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


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Posted

hello all

my game crash as soon as I enable more than 56 animation in sexlab and an animation is triggered (I tested using matchmaker)

if I only enable 56 animations (in the consensual animation tab), I dont have any problem.

though I didnt test to see if this is only caused by the 56 animations enabled in the consensual tab or if it is a total of all animations enabled between all the tab (consensual, foreplay, aggressive)

 

I updated to FNIS 5.1 (I had 5.0.2), even tried the HOTFIX, but that doesnt solve the problem.

 

any idea?

Posted

A quick update on sexlab updates...

 

 

I've started working on a 1.58, the main feature for this update is that it will include a new MCM menu option for troubleshooting common SexLab problems, there will be buttons related to various issues such as "No characters will play animations!" and once clicked SexLab will start running through various tests asking the user for feedback if something specific it's trying worked or not, make suggestions for solutions to errors it finds, attempt to auto correct itself on various things it might be able to fix itself, tell the user what the most likely problem is, and provide specific error id's to specific problems that can be provided in any tech support posts to help pinpoint a potential problem. 

 

So far I've completed most of the animation tests, and if people have suggestions for other common problems that could possibly benefit from a built in troubleshooter, feel free to make such a suggestion. Currently my list of troubleshooters to include are as follows

  • Generic install issues such as missing resources or failed script setup
  • MCM option for SexLab not showing up
  • Bad installs missing important requirements / dependencies
  • Animation/Voice/Expression list in MCM is empty
  • Characters just stand there and T-Pose or play their normal idle animation instead of starting sex
  • Characters are placed wildly out of position during animation
  • No SFX or Voices play
  • Expressions do not apply
  • Lip sync does not play during voies
  • Creatures do not play any animations
  • Characters do not strip for animation
  • Females do not equip a strapon for certain animation/positions that calls for it

Any issue involving crashes isn't something I can really test for in game, as 99% of the time such issues are solely the result of the user missing master files or using very outdated mods and not directly a problem with SexLab itself, making it something impossible/unrealistic to test for via scripting.

 

 

 

I am feciously and/or pessimistically dubbing this update to SexLab the "leave me the hell alone about these problems"-update

 

Wishfully, I'd posit :)

 

edit: my wishful post - being able to select a particular strap on for normal and aggressive animations - say calyps for consensual and hagraven for aggressive.

Posted

A quick update on sexlab updates...

 

I've started working on a 1.58, the main feature for this update is that it will include a new MCM menu option for troubleshooting common SexLab problems, there will be buttons related to various issues such as "No characters will play animations!" and once clicked SexLab will start running through various tests asking the user for feedback if something specific it's trying worked or not, make suggestions for solutions to errors it finds, attempt to auto correct itself on various things it might be able to fix itself, tell the user what the most likely problem is, and provide specific error id's to specific problems that can be provided in any tech support posts to help pinpoint a potential problem. 

 

So far I've completed most of the animation tests, and if people have suggestions for other common problems that could possibly benefit from a built in troubleshooter, feel free to make such a suggestion. Currently my list of troubleshooters to include are as follows

  • Generic install issues such as missing resources or failed script setup
  • MCM option for SexLab not showing up
  • Bad installs missing important requirements / dependencies
  • Animation/Voice/Expression list in MCM is empty
  • Characters just stand there and T-Pose or play their normal idle animation instead of starting sex
  • Characters are placed wildly out of position during animation
  • No SFX or Voices play
  • Expressions do not apply
  • Lip sync does not play during voies
  • Creatures do not play any animations
  • Characters do not strip for animation
  • Females do not equip a strapon for certain animation/positions that calls for it

Any issue involving crashes isn't something I can really test for in game, as 99% of the time such issues are solely the result of the user missing master files or using very outdated mods and not directly a problem with SexLab itself, making it something impossible/unrealistic to test for via scripting.

 

I am feciously and/or pessimistically dubbing this update to SexLab the "leave me the hell alone about these problems"-update

 

best update ever ,seriously. nice to allow users to understand themself the problem and found way for resolve it, maybe in futur some peoples are more allowed to help you to found some possible bug and tell you excatly the right things. win time = play time more = more fun for everybody

 

you shouldnt be worry or else about this update, its the best idea and best things to do .. i m all in , keep up ! ^^

Posted

A quick update on sexlab updates...

