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


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Posted

The "E" action key, with the dialogue still on screen during sex action, is a bug of SL framework since version 1.15.

Whatever mod you use to start sex, if you are enough near a NPC or an activable object to have the "E" key appeared, then you will have the related lines on screen during all the stages of the sex. Never corrected.

 

Versions 1.31 and up. Females NO LONGER open mouth during BJ actions. No way, unless you use console and type, for example, mp 1 100. After the sex end, indeed, you need to use the console again and type:  mfg reset.

This happens even if ALL expressions are disabled in the MCM menu.

Not only. The player assumes a expression, sometimes, like surprise, sad, happy and so on. This expression remains on the face forever unless you sprint for at least 1 second or use console with "mfg reset" command.

 

This is completely right. Had the same bugs, plus the new dog animation not working very well, clipping issues, weird dog's upper legs positions and CTD after animation.

 

I think v1.24 is the most efficient so far for users.

 

Anyway, as a tester, I'm keeping 1.31+ on my testing install.

Posted

Free floating cam setting will make me CTD after sex when I click on anything,save,sleep ect ect.

Not a game breaker by any means I stop using it because my female char would not have the strap on visible

about 50 % percent of the time. Otherwise all is good.Keep up the good work.

Posted

Sl 1.32b works great. Sometimes it messes up with necrophilia sex mod.  but only sometimes. I'm talking about "drowning" through texture into empty space and regular re equping my weapon(s) so I can use certain object. But I'm not blaming SL for that. it is so obvious that many issues were fixed. Thanks ashal. You are my man. :)

Posted

I'm a noob to these stuff, so sorry if it's not the framework's problem:
 

Sometimes during sex the partner character just goes on it's way...stands up, tries to move around (until next animation stage resets her), starts to eat, talk and whatnot. Is there an easy way to fix it. Or any at all (haven't seen if it's better in 1.32, if its fixed in that, nvm). Since it happened in most sex situation, regardless of which mod's quest was it, i thought its best to ask it here.

Posted

Hey Ashal,

 

No idea if you are aware of this but someone found a way to export working paired animations :

 

http://www.nexusmods.com/skyrim/mods/49311/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D49311%26preview%3D&pUp=1

 

Fore is aware of this and will update FNIS to take paired animations in consideration.

 

My knowledge is extremely limited, but from what i understand this could probably lead to some paired sex animations. Which means no more clipping and placement issues.

 

edit : Also new KillMoves.

Posted

Released SexLab v1.33, changelog is as follows:

  • Fixed: Player stats not properly importing to new version
  • Fixed: Removed dialog expressions from lip sync animations to help prevent sticky expressions
  • Fixed: Various creature related stuff when starting/ending an animation
  • Fixed: Increased failsafe time of waiting for actor to ready to help with laggier games
  • Fixed: Weapons being stuck drawn after a failed animation
  • Added: Support for Monli race when adult sized
Posted

Free floating cam setting will make me CTD after sex when I click on anything,save,sleep ect ect.

Not a game breaker by any means I stop using it because my female char would not have the strap on visible

about 50 % percent of the time. Otherwise all is good.Keep up the good work.

 

im getting this with the last 2 releases also, which is shame cus freecam is great.

Posted

As has been in the FAQ for ages now, turn off TFC before the animation ends or risk CTD when saving/waiting.

 

I make it auto disable TFC in 1.30 on the the final stage of animation, greatly reducing risk of crashing. People complain about it.

I listen to the complaints and remove the auto-TFC disable on final stage, obviously bringing back TFC related crashes. People complain about it.

 

 

Posted

 

 

Updated to 1.32b from 1.30, and creature animations would not trigger afterwords. Checked the papyrus log and it was because the formlist was not being recognized for some reason.

Related portion of log:

 

 

ERROR: Cannot call Revert() on a None object, aborting function call

stack:

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationslots.initialize() - "sslCreatureAnimationSlots.psc" Line 58

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationslots._Setup() - "sslCreatureAnimationSlots.psc" Line 50

[sexLabQuestConfiguration (0503E3FA)].sslConfigMenu._SetupSystem() - "sslConfigMenu.psc" Line 1670

[sexLabQuestConfiguration (0503E3FA)].sslConfigMenu.OnVersionUpdate() - "sslConfigMenu.psc" Line 31

[sexLabQuestConfiguration (0503E3FA)].sslConfigMenu.CheckVersion() - "SKI_QuestBase.psc" Line 17

[sexLabQuestConfiguration (0503E3FA)].SKI_ConfigBase.OnGameReload() - "SKI_ConfigBase.psc" Line 119

[sexLabQuestConfiguration (0503E3FA)].sslConfigMenu.OnGameReload() - "sslConfigMenu.psc" Line 47

[alias PlayerAlias on quest SexLabQuestConfiguration (0503E3FA)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6

