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


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Posted

Hi Ashal. In the front page you say: 

"Before you ask, I have no plans to add "nudesuits" or assets for the creatures to have sexual organs, for now I intend to leave such tasks to other mod makers who wish to do it".

I'm wondering... the nudesuit are already there in Gone pack (at least for most creature), the problem is their implementation at the start of the animations. 

So it is possible for a mod, external to the framework, to implement these nude suit? 

 

In terms of scripting on SexLab, it's entirely possible for an external mod to do it and wouldn't be hard, that's why I have no interest in doing it myself, not to mention it would add another 30-50MB onto the framework download that not everybody would want/need.

 

In terms of the creation kit, I have no idea if it's possible to "equip" the creatures with the nudesuits, and I have my doubts it's possible as the vast majority of them aren't meant to be equipped with armor, this is also why I have no interest trying to do it myself.

 

With 1.22, During the standing rough from behind animation I have a serious SOS missaligmnet. The SOS is positioned behind the male body and deformes the mesh. Anyone else has that?

 

Nothing that can be done about it, it's a problem with the animation itself, which I have no control over. The animation wasn't made with SOS skeleton, so the schlong bones get behind when it moves the actor.

 

This is the same reason why the arrok blowjob animation has a crooked penis on the first stage; the actor turns 45 degrees to the side while the female kneels down, but the schlong bones don't exists in the animation files so they don't move with the actor.

Posted

With 1.22, During the standing rough from behind animation I have a serious SOS missaligmnet. The SOS is positioned behind the male body and deformes the mesh. Anyone else has that?

Yeah, happened to me too. I thought it was something to do with the skeleton i was using, but it seems to happen with any skeleton.

Posted

So I installed the 1.22 (unistalled 1.20, deleted 1.20, installed 1.22, ran FNIS) and now well the problem with actors constantly sliding around is huge.  This occurs whether the animation is called by Matchmaker or Sanguines Debauchery so I am sure it had something to do with the change you made.

 

Based on when and how actors slide, I strongly suspect you added some collision check between each loop in a scene.  If I have a animation with an Argonian every scene where the tail intersects the other actor they slide away till they are no longer clipping.  With other characters they sometimes slide off as well though its harder to pinpoint exactly what is colliding in many cases.  It also seems whatever collision check is occurring is less forgiving than in 1.20

 

(and I do not have SoS intalled so I do not think that is directly the issue, though if they are big enough maybe they are causing collisions.)

 

Also at the end of an animation with a Spider (which was offset anyway), when the animation ended the spider was catapulted a long distance and crumpled against a hill ( I did not have ragdoll ending set either ).  No clue why this occurred.

 

Going back to version 1.20 for now though hope you get this sliding issue resolved because I would like some of those fixes you listed  :wub:  

 

Thank again for the great mod.

Posted

Well.... that's progress,  I suppose. I Shot a couple in her and she didn't bounce off the wall. Heheheh. Horny Wolfs/Dogs....hummmm., what they gonna do Hump my Leg, I hope they don't like Oral Sex.....Ouch and DOUBLE Yucko............ Of course it could get aroused and start Lickin' itself. HAHAHAhahaaaaaaaaa......

Posted

Well.... that's progress,  I suppose. I Shot a couple in her and she didn't bounce off the wall. Heheheh. Horny Wolfs/Dogs....hummmm., what they gonna do Hump my Leg, I hope they don't like Oral Sex.....Ouch and DOUBLE Yucko............ Of course it could get aroused and start Lickin' itself. HAHAHAhahaaaaaaaaa......

Posted

 

 

Hi Ashal. In the front page you say: 

"Before you ask, I have no plans to add "nudesuits" or assets for the creatures to have sexual organs, for now I intend to leave such tasks to other mod makers who wish to do it".

I'm wondering... the nudesuit are already there in Gone pack (at least for most creature), the problem is their implementation at the start of the animations. 

So it is possible for a mod, external to the framework, to implement these nude suit? 

 

In terms of scripting on SexLab, it's entirely possible for an external mod to do it and wouldn't be hard, that's why I have no interest in doing it myself, not to mention it would add another 30-50MB onto the framework download that not everybody would want/need.

 

In terms of the creation kit, I have no idea if it's possible to "equip" the creatures with the nudesuits, and I have my doubts it's possible as the vast majority of them aren't meant to be equipped with armor, this is also why I have no interest trying to do it myself.

 

With 1.22, During the standing rough from behind animation I have a serious SOS missaligmnet. The SOS is positioned behind the male body and deformes the mesh. Anyone else has that?