 

I've started working on a 1.58, the main feature for this update is that it will include a new MCM menu option for troubleshooting common SexLab problems, there will be buttons related to various issues such as "No characters will play animations!" and once clicked SexLab will start running through various tests asking the user for feedback if something specific it's trying worked or not, make suggestions for solutions to errors it finds, attempt to auto correct itself on various things it might be able to fix itself, tell the user what the most likely problem is, and provide specific error id's to specific problems that can be provided in any tech support posts to help pinpoint a potential problem. 

 

So far I've completed most of the animation tests, and if people have suggestions for other common problems that could possibly benefit from a built in troubleshooter, feel free to make such a suggestion. Currently my list of troubleshooters to include are as follows

  • Generic install issues such as missing resources or failed script setup
  • MCM option for SexLab not showing up
  • Bad installs missing important requirements / dependencies
  • Animation/Voice/Expression list in MCM is empty
  • Characters just stand there and T-Pose or play their normal idle animation instead of starting sex
  • Characters are placed wildly out of position during animation
  • No SFX or Voices play
  • Expressions do not apply
  • Lip sync does not play during voies
  • Creatures do not play any animations
  • Characters do not strip for animation
  • Females do not equip a strapon for certain animation/positions that calls for it

Any issue involving crashes isn't something I can really test for in game, as 99% of the time such issues are solely the result of the user missing master files or using very outdated mods and not directly a problem with SexLab itself, making it something impossible/unrealistic to test for via scripting.

 

I am feciously and/or pessimistically dubbing this update to SexLab the "leave me the hell alone about these problems"-update

 

This could be the end of this thread ?  :P  Just kiddin'  :lol:

Posted

 

A quick update on sexlab updates...

 

I've started working on a 1.58, the main feature for this update is that it will include a new MCM menu option for troubleshooting common SexLab problems, there will be buttons related to various issues such as "No characters will play animations!" and once clicked SexLab will start running through various tests asking the user for feedback if something specific it's trying worked or not, make suggestions for solutions to errors it finds, attempt to auto correct itself on various things it might be able to fix itself, tell the user what the most likely problem is, and provide specific error id's to specific problems that can be provided in any tech support posts to help pinpoint a potential problem. 

 

So far I've completed most of the animation tests, and if people have suggestions for other common problems that could possibly benefit from a built in troubleshooter, feel free to make such a suggestion. Currently my list of troubleshooters to include are as follows

  • Generic install issues such as missing resources or failed script setup
  • MCM option for SexLab not showing up
  • Bad installs missing important requirements / dependencies
  • Animation/Voice/Expression list in MCM is empty
  • Characters just stand there and T-Pose or play their normal idle animation instead of starting sex
  • Characters are placed wildly out of position during animation
  • No SFX or Voices play
  • Expressions do not apply
  • Lip sync does not play during voies
  • Creatures do not play any animations
  • Characters do not strip for animation
  • Females do not equip a strapon for certain animation/positions that calls for it

Any issue involving crashes isn't something I can really test for in game, as 99% of the time such issues are solely the result of the user missing master files or using very outdated mods and not directly a problem with SexLab itself, making it something impossible/unrealistic to test for via scripting.

 

I am feciously and/or pessimistically dubbing this update to SexLab the "leave me the hell alone about these problems"-update

 

This could be the end of this thread ?  :P  Just kiddin'  :lol:

 

 

Most/if not all those are due to NOT READING the FREAKIN' install instructions. What do you guys want, Sexlab for Dummies? FNIS 5.02, Fnis 5.01 (spells), 5.02 (Creatures). Deactivate the Old Version, Activate the New. Run FNIS. Sounds pretty SIMPLE, to Me. What is this, creatures do not Strip? Shit, even if a Troll stripped I wouldn't DO him, shave his Legs,  maybe, only if Lydia wasn't around. Gods be Praise, I'm running around Skyrim with 7 Babes, getting SUCKED like a straw, my Schlong is HARD all the time, if you drained the Sea of Ghosts, you could fill it with my CUM.

 

Okay, maybe have the adjustments made using "Hotkeys" transfer to those in Animations Editor might be nice. 

Posted

Most/if not all those are due to NOT READING the FREAKIN' install instructions. What do you guys want, Sexlab for Dummies? FNIS 5.02, Fnis 5.01 (spells), 5.02 (Creatures). Deactivate the Old Version, Activate the New. Run FNIS. Sounds pretty SIMPLE, to Me. What is this, creatures do not Strip? Shit, even if a Troll stripped I wouldn't DO him, shave his Legs,  maybe, only if Lydia wasn't around. Gods be Praise, I'm running around Skyrim with 7 Babes, getting SUCKED like a straw, my Schlong is HARD all the time, if you drained the Sea of Ghosts, you could fill it with my CUM.

