shadowlord445 Posted February 4, 2014 Posted February 4, 2014 Expressions work fine for me, but moans for females and males do not. Â Also, sometimes schlongs from SOS bend in the wrong directing ( I am using the latest version), and sometimes a character will redress after foreplay.
Nogurnot Posted February 4, 2014 Posted February 4, 2014 ok I am using sexlab defeat with the sexlab and I have noticed that the trolls and the sabre cats go invisible when they start to rape, is there any way to fix this? Â Nvm I got it. Â However I seem to have been set as essitianal, I can not die. Â Any ideas, is there a way to fix this in the console?
azmodan22 Posted February 4, 2014 Posted February 4, 2014 ok I am using sexlab defeat with the sexlab and I have noticed that the trolls and the sabre cats go invisible when they start to rape, is there any way to fix this?  Nvm I got it.  However I seem to have been set as essitianal, I can not die.  Any ideas, is there a way to fix this in the console?  the command is "tim" (toggle immortal or "resurrect 1".. in case you got a script stack  Expresion work fine for me too. the only problem is SOS, updated and they are still bend. will test a clean install though. Hope that will fix it
judge0 Posted February 4, 2014 Posted February 4, 2014 For all those having sound, moaning etc issues . . . Â I was wondering if you are running anything that alters the sounds & sound fx supplied by the framework. Â i.e. Sexlab Vanilla Voices ( that has huge red writing stating that it may cause problems with sounds from the framework) Â Quote:Â Word of caution! I don't recommend using SexLab Vanilla Voices till the next release, Ashal has told me it conflicts with the SexLab voice scripts. I've been using the noobiest method of utilizing the voices, I need to get the SexLab API to recognize my mod thus not tampering with the framework scripts for my own convenience. Â
volfin Posted February 4, 2014 Posted February 4, 2014 I do use vanilla voices, it's true. But as I stated back in this post: Â http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925 Â restoring the variable initialization for isSilent fixes the problem. I think that's the real issue. Â it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call ) Â This is because of this line: IsSilent = forceSilent || IsSilent It's the only place IsSilent is assigned a value now, and since it ORs with itself, once it's true, it's always true. There's no way to reset it.
azmodan22 Posted February 4, 2014 Posted February 4, 2014 Got a question  I have fresh-installed the latest version of SOS and still get the SOS being bend all the way to the right bug. Anyone has any idea how to fix this? thnx
judge0 Posted February 4, 2014 Posted February 4, 2014 I do use vanilla voices, it's true. But as I stated back in this post:  http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925  restoring the variable initialization for isSilent fixes the problem. I think that's the real issue.  it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call ) I know, but . . . .  Patient: "Doctor, it hurts when I do this."  Doctor: "So, don't do that."  courtesy of the Marx Bros Â
volfin Posted February 4, 2014 Posted February 4, 2014  I do use vanilla voices, it's true. But as I stated back in this post:  http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925  restoring the variable initialization for isSilent fixes the problem. I think that's the real issue.  it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call ) I know, but . . . .  Patient: "Doctor, it hurts when I do this."  Doctor: "So, don't do that."  courtesy of the Marx Bros    Clearly you didn't read a word I said. It's hurting because of a bug in the framework, not because of anything I'm doing. It works for some because they are fortunate enough that forceSilent hasn't be called with true. Yet... Â
judge0 Posted February 4, 2014 Posted February 4, 2014     I do use vanilla voices, it's true. But as I stated back in this post:  http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925  restoring the variable initialization for isSilent fixes the problem. I think that's the real issue.  it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call ) I know, but . . . .  Patient: "Doctor, it hurts when I do this."  Doctor: "So, don't do that."  courtesy of the Marx Bros     Clearly you didn't read a word I said. It's hurting because of a bug in the framework, not because of anything I'm doing. It works for some because they are fortunate enough that forceSilent hasn't be called with true. Yet...  Clearly works both ways, you're running something which creates the very problem you're complaining about, and EVEN TELLS you it will do that.
