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


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Posted

oh my  .....  I would say we are definitely   in the stage of getting "locate available ssl actor near function "   :)
can not wait  till we are  able tp switch partners in the middle of  the scene :)
this now  is complete as lovers  for oblivion!

Posted

 

Love the new update. I have only two problems/suggestions for improvement to an already superb mod:

 

1) facial expressions on npcs are great, but my player characters still have impassive faces. This is not all bad. There is something kinky about one person being blissed out while the other is stony faced. Still, it would nice to have the option. I think this is a snafu, but am not sure. SHould there not be expressions on both actors' faces?

 

2) Like others, I find the orgasm frustrating. Just as you reach the "scream and cream" stage, the camera zooms out or rather zooms into something as banal as a floorplank. I understand that this is an inevitable consequence of some techinical limitation, but might you not find a workaround whereby the orgasm is the penultimate stage, and therefore seen in its full glory? The anticimactic bumping and zooming could then be moved to a postorgasm event where it matters less. Just a suggestion.

 

Brilliant mod despite these minor details. Thank you for all your great work.

 

Facial expressions work if you've not used tfc enabled. I been testing customizable camera mod. It may be the best answer but it takes some work to get it set to the scene.

 

 

Thanks for the clarification. You are right. If you don't use the tfc feature, facial expressions are there. Sweet. Would be even sweeter if we could have both at once. If anyone can achieve that, Ashal can. I also added a mod that Ashal recommends on the description page: a first person toggle. It takes some getting used to, but once you get the hang of it, it gives you twice the sexlab.

Posted

What is the meta.ini file do i need it?

if you don't use MO: get rid of it.

if you use MO: get rid of it as well/replace/fill in the missing informations as it does not contain any

Posted

Ashal, not sure if this is a 1.31 bug or if you made a deliberate change that I am not aware of.  I am running 1.30 still, been busy chasing down a handful of bugs last day or so, so didn't even know that 1.31 was out.  One of the scenarios possible in Submit is for the player to surrender to NPC and/or creatures.  If more than one, I pick 2 at random, and then one takes a turn, the player does a short bleed out post sex hook, and if Alias2 != None and also Alias2 != Alias1 (in the event the same Actor got put into both Alias slots), then the second one takes a turn as well.  After that, player does a second bleed out post sex hook, life goes on.  This is working properly in 1.30 as of today, I even made a short video and posted it on the Submit page to show how it should happen.

 

But, today, I had a few users that have upgraded to 1.31 report that the second Actor doesn't take a turn.  They both provided log files, and they both have the same error that I can't make much sense of:

[12/22/2013 - 06:16:18AM] Error: Array index -1 is out of range (0-4)

 

Here is the log file:

 

 

As to the functions being referenced in the log, here they are:

 

PostPlayerRape()

 

 

event PostPlayerRape(string eventName, string argString, float argNum, form sender)
	Game.DisablePlayerControls()
	sslThreadController thread = SexLab.HookController(argString)
	Debug.SendAnimationEvent(PlayerRef, "IdleForceDefaultState")
	If (ActorFollower.GetActorRef() != None)
		sslThreadController Thread2 = SexLab.GetActorController(ActorFollower.GetActorRef())
		If (Thread2 != None && Thread2.GetState() == "Animating")
			Thread2.EndAnimation(True)
		EndIf
	EndIf
	WRT(0.5)
	Debug.SendAnimationEvent(PlayerRef, "BleedOutStart") 
	If (ActorFollower.GetActorRef() != None)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "BleedOutStart")
	EndIf
	WRT(5.0)
	Debug.SendAnimationEvent(PlayerRef, "BleedOutStop")
	If (ActorFollower.GetActorRef() != None)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "BleedOutStop")
	EndIf
	WRT(2.5)
	PlayerRef.DispelSpell(_SLSubmitSurrender)
	UnregisterForModEvent("AnimationEnd_PostPlayerRape")
	If (!PlayerRef.IsInCombat())
		If ((ActorAssailant1.GetActorRef() != ActorAssailant2.GetActorRef()) && ActorAssailant2.GetActorRef() != None && ActorFollower.GetActorRef() == None)
			RoundTwo()
		Else
			If (_SLQuest.IsHostileNPC(ActorAssailant1.GetActorRef()) || _SLQuest.SentientNPC(ActorAssailant1.GetActorRef()))
				_SLSubmitBound.Cast(PlayerRef)
			Else
				If (_SLQuest.NonSentientNPC(ActorAssailant1.GetActorRef()))
					_SLSubmitBully.Cast(PlayerRef)
				EndIf
				ActorAssailant1.Clear()
				If (ActorAssailant2.GetActorRef() != None)
					ActorAssailant2.Clear()
				EndIf
				Game.EnablePlayerControls()
			EndIf
		EndIf
	Else
		Game.EnablePlayerControls()
	EndIf
endEvent

 

 

 

RoundTwo()

 

 

Function RoundTwo()
	If (ActorAssailant2.GetActorRef() != None)
		Game.EnablePlayerControls()
		sslThreadModel thread3 = SexLab.NewThread()
		thread3.AddActor(PlayerRef, True)
		thread3.AddActor(ActorAssailant2.GetActorRef())
		thread3.DisableLeadIn()
		thread3.DisableUndressAnimation(PlayerRef)
		sslBaseAnimation[] anims3 = SexLab.GetAnimationsByType(2, aggressive=true)
		thread3.SetAnimations(anims3)
		RegisterForModEvent("AnimationEnd_PostPlayerRape2", "PostPlayerRape2")
		thread3.SetHook("PostPlayerRape2")
		thread3.StartThread()
	Else
		_SLSubmitBound.Cast(PlayerRef)
	EndIf
EndFunction

 

 

 

Thanks in advance!