 

Okay, maybe have the adjustments made using "Hotkeys" transfer to those in Animations Editor might be nice.

 

your perception of reality is biased because everything work for you at the moment.

 

now I dont say people shouldnt read the install instructions, but there are just too many possibilities that something fuck up with the humongous pile of scripting that all the sexlab related mod are that such comment is highly simplistic and hardly helping

Posted

 

Most/if not all those are due to NOT READING the FREAKIN' install instructions. What do you guys want, Sexlab for Dummies? FNIS 5.02, Fnis 5.01 (spells), 5.02 (Creatures). Deactivate the Old Version, Activate the New. Run FNIS. Sounds pretty SIMPLE, to Me. What is this, creatures do not Strip? Shit, even if a Troll stripped I wouldn't DO him, shave his Legs,  maybe, only if Lydia wasn't around. Gods be Praise, I'm running around Skyrim with 7 Babes, getting SUCKED like a straw, my Schlong is HARD all the time, if you drained the Sea of Ghosts, you could fill it with my CUM.

 

Okay, maybe have the adjustments made using "Hotkeys" transfer to those in Animations Editor might be nice.

 

your perception of reality is biased because everything work for you at the moment.

 

now I dont say people shouldnt read the install instructions, but there are just too many possibilities that something fuck up with the humongous pile of scripting that all the sexlab related mod are that such comment is highly simplistic and hardly helping

 

 

The simplest way to fix/identify problems with this or any mod. 

- Install MO.

- Disable ALL mods.

- Enable Sexlab requirements

- Enable Sexlab

- Enable Matchmaker

- Test using matchmaker

 

- Sexlab works - Yes, test mod which doesn't work.

 

- If mod works - Enable all mods one by one, or in blocks, until error

- Disable mods till you identify mod causing error.

- Post logs and error info to the forum page of the mod that fails..

 

- Sexlab fails to work with Matchmaker - Install latest version of all mods.

- Still fails - Post log and error information on this forum.

 

Hope that is useful to at least one of you :)

 

Posted

So just to confirm... Lover's Comfort doesn't work with 157.7 because it's too old? Whenever I sleep and am aroused enough, only masturbation animations work, but attempting sex with followers results in just stripping, and then the message "SexLab animation failed to start [-1]", and everyone (except me) equipping their stuff back right after.

 

Requesting for 1-on-1/3P sex using the dialogue works fine though.

Posted

Just finished up a mod, only to get some feedback that ultimately led me to the new SexLab.  Some important bits of my code calls functions that are no longer even part of SexLab.  I already sort of figured out where several of the functions got moved, but one eludes me:

 

sslThreadController:

   actor function GetActor(int position)

 

Pretty crucial to my code, as I have to know exactly who is in position 0 and position 1.

 

Posted

So just to confirm... Lover's Comfort doesn't work with 157.7 because it's too old? Whenever I sleep and am aroused enough, only masturbation animations work, but attempting sex with followers results in just stripping, and then the message "SexLab animation failed to start [-1]", and everyone (except me) equipping their stuff back right after.

 

Requesting for 1-on-1/3P sex using the dialogue works fine though.

Well, unless your pc is married , that what's supposed to happen. Once you get married each time you wake up, your spouse will put a smile on your face. the drawback is, if you don't give them enough they'll cheat on you. 

Usually the " Sexlab animation failed to start (-1)" means another animation is already running. Try reloading (New Download) of Lover's Comfort v 20131230.

 

[WIP] SexLab Lover's Comfort 2013-12-30 - Downloads - SexLab Framework - LoversLab

Posted

Just finished up a mod, only to get some feedback that ultimately led me to the new SexLab.  Some important bits of my code calls functions that are no longer even part of SexLab.  I already sort of figured out where several of the functions got moved, but one eludes me:

 

sslThreadController:

   actor function GetActor(int position)

 

Pretty crucial to my code, as I have to know exactly who is in position 0 and position 1.

 

just use the Positions property. sslThreadController.Positions[n] where n is the actor position you want.

Posted

Different question I probably should have been asking in the first place.  Not necessarily specifically pertinent to just SexLab.

