UserTemp2024 Posted January 15, 2025 Posted January 15, 2025 11 hours ago, TrollAutokill said: If they were captured before the bug fix, it's definitely their aggression value the culprit. I also have the problem with freshly captured slaves. So what I know about the problem. System: PAH 8.2, ZAP 8+, DOM 7.1.17 and Sexlab P+ - After sex the slave gets stuck and is unable to play any other DOM animations like posing. Likewise, I cannot initiate sex with the slave again through the Wheel Menu. However, I can initiate sex through the Honour Your Master dialogue. - Freshly captured slaves, during the game session, are not affected by this bug. The bug only appears for slaves that have been loaded from a save. E.g. though starting a new game session. - The bug is not related to the stored factions on the Slave as clearing them does not fix the problem - I don't recall observing this bug in version 5.5 I'm wondering if this bug is reproducible or just my system?
TrollAutokill Posted January 15, 2025 Author Posted January 15, 2025 (edited) 49 minutes ago, UserTemp2024 said: Sexlab P+ That's your problem, DOM is not compatible with P+, end of story. Edited January 15, 2025 by TrollAutokill
UserTemp2024 Posted January 15, 2025 Posted January 15, 2025 2 hours ago, TrollAutokill said: That's your problem, DOM is not compatible with P+, end of story. There are still things I don't understand 1. Why does the system break down only for NPC that are reloaded from a Save while it works for NPCs generated during the session? 2. I have seen you thread in SL P+, and the problem you face is that you don't get the trigger that an animation has finished. I assume that this trigger is supposed to call a function that would clean up some handles somewhere. Thus as a temporary solution, would it be difficult to add a button to the wheel menu which will manually trigger the function: EndAnimation? 3. I saw there is a OStim proof of concept script. But so far I understand I can't replace SL with Ostim in DOM.
TrollAutokill Posted January 15, 2025 Author Posted January 15, 2025 1 hour ago, UserTemp2024 said: There are still things I don't understand 1. Why does the system break down only for NPC that are reloaded from a Save while it works for NPCs generated during the session? 2. I have seen you thread in SL P+, and the problem you face is that you don't get the trigger that an animation has finished. I assume that this trigger is supposed to call a function that would clean up some handles somewhere. Thus as a temporary solution, would it be difficult to add a button to the wheel menu which will manually trigger the function: EndAnimation? 3. I saw there is a OStim proof of concept script. But so far I understand I can't replace SL with Ostim in DOM. Read about Skyrim events. If the events are badly implemented they will not be saved and only the events of the session will be registered.
a_random_user Posted January 15, 2025 Posted January 15, 2025 (edited) Is it possible that reading training factions at capture no longer works with the latest updates? For my own mod, I added training factions to NPC's who then could be bought/acquired as already trained. This worked in version 7.1.10, but in 7.1.17, it no longer does. For example, I would add PAHResignation rank 60 to an NPC that could be bought, and after buying them, they would have this training in DOM. Now however, they start with training 0. I also tried adding them to native DOM factions, like DOMTrainResignation and DOMTrainAnger, before capturing, but this still doesn't work. Upon capturing them, the training (and the faction) are set to 0. This is for unique actors that weren't cloned. Edited January 15, 2025 by a_random_user 1
UserTemp2024 Posted January 15, 2025 Posted January 15, 2025 7 hours ago, TrollAutokill said: Read about Skyrim events. If the events are badly implemented they will not be saved and only the events of the session will be registered. A bit rude answer and dodging half of my questions. Seems like you don't care right?! I'm rather sceptical that the bug does not occur with 5.5 but only with 7.17.... Seems that this is your fault rather than the SexLab P+...
