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Skyrim SexLab - Sex Animation Framework v1.62 - UPDATED Jun 3rd 2016


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Well. I was getting the problem where the sex partner would slide off of during sex acts, but now it seems to be working fine. I don't think I have changed anyting in the MCM menu.  Perhaps over time when the scripts have run a few times it sorts itself out. dunno??

 

"Insanity is when you repeat the exact same process over and over again and get different result each time"

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Well. I was getting the problem where the sex partner would slide off of during sex acts, but now it seems to be working fine. I don't think I have changed anyting in the MCM menu.  Perhaps over time when the scripts have run a few times it sorts itself out. dunno??

 

"Insanity is when you repeat the exact same process over and over again and get different result each time"

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Quick update news; Unintentionally long update news;

 

Started work on an update, should be releasing it this weekend.

 

Things I've already fixed so far:

  • Characters sliding away in the middle of sex
  • Characters pushing each other out of the way during sex resulting in bad unfixeable alignment problems
  • Double OrgasmEnd events at the end of sex
  • Ragdoll ending now properly ends
  • Dremora's validate as valid actors for sex again (in addition to any other unreported npc types that worked before 1.20)

Things I still need to fix before releasing the update:

  • Positions/animation not updating when changing animations or advancing stage.
  • Player voice selection not saving

Things to stop yelling about:

  • All of the above finished and pending fixes
  • Characters air humping, sexual "air guitar", or not resetting idles at the end of sex (with the exception of ragdoll). Update your fucking FNIS and look for updates on your other FNIS related mods; I can guarantee you if you have the hot fix patch or downloaded the version that already has the patch, it is NOT sexlab causing it, and it only takes one bad behavior file to screw it up across your whole game.
  • Asking for an older version of the framework. I have no desire to, nor will I ever provide older copies of the framework myself. I remove the older versions when an update is released for a reason, to give mod creators reasonable assumption that people are using the newest version so it is safe for them to update to the newest API functions.
  • Anything SOS related. It's not my mod, and I've already integrated what makes sense for there to be in the framework. My job as far as SOS integration goes is done.
  • Non mod makers private messaging or emailing me with tech support issues. To reiterate what is already said in the OP, the download page, and in the mod's readme file: "I will provide direct support to people via email and private message ONLY if you are a modder using the framework in your mod. People seeking support for using the mod contacting me this way will be ignored. If you need support for the framework, use the thread or support section, I will answer such questions only there." This has been listed in all 3 of those locations since day 1 of the mod.

    This policy isn't mean to be "asshole-ish" I simply have no desire to be the private Skyrim help desk and suggestion box, there are tech support forums and threads you can ask your question in. I don't ignore your private messages on the subject because I don't care, I don't respond because the fact that your messaging me with such a question/suggestion likely means you didn't read the instructions on the mod (or you would have known I wouldn't respond in the first place) and because I have no intention of playing favorites or opening the floodgates by responding to any one message, no matter if it's just a simple yes/no question. However, are you a modder making a mod or looking to start? I'll bend over backwards and help you in any way I possibly can if you message me and put serious thought to your suggestions. While I have to desire to become private help desk, I absolutely do want the mod and community to grow.
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Quick update news; Unintentionally long update news;

 

Started work on an update, should be releasing it this weekend.

 

Things I've already fixed so far:

  • Characters sliding away in the middle of sex
  • Characters pushing each other out of the way during sex resulting in bad unfixeable alignment problems
  • Double OrgasmEnd events at the end of sex
  • Ragdoll ending now properly ends
  • Dremora's validate as valid actors for sex again (in addition to any other unreported npc types that worked before 1.20)

Things I still need to fix before releasing the update:

  • Positions/animation not updating when changing animations or advancing stage.
  • Player voice selection not saving

Things to stop yelling about:

  • All of the above finished and pending fixes
  • Characters air humping, sexual "air guitar", or not resetting idles at the end of sex (with the exception of ragdoll). Update your fucking FNIS and look for updates on your other FNIS related mods; I can guarantee you if you have the hot fix patch or downloaded the version that already has the patch, it is NOT sexlab causing it, and it only takes one bad behavior file to screw it up across your whole game.
  • Asking for an older version of the framework. I have no desire to, nor will I ever provide older copies of the framework myself. I remove the older versions when an update is released for a reason, to give mod creators reasonable assumption that people are using the newest version so it is safe for them to update to the newest API functions.
  • Anything SOS related. It's not my mod, and I've already integrated what makes sense for there to be in the framework. My job as far as SOS integration goes is done.
  • Non mod makers private messaging or emailing me with tech support issues. To reiterate what is already said in the OP, the download page, and in the mod's readme file: "I will provide direct support to people via email and private message ONLY if you are a modder using the framework in your mod. People seeking support for using the mod contacting me this way will be ignored. If you need support for the framework, use the thread or support section, I will answer such questions only there." This has been listed in all 3 of those locations since day 1 of the mod.