 

Posted

Ashal, not sure if this is a 1.31 bug or if you made a deliberate change that I am not aware of.  I am running 1.30 still, been busy chasing down a handful of bugs last day or so, so didn't even know that 1.31 was out.  One of the scenarios possible in Submit is for the player to surrender to NPC and/or creatures.  If more than one, I pick 2 at random, and then one takes a turn, the player does a short bleed out post sex hook, and if Alias2 != None and also Alias2 != Alias1 (in the event the same Actor got put into both Alias slots), then the second one takes a turn as well.  After that, player does a second bleed out post sex hook, life goes on.  This is working properly in 1.30 as of today, I even made a short video and posted it on the Submit page to show how it should happen.

 

But, today, I had a few users that have upgraded to 1.31 report that the second Actor doesn't take a turn.  They both provided log files, and they both have the same error that I can't make much sense of:

[12/22/2013 - 06:16:18AM] Error: Array index -1 is out of range (0-4)

 

Here is the log file:

attachicon.gifPapyrus.0.txt

 

As to the functions being referenced in the log, here they are:

 

PostPlayerRape()

 

 

event PostPlayerRape(string eventName, string argString, float argNum, form sender)
	Game.DisablePlayerControls()
	sslThreadController thread = SexLab.HookController(argString)
	Debug.SendAnimationEvent(PlayerRef, "IdleForceDefaultState")
	If (ActorFollower.GetActorRef() != None)
		sslThreadController Thread2 = SexLab.GetActorController(ActorFollower.GetActorRef())
		If (Thread2 != None && Thread2.GetState() == "Animating")
			Thread2.EndAnimation(True)
		EndIf
	EndIf
	WRT(0.5)
	Debug.SendAnimationEvent(PlayerRef, "BleedOutStart") 
	If (ActorFollower.GetActorRef() != None)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "BleedOutStart")
	EndIf
	WRT(5.0)
	Debug.SendAnimationEvent(PlayerRef, "BleedOutStop")
	If (ActorFollower.GetActorRef() != None)
		Debug.SendAnimationEvent(ActorFollower.GetActorRef(), "BleedOutStop")
	EndIf
	WRT(2.5)
	PlayerRef.DispelSpell(_SLSubmitSurrender)
	UnregisterForModEvent("AnimationEnd_PostPlayerRape")
	If (!PlayerRef.IsInCombat())
		If ((ActorAssailant1.GetActorRef() != ActorAssailant2.GetActorRef()) && ActorAssailant2.GetActorRef() != None && ActorFollower.GetActorRef() == None)
			RoundTwo()
		Else
			If (_SLQuest.IsHostileNPC(ActorAssailant1.GetActorRef()) || _SLQuest.SentientNPC(ActorAssailant1.GetActorRef()))
				_SLSubmitBound.Cast(PlayerRef)
			Else
				If (_SLQuest.NonSentientNPC(ActorAssailant1.GetActorRef()))
					_SLSubmitBully.Cast(PlayerRef)
				EndIf
				ActorAssailant1.Clear()
				If (ActorAssailant2.GetActorRef() != None)
					ActorAssailant2.Clear()
				EndIf
				Game.EnablePlayerControls()
			EndIf
		EndIf
	Else
		Game.EnablePlayerControls()
	EndIf
endEvent

 

 

 

RoundTwo()

 

 

Function RoundTwo()
	If (ActorAssailant2.GetActorRef() != None)
		Game.EnablePlayerControls()
		sslThreadModel Model3 = SexLab.NewThread()
		Model3.AddActor(PlayerRef, True)
		Model3.AddActor(ActorAssailant2.GetActorRef())
		Model3.DisableLeadIn()
		Model3.DisableUndressAnimation(PlayerRef)
		sslBaseAnimation[] anims3 = SexLab.GetAnimationsByType(2, aggressive=true)
		Model3.SetAnimations(anims3)
		RegisterForModEvent("AnimationEnd_PostPlayerRape2", "PostPlayerRape2")
		Model3.SetHook("PostPlayerRape2")
		Model3.StartThread()
	Else
		_SLSubmitBound.Cast(PlayerRef)
	EndIf
EndFunction

 

 

 

Thanks in advance!

 

 

Most likely a timing issue.

 

In 1.31 I added a delay before the thread clears and resets itself, in attempt to help give custom AnimationEnd hooks some time to complete their stuff before the thread clears itself of information. This means that if you're attempting to slot the player into another scene after the last one ends, there is potentially 5-7 seconds after AnimationEnd is sent that the player is still considered to be claimed by the thread and can't be placed in another one.

