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


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Posted

Thank you for your update.

but I suffer some problems.

 

I followed install steps as described.

but my PC don't start any animation via dialog, spell, everything.

 

My race is monli, so I changed to another vanila race, but didn't work.

 

I checked with followers and npcs with sexlab spells, and it worked.

 

What's the problem? all dialogs doesn't trigger any animation with my own PC.

 

I follwed instruction, and I uninstalled all sexlab related mods and re-install all with newest updates.

 

anyone suffer same problem and know how to fix this?

 

Thank you in advance.

 

ps: there was no problem with sexlab framework v1.24

Posted

umm.... 

In my game, facial expression engine is little different with my imagination. It only worked well in phase 5 and I couldn't watch any difference with normal face in other phase.

Also I checked mfg stat by console. But it was full with zero numbers from phase 1 to phase 4

It's common?

I use custom race which ningheim and I don't use any kind of facial mode .

Posted

 

 

 

That I know by simply overlooking the steps Ashal listed, however, I don't know whether he refers to overwriting all the files or simply uninstalling 1.15b at step #8.

 

I'm assuming he refers to the latter (as there's no mention of overwriting), but seeing as I've managed to break a couple of saves and their compatibility with some mods I'd rather be safe than sorry.

 

Either way is OK. As long as you do the "Clean System" step. After that, the mod, scripts...etc will be deactivated and it wont matter if you paste over or do a clean removal.

Posted

Many thanks for the mod. Version 1.30 works well.
Only during TFC in a female character does not appear strapon. In normal mode, it is added normal.
When using mod Lover's Comfort, sex between NPCs on the beds occurs inside beds. Sex on the bed with participation PC running smoothly.
During sex, big spider and Chaurus are the wrong size and alignment positions.

Posted

Just a query, I know this has been brought up before but no help received.

 

The story is that ALL of the human/creature anims work but the wolf animations are the only ones that dont

My female character does the animations right but when the wolf teleports over my character, the wolf remains at an idle, standing pose.

I have another PC that has this same problem.

 

This is what my behavior wolf file contains :  FNIS_SexLabCreature_wolf_Behavior.hkx

                                                                       FNISRoot_Behavior.hkx

                                                                       forwardlocomotion.hkx

                                                                       noncombatidle.hkx

                                                                       quadrupedbehavior.hkx

                                                                       README_IMPORTANT_for_dog_and_wolf.txt

                                                                       wolfbehavior_FNISXXX.hkx

 

This is what the readme txt. contains : 

 

" For some odd reason, FNIS dog animations cause CTD as soon as a (custom) file wolfbehavior.hkx is    in this directory. No problem the other way around (FNIS wolf animations).
Which makes it impossible to use both FNIS dog and wolf animations.
Since I think it's more important to have dogs, I have renamed wolfbehavior_FNIS.hkx into wolfbehavior_FNISXXX.hkx. This will skip the wolf part of the generator."

I don't have any CTD's as the readme explains and I'm sure the readme is outdated.

 

Can somebody compare this to their behaviors wolf file or give me any assistance?

 

Thanks in advance.

Posted

Just a query, I know this has been brought up before but no help received.

 

The story is that ALL of the human/creature anims work but the wolf animations are the only ones that dont

My female character does the animations right but when the wolf teleports over my character, the wolf remains at an idle, standing pose.

I have another PC that has this same problem.

 

This is what my behavior wolf file contains :  FNIS_SexLabCreature_wolf_Behavior.hkx

                                                                       FNISRoot_Behavior.hkx

                                                                       forwardlocomotion.hkx

                                                                       noncombatidle.hkx

                                                                       quadrupedbehavior.hkx

                                                                       README_IMPORTANT_for_dog_and_wolf.txt

                                                                       wolfbehavior_FNISXXX.hkx

 

This is what the readme txt. contains : 

 

" For some odd reason, FNIS dog animations cause CTD as soon as a (custom) file wolfbehavior.hkx is    in this directory. No problem the other way around (FNIS wolf animations).

Which makes it impossible to use both FNIS dog and wolf animations.

Since I think it's more important to have dogs, I have renamed wolfbehavior_FNIS.hkx into wolfbehavior_FNISXXX.hkx. This will skip the wolf part of the generator."

I don't have any CTD's as the readme explains and I'm sure the readme is outdated.

 

Can somebody compare this to their behaviors wolf file or give me any assistance?

 

Thanks in advance.