深淵の神 Posted January 16, 2025 Posted January 16, 2025 5 hours ago, UserTemp2024 said: A bit rude answer and dodging half of my questions. Seems like you don't care right?! I'm rather sceptical that the bug does not occur with 5.5 but only with 7.17.... Seems that this is your fault rather than the SexLab P+... You see, the thing with SLP+ is that in an attempt to "optimize" the original Sexlab it "reinvents" how the original SL works which results in many of the events being broken and creates a lot of mod compatibility chaos. From the very beginning EVERYONE has always been working on the original Sexlab as a base so if someone new comes along and wants to modify things that already existed and worked since the beginning of loverslab's existence then they are the ones who should be creating said patches because many mods don't even have their original authors around anymore. I'm not trying to discredit the author of SLP+ at all since it's always good to see people innovating, the problem is the users who get confused and demand that the mods they use should be compatible in order to please them and this author didn't come to an agreement with anyone to proceed, even though he didn't have to. I actually consider that Troll has no obligation to patch that mod since those users are not even a majority, be kind with your request, these great modders are not selling it to you, they are giving it to you for free (Some have Patreon which I consider that if someone has a way to support them I am more than okay with it). Sorry, it is not my wish to start a fight but honestly that is how I see it. I always see posts about how "bad" and "slow" the original Sexlab is although frankly I have never suffered the problems that many of those users declare. Peace ✌ 4
hothot995 Posted January 16, 2025 Posted January 16, 2025 Sorry, I would like to ask: Every time I make the slaves wait and choose options like "long" or "very far" under the waiting distance options, they almost always just stay in place, occasionally moving a little, but the distance is still very short. Is there a way to make them move around in a more sandbox-like manner? 1
TrollAutokill Posted January 16, 2025 Author Posted January 16, 2025 56 minutes ago, hothot995 said: Sorry, I would like to ask: Every time I make the slaves wait and choose options like "long" or "very far" under the waiting distance options, they almost always just stay in place, occasionally moving a little, but the distance is still very short. Is there a way to make them move around in a more sandbox-like manner? The sandboxing is handled by vanilla Skyrim. You can try to experiment with it, maybe increasing the energy parameter would solve your problem, or maybe the radius could be bigger. You can change those with SSEedit, changing the default parameters in the DOM0 template package. 1
TrollAutokill Posted January 16, 2025 Author Posted January 16, 2025 9 hours ago, a_random_user said: Is it possible that reading training factions at capture no longer works with the latest updates? For my own mod, I added training factions to NPC's who then could be bought/acquired as already trained. This worked in version 7.1.10, but in 7.1.17, it no longer does. For example, I would add PAHResignation rank 60 to an NPC that could be bought, and after buying them, they would have this training in DOM. Now however, they start with training 0. I also tried adding them to native DOM factions, like DOMTrainResignation and DOMTrainAnger, before capturing, but this still doesn't work. Upon capturing them, the training (and the faction) are set to 0. This is for unique actors that weren't cloned. I will check. You could also try clearing the factions to save with the following procedure: Go to SKSE\Plugins\StorageUtilData\Diary Of Mine and delete the file "SaveFactions.json". If you're using MO2 first delete the file in the overwrite directory, try to see if it works better. Than try with deleting the file in the "PAH Diary of Mine" directory. When starting the game if no file is found it will be regenerated. This might indeed cause problems if you have an old "SaveFactions.json" file lying around in your overwrite directory. 1
UserTemp2024 Posted January 16, 2025 Posted January 16, 2025 (edited) 5 hours ago, サマエル said: You see, the thing with SLP+ is that in an attempt to "optimize" the original Sexlab it "reinvents" how the original SL works which results in many of the events being broken and creates a lot of mod compatibility chaos. From the very beginning EVERYONE has always been working on the original Sexlab as a base so if someone new comes along and wants to modify things that already existed and worked since the beginning of loverslab's existence then they are the ones who should be creating said patches because many mods don't even have their original authors around anymore. I'm not trying to discredit the author of SLP+ at all since it's always good to see people innovating, the problem is the users who get confused and demand that the mods they use should be compatible in