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Posted

I've checked the options, and made sure everything is as it should be, but i can't get the cum to show up on my character's body. What am i doing wrong?

  • 2 weeks later...
Posted

I HAD THIS PORBLEM ALL DAY, I BELEIVE THE ISSUE IS WITH MODS THAT ALTER OVERLAYS ON THE CHARACTER. FOR ME, IN THINK IT WAS "WET AND COLD" for someone else it was a "magic glow remover" mod. once i disabled it, things were good. sorry for the caps lol

Posted

same here no cum textures. but i have no other mods that could manage textures on the body or face... i ll give a mod called SLACS the opportunity to fix it.

Posted

You must enable BOTH cum-related options in the SexLab Framework MCM

  • Use ending orgasm effects
  • Show cum textures

...or similar words- I'm not in game and it's not convenient to go there right now just to find the *exact* terminology used. The above approximations are close enough that it will become obvious once you open the SL MCM.

  • 2 weeks later...
Posted
On 1/19/2021 at 8:46 AM, Vyxenne said:

You must enable BOTH cum-related options in the SexLab Framework MCM

  • Use ending orgasm effects
  • Show cum textures

...or similar words- I'm not in game and it's not convenient to go there right now just to find the *exact* terminology used. The above approximations are close enough that it will become obvious once you open the SL MCM.


I'm an idiot...

Thank you so much!

Posted
On 1/28/2021 at 9:13 PM, Tearoth said:

I'm an idiot...  Thank you so much!

You're very welcome. And you're not an idiot- the terminology/tooltips used in the MCM says that the "ending orgasm effects" checkbox controls whether or not actors flop around and spazz out during orgasms (not a word about cum), while the "show cum" tickbox says that it controls whether or not you will see cum. Nowhere (other than forum responses like this one) is it suggested that both must be ticked in order to see cum.

 

So don't be so quick to call me an idiot. :classic_biggrin:

 

Posted
1 minute ago, Vyxenne said:
On 1/28/2021 at 9:13 PM, Tearoth said:

I'm an idiot...  Thank you so much!

You're very welcome. And you're not an idiot- the terminology/tooltips used in the MCM says that the "ending orgasm effects" checkbox controls whether or not actors flop around and spazz out during orgasms (not a word about cum), while the "show cum" tickbox says that it controls whether or not you will see cum. Nowhere (other than forum responses like this one) is it suggested that both must be ticked in order to see cum. So don't be so quick to call me an idiot.

You. I meant to call you an idiot. :classic_heart:

Posted
On 1/28/2021 at 9:13 PM, Tearoth said:


I'm an idiot...

Thank you so much!

 

10 minutes ago, Vyxenne said:

You're very welcome. And you're not an idiot- the terminology/tooltips used in the MCM says that the "ending orgasm effects" checkbox controls whether or not actors flop around and spazz out during orgasms (not a word about cum), while the "show cum" tickbox says that it controls whether or not you will see cum. Nowhere (other than forum responses like this one) is it suggested that both must be ticked in order to see cum.

 

So don't be so quick to call me an idiot. :classic_biggrin:

 

 

9 minutes ago, Vyxenne said:

You. I meant to call you an idiot. :classic_heart:

NO WAIT, SHIIIIT! I meant that I shouldn't call @Ashal an idiot! Or something. Hell, now I don't even remember wtf I meant. We're all idiots. :classic_tongue:

 

Carry on.

giphy.gif

Posted
On 1/20/2021 at 9:27 AM, xxEnDoRxx said:

thanks that fixed it! I remembered NOT to do that but i guess i was false. Now everything is working again...finally cum.

You're welcome, and let's just skip any conversations who's an idiot- my head is still spinning... :classic_heart:

  • 4 months later...
  • 3 weeks later...
Posted
On 1/19/2021 at 8:46 AM, Vyxenne said:

You must enable BOTH cum-related options in the SexLab Framework MCM

  • Use ending orgasm effects
  • Show cum textures

...or similar words- I'm not in game and it's not convenient to go there right now just to find the *exact* terminology used. The above approximations are close enough that it will become obvious once you open the SL MCM.

I still can’t get cum effect after doing this, even can’t manually add cum in SLACS. The whole cum system seems broken to me...(v163 beta8)

Posted (edited)
20 hours ago, AETea said:
On 1/19/2021 at 1:46 AM, Vyxenne said:

You must enable BOTH cum-related options in the SexLab Framework MCM

  • Use ending orgasm effects
  • Show cum textures

...or similar words- I'm not in game and it's not convenient to go there right now just to find the *exact* terminology used. The above approximations are close enough that it will become obvious once you open the SL MCM.

I still can’t get cum effect after doing this, even can’t manually add cum in SLACS. The whole cum system seems broken to me...(v163 beta8)

So sorry- I can assure you that it works unless something is interfering with it. Here is the result of a dragon-kill orgy near Riften last night featuring a bunch of horny guards... and me:

ScreenShot336-Crop.png

Clearly, the SexLab+SLACS cum system works perfectly.