Do you have the newest fnis installed? Wolfbehavior_FnisXXX.hkx looks like an old beta file of fnis where you can't run dogs and wolfs at the same time. Delete wolfbehavior_fnisxxx.hkx and run fnis again. Ah ok you renamed it. My wolf behavior looks the same only without the fnisxxx.hkx and all works fine on my end, so i dont know why you suffer from ctd's sorry.

Posted

 

Just a query, I know this has been brought up before but no help received.

 

The story is that ALL of the human/creature anims work but the wolf animations are the only ones that dont

My female character does the animations right but when the wolf teleports over my character, the wolf remains at an idle, standing pose.

I have another PC that has this same problem.

 

This is what my behavior wolf file contains :  FNIS_SexLabCreature_wolf_Behavior.hkx

                                                                       FNISRoot_Behavior.hkx

                                                                       forwardlocomotion.hkx

                                                                       noncombatidle.hkx

                                                                       quadrupedbehavior.hkx

                                                                       README_IMPORTANT_for_dog_and_wolf.txt

                                                                       wolfbehavior_FNISXXX.hkx

 

This is what the readme txt. contains : 

 

" For some odd reason, FNIS dog animations cause CTD as soon as a (custom) file wolfbehavior.hkx is    in this directory. No problem the other way around (FNIS wolf animations).

Which makes it impossible to use both FNIS dog and wolf animations.

Since I think it's more important to have dogs, I have renamed wolfbehavior_FNIS.hkx into wolfbehavior_FNISXXX.hkx. This will skip the wolf part of the generator."

I don't have any CTD's as the readme explains and I'm sure the readme is outdated.

 

Can somebody compare this to their behaviors wolf file or give me any assistance?

 

Thanks in advance.

Do you have the newest fnis installed? Wolfbehavior_FnisXXX.hkx looks like an old beta file of fnis where you can't run dogs and wolfs at the same time. Delete wolfbehavior_fnisxxx.hkx and run fnis again. Ah ok you renamed it. My wolf behavior looks the same only without the fnisxxx.hkx and all works fine on my end, so i dont know why you suffer from ctd's sorry.

 

 

Thanks, I'll try that now.

btw, I don't get any CTD's

 

EDIT : You were right, my FNIS is outdated!

Posted

I've got another quirk that I've noticed since updating: the use nearby bed option seems more finicky. It'll teleport me halfway across the house to use a single bed even when I'm standing right next to a perfectly lovely double bed.

 

Been doing a little testing, seems to only be an issue in the Hearthfire houses. Hilariously, sometimes it'll select a bed that hasn't even been constructed yet, so the characters will just be banging in the empty spot where a bed would be, hovering a couple feet in the air.

Posted

Reporting a bug, if anyone else has already reported this or if its only me, ignore me. After using the clean up command, stop all animations, my character shrinks to a miniscular size. I had to use a bit of trickery to locate myself and setscale 1 to fix my PC.

Posted

Ashal,

 

I had this line:

SexLab.GetPlayerController().EndAnimation(True)

To interrupt player sex in 1.24, and it worked perfectly.  Using the same line in 1.30, with nothing else changed that I am aware of, the player just goes to the "T" position and didn't properly exit out of the animation like before.

 

I was told:

: There is an SL-1.3 bug that might be relavant here. The function Controller.ChangeActor is apparently broken in 1.3, and this will be fixed by 1.3.1 when it's released in a few days. If that function gets called to remove your partner from the scene upon Guard intervention, then that would explain why it's broken all of a sudden.

So, not sure if it is indeed related, and this might have already been brought up and you are already aware, but I went back a few pages in this thread and didn't see it.  So, there ya go.

Posted

Reporting a bug, if anyone else has already reported this or if its only me, ignore me. After using the clean up command, stop all animations, my character shrinks to a miniscular size. I had to use a bit of trickery to locate myself and setscale 1 to fix my PC.

 

I got this too only after prison overhaul action or sex with a devious device on. Was this the same for you? We can narrow it down if so.

Posted

Just  wondering guys is there anyway to restore blocked animations without using the MCM function of re installing animations ???
I do not want to lose all my positions memory!
note to asha  need more three ways animations  :)

Posted

Ashal,

 

I had this line:

SexLab.GetPlayerController().EndAnimation(True)

To interrupt player sex in 1.24, and it worked perfectly.  Using the same line in 1.30, with nothing else changed that I am aware of, the player just goes to the "T" position and didn't properly exit out of the animation like before.

