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


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Posted

Something wrong with 1.38(reloaded) timings.

 

Animations start delayed (sometimes yes, sometimes no), actors animations not sync'd (one may or may not start delayed) , they "flicker" a couple of times before they reposition to where they should be (sort of), one is doing "old" animation while the other actor is already mid next animation... If I press 'O' (switch animation), its horrible.

 

Weird :/

 

1.35 worked. TFC was crashing, but other things worked. OK, "nutcracking" was funny, but anims, positions and stuff worked.

 

Could you re-release 1.35 with added new animations? Maybe even a "simple" SexlabFramework? Just anims, basic sound and thats it. No "other" stuff. Just basics.

 

Posted

Thank you for the TFC fix.!!! works great.Only minor problem I get is NPC(Lydia in this case)will not unequip her weapon.I made sure it was checked in settings.

I tend to go to casual cloths before hand so no biggie.Thanks again.

Posted

i saw that this new framework runs with the monli adult body which is that?

I use CBBE default and fails on me but it works on all the vanilla npcs.

I use a custom race "Elin" but from i read in the updated version it should work :/

I don't know what i'm doing wrong :/

btw it was framework 1.38

Posted

Also probably worth noting to modders, with 1.38, animation threads can now accept multiple hooks instead of the traditional one, you can either comma separate your hooks in the argument for StartSex(), QuickStart(), and Thread.SetHook(), or multiple calls to Thread.Sethook() will each add the given hook(s) to the current list of hooks instead of overwrite them.

 

There is also new accompanying Thread functions for RemoveHook(string hookName) and string[] GetHooks(). For backwards compatibility reasons the previous GetHook() function will always return the first hook on a thread.

 

Hooks on threads also now are automatically added to the thread as tags in the same fashion as animation tags.

So, if I start a thread with "QuickStart(actor, "SLZzz, SLC_Set0") and then get the hooks via GetHooks(), to I get ["SLZzz", " SLC_Set0"] back (notice that blank space before 'SLC') or does it ignore blank spaces at the beginning of a new hook?

 

And another question regarding thread tags: Are the hasTag()&Co function case-sensitive? Because StringUtil.Find is.

Posted

I have some sort of lag during animations.  From start to finish, it seems like it takes around 5(?) seconds for the animation to start and the cum effects are already on before the final stage starts.  Not that much of a deal (if anything I don't mind the effects being like that) but it's a bit weird, since it wasn't happening on 1.35.  Since I seem to be the only one with that issue apparently, maybe some other sexlab mod need updating.

 

Actually I have the same problem...

Posted

 

I have some sort of lag during animations.  From start to finish, it seems like it takes around 5(?) seconds for the animation to start and the cum effects are already on before the final stage starts.  Not that much of a deal (if anything I don't mind the effects being like that) but it's a bit weird, since it wasn't happening on 1.35.  Since I seem to be the only one with that issue apparently, maybe some other sexlab mod need updating.

 

Actually I have the same problem...

 

Yes same problem too.

 

 

I have some sort of lag during animations.  From start to finish, it seems like it takes around 5(?) seconds for the animation to start and the cum effects are already on before the final stage starts.  Not that much of a deal (if anything I don't mind the effects being like that) but it's a bit weird, since it wasn't happening on 1.35.  Since I seem to be the only one with that issue apparently, maybe some other sexlab mod need updating.

 

Actually I have the same problem...

 

Yes same problem too.

Posted

Version 1.38 report:

Upgrade ingame - unusable, saves load and CTD shortly thereafter

New Game - animations lineup poorly, Expressions seem to have vanished once again, animations appear laggy

                   - positioning controls either aren't working or mapped correctly

                   - mouth control for oral anims has vanished yet again (or Hannah really doesn't likey)

                   - some sort of weird interaction between MCM, Devious Devices & 1.38 - once used to configure any mod, all entries from vanish from MCM permanently (setstage command no workee, also disabled DD's NPCs belted slider option)

 

Tried with upgrade and full installs of initial 1.38, error correction update and 1.38b versions. FNIS, BOSS, Wrye Bash and TES5Edit ran as required.

latest Skyrim update with all DLC's (S.T.E.P. installation) and Mod Organizer, appropriate SKSE. No Devious Regulations, Captured Dreams, SD+, Paycrime etc. Only conflict showing in MO is overwrites by Vanilla Voice & Sperm Replacer.