 

 

Nothing that can be done about it, it's a problem with the animation itself, which I have no control over. The animation wasn't made with SOS skeleton, so the schlong bones get behind when it moves the actor.

 

This is the same reason why the arrok blowjob animation has a crooked penis on the first stage; the actor turns 45 degrees to the side while the female kneels down, but the schlong bones don't exists in the animation files so they don't move with the actor.

 

 

Thanks for the explanation - that annoyed me no end. 

 

Looking forward to yours and Fores' updates. It's been my experience that when fundamental libraries get major re-writes at the same time everything goes fubar. This go round seems to have actually gone pretty well, all things considered :)

 

Great work, guys.

Posted

Quick question Ashal. Is there a reason why male voices calm, rough and average aren't under Animation Settings -> PC voice? My PC isn't male but just wondering.

Posted

 

 

thank you for quick update, ashal

BTW, I noticed still no ragdoll ending for player in TFC console camera mode.

It seems important to me to be fixed because I think many use TFC .   :)

In that case you may have to wait a looooooooooong time because Ashal can't fix it. It's not SexLab's fault, it's just the way tfc is.

 

 

but sex addict 1.3 has no problem with ragdoll ending for both player and NPC in TFC mode.

 

Funny I recall having problems with it, I have always recommended ending TFC before ending sex. However SA allows you to manually control how long the act lasts so you may just be ending TFC first and not realize that the problem occurs with SA too.

Posted

Not currently using SexLab but just a quick question, does SexLab temporarily turn the current AI package of an NPC into a "do nothing" type or perhaps completely turn its AI processing off before starting an animation? I haven't had an opportunity to check the code yet, but I'm curious about how it holds an NPC in place during an animation.

Not sure how it's done in SL but in SA I assign each character to a "Do nothing" quest alias with a high priority.

Posted

When the player is involved with "the sex" is it possible for some sort of U.I. to appear? Nothing too cluttering! Maybe just a U.I. that displays the current hotkeys in the lower left-hand corner or something but not too intrusive.  At the same time though, (not sure about everyone else) I sure would like to click on my "sex options" during a scene.  

Posted

Ello-ello!  First, I want to say Ashal your work is truly superb.  Thank you for all your time and effort you have invested into SexLab.  After upgrading to 1.22, I too am encountering the jittering issue.  It's particularly bad during the stage changes, whereas before the transition of the stages were seamless and smooth.  The conclusion of the scene is particularly rough (no pun intended) where the ragdoll seems almost instantaneous than before.  Perhaps to be more specific, before there was what seemed plenty of time at the conclusion of the final stage where you see the cum effect applied, then both the PC and NPC ragdolled to the ground.  This doesn't happen anymore.  Like I said, it's almost instantaneous where the cum effect and ragdoll occurs almost simultaneously.  It's sort of hard to describe.  No "explosiveness," however.   I don't know, but what it seems to me is that though my PC is grounded to one spot during the scene, her partner wants to get back to doing whatever they were doing before.  As a result, there is jittering as SexLab says NO! to the NPC and attempts to realign the NPC back onto my toon (which also often times results in misalignment, unfortunately), at least in my game.  I have yet to encountering any sliding issues as others have reported.  Even though you said you may have a fix for it, I figured to report my experience just in case.  Cheers! 

Posted

 

 

 

thank you for quick update, ashal

BTW, I noticed still no ragdoll ending for player in TFC console camera mode.

It seems important to me to be fixed because I think many use TFC .   :)

In that case you may have to wait a looooooooooong time because Ashal can't fix it. It's not SexLab's fault, it's just the way tfc is.

 

 

but sex addict 1.3 has no problem with ragdoll ending for both player and NPC in TFC mode.

 

Funny I recall having problems with it, I have always recommended ending TFC before ending sex. However SA allows you to manually control how long the act lasts so you may just be ending TFC first and not realize that the problem occurs with SA too.

 

 

I re-checked how SA handles ragdoll ending in TFC, it seems it turns TFC into non-TFC automatically for only ragdoll ending scene then back to TFC in a smooth way. Waxen, Is it right? if this is possible to make, actually I want ashal to adopt that way. but if ashal doesn't want to do that for any reason, then ok. no problem. 

Posted

Alright I see that Ashal already mentioned he has a possible fix for the jittering and sliding problem, but since I didn't see this other information out there I'm gonna go ahead and post it.