 

 

Can you send me a resulting papyrus log from when you attempt to end it that way?

Posted

 

Ashal,

 

I had this line:

SexLab.GetPlayerController().EndAnimation(True)

To interrupt player sex in 1.24, and it worked perfectly.  Using the same line in 1.30, with nothing else changed that I am aware of, the player just goes to the "T" position and didn't properly exit out of the animation like before.

 

 

Can you send me a resulting papyrus log from when you attempt to end it that way?

 

I can't seem to generate papyrus log files, despite having the entries in the .ini that are supposed to do so.  Fortunately, one of my users attached a log file from his when he was pointing out the problem:

EndAnimation Papyrus Log.7z

If you do a search for the string: _SLSubmitIndecencyEffect you should find the stuff near the bottom of the log.

 

This is the script in question:

Scriptname _SLSubmitIndecencyEffect extends ActiveMagicEffect 

_SLSubmitConfig Property _SLConfig auto
Spell Property _SLSubmitIndecency  Auto
Faction Property CrimeFactionOrcs Auto
SexLabFramework Property SexLab  Auto 

Event OnEffectStart(actor Target, actor Caster)
	If(_SLConfig.GuardActive)
		If (Target.HasLOS(game.GetPlayer()) && Target.IsGuard() && !Target.IsInFaction(CrimeFactionOrcs))
			debug.Notification(Target.GetBaseObject().GetName() + " saw you!")
			SexLab.GetPlayerController().EndAnimation(True)
			Target.SendTrespassAlarm(game.GetPlayer())
			If (Caster.HasSpell(_SLSubmitIndecency))
				Caster.RemoveSpell(_SLSubmitIndecency)
			EndIf
		EndIf
	EndIf
EndEvent
Posted

As far as I can tell from the log you're trying to end an animation before one even starts.
 

[12/17/2013 - 09:54:13PM] ERROR: Cannot call EndAnimation() on a None object, aborting function call

 

You're calling endanimation on nothing, meaning GetPlayerController() isn't finding the player in an active thread and returning as none.

 

Which makes sense considering

 

 

[12/17/2013 - 09:54:13PM] ERROR: Cannot call EndAnimation() on a None object, aborting function call

...

[12/17/2013 - 09:54:14PM] -- SexLab ActorAlias -- Thread[0] Slotting 'P' into alias -- [sslactoralias <alias ActorSlot074 on quest SexLabQuestActorSlots (0903CE6B)>]

[12/17/2013 - 09:54:14PM] -- SexLab ActorAlias -- Thread[0] Slotting 'Brenuin' into alias -- [sslactoralias <alias ActorSlot073 on quest SexLabQuestActorSlots (0903CE6B)>]
[12/17/2013 - 09:54:19PM] SexLab Thread[0] ModEvent: AnimationStart / AnimationStart_PostCoitalBliss
 

 

You can see looking at the timestamps that EndAnimation() is being called a full second before the player is even put into thread, which is the point at which GetPlayerController() would be able to return something, and a full 6 seconds before the animation has even officially started.

 

You should be doing some sort of error checking before continuing with something like that, rather than just assuming everything is as expected.

Scriptname _SLSubmitIndecencyEffect extends ActiveMagicEffect 

_SLSubmitConfig Property _SLConfig auto
Spell Property _SLSubmitIndecency  Auto
Faction Property CrimeFactionOrcs Auto
SexLabFramework Property SexLab  Auto 

Event OnEffectStart(actor Target, actor Caster)
	If(_SLConfig.GuardActive) && (Target.HasLOS(game.GetPlayer()) && Target.IsGuard() && !Target.IsInFaction(CrimeFactionOrcs))
		sslThreadController Thread = SexLab.GetPlayerController()
		If Thread != None && Thread.GetState() == "Animating"
			debug.Notification(Target.GetBaseObject().GetName() + " saw you!")
			Thread.EndAnimation(True)
			Target.SendTrespassAlarm(game.GetPlayer())
			If (Caster.HasSpell(_SLSubmitIndecency))
				Caster.RemoveSpell(_SLSubmitIndecency)
			EndIf
		EndIf
	EndIf
EndEvent

This way it checks to make sure the player is actually in a thread, and that the thread is actually currently animating and not in some starting or ending state. (the first nested if/if was also redundant)

 

Alternatively, he's a more streamlined version:

 

 

 

The if nesting was all redundant, since there is no else block, and better arranged in a way that checks for the easiest/fastest things first.