     

    This policy isn't mean to be "asshole-ish" I simply have no desire to be the private Skyrim help desk and suggestion box, there are tech support forums and threads you can ask your question in. I don't ignore your private messages on the subject because I don't care, I don't respond because the fact that your messaging me with such a question/suggestion likely means you didn't read the instructions on the mod (or you would have known I wouldn't respond in the first place) and because I have no intention of playing favorites or opening the floodgates by responding to any one message, no matter if it's just a simple yes/no question. However, are you a modder making a mod or looking to start? I'll bend over backwards and help you in any way I possibly can if you message me and put serious thought to your suggestions. While I have to desire to become private help desk, I absolutely do want the mod and community to grow.

 

 

..........   pro

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Good to hear on the upcoming update.  I'll give you a grace period of a few days to decompress before I harass you with questions on the new features for implementing in the mod. :D

 

Actually, I visited the Git page a few times since 1.2 was released, and I noticed that several pages simply have a "You can't edit this Wiki page" type message with no content, implying you haven't gotten a chance to fill out the information.  Is there an ETA on updating the Git to avoid needing you to ask basic questions on the new features?

 

In particular, setting the Strip animations at the actor level as opposed to just simply having the on/off MCM toggle control it.

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Actually, I visited the Git page a few times since 1.2 was released, and I noticed that several pages simply have a "You can't edit this Wiki page" type message with no content, implying you haven't gotten a chance to fill out the information.  Is there an ETA on updating the Git to avoid needing you to ask basic questions on the new features?

If you want to take on the wiki, by all means have it. Just register an account on gitlab and I'll add you as a team member so you can edit the wiki.

 

 

In particular, setting the Strip animations at the actor level as opposed to just simply having the on/off MCM toggle control it.

When using NewThread() instead of StartSex(), on your sslThreadModel instance:

 

function SetStrip(actor position, bool[] strip)

actor position = the actor you want to set strip for, they have to have been added via AddActor() already.

bool[] strip = MUST be a length 33 bool array. Each false is a no strip, and each true is a strip. Papyrus intializes a bool array as all set to false, so you only need to set the ones you WANT to strip to true after initializing it.

 

The indexes of the array line up with http://www.creationkit.com/Biped_Object as index + 30, so "strip[7] = true" would be slot 37 (7 + 30 = 37), so anything covering the actors feet would be stripped, as 37 is the biped slot for feet. The final index in the array, strip[32], which doesn't line up with any biped slot since it ends at 61, is used for weapons.

 

For example, here is the default female strip array:

strip = new bool[33]
strip[0] = true
strip[1] = true
strip[2] = true
strip[3] = true
strip[4] = true
strip[7] = true
strip[8] = true
strip[9] = true
strip[11] = true
strip[15] = true
strip[16] = true
strip[17] = true
strip[19] = true
strip[23] = true
strip[24] = true
strip[26] = true
strip[27] = true
strip[28] = true
strip[29] = true
strip[32] = true

More complete example:

sslThreadModel Model = SexLab.NewThread()

Model.AddActor(PlayerRef)

bool[] strip = new bool[33]
strip[2] = true
strip[16] = true
strip[32] = true

Model.SetStrip(PlayerRef, strip)

Model.StartThread()

This would start a masturabation animation for the player, where they would strip ONLY their body, chest primary, and weapons.

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Thanks Ashal for that feedback. :)

 

One question (which is also not in the feedback):

 

After i did a comlepte fresh install of FNIS and SL (SL-Chat for initialising animation) to test, if there were conflicting mods, i could see, that te facial expressions during blow jobs were gone. PC didn´t open mouth. My question is, did this disappear if i change anymation through hotkey to often?

 

Not a bad behaviour like this slide away thing, but i am just interessted.

 

 

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I'm using 1.20 with fnis 4.0.

All the animations are working, just need to do the ( ; k ; ) adjust thingy, which is fine by me. Two problems to report though:

1) If I save/fast travel/sleep/wait/enter or exit a building immediately after finishing sex, the game crashes. I think it's a slow to end script, because waiting for 2 minutes solves that problem.

2) The menu stays on constantly during the animations, so their obscured by 'talk to xxx' over the top. Also cum effects and strap-ons don't appear(they are turned on in the menu), which I'm guessing is all part of the same problem.

 

I've tried rebuild and clean, and a re-install. Next I'm considering sacrificing a small goat to the god(s) of gaming porn but firstly I don't know who the god(s) is/are and secondly there are no goats living locally.