Posted

Most likely a timing issue.

 

In 1.31 I added a delay before the thread clears and resets itself, in attempt to help give custom AnimationEnd hooks some time to complete their stuff before the thread clears itself of information. This means that if you're attempting to slot the player into another scene after the last one ends, there is potentially 5-7 seconds after AnimationEnd is sent that the player is still considered to be claimed by the thread and can't be placed in another one.

 

Well, that would indeed explain it.  So long as it was intentional, then fair enough, that means I just need to work around this new feature.

 

Do you know how long I should delay the second round, and more importantly, do I need to delay it during the first post sex AnimationEnd hook, or after the hook is complete?

 

Or, since I built in a delay into my AnimationEnd hook, is there a new command to force the previous thread to clear the info?

Posted

 

Most likely a timing issue.

 

In 1.31 I added a delay before the thread clears and resets itself, in attempt to help give custom AnimationEnd hooks some time to complete their stuff before the thread clears itself of information. This means that if you're attempting to slot the player into another scene after the last one ends, there is potentially 5-7 seconds after AnimationEnd is sent that the player is still considered to be claimed by the thread and can't be placed in another one.

Well, that would indeed explain it.  So long as it was intentional, then fair enough, that means I just need to work around this new feature.

 

Do you know how long I should delay the second round, and more importantly, do I need to delay it during the first post sex AnimationEnd hook, or after the hook is complete?

 

Or, since I built in a delay into my AnimationEnd hook, is there a new command to force the previous thread to clear the info?

 

The delay is just using Utility.Wait(5.0), so how long it actually takes to clear is dependent on script lag.

 

If you wanted to start it soon as the character is available, something like this should do the trick:

 

; // AnimationEnd is sent

; // Wait 10 seconds or for ActorRef to be available, whichever comes first
float failsafe = Utility.GetCurrentRealTime() + 10.0
while SexLab.FindActorController(ActorRef) != -1 && Utility.GetCurrentRealTime() < failsafe
	Utility.Wait(0.1)
endWhile

; // Try to add ActorRef to a new scene now
sslThreadModel Model = SexLab.NewThread()
Model.AddActor(ActorRef)

; // Stuff

You could call Thread.Initialize() to forcibly clear it then and there, that may have unpredictable results however.

Posted

 

Thanks for update!But there are more bugs in 1.31!

SOS and ZAZanimation can not work in 1.31,and it's more easily to CTD!

I have had no SOS problems. I don't use ZaZanimation, so that is not an issue for me. I love 1.31.

 

 

I use SOS (the latest one hosted here on LL) and ZAZanimations (V0054) with no problems...

 

You did remember to register Zaz in the MCM?

Posted

 

 

Thanks for update!But there are more bugs in 1.31!

SOS and ZAZanimation can not work in 1.31,and it's more easily to CTD!

I have had no SOS problems. I don't use ZaZanimation, so that is not an issue for me. I love 1.31.

 

 

I use SOS (the latest one hosted here on LL) and ZAZanimations (V0054) with no problems...

 

You did remember to register Zaz in the MCM?

 

 

Was just having the same issue with SOS after updating to 1.31. Downloaded the newest SOS from here and that fixed it for me.

Posted

When trying to start an animation with an NPC (whose playing an instrument), I get a CTD. Not sure if this happened in previous versions?

 

When using SOS erection on a male before animation, the male would disappear near the end, but my character is visible.

I also couldn't control (PageUp/PageDown) during animation. (I have SOS version 2.03.011)

 

 

 

 

 

 

Posted

my character only opens there mouth for 1 stage of the blowjob animations then closes it and continues the animation, is there anyway to fix this?

 

Mine too, but I think that is the "problem" with facial expression mod and interaction with SL. Because sometimes the animation goes all the way to the end, sometimes it doesn't start at all, and sometimes is like we just described.

Posted

 

my character only opens there mouth for 1 stage of the blowjob animations then closes it and continues the animation, is there anyway to fix this?

 

Mine too, but I think that is the "problem" with facial expression mod and interaction with SL. Because sometimes the animation goes all the way to the end, sometimes it doesn't start at all, and sometimes is like we just described

 

it maybe be that but if it is why doesn't it effect NPCs?

Posted

Sorry, I don't know the answer on that. I'm not as smart as many wonderful people on this forum. I rarely find some solutions to my problem. I only gave you my opinion. I know that you didn't ask for it but I was sympathized with your situation trying to tell you that you are not the only one who has this problem. :)

Posted
Hello,

I use only a minimal installation:

 

Fnis 4.1.1 without Creaturenpack

Sexlab 1:31

SexLabMatchMaker.Rev6

SexLab Submit 21DEC13 0011.

 

Sometimes NPC's are invisible.

During orgasm, a major earthquake is triggered. The house is shaking and threatening to rush a-.

From the speakers sounds bad.

This is normal to both TFC mode and without TFC mode.

 

 

Google - translation

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