 

Game.GetPlayer() is also measurably slower than just using a player property, ideally you'd set your own in the script, but I just pulled SexLab's for simplicity sake.

Scriptname _SLSubmitIndecencyEffect extends ActiveMagicEffect 

_SLSubmitConfig Property _SLConfig auto
Spell Property _SLSubmitIndecency  Auto
Faction Property CrimeFactionOrcs Auto
SexLabFramework Property SexLab  Auto 

Event OnEffectStart(actor Target, actor Caster)
	sslThreadController Thread = SexLab.GetPlayerController()
	If Thread != None && Thread.GetState() == "Animating" && (_SLConfig.GuardActive)  \
	&& (Target.IsGuard() && Target.HasLOS(SexLab.PlayerRef) && !Target.IsInFaction(CrimeFactionOrcs))

		debug.Notification(Target.GetBaseObject().GetName() + " saw you!")
		Thread.EndAnimation(True)
		Target.SendTrespassAlarm(SexLab.PlayerRef)
		If (Caster.HasSpell(_SLSubmitIndecency))
			Caster.RemoveSpell(_SLSubmitIndecency)
		EndIf

	EndIf
EndEvent

 

 

Posted

After I posted and was off for a bit, I started to suspect I might have had a timing issue, and it was trying to cancel before the scene even started.

 

Didn't think of using: If Thread != None && Thread.GetState() == "Animating" which makes perfect sense now that I see it.

 

I guess when I was testing it when I first added it, it had long enough to start the animation, so I assumed everything was good and moved on.  But, easy enough to fix.

 

And I'm surprised that the game.GetPlayer() is slower than Sexlab.PlayerRef or whatever, since it would seem either way, it has to reference an external script for the property info, but if it is, fair enough.

 

Thanks for the assist! :)

 

Edit: Oh, that works perfectly.  Stand in front of a guard, strip down, start to move towards each other, abort, get fined.  Perfect! :)

 

Time to go update a few other potential trouble spots with the needed from fix here.

Posted

 

And I'm surprised that the game.GetPlayer() is slower than Sexlab.PlayerRef or whatever, since it would seem either way, it has to reference an external script for the property info, but if it is, fair enough.

 

 

It should just be a PlayerRef attached to your own script rather than using SexLab's, SexLab.PlayerRef is going to be slower, I'm unsure of how much faster/slower compared to Game.GetPlayer(). However accessing it from your own script as it's own persistent property is going to be measurably faster than either, as its equivalent to calling a variable rather than a function.

Posted

Whoa, the 1.30 version is pure awesomness! Big thanks to all who developed and helped to develope.

 

Only one small little issue with my installation...the facial animation does not reset after the act has finished and can`t be overridden. Even quicksave and quickload doesn`t work. Ralof was so amazing that the girl travels the world without ever loosing her surprised face ;)

 

Everything else works perfectly ^^ Thx

 

Edit: Nevermind, I realized that "MFG console" can handle the override, so now really everything is perfect! Yeeeh!

 

releasing a shout will also reset the expression

 

Posted

 

 

And I'm surprised that the game.GetPlayer() is slower than Sexlab.PlayerRef or whatever, since it would seem either way, it has to reference an external script for the property info, but if it is, fair enough.

 

It should just be a PlayerRef attached to your own script rather than using SexLab's, SexLab.PlayerRef is going to be slower, I'm unsure of how much faster/slower compared to Game.GetPlayer(). However accessing it from your own script as it's own persistent property is going to be measurably faster than either, as its equivalent to calling a variable rather than a function.

Oh, okay, sure, that makes more sense!

Posted

The facial expressions are carved in stone once applied. They never return back to normal. So my char is running around grinning like an idiot. :D

Had to load a save with no expressions applied.

I disabled all the expressions now because i use zaz witch gives human facial animations anyways. 

 

The scenes working fine nothing to complain, only the freecam is unusual for me because i never used the tfc command before but its really nice.

Now going to test further. Oh i started a new game with 1.30 so no override, i deinstalled 1.24 first.

Thank you for the update just before christmas. You are my Santa now. ;)

 

 

Ps:Sorry for my bad english

shouting will reset the facial expression, I use the throw voice if in a populated area( now I gotta figure out how to change it to you were lame needle dick rather than skeever butt lol)

 

Posted

I just wanted to post a short thank you for the 1.3 update. I see a noticeable difference in the way this mod works and runs much smoother.

 

Thank you for the flying camera. It's the little things that make a big difference to me. Thank you.

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