order to please them and this author didn't come to an agreement with anyone to proceed, even though he didn't have to. I actually consider that Troll has no obligation to patch that mod since those users are not even a majority, be kind with your request, these great modders are not selling it to you, they are giving it to you for free (Some have Patreon which I consider that if someone has a way to support them I am more than okay with it). Sorry, it is not my wish to start a fight but honestly that is how I see it. I always see posts about how "bad" and "slow" the original Sexlab is although frankly I have never suffered the problems that many of those users declare. Peace ✌ Very simply put, the author provides a Beta version of his mod and expects users to Beta test them also in good faith. While he is not obliged to do anything and can abandon the project at any time, a polite reply to a bug report and polite explanation are still basic courtesy. And that is my complaint. Edited January 16, 2025 by UserTemp2024
a_random_user Posted January 16, 2025 Posted January 16, 2025 (edited) 6 hours ago, TrollAutokill said: I will check. You could also try clearing the factions to save with the following procedure: Go to SKSE\Plugins\StorageUtilData\Diary Of Mine and delete the file "SaveFactions.json". If you're using MO2 first delete the file in the overwrite directory, try to see if it works better. Than try with deleting the file in the "PAH Diary of Mine" directory. When starting the game if no file is found it will be regenerated. This might indeed cause problems if you have an old "SaveFactions.json" file lying around in your overwrite directory. I tried this, unfortunately, it didn't work. If the NPC is given a DOMTrain faction, it always gets overwritten to 0 If the NPC is given Pah factions, these are not overwritten, but they aren't used either. The NPC starts with 0 stats Some factions, such as the DOMVirgin, personality (DOMTrait and DOMFacet), and slaver skill (DOMSkill) factions, are not overwritten. These are read correctly as far as I can tell. It seems it only affects the training stats (DomTrain). I did notice that the skill list on the Slaver MCM will show 0 skill for Enforcer, Slaver, ... , even if the Info spell and the faction show a higher level. And that the info spell on slaves no longer shows the slaver skills. And this probably isn't related, but I'll mention it just in case. I found a difference in older versions, in version 7.1.10 the factions were interpreted correctly, but NPC's would often get a significant training boost to sex training, specifically from types in which they were not virgins. While in version 5.5, the training factions would be directly translated to training stats. Edited January 16, 2025 by a_random_user rewrote a bit for clarification 1
hothot995 Posted January 16, 2025 Posted January 16, 2025 8 hours ago, TrollAutokill said: The sandboxing is handled by vanilla Skyrim. You can try to experiment with it, maybe increasing the energy parameter would solve your problem, or maybe the radius could be bigger. You can change those with SSEedit, changing the default parameters in the DOM0 template package. Thank you for your response. Sorry, I've been searching for a long time. I found DOM0ActorAliasPackageTemplate in the package. Is this the one? There are also many others, like DOM1ActorAliasPackage001 DOM1ActorAliasPackage002 ... Additionally, in DOM0ActorAliasPackageTemplate, I did find DATA input #16 UNAM - index 26 BNAM - name sandbox_energy But how do I change this number? Should I directly change index 26? (It doesn't seem right...) Thanks again! 1
FallenSully Posted January 16, 2025 Posted January 16, 2025 It would be great if you could put a blocker on all random animations (cowering, crying, covering self, etc) while a sexlab animation is playing so it doesnt get interrupted
深淵の神 Posted January 16, 2025 Posted January 16, 2025 4 hours ago, FallenSully said: It would be great if you could put a blocker on all random animations (cowering, crying, covering self, etc) while a sexlab animation is playing so it doesnt get interrupted That shouldn't happen to you at all. I've never seen that kind of bug and I'm using the latest update. 1
TrollAutokill Posted January 16, 2025 Author Posted January 16, 2025 5 hours ago, hothot995 said: Thank you for your response. Sorry, I've been searching for a long time. I found DOM0ActorAliasPackageTemplate in the package. Is this the one? There are also many others, like DOM1ActorAliasPackage001 DOM1ActorAliasPackage002 ... Additionally, in DOM0ActorAliasPackageTemplate, I did find DATA input #16 UNAM - index 26 BNAM - name sandbox_energy But how do I change this number? Should I directly change index 26? (It doesn't seem right...) Thanks again! Yes that's the right and only package template. The default energy is a float, so not 26 nor 16 it should be something else. I will check. 1
