding"\
	|| animName == "3J Lesbian Breastfeeding"\
	|| animName == "3Jiou Breastfeeding Lesbian"\
	|| animName == "3Jiou Breastfeeding Straight")\
	|| animation.HasTag("Breastfeeding")

 

sslAnimationDefaults.pex

sslAnimationDefaults.psc

Edited by crajjjj
  • 4 months later...
  • 4 months later...
  • 4 months later...
Posted
On 5/31/2020 at 12:34 AM, Nymra said:

 

Hi there

I have been using your mod for a while and it works wonder.

However I recently was trying a different mod list where I use fnis instead of nemesis. All of a sudden problem appears.

The issue is, inclusion of your mod would cause character to T pose forever, from start of new game. I have never run into such problem before when using nemesis.

Things get back to normal after excluding your mod. To pinpoint the problem I literally removed all mods containing animation batch by batch then rerun fnis each time. Sincr your mod is placed directly after SL it is the last batch to be examined. So I am pretty sure the issue is here. 

Havent seen others with similar problem. 

  • 1 year later...
Posted
On 5/23/2020 at 2:33 AM, Nymra said:

Installation

Make backup first of the file "sslAnimation Defaults.pex" in scripts folder.

Sorry, I don't get it. Why do I need to backup this file? If something goes wrong, I'll reinstall the whole SexLab and try to clean it again, or if the cleaning goes well, I should return this script back? Why do I need this backup if I don't understand anything about scripts?

  • 9 months later...
Posted
On 1/10/2021 at 3:46 PM, necross 413 said:

Hi! for those who wants this for Special Edition I did a quick convertion with Cathedral that I would like to share with you all. It basically just makes the Behaviour files SSE compatible since the scripts mostly works as is. hope this makes someones day!?

 

SexLab - Remove Standard Animations - 1-3 SSE.rar 29.31 kB · 2,500 downloads

This version work for my SexLab Framework AE_v166b + 1.6.1170 setup. Thank you, and the original author too for this great mod

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