 

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Actually, I visited the Git page a few times since 1.2 was released, and I noticed that several pages simply have a "You can't edit this Wiki page" type message with no content, implying you haven't gotten a chance to fill out the information.  Is there an ETA on updating the Git to avoid needing you to ask basic questions on the new features?

If you want to take on the wiki, by all means have it. Just register an account on gitlab and I'll add you as a team member so you can edit the wiki.

 

 

In particular, setting the Strip animations at the actor level as opposed to just simply having the on/off MCM toggle control it.

When using NewThread() instead of StartSex(), on your sslThreadModel instance:

 

function SetStrip(actor position, bool[] strip)

actor position = the actor you want to set strip for, they have to have been added via AddActor() already.

bool[] strip = MUST be a length 33 bool array. Each false is a no strip, and each true is a strip. Papyrus intializes a bool array as all set to false, so you only need to set the ones you WANT to strip to true after initializing it.

 

The indexes of the array line up with http://www.creationkit.com/Biped_Object as index + 30, so "strip[7] = true" would be slot 37 (7 + 30 = 37), so anything covering the actors feet would be stripped, as 37 is the biped slot for feet. The final index in the array, strip[32], which doesn't line up with any biped slot since it ends at 61, is used for weapons.

 

For example, here is the default female strip array:

More complete example:

This would start a masturabation animation for the player, where they would strip ONLY their body, chest primary, and weapons.

 

Hrm, unless I am misreading this, this looks like steps to strip particular slots.

 

I am just referring to the actual undressing/stripping animation that plays, looks like they pull their shirt up and pants down.  (or vice versa).  I seem to recall in the "What do modders want for 1.2" thread, you mentioned you would add the ability to be able to control this at the actor level, since my victims will already be stripped so that the player can potentially loot them, so having them then play the undressing animation at that point would be redundant.

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hey all.....many of the sexlab mods that I'm using....match maker....lovers comfort....romance....summit...ect. don't seem to have upgraded to support the newest version of sexlab framework....in the description it says that the newest version may break some of the sexlab mods.......so I assume I shouldn't upgrade? any opinions on this? thanks

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hey all.....many of the sexlab mods that I'm using....match maker....lovers comfort....romance....summit...ect. don't seem to have upgraded to support the newest version of sexlab framework....in the description it says that the newest version may break some of the sexlab mods.......so I assume I shouldn't upgrade? any opinions on this? thanks

 

wait....

 

wait until fix....

 

wait FNIS fix....

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Actually, I visited the Git page a few times since 1.2 was released, and I noticed that several pages simply have a "You can't edit this Wiki page" type message with no content, implying you haven't gotten a chance to fill out the information.  Is there an ETA on updating the Git to avoid needing you to ask basic questions on the new features?

If you want to take on the wiki, by all means have it. Just register an account on gitlab and I'll add you as a team member so you can edit the wiki.

 

 

In particular, setting the Strip animations at the actor level as opposed to just simply having the on/off MCM toggle control it.

When using NewThread() instead of StartSex(), on your sslThreadModel instance:

 

function SetStrip(actor position, bool[] strip)

actor position = the actor you want to set strip for, they have to have been added via AddActor() already.

bool[] strip = MUST be a length 33 bool array. Each false is a no strip, and each true is a strip. Papyrus intializes a bool array as all set to false, so you only need to set the ones you WANT to strip to true after initializing it.

 

The indexes of the array line up with http://www.creationkit.com/Biped_Object as index + 30, so "strip[7] = true" would be slot 37 (7 + 30 = 37), so anything covering the actors feet would be stripped, as 37 is the biped slot for feet. The final index in the array, strip[32], which doesn't line up with any biped slot since it ends at 61, is used for weapons.

 

For example, here is the default female strip array:

More complete example:

This would start a masturabation animation for the player, where they would strip ONLY their body, chest primary, and weapons.

 

Hrm, unless I am misreading this, this looks like steps to strip particular slots.

 

I am just referring to the actual undressing/stripping animation that plays, looks like they pull their shirt up and pants down.  (or vice versa).  I seem to recall in the "What do modders want for 1.2" thread, you mentioned you would add the ability to be able to control this at the actor level, since my victims will already be stripped so that the player can potentially loot them, so having them then play the undressing animation at that point would be redundant.

 

function DisableUndressAnimation(actor position, bool disableIt = true)

Is the function for that, also on the thread model.

sslThreadModel Model = SexLab.NewThread()

Model.AddActor(PlayerRef)
Model.AddActor(UrielSeptim)

Model.DisableUndressAnimation(PlayerRef)

Model.StartThread()

would start a scene between PlayerRef and UrlielSeptim, where the PlayerRef would not do the undress animation, but UrielSeptim would.

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