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Furniture Sex Framework


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Posted
15 minutes ago, xtirp8 said:

Try, but nothing changes:

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         "stages": [
            {
              "id": "Anubs_tw_A3_S1",
              "silent": true,
              "rotate": 180, "forward": 98,
              "strap_on": true
            },
            {
              "id": "Anubs_tw_A3_S2",
              "rotate": 180, "forward": 98,
              "strap_on": true
            },
            {
              "id": "Anubs_tw_A3_S3",
              "silent": true,
              "rotate": 180, "forward": 98,
              "strap_on": true
            },
            {
              "id": "Anubs_tw_A3_S4",
              "rotate": 180, "forward": 98,
              "strap_on": true
            },
            {
              "id": "Anubs_tw_A3_S5",
              "rotate": 180, "forward": 98,
              "strap_on": true
            },
            {
              "id": "Anubs_tw_A3_S6",
              "rotate": 180, "forward": 98,
              "strap_on": true
            }
          ],
          "type": "Male"
        }
      ],
      "id": "Anubs_tw_invis",
      "name": "Anubs Throne Worship Invis",
      "sound": "Squishing",
      "tags": "Anubs,Dirty,Vaginal,FFM,Sex,InvisFurn,Throne,ThroneRiften,ThroneNordic,ChairNoble"
    }
  ],
  "name": "InvisFurn Anub"

 

Huh? Did you make this?
 

Spoiler

ScreenShot671.jpg

SLAL remember old json file so you must refresh

Posted
21 minutes ago, killer905 said:

SLAL remember old json file so you must refresh

Oh, no. 1 animation is not worth it, I will have to change a lot of tags later. let it remain as it is. )

Posted

Problems with override taking over anywhere (no beds in sight) still going on. Bed use turned off (NEVER) in SL. Just had a kissing animation initiated by Amorous Adventures transfer the actors into Adrienne Avenichi's Workbench across the road in Whiterun - to run that kissing animation.

Posted
1 hour ago, xtirp8 said:

Oh, no. 1 animation is not worth it, I will have to change a lot of tags later. let it remain as it is. )

Well you could also just rename the json file with edited values so you dont have to rebuild every time you tweak something and add just animation in SLAL you were missing or edited.

Posted
8 minutes ago, Caithness said:

Problems with override taking over anywhere (no beds in sight) still going on. Bed use turned off (NEVER) in SL. Just had a kissing animation initiated by Amorous Adventures transfer the actors into Adrienne Avenichi's Workbench across the road in Whiterun - to run that kissing animation.

It was said override is not 100% yet ( in my case it works about 50% of time on the nearest furniture in v0.7, other times actors can teleport to different floors and such ), put it to 0 and use spells for furniture scenes( which worked every time - just make sure both actors are near it  when you cast the spell ) and enable ask for bed use in SL MCM if you want to use them with AA. 

Posted

New update, 0.8 for SE and 0.7.1 for LE.

 

0.8 SE

  • Changed the scripting to use the ThreadHook feature in Sexlab SE. This should make furniture scenes start more reliably.
  • Bed scenes that get overridden will now choose the bed as the marker
  • Added option to prefer nearby furniture when overriding scenes

 

0.7.1 LE

  • Added option to prefer nearby furniture when overriding scenes

 

SLAL Packs

  • Fixed alignment of the Anub Throne Worship animation
Posted
4 hours ago, shyguy570 said:

New update, 0.8 for SE and 0.7.1 for LE.

I think I understand why the animations disappear, they seem to be there, but due to the addition of new tags to InvisFurn animations (chairGeneric, ChairNoble, Throne Riften / Nordic ...) they are simply separated from specific furniture (for example, if there is a Chair Generic next to it, then the animation with Chair Noble / LowBack will not show). Will removing tags help with this without removing only the Chair tag (because on the bench I only have 2 animations from Billy and that's it)?

Posted
12 minutes ago, xtirp8 said:

I think I understand why the animations disappear, they seem to be there, but due to the addition of new tags to InvisFurn animations (chairGeneric, ChairNoble, Throne Riften / Nordic ...) they are simply separated from specific furniture (for example, if there is a Chair Generic next to it, then the animation with Chair Noble / LowBack will not show). Will removing tags help with this without removing only the Chair tag (because on the bench I only have 2 animations from Billy and that's it)?

Probably yes since it reads tags to chose anims :) what I do is just add tags to json  which I want for anims to show upon, for example I added Bed tags to animations with no furniture so they can happen on beds, or a wall tag to Xcross anim for  example so  it happens on walls and such.

 

Posted
36 minutes ago, xtirp8 said:

I think I understand why the animations disappear, they seem to be there, but due to the addition of new tags to InvisFurn animations (chairGeneric, ChairNoble, Throne Riften / Nordic ...) they are simply separated from specific furniture (for example, if there is a Chair Generic next to it, then the animation with Chair Noble / LowBack will not show). Will removing tags help with this without removing only the Chair tag (because on the bench I only have 2 animations from Billy and that's it)?

Removing tags will only make the animation appear on fewer types of furniture. The more tags an animation has, the more types of furniture it supports.

 

Don't add new tags to the existing SLAL patches, because I've already tested all the animations to see what furniture they work with. If you add new tags you will just get misaligned animations. If the bench tag was not added to a chair animation it's because the animation has the actor placing their hand on the back of a chair or something like that, so it won't look right on a bench.

Posted

@shyguy570

 

Can I ask you how you define values in json for placement rotate, translate? Do you align them ingame and then type in the same values as are shown in SL anim editor or you go by the feeling or something?