volfin Posted February 4, 2014 Posted February 4, 2014     I do use vanilla voices, it's true. But as I stated back in this post:  http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925  restoring the variable initialization for isSilent fixes the problem. I think that's the real issue.  it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call ) I know, but . . . .  Patient: "Doctor, it hurts when I do this."  Doctor: "So, don't do that."  courtesy of the Marx Bros     Clearly you didn't read a word I said. It's hurting because of a bug in the framework, not because of anything I'm doing. It works for some because they are fortunate enough that forceSilent hasn't be called with true. Yet...   Clearly works both ways, you're running something which creates the very problem you're complaining about, and EVEN TELLS you it will do that.  Except, I fix the bug in the framework, and guess what, it works. So it has nothing to do with Vanilla voices at all. My copy is fixed.  I'm just trying to get the fix recognized and fixed, as this problem can affect everyone, with vanilla voices installed or not. It's a bug in the framework. Vanilla Voices doesn't even touch that file.  I've reviewed the code changes VV makes (as I do every mod I use), and they are fine and follow the code convention of the base voices. They could be handled in a way that doesn't modify the framework directly, but as they stand now, they do no harm. Â
judge0 Posted February 4, 2014 Posted February 4, 2014 Maybe you should compile the framework, release it & support it then
agentofhate Posted February 5, 2014 Posted February 5, 2014 Strange. I did he three way animation but afterwards for or some reason my game crashes each time. A script error I mean. Any way to fix this?
Pwishy Posted February 5, 2014 Posted February 5, 2014 Thanks for the update  I installed the 'v1.30 to v1.39' update file and noticed that in my MCM there are now two identical tabs for Sexlab there.  Is this normal?
Totenbarg Posted February 5, 2014 Posted February 5, 2014 Thanks for the update  I installed the 'v1.30 to v1.39' update file and noticed that in my MCM there are now two identical tabs for Sexlab there.  Is this normal?  Hi Freyja,  open console, type "setstage SKI_ConfigManagerInstance 1" (without the quotes) and your problem should be fixed.
limbo Posted February 5, 2014 Posted February 5, 2014  Thanks for the update  I installed the 'v1.30 to v1.39' update file and noticed that in my MCM there are now two identical tabs for Sexlab there.  Is this normal?  Hi Freyja,  open console, type "setstage SKI_ConfigManagerInstance 1" (without the quotes) and your problem should be fixed.   that causes it for me... with the tardis mod. i just ignore it and it goes away after a couple of cell changes and a bit of game time
Carida Posted February 5, 2014 Posted February 5, 2014  I think the best fix for now is to drop facial expressions as an integral part of SexLab and develop it as separate plugin.  I've been considering it.    Expressions work fine for me, perfectly honestly, so I'd love it if they stayed as part of the framework please  -C
Twilight159 Posted February 5, 2014 Posted February 5, 2014 The Female Moan Is Not Working:( Which is very irritating ever since i updated to 1.35 version.... i think so... require Solution.. please
Guest Posted February 5, 2014 Posted February 5, 2014 I do use vanilla voices, it's true. But as I stated back in this post: Â http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925 Â restoring the variable initialization for isSilent fixes the problem. I think that's the real issue. Â it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call ) Â This is because of this line: IsSilent = forceSilent || IsSilent It's the only place IsSilent is assigned a value now, and since it ORs with itself, once it's true, it's always true. There's no way to reset it. Â Can you upload your fixed file please? Learning how to use Tessnip seems like a lot of trouble just for this fix.