 

How does one go about compiling a script which attempts to support both iterations of SexLab when such a script unavoidably contains references to functions that don't exist, regardless of which version of SexLab is installed at a given time? ;p

 

I'll cite some examples of this conundrum which I currently face (probably more, but the error report gives up after a while):

 

StripActor - animate =  changed to  DoAnimate =   (I can probably just eliminate the specific call to the "animate" parameter.)
 
sllThreadModel GotoStage - Removed.  Currently trying to determine how to call it from sslThreadController after using sslThreadModel make = SexLab.NewThread(), and before StartThread().
 
ActorLib.WornStrapon - Moved from ActorLibrary to sslSystemConfig.  This one seems to be the doozy, because beforehand it was in ActorLib and nowhere else, and now it simply is not.  Same goes for the Strapons array.  I don't immediately see a convenient way of getting a successful compile out of any attempt to use this function for both iterations of SexLab.
 
 
Posted

Different question I probably should have been asking in the first place.  Not necessarily specifically pertinent to just SexLab.

 

How does one go about compiling a script which attempts to support both iterations of SexLab when such a script unavoidably contains references to functions that don't exist, regardless of which version of SexLab is installed at a given time? ;p

 

I'll cite some examples of this conundrum which I currently face (probably more, but the error report gives up after a while):

 

Easy answer: Don't support old versions, it makes support a nightmare and there is zero good valid reason to be using older versions.

 

Helpful answer: 

 

StripActor - animate =  changed to  DoAnimate =   (I can probably just eliminate the specific call to the "animate" parameter.)

Don't name the parameters, just fill them all out all the custom variables.

 

sllThreadModel GotoStage - Removed.  Currently trying to determine how to call it from sslThreadController after using sslThreadModel make = SexLab.NewThread(), and before StartThread().

 

Should be 100% irrelevant, only time your dealing with sslThreadModel is during thread setup in which case you can just set sslThreadModel.Stage = x to set the starting stage, you should be dealing with sslThreadController 100% of time outside of that.

 

ActorLib.WornStrapon - Moved from ActorLibrary to sslSystemConfig.  This one seems to be the doozy, because beforehand it was in ActorLib and nowhere else, and now it simply is not.  I don't immediately see a convenient way of getting a successful compile out of any attempt to use this function for both iterations of SexLab.

Should also be 100% irrelevant. Never ever ever access libraries directly unless your willing to deal with this sort of change happening semi frequently. There is a reason the SexLabFramework.psc script exists as the "front end" API script, the library functions will be moved and tweaked without regard to backwards compatibility, the SexLabFramework.psc script will adapt to those changes as needed while avoiding backwards compatibility breaking changes as much as possible. Use SexLabFramework.WornStrapon(), problem solved.

Posted

does skse 1.07(alpha) has any in compatibility or any other issues, i am currently using "Current build (1.6.16, compatible with runtime 1.9.32.0."


and because the newer version is in alpha phase, i didn't installed it.


 


Do i wait for more stable version (if the alpha version is not stable) and keep using the current build or do i install the alpha (if it doesn't have any major issues)


 


 


Posted

Just a heads up on a bug I've spotted.  When SexLab is equipping an NPC with a strapon, it is doing so apparently out of sequence, ie before stripping.  But the real difficulty here is that it is evidently first adding the item before equipping it.  This will cause Skyrim's NPCs to check their inventory and swap new gear if they so choose.  It doesn't seem to matter if the item they were just given is relevant to that choice.  And SexLab's stripping (and stripped-armor memorization) then takes place after the NPC has adjusted their inventory, so that during and after the SexLab sequence, the NPC's suit is all out of whack.

 

Apart from the obvious recommendation of returning the strapon-equip back to post-stripping, I would also recommend avoiding first adding it to the inventory.

 

Posted

Just a heads up on a bug I've spotted.  When SexLab is equipping an NPC with a strapon, it is doing so apparently out of sequence, ie before stripping.  But the real difficulty here is that it is evidently first adding the item before equipping it.  This will cause Skyrim's NPCs to check their inventory and swap new gear if they so choose.  It doesn't seem to matter if the item they were just given is relevant to that choice.  And SexLab's stripping (and stripped-armor memorization) then takes place after the NPC has adjusted their inventory, so that during and after the SexLab sequence, the NPC's suit is all out of whack.

 

Apart from the obvious recommendation of returning the strapon-equip back to post-stripping, I would also recommend avoiding first adding it to the inventory.