 

No issues apparent from load order, TES5Edit, MO priority warnings, Papyrus logs etc. System running between 35 and 60 fps, no discernible lag. Recreatable CTD at walk to Riverwood with Ralof, midway between Standing stones and Riverwood (about where the wolves try to ambush from). CTD not present with same lineup and 1.35. Appears to function with Arousal and LVictim (rape occurred). Appears to function with Solutions v2 (initial encounter with Ralof went off). Unknown whether creatures function. Unknown whether Defeat or Submit function (combat didn't trigger PC submission, and didn't try PC aggressive).

 

Reverting to 1.35 with patch.

 

On the bright side, Hannah is a born-again virgin  :blush:

 

Sounds very critical, but I am happy with 1.35, and you may like the feedback (hoping this didn't sound too "whiny")

Posted

Installed 1.38 and now my defeat mod is broke. When i assault NPC i kill them instead of stunning. How do i fix it????

till i know the modder from defeat and alot others sex mods need upgrade also, because the framework was changed "the brains of sexlab" like i call, because framework works like a brain and the others mods like pieces of body. just said like that to you undestand. And i guess .38 is a major update.

Posted

With 1.38b expressions are fixed for me, aswell as animation adjustment (except for 3some animations for some reason). I have had no issues with defeat at all. I do see the ocational bend with SoS (swapping animation seems to fix it 90% of the time) and as someone else wrote followers seem reluctant to undress 2handers - would have expected both to be skeletal issues - but skeletal reinstall and weapon node swap hasn't done away with them. LOVE that the tfc is no longer a gamble to use in adjustments :)

Posted

I seem to be having a problem with creature animations. Not sure which mod it's related to but for some reason creatures become invisible with the intiation of sex. Draugr will have their helmet and weapon showing and glowing eyes but no body, trolls disappear, etc. Not sure how to fix this.

I redownloaded FNS Creature Pack, and the nude creatures mod and updated but nothing fixed.

Posted

I updated from 1.35 to 1.38b and followed the update instructions.  I now have alignment issues where the male character (who is also my player character) keeps turning to the side during animations and thus the actors are not lined up right.  He also will sometimes turn completely 180 degrees in the other direction.  Just wanted to report on this.  Thanks.

 

Edit:  So I reverted back to 1.35 and loaded a save from before I installed 1.38 and it is still happening, so it must not be 1.38's fault.  I am not sure how to fix it though.  SexLab animations were working fine a few days ago.

Posted

 

Also probably worth noting to modders, with 1.38, animation threads can now accept multiple hooks instead of the traditional one, you can either comma separate your hooks in the argument for StartSex(), QuickStart(), and Thread.SetHook(), or multiple calls to Thread.Sethook() will each add the given hook(s) to the current list of hooks instead of overwrite them.

 

There is also new accompanying Thread functions for RemoveHook(string hookName) and string[] GetHooks(). For backwards compatibility reasons the previous GetHook() function will always return the first hook on a thread.

 

Hooks on threads also now are automatically added to the thread as tags in the same fashion as animation tags.

So, if I start a thread with "QuickStart(actor, "SLZzz, SLC_Set0") and then get the hooks via GetHooks(), to I get ["SLZzz", " SLC_Set0"] back (notice that blank space before 'SLC') or does it ignore blank spaces at the beginning of a new hook?

 

And another question regarding thread tags: Are the hasTag()&Co function case-sensitive? Because StringUtil.Find is.

 

 

Tags and hooks both will trim the whitespace after commas.

 

And StringUtil.Find is not case-sensitive, no string function in papyrus is

http://www.creationkit.com/Find_-_StringUtil

This function is case-insensitive (like all SKSE string functions right now).

Posted

i stay with 1.35 since i never use tfc until the new versions seems more stable but i have a question to sexlab stats. is there any console command to change them? 

Cause how else should i test the new expressions especially the differences when i cant scale the experience partners, etc.

Posted

So with the new B version the swap key works again but now I have have the sideturned schlong problem that others were experiencing earlier, I didnt have that problem before the B update.

 

 

Posted

Dear Ashal, I have an idea.

 

The animations currently start with the player first, which in terms of creatures is unfortunate as the creatures are always the "dominating" ones.

Would it be possible to switch the load positions between player and creatures?

The animations may still be out of sync, however they'd make more sense as the thrusting is done by the creature and the players character follows and it could be easily edited a little bit to fit via hotkeys.

 

Sounds good :)?

Posted

something really funny happened.

after i update to version 1.38b and start a completely new game the cart running before mine start to shake like crazy, the wheel fall off and the cart just flip over and return to normal and it repeat again and again... i feel like the prisoners on that cart might fall off ( i feel like falling off) all the way to the first save point.

after that everything is normal

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