[12/30/2013 - 03:20:32AM] ERROR: Cannot call HasForm() on a None object, aborting function call

stack:

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationslots.AddRace() - "sslCreatureAnimationSlots.psc" Line 37

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationdefaults.AddRace() - "sslCreatureAnimationFactory.psc" Line 46

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationdefaults.BearDoggystyle() - "sslCreatureAnimationDefaults.psc" Line 152

[12/30/2013 - 03:20:32AM] warning: Assigning None to a non-object variable named "::temp20"

stack:

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationslots.AddRace() - "sslCreatureAnimationSlots.psc" Line 37

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationdefaults.AddRace() - "sslCreatureAnimationFactory.psc" Line 46

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationdefaults.BearDoggystyle() - "sslCreatureAnimationDefaults.psc" Line 152

[12/30/2013 - 03:20:32AM] ERROR: Cannot call AddForm() on a None object, aborting function call

stack:

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationslots.AddRace() - "sslCreatureAnimationSlots.psc" Line 38

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationdefaults.AddRace() - "sslCreatureAnimationFactory.psc" Line 46

[sexLabQuestCreatureAnimationSlots (05044A6C)].sslcreatureanimationdefaults.BearDoggystyle() - "sslCreatureAnimationDefaults.psc" Line 152

[12/30/2013 - 03:20:32AM]

 

 

The "Cannot call HasForm/AddForm" parts of course repeated for every creature animation.

After trying a few things that didn't work (like trying a new game with minimal mods, etc.) I thought to look in the CK and noticed the "Defaults" property on the sslcreatureanimationslots script attached to the SexLabQuestCreatureAnimationSlots quest was not set to anything. I set it (to the only option available), and everything seems to be ok now, at least with creatures. No crashes like others are reporting with the human(oid) animations.

 

 

Edit : Tested saving after sex, no issues for me. No crash, no save bloat. I am getting the stats wipe though (not that I care).

Can you give a link to your hotfix?

 

 

Sure. Here's an esp with the fix. Activate just like any other mod. Remember to get rid of it when Ashal updates as it may cause issues with future versions. All it contains is the fix. (Ashal, if it's not ok to upload something like this just let me know.)

 

 

Defaults doesn't need to be filled, that's meant for non-creature animation defaults, creature animations has their own defaults property that is filled, CreatureDefaults. The defaults property is left completely alone in the creature scripts, filling it does nothing. Your CreatureTypes property is the one not being filled, which is likely due to using the wrong esm with the more recent scripts at one point, or something interfering with the initial load of the updated mod.

 

In any case, a clean save should be all that's needed to fix it.

Posted

 

Now that you bring it up, I do remember seeing the [Actor thing on the end, I wasn't sure if that was just a line that cut off or what.

 

EDIT: Looking into sslActorStats.psc, that line is this from the _Update() function:

 

Debug.Notificaion("SexLab - Player Stats Updated" + PlayerRef)

 

Seems PlayerRef is the thing displaying as "[Actor"

 

All the stats are saved under PlayerRef using the StorageUtil addon, but the thing is, nowhere in the file do I see where PlayerRef is ever set to a value.  It's just defined at the top:

 

actor property PlayerRef auto

 

I am not sure if Papyrus has variables global to all scripts, maybe it's set in another script. But  If the value of PlayerRef is different when it's setting the data, and when it's retrieving the data, that would explain why it's pulling up blanks.

It's set in the properties tab of the Scripts tab of the SexLabQuestActorSlots quest.

 

Well, the PlayerRef is defined as the usual Cell: (any) / Reference: PlayerRef ('Player') which is pretty standard.  So not a case of not being defined in the properties by mistake.  So, not sure why it isn't handling the data properly when it had previously. :unsure:

 

 

PlayerRef fills fine as you say, it just gets truncated to "[Actor" in the notification, which was only being output because I wanted to be sure PlayerRef was filled, since it was a new property in the script as well, and I was testing both the stat conversion and property at the same time.

 

It's fixed in 1.33 now, the problem was something much more trivial and stupid, after converting the actors stats, it then went on to call the function that resets the actors stats. So they converted fine and then were promptly erased.

 

Originally the stat resetting function only reset the old system of storing stats, which was no longer needed with the new system so it made a measure of small sense to call the function after converting the old stat storage to the new system. Several days later I realized I also needed to update the stat resetting function to the new storage system as well, so I did, completely forgetting that the same function was also being called at the end of the conversion process to clear the old stats.

Posted

As has been in the FAQ for ages now, turn off TFC before the animation ends or risk CTD when saving/waiting.

 

I make it auto disable TFC in 1.30 on the the final stage of animation, greatly reducing risk of crashing. People complain about it.

I listen to the complaints and remove the auto-TFC disable on final stage, obviously bringing back TFC related crashes. People complain about it.

That's an unfortunate truth of development.

 

The sun rises: People complain about it.