 

Adding it to the inventory post-stripping would cause them to reevaluate inventory and re-equip all the gear they just stripped. And even if reevaluating inventory pre-stripping caused them to change equipment some, they are about to be stripped of their gear so what's it matter really, they'll be naked by the end of it regardless. The actual equipping of the strapon is only done during actual animation stages when it's actually needed, since it's already in their inventory, they are simply equipping it as necessary instead adding/removing it constantly (and thus re evaluating their inventory repeatedly)

 

This is all with 1.50+ mind you, and I'm yet to see any problems with it in all my testing, 1.39 and older did handle strapons slightly differently and did result in an actor occasionally putting their clothes back on mid animation.

Posted

 

does skse 1.07(alpha) has any in compatibility or any other issues, i am currently using "Current build (1.6.16, compatible with runtime 1.9.32.0."

and because the newer version is in alpha phase, i didn't installed it.

 

Do i wait for more stable version (if the alpha version is not stable) and keep using the current build or do i install the alpha (if it doesn't have any major issues)

 

 

Answered for the 104578th time: 1.7.0 alpha is perfectly stable.

 

If it had any major stability issues I obviously wouldn't be releasing a major mod with it as a requirement. The only "incompatibility" with 1.7.0 should be the sheson memory patch, and only because with 1.7.0 it's built into SKSE itself.

Posted

Ok   since you are in  good mood today and have time :)
-   I am having trouble aligning animations in stages 12 +    .. is this a real limitation ? or is it just the animations i am working with ?
-   any thoughts on when  a function  like soundfx but without multiple random instances  would be implemented ( for background muic I mean)
I really need that for animation stages background ! the soundfx function calls multiple instances of the sound files if they r longer than 2 second!
:)

Posted

-   I am having trouble aligning animations in stages 12 +    .. is this a real limitation ? or is it just the animations i am working with ?

Alignment storage is limited to 128 slots for an animation, each position in an animation takes up 4 slots per stage (forward, backward, upward, rotation).

So max number of stages breaks down to floor(128 / (4 * actors)) = max stages

 

1 Actor: 32 Stages

2 Actors: 16 Stages

3 Actors: 10 Stages

4 Actors: 8 Stages

5 Actors: 6 Stages

 

But in my opinion, if you're making 12+ stage animations you are likely vastly over complicating something and either need to trim some fat or rethink your strategy. The most even a complicated and varied animation should reach is 7 stages or so, more than enough variation on an animation can be jammed into 7 stages, and even more can be jammed in between those stages with acyclic transitions between stages.

 

-   any thoughts on when  a function  like soundfx but without multiple random instances  would be implemented ( for background muic I mean)

I really need that for animation stages background ! the soundfx function calls multiple instances of the sound files if they r longer than 2 second!

A timed SFX set on stages for animations sure, maybe eventually. Background music is a definite no, not something I think worth implementing on a framework level, and wouldn't be that complicated for individual mods to implement on their own.
Posted

 

-   I am having trouble aligning animations in stages 12 +    .. is this a real limitation ? or is it just the animations i am working with ?

Alignment storage is limited to 128 slots for an animation, each position in an animation takes up 4 slots per stage (forward, backward, upward, rotation).

So max number of stages breaks down to

1 Actor: 32 Stages

2 Actors: 16 Stages

3 Actors: 10 Stages

4 Actors: 8 Stages

5 Actors: 6 Stages

 

But in my opinion, if you're making 12+ stage animations you are likely vastly over complicating something and either need to trim some fat or rethink your strategy. The most even a complicated and varied animation should reach is 7 stages or so, more than enough variation on an animation can be jammed into 7 stages, and even more can be jammed in between those stages with acyclic transitions between stages.

 

-   any thoughts on when  a function  like soundfx but without multiple random instances  would be implemented ( for background muic I mean)

I really need that for animation stages background ! the soundfx function calls multiple instances of the sound files if they r longer than 2 second!

A timed SFX maybe the be set on stages for animations sure, maybe eventually. Background music is a definite no, not something I think worth implementing on a framework level, and wouldn't be that complicated for individual mods to implement on their own.

 

 

-Yes on the over complicating things I always test my limits!

-  for animation stage background  sound fx   I already tested adding a sound fx descriptor to the animations and calling it in animation defaults script!  All  that killed it for me was the fact of MULTIPLE INSTANCES playing of individual files included in that descriptor or even the same file if it is a one sound file!  no time needed just a replica of the sound function that exist now with only one time run of the files!

adding dance animations to sexlab is possible now without any extra mods .. only music is missing!

as in here

 

 

 

Posted

Than mods that want to use dance animations can play music when they trigger the dance animation.

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