Posted
6 hours ago, agiz19 said:

@shyguy570

 

Can I ask you how you define values in json for placement rotate, translate? Do you align them ingame and then type in the same values as are shown in SL anim editor or you go by the feeling or something?

I open the furniture anim object in outfit studio, then translate/rotate it until it matches the position of this mod's marker .nif, then multiply the translation by 2 in the json file.

Posted
8 hours ago, shyguy570 said:

I open the furniture anim object in outfit studio, then translate/rotate it until it matches the position of this mod's marker .nif, then multiply the translation by 2 in the json file.

Thank you for explaining it.

Posted

HI All 

My override radius slider is always at 500 , if i change it its back to default value 500

same thing with override chance its change either its change 0 to 1 straightaway and will stay as 1 afterward

 

any clue what might caused this?

Thanks   

Posted

The threadhook use results in massive papyrus bloating - not errors, just screen after screen of messages that  don't appear if FS is disabled. Just counted - as they are in batches of 66 lines, had 30 sets in 15 minutes of play 2.25pm - 2.40pm yesterday - that's 1980 lines.

Posted
2 hours ago, Caithness said:

The threadhook use results in massive papyrus bloating - not errors, just screen after screen of messages that  don't appear if FS is disabled. Just counted - as they are in batches of 66 lines, had 30 sets in 15 minutes of play 2.25pm - 2.40pm yesterday - that's 1980 lines.

Those log messages are from SexLab's code. As long as any mod has registered a hook sexlab will output those messages every time there is a scene. Those messages will probably be gone in a future release in Sexlab (whenever that is).

Posted
2 hours ago, shyguy570 said:

Those log messages are from SexLab's code. As long as any mod has registered a hook sexlab will output those messages every time there is a scene. Those messages will probably be gone in a future release in Sexlab (whenever that is).

Yes, on the next session (reverted to FS 0.7) I see that they run every time a sex scene plays - one start, and one end each 66 lines. That being said, I didn't have 15 scenes in the 15 minutes mentioned in my previous post (30 sets divided by 2 = 15). Seems FS0.8 must poll sexlab somehow (each of the 30 sets above had references to FS in the first line)

 

PS the 15 minutes above was NOT selected as being different - I just took a 15 minute section of my log and counted the repeats for that period. The total for that session was 100's

Posted
59 minutes ago, Caithness said:

Yes, on the next session (reverted to FS 0.7) I see that they run every time a sex scene plays - one start, and one end each 66 lines. That being said, I didn't have 15 scenes in the 15 minutes mentioned in my previous post (30 sets divided by 2 = 15). Seems FS0.8 must poll sexlab somehow (each of the 30 sets above had references to FS in the first line)

 

PS the 15 minutes above was NOT selected as being different - I just took a 15 minute section of my log and counted the repeats for that period. The total for that session was 100's

This mod doesn't poll SexLab. There are no OnUpdate events at all. The reason why FS is referenced in the logs is because the script name of every registered hook will be logged by SexLab. The threadhook feature is still experimental, so SL is very spammy with the debug logs because it's still a feature in testing.

 

Here's the code in Sexlab that logs the hook events:

function HookAnimationStarting()
	sslThreadHook[] ThreadHooks = Config.GetThreadHooks()
	Log("HookAnimationStarting() - "+ThreadHooks)
	int i
	while i < ThreadHooks.Length
		if ThreadHooks[i] && ThreadHooks[i].CanRunHook(Positions, Tags) && ThreadHooks[i].AnimationStarting(self)
			Log("Global Hook AnimationStarting("+self+") - "+ThreadHooks[i])
		else
			Log("HookAnimationStarting() - Skipping["+i+"]: "+ThreadHooks[i])
		endIf
		i += 1
	endWhile
endFunction

The ThreadHooks array has a size of 64, so it will log 64 messages for every hook event no matter how many hooks are registered. It doesn't just happen twice per scene, it happens 4 times per scene and 2 times for each individual stage in the scene. So for a scene with 4 stages it will happen 12 times.

 

Again, SexLab itself is doing this logging, so this log spam is unavoidable without modifying SexLab's scripts directly.

 

I've done long playthroughs with the threadhook version and it doesn't cause any savegame bloat or papyrus bloat, it's only the papyrus log that gets spammed with messages, which doesn't really affect the game performance.

Posted
6 hours ago, Fetterbr said:

what change you did today? cant see any new version in download

If there's no file change that means the description was edited.

Posted

I take it that this doesn't work with mods that change the interior cells? I would like to try myself but I'm a bit worried about breaking the load order.

 

Posted
On 8/13/2020 at 8:32 PM, Silk said:

I take it that this doesn't work with mods that change the interior cells? I would like to try myself but I'm a bit worried about breaking the load order.

 

You wont break anything with this mod..., mod scans generic furniture, walls and uses it to play animations on them either by using spells or SL override, if there are no markers around regular SL activation should start anims. There is nothing gamebreaking about this mod.

Even the load order doesnt matter much, well at least in my case.

Posted

where do i find the invisfurn packs i downladed the ones of the page but nothing is working and cant click on the options in mcm and the ablitys dont work

 here whats i installed might have doneseomthign wrongimage.png.b7da053f0deb1000e1189b324ffca157.pngimage.png.3daf89d3ba3d85bd1e2ff5c5dd1084df.pngimage.png.ce16f5d14e8426ebf8adaa4695cc14ec.png

 

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