 

Full disclosure- Although it was working for me using the Beta 8 build currently available here on LL,  I'm now using (and the above-depicted orgy aftermath occurred using) the Dev build from GitHub plus SLACS.

Edited by Vyxenne
Posted (edited)

failing everything else, check your Skee64.ini file and make sure the sections for overlays has sufficient values to allow layering. Initially, mine had to be adjusted in order to show.

 

Skee64.ini is located in /Data/SKSE/Plugins

 

here's my Skee64.ini  you can check against. Some of my values for overlays are probably a bit extreme but illustrative.

Spoiler

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1

; Enables exporting actor heads from menu
bEnableHeadExport=1

; Enables layering textures ontop of the player
bEnableOverlays=1

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=0

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0 ;[0]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the 
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
bEnableFaceOverlays=1 ; Default[1]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=18 ; Default[3] [23]
iSpellOverlays=1 ; Default[1]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

OH,  and PS, just to make sure, you do have such effects installed, yes? 

Edited by anjenthedog
added content
Posted

I use the "SexLab Cum Overlays" Mod by @Monoman1 that replace the Cum effects with SlaveTats textures and solve the issue.

 

The problem with the SexLab Cum effects is that are magic texture effects and you can have only 3 active effects of that type so once the Actors reach that amount of effects the older ones disappear until be casted again. And almost all the spell come with texture effects so with more Mods installed are lesser the chances of see the cum.

 

Anyway, the Mod have more detailed descriptions of the problem.

  • 1 month later...
Posted
On 6/21/2021 at 7:57 PM, anjenthedog said:

failing everything else, check your Skee64.ini file and make sure the sections for overlays has sufficient values to allow layering. Initially, mine had to be adjusted in order to show.

 

Skee64.ini is located in /Data/SKSE/Plugins

 

here's my Skee64.ini  you can check against. Some of my values for overlays are probably a bit extreme but illustrative.

  Hide contents

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1

; Enables exporting actor heads from menu
bEnableHeadExport=1

; Enables layering textures ontop of the player
bEnableOverlays=1

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=0

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0 ;[0]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the 
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
bEnableFaceOverlays=1 ; Default[1]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=18 ; Default[3] [23]
iSpellOverlays=1 ; Default[1]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

OH,  and PS, just to make sure, you do have such effects installed, yes? 

Kinda late, but thanks! It was driving me nuts not seeing any cum on anyone after sex and none of the other fixes working, I copied your Skee.ini settings into mine and it worked!

  • 2 months later...
Posted

this workes for me on a naked body, but when PC put on clothes, the cum-textures moves to weird places..

I am obiviosly doing somthing wrong, but if anyone can point me in any direction how to fix  it I'd be grateful.

 

I'm using cbbe and I can see that the texture-files for the body has a very diffrent layout/orientation than for the clothes texture-files.

 

any hints are welcome

  • 1 month later...
Posted (edited)

Ok guys,

Found myself in this situation, when No cum applied after interaction.

My solution, that helped me, was:

Besides all i turned sexlab apply cum and sex effects mentioned upper.

I had installed SLACS (SexLab advenced cum stages)

 

Shortly - I just copy pasted cum textures from retexture mod into SLACs texture folder (i think you can copy default cum textures from sexlab into slac)

 

Detailed -

 

Downloaded cum retexture (you can dowload whatever you like cum textures)

MO2 install was:

activate both mods in MO2

Right click Insane Cum Retexture SSE and choose - show in explorer

In opened folder go \textures\Sexlab and copy all textures there

Then right click SLACs and choose - show in explorer

Paste all textures in \Textures\SLACS

 

Manual is the same,
exept you need to copy paste all cum textures in skyrim/data/textures/slacs textures folder

 

Hope this will help you

 

 

Edited by shark510
  • 9 months later...
Posted (edited)
33 minutes ago, Kantanshi said:

Can someone post screenshots of their Sexlab MCM setup?  I've tried everything I can find and nothing is showing.

Presuming all the underpinnings are in place...

 

About half way down the page in Animation Settings

 

Spoiler

889025635_SL_anim_setttingspg2.jpg.7104b16d905dc3bb04726f30874b5c50.jpg

 

Edited by anjenthedog
Posted

As @KenjiJFx mentioned in one of the earliest posts here. If fiddling with the SL settings does not work for you, and you have no other mods overwriting any SL files, then it's likely because some other mod already has an overlay on the player. SL does not use RaceMenu overlays but rather the overlays already available in the game (think Oakflesh etc.). That means, any other mod using that system will compete with SL. Perhaps the most common issues stem from weather mods that make the player look wet.

 

Finding the culprit might be tricky. I can't remember if you can list active mgefs on an actor using the in-game console. That's where I'd start looking though. Failing that, common sense is probably your best bet for narrowing it down, and xEdit your tool to fix it.

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