TrollAutokill Posted January 16, 2025 Author Posted January 16, 2025 5 hours ago, FallenSully said: It would be great if you could put a blocker on all random animations (cowering, crying, covering self, etc) while a sexlab animation is playing so it doesnt get interrupted There is a blocker testing sexlab animating faction. 1
McLovin3 Posted January 17, 2025 Posted January 17, 2025 (edited) So I'm getting some weirdness experimenting with Slave Trainers on Sex training. I do have a lot of slaves in DoM but even with the rest of them doing absolutely nothing and keeping only a couple slave trainers working it still happens. The slaves being trained after the sex scene will sometimes forever be stuck in the post rape animation like the dagger-less black sacrament animation and the slave trainer stops training altogether, even if the trainer has more than 1 trainee. I'm going to fiddle some things, do some rollbacks, reloads, looking at the logs and watching things more closely, and maybe even start a new game and keep screwing around update: Sometimes these messed up trainers and trainees will constantly get in and out of combat stance. And the one that got stuck in the post sex animation, acts like they are forever tied, will not have follow master/trainer dialogue even when reenabling actor or trying to get them following back to you to following back to trainer Edited January 17, 2025 by McLovin3
FallenSully Posted January 17, 2025 Posted January 17, 2025 9 hours ago, サマエル said: That shouldn't happen to you at all. I've never seen that kind of bug and I'm using the latest update. Huh...wonder whats causing it. I was using FNIS so that might have something to do with it. I updated to Pandora mid play through but im not sure how its backwards compatibility works
TrollAutokill Posted January 17, 2025 Author Posted January 17, 2025 2 hours ago, McLovin3 said: So I'm getting some weirdness experimenting with Slave Trainers on Sex training. I do have a lot of slaves in DoM but even with the rest of them doing absolutely nothing and keeping only a couple slave trainers working it still happens. The slaves being trained after the sex scene will sometimes forever be stuck in the post rape animation like the dagger-less black sacrament animation and the slave trainer stops training altogether, even if the trainer has more than 1 trainee. I'm going to fiddle some things, do some rollbacks, reloads, looking at the logs and watching things more closely, and maybe even start a new game and keep screwing around update: Sometimes these messed up trainers and trainees will constantly get in and out of combat stance. And the one that got stuck in the post sex animation, acts like they are forever tied, will not have follow master/trainer dialogue even when reenabling actor or trying to get them following back to you to following back to trainer 1 hour ago, FallenSully said: Huh...wonder whats causing it. I was using FNIS so that might have something to do with it. I updated to Pandora mid play through but im not sure how its backwards compatibility works Are you using vanilla Sexlab or p+?
FallenSully Posted January 17, 2025 Posted January 17, 2025 21 minutes ago, TrollAutokill said: Are you using vanilla Sexlab or p+? Vanilla (AE version)
深淵の神 Posted January 17, 2025 Posted January 17, 2025 (edited) 2 hours ago, FallenSully said: I updated to Pandora Have you checked all the necessary boxes in Pandora? Sometimes problems appear in the animations if you forget to activate any of those boxes that one of your mods needs. There are many tutorials to install and use Pandora correctly. To be honest, I'm using FNIS+Nemesis+Pandora and it's working pretty well for me haha. Good luck Spoiler EDIT: It seems that the images are again having problems displaying in LL, I hope you can view them. ¯\_(ツ)_/¯ Edited January 17, 2025 by サマエル
McLovin3 Posted January 17, 2025 Posted January 17, 2025 (edited) 4 hours ago, TrollAutokill said: Are you using vanilla Sexlab or p+? Vanilla Sexlab SE, guess since that's the current hot topic i should've mentioned that. Its not a stuck animation after the first sexlab scene with the trainer and trainee, but it eventually happens. I think me trying to use the reenable actor on them prior when this goes off makes things worse So some more testing. So I had a few non responsive training when all the slaves were just tied up (currently keeping 1 slave per trainer for testing). Commanding the trainer again to sex train gets them moving again. When the slave in training does get stuck in the post rape animation as i mentioned previously, commanding the trainer to return the slave does not get a reaction from the slave. The untie or follow me option doesn't get them moving, the untie option also doesn't go away. Sex options aren't on the wheel for both trainer and slave when this happens, however I can get them to snap out of it by having sex from them from the Honour your master dialogue. If I fuck the slave trainee, the trainee will go back to the correct bondage position If I fuck the Trainer the widget message "Trainer had sex fun with slave" goes off after we fuck If I fuck the Trainer BEFORE the trainee, I get the