TezCraig Posted February 5, 2014 Posted February 5, 2014 Can anyone help me with the foreplay animations? (Sorry if this has already been addressed). When I play as a female character the foreplay animations trigger as they should, as long as I don't use TFC before the main sex animations begin everything is fine. If I am playing as a male character and approach a male npc, it skips the foreplay altogether. Is that meant to happen? Is there anything I can do to get the animations to trigger no matter who the player approaches? Any help would be appreciated, Thanks. By the way I am using 1.39. with the romance mod. Â
lowe Posted February 5, 2014 Posted February 5, 2014 [ASK} I'm having CTD whenever I save the game either through quick save or manual save. This is happen after using mods that use 'sexlab framework'. In my case I'm using several SEXLAB-related mods, they are: - Sexlab defeat - Sexlab paycrime - Sexlab TDF Prostitution - Sexlab Aroused - Sexlab cumshot - Sexlab nude creatures - Dangerous Night - Private needs  As I remember, after I use both "dangerouse night" (which rape MC after she slept) and "private need" (after MC take a piss or poop); then I save the game (or quick save) the game is then Crash to Desktop. I start the game again, then I choose LOAD, the 'quick save' is exist in LOAD menu. I open that quick save, and get to the game successfully.I still remember (not sure what sexlab framework I used, but I think it's 1.3x) that Sexlab cumshot, and the other sexlab related mods, especially the sexlab defeat works correctly and didn't cause ctd after the animation finished.FYI, I used both Dangerous night and Private needs when I'm at 1.35. What do you think is causing the CTD. Thx.
bob11 Posted February 5, 2014 Posted February 5, 2014 [ASK} I'm having CTD whenever I save the game either through quick save or manual save. Â Â Answer covering possibly 95% of "CTD when save" cases. Easy mode : Don't TFC. 100% success rate Expert mode : Disable TFC before the animation ends. Â Success rate varies.
Ashal Posted February 5, 2014 Author Posted February 5, 2014  I do use vanilla voices, it's true. But as I stated back in this post:  http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v139-updated-0128/page-241?do=findComment&comment=662925  restoring the variable initialization for isSilent fixes the problem. I think that's the real issue.  it may be that Ashal is meaning to call the IsSilent() function in sslBaseAnimation, but he doesn't appear to actually be calling it. As the code stands now, the variable can get stuck true should it ever end up true. (which would happen if forceSilent is ever used in a SetVoice() call )  This is because of this line: IsSilent = forceSilent || IsSilent It's the only place IsSilent is assigned a value now, and since it ORs with itself, once it's true, it's always true. There's no way to reset it.  Can you upload your fixed file please? Learning how to use Tessnip seems like a lot of trouble just for this fix.   Here's a quick patch voice_fix.zip  It should work but I don't have time to test if it works or not, so let me know if it does and I'll sneak it into a hotfix update.  Thanks for finding that volfin.  Apologies for the bug, 1.38+ is actually a bigger update than the changelog would have you believe, it's just that it's mostly all behind the scenes changes. I rewrote a lot of the animation loop and actor handling scripts in significant ways and trimming a lot of fat, intending it to be used as part of the planned much larger 1.40 update. After finally figuring out how to fix the TFC CTD issue however, I kinda rushed to release that along with everything else I had done up till then before I had chance to really put the rewrites through their paces.
Snook0001 Posted February 5, 2014 Posted February 5, 2014 Hi,  First of all I want to congratulate you on a very awesome mod. The idea was awesome and added a lot to the game. I must say I don't have that much problem and beside the occasional glitch here and there (I may have too many mods) everything work fine. This is not my first post but still I think what has been done is great.  The only glitch that really annoy me, and I'm not even sure if it is related to this mod, is a strap-on glitch on my followers. They for some reason keep it even with their armor. It is the default strap-on since I don't have any other strap-on mod, which make me think this might be related. I removed it from their inventory using Amazing Followers Tweak (AFT). As soon as I give them back a peace of armor (any armor) they re-equip a strap-on. I uninstalled AFT after removing the strap-on but they still re-equip it.  Sorry if I'm asking in the wrong thread as I don't know where to submit this. As anyone seen this before and how do we fix that?  Thanks again and keep up the good work  Â
Claysson2 Posted February 6, 2014 Posted February 6, 2014 This is probably OFF TOPIC, but Nexus seems to have dropped support for NMM 46.0, their New version is 47.1 . .
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