 

I also experienced the jittering and sliding animations, not with creatures mind you but just with npcs.  Well alright so there was some jittering and sliding with creatures, but only when npcs were involved.  Infact from what I saw with my little experiments any sort of sex act involving npcs with the player, and npcs with creatures (didn't really test npc on npc so not sure if they did it aswell), however when I opened the console and toggled off the A.I. the jittering and sliding stopped and the npc would remain in perfect alignment (yes even on those new zyn ones) So it seems to me like the npcs are trying to get away or rather get out of your way, cause you know how they move when your all up in their personal space?  Pretty sure that's what is causing them jitter and slide.  Atleast from what I saw, cause like I said they stop after the A.I has been toggled off.

Posted

Hmmm... Recently (10 oct) updated MatchMaker is the only SexLab mod, which don't suffer from this NPC "slidind" and "roundrounding". Every other mods, like RadiantProstitution and Submit are sliding like hell in my game. Ashal mentioned in MatchMaker's update log about new function: "...NewThread() in place of the old StartSex()". Maybe the reason of this NPC's circular movement and sliding is that all mods uses old "StartSex() " ?

 

Posted

I can try to add some more pieces of information to track down the jittering beast. 
In the same situation and same save I've tried with matchmaker and radiant prostitution. No jittering.

Tried with Submit: here come the jittering.
I've not tested all the animations, but I've tested a lot. Could be that the jittering is connected with just some animations and those animation are exactly those I come up with submit... but it seems too much of a chance. 
If those mods start animations in a different way, this could give an hint of where the problems lie. 

Posted

I have a quick question regarding Death Hounds and Huskies (other animals work just fine for me).  Are these consider dogs for the purpose of animation or wolves?  The reason I ask is because I cannot get them to work at all while testing things out (I've tried the newest version of Defeat and Match Maker).  When using  Match Maker the targeted spell always fizzles on these two.

 

Thanks!

Posted

I can try to add some more pieces of information to track down the jittering beast. 

In the same situation and same save I've tried with matchmaker and radiant prostitution. No jittering.

Tried with Submit: here come the jittering.

I've not tested all the animations, but I've tested a lot. Could be that the jittering is connected with just some animations and those animation are exactly those I come up with submit... but it seems too much of a chance. 

If those mod start animations in a different way, this could give an hint of where the problems lie. 

The current version of Submit that is available for players simply defines the anims pool to use, registers the event for the post sex hooks, and then uses StartSex() to start all animation, both consensual and nonconsensual.  StartSex() is the most basic and vanilla of a Sexlab function as you can get.

 

There was no positional issues at all in 1.21 (only the explosive ragdolling), it started in 1.22, and there was no change in Submit between 1.21 and 1.22.

Posted

I have a quick question regarding Death Hounds and Huskies (other animals work just fine for me).  Are these consider dogs for the purpose of animation or wolves?  The reason I ask is because I cannot get them to work at all while testing things out (I've tried the newest version of Defeat and Match Maker).  When using  Match Maker the targeted spell always fizzles on these two.

 

Thanks!

 

Those shouldn't count as either, they are their own "race" 

They're listed as dlcw/ehuskyrace and dlcw/edeathhoundrace in the ck, or some such, leading in to them probably not being usable (same way you had to either pick wolf or dog Im guessing) until fnis gets its next update. 

Posted

Hey guys,

 

I thought you outgo know that the dragon animation (doggy style or penetration) is not working correctly for me at all. I am unsure if its just me or a known issue. So far other anims i  tested seem to work fine like dog dragur and horse and etc.

 

thanks for your time

Posted

Hey guys,

 

I thought you outgo know that the dragon animation (doggy style or penetration) is not working correctly for me at all. I am unsure if its just me or a known issue. So far other anims i  tested seem to work fine like dog dragur and horse and etc.

 

thanks for your time

 

It isn't working for me either. When the animation starts, my character is backwards and stays that way throughout the entire thing. I'm not sure if it's something wrong that I've done, or a problem with the actual animation itself, or SexLab, or what.

 

I used to have an issue with the dragons flying away across the landscape, but that solved itself when I updated to the latest version of SexLab. Everything else seems to work fine, it's just that dragon animation that I can't figure out.

Posted

Are you testing it with matchmaker or another fantastic, awsome, mod *cough*Defeat*cough* that uses these animations?

Dragon animation dont "work" for me either with Defeat becase the dragon is so big, that it cannot actualy get close enough to the victim to start the animation. It will always walk towards the victim, pushing it back until the timer expires.

Posted

actually im using only match maker, im not smart enough to be messing withall other mods. im one of those people that believes, if you dont know much about it dont fuck with it... too much anyways.. so yea using just match maker 

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