message "Trainer will stand still". Doing the trainee afterwards or having them do each other, THEN commanding the trainer back to sex training works. If I fuck the Trainer AFTER the trainee, she'll instantly resume sex training If I retrieve the Slave from the Trainer to me before fucking the trainer, getting the trainer to do physical or sex training no longer works, i have not found a fix yet. So I'm not sure if my save is just degrading from too many sex acts and scripts or what, but i hope this helps. I might try to grab parts of the log and get them into a file later update: Found one more thing, not sure if it's related to trying to snap out them by making them have sex with each other from the honor you master dialogue, but very rarely (I'd say 1/10) A trainer&Trainee would be in an endless stage in a sexlab scene. Stopping Current Animations in the SexLab Maintenace MCM will fix them. Normal working SexLab Scenes between Trainer & Trainees are fine when this happens, but post rape animation stuck ones i still have to re-fuck them out. Edited January 17, 2025 by McLovin3
TrollAutokill Posted January 17, 2025 Author Posted January 17, 2025 Version beta 7.2.0 is out. What's new: HSH and AYGAS slaves have DOM minds. This is untested for now. Added keywords to Skyrim cuffs, gag and blindfold, so they can be used instead of Zaz restraints. Added gag, blindfold and anal/vaginal plug options in dialogue "Now for something a tad more challenging" and wheel menus. Selecting the plugs while hoolding Shift-E will make them move around. That's just a normal Skyrim feature but it's neat. Added extra training and entries in diary for using plugs. Added a few tie-up poses (with correct enter/exit anims) for variety, as well as one extra salute/attention pose. Added more ashamed and shocked poses from Zaz. Interior tie-up poses will be replaced with something more apropriate when used outdoors. Added MCM debug option to deactivate automatic JSON reading for spawned and unique NPCs. Added MCM player option to deactivate player animation during tieup/untie. Added number of captured, sold and broken slaves for slavers to keep count of what the player is doing, and as a way to keep them happy. Added training to NPC when an agreement is found on a slave situation. The type of training depends on the agreement. Added DOMActorExcludedDialogue faction to hide the "Let's have a serious chat" dialogue branch from certain actors. Group praise now applies to slavers too. Corrected a bug when actor arrays could be updated by two different threads, ending up with duplicate slaves in MCM lists. Corrected a few bugs when reading JSON files. Corrected a bug when switching between shields. 4
a_random_user Posted January 17, 2025 Posted January 17, 2025 56 minutes ago, TrollAutokill said: Version beta 7.2.0 is out. What's new: HSH and AYGAS slaves have DOM minds. This is untested for now. Added keywords to Skyrim cuffs, gag and blindfold, so they can be used instead of Zaz restraints. Added gag, blindfold and anal/vaginal plug options in dialogue "Now for something a tad more challenging" and wheel menus. Selecting the plugs while hoolding Shift-E will make them move around. That's just a normal Skyrim feature but it's neat. Added extra training and entries in diary for using plugs. Added a few tie-up poses (with correct enter/exit anims) for variety, as well as one extra salute/attention pose. Added more ashamed and shocked poses from Zaz. Interior tie-up poses will be replaced with something more apropriate when used outdoors. Added MCM debug option to deactivate automatic JSON reading for spawned and unique NPCs. Added MCM player option to deactivate player animation during tieup/untie. Added number of captured, sold and broken slaves for slavers to keep count of what the player is doing, and as a way to keep them happy. Added training to NPC when an agreement is found on a slave situation. The type of training depends on the agreement. Added DOMActorExcludedDialogue faction to hide the "Let's have a serious chat" dialogue branch from certain actors. Group praise now applies to slavers too. Corrected a bug when actor arrays could be updated by two different threads, ending up with duplicate slaves in MCM lists. Corrected a few bugs when reading JSON files. Corrected a bug when switching between shields. I did a quick test to check if the training factions are translated to training stats upon capture. The DOMTrain factions are correctly read. The Pah factions aren't, so setting an npc to have rank 50 in the PAHSubmission faction does not result in the npc having 50 submission. Setting an npc to rank 50 in DOMTrainSubmission does. The Pah factions are cleared now. DOMSkill, DOMVirgin factions also work as expected. This change works for me, I'll set up my own mod to also set the DOMTrain factions, instead of relying on the PAH factions. Thank you for you work. I've also noticed that there were three different options in the MCM debug page for showing hidden kinks? 2
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