The sun sets: People complain about it.

 

Personally, I would have ignored the people that didn't understand the benefit auto-disabling was bringing them, because now you just have people that don't know any better incorrectly assuming it's the Framework causing the post-sex CTD's (And also bringing it up in individual mod threads... <_< )

 

Admittedly, so long as I can spin my camera around like normal, I don't even use TFC really, but I don't even understand the source of the complaint about having it auto turn off on the final stage.  Other than perhaps machinima authors, what real purpose did it serve to leave it on?  You'd just have to manually toggle it back off to move again anyway.  And that's even assuming the CTD issue didn't exist.

Posted

PlayerRef fills fine as you say, it just gets truncated to "[Actor" in the notification, which was only being output because I wanted to be sure PlayerRef was filled, since it was a new property in the script as well, and I was testing both the stat conversion and property at the same time.

 

It's fixed in 1.33 now, the problem was something much more trivial and stupid, after converting the actors stats, it then went on to call the function that resets the actors stats. So they converted fine and then were promptly erased.

 

Originally the stat resetting function only reset the old system of storing stats, which was no longer needed with the new system so it made a measure of small sense to call the function after converting the old stat storage to the new system. Several days later I realized I also needed to update the stat resetting function to the new storage system as well, so I did, completely forgetting that the same function was also being called at the end of the conversion process to clear the old stats.

Fair enough.  Sometimes it's a major head scratcher, and sometimes it's a simple "...really? <_< "

 

Appreciate, as always, the update! :)

Posted

Quick test with 1.33. Mainly focused on mouth and expressions.

 

Tried a BJ with a Whiterun Guard (action started by dialogue using SexLab Romance).

 

Console report:

Playing Animation: AP Skullfuck

Playing Animation: AP Blowjob     <------------- this is the one played.

Mouth is closed. Expression: neutral. (All my expressions are checked out in the MCM menu).

 

Forced console command:  mp 1 100  (It's the Big AhAah full opened).

Play the stage this way.

 

Stage changed.

Mouth is closed. Expression: neutral. (of course).

Console report:

Updating Index: 24/40

Updating Index: 24/40

Updating Index: 24/40

Updating Index: 24/40

 

Forced again console command: mp 1 100 -------> mouth opens wide.

 

Next stage.

Mouth is closed again. 

Console report:

Updating index: 32/40

Updating index: 32/40

Updating index: 32/40

Updating index: 32/40  ------------- (why four reports all the same, as in the previous stage?)

 

Forced again console command: mp 1 100  -------->  mouth opens wide.

 

Next stage (with orgasm).

Mouth closes again at stage's change.

Console report:

Update index: 5/40

 

Forced mouth open with console command while animation is atill running. Mouth opens.

 

Actor jump on standing and redress.

Mouth correctly closes. Expression, as always, absolutely neutral. Sperm effect on lips and chest.

 

Finish.

Posted

Hooray for stats returning. I'll admit, I don't think there are any mods here that actually utilize them, but finding out I'm a Grand Master at vaginal sex always made me laugh.

 

I know theres a prostitution mod that uses the stats to determine how much money you get at the end, ie a vaginal animation with a high vaginal stat gives results in a higher ending payment. Can't remember which mod though.

 

Quick test with 1.33. Mainly focused on mouth and expressions.

 

Tried a BJ with a Whiterun Guard (action started by dialogue using SexLab Romance).

<snip>

Finish.

 

Open mouths work fine, it uses expression 16 100, some mods just overwrite the characters expression clearing it, or alter the tri files in a way that's incompatible.

 

Didn't know Phoneme 1 100 would achieve a similar result though, I'll look at using that instead of using combat shout 100.

 
The updating index stuff is all debug text you can ignore, I just forgot to remove it.
Posted

So did some test still the same problem on my side,,,

 

If you wear a weapon in the right hand and are in combat state if you start an act you won't leave it at the end of the act and are stucked till you swap the weapon. (R-key won't work)

 

Deinstalled tons of mods and cleaned the save file a trillion times even started a new game .. always the problem,

 

So i went back to 1.24 .. and viola all is running well, problem gone.

 

used match maker 6 to start the show.

 

Posted

 

Quick test with 1.33. Mainly focused on mouth and expressions.

 

Tried a BJ with a Whiterun Guard (action started by dialogue using SexLab Romance).

<snip>

Finish.

 

Open mouths work fine, it uses expression 16 100, some mods just overwrite the characters expression clearing it, or alter the tri files in a way that's incompatible.

 

Didn't know Phoneme 1 100 would achieve a similar result though, I'll look at using that instead of using combat shout 100.

 
The updating index stuff is all debug text you can ignore, I just forgot to remove it.

 

I play a Ningheim race.

She has her own folders for lips, browns, head. (I had to place here the XPMS skeleton too).

Could this is the problem my mouth doens't open for BJs?

 

If yes, how can I solve it?

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