NYINEGY Posted June 6, 2014 Posted June 6, 2014 Than mods that want to use dance animations can play music when they trigger the dance animation. check my link it is not a mod it is just adding animations in ssl_animationdefaults_psc and recompiling
Ashal Posted June 6, 2014 Author Posted June 6, 2014 that doesn't change my answer in the slightest. Other than maybe to point out I don't support mods that overwrite/edit sexlab's source files, as noted in the Permissions section of the OP.
NYINEGY Posted June 6, 2014 Posted June 6, 2014 ok then I should discontinue the pre compiled version >> what is your position on users adding thing themselves ?
Ashal Posted June 6, 2014 Author Posted June 6, 2014 An API for adding new animations, voices, and expressions exists for a reason.
NYINEGY Posted June 6, 2014 Posted June 6, 2014 so giving users the code and authorised additional .hkx files and directions to re compile them is also a No No ?i already removed the overrite version if you want I ll remove the rest too!
Ashal Posted June 6, 2014 Author Posted June 6, 2014 I'm not saying you have to remove anything, just that I won't provide help to mods overwriting source scripts or users that use the overwriting mod while asking for help on an issue remotely connected to that overwritten script. The API for adding them from your own scripts is pretty much exactly what you see in sslAnimationDefaults, just from your own script attached to your own quest. Look at SexLab Vanilla Voices for an example, just replace the voices being added by VanillaVoices script with animations.
NYINEGY Posted June 6, 2014 Posted June 6, 2014 I'm not saying you have to remove anything, just that I won't provide help to mods overwriting source scripts or users that use the overwriting mod while asking for help on an issue remotely connected to that overwritten script. The API for adding them from your own scripts is pretty much exactly what you see in sslAnimationDefaults, just from your own script attached to your own quest. Look at SexLab Vanilla Voices for an example, just replace the voices being added by VanillaVoices script with animations. I understand exactly what you said and do not forget I am user to start with the last thing I want to do is contradict someone who created something that I enjoy! If that is your vision I respect that ! I REMOVED IT VOLUNTARILY .. i LIKED TO SHARE MY STUFF BUT NOT ENOUGH THAT SPENT THE TIME LEARNING how to use API functions ! Ishould realy spend more time reading release notes ! If I ever manage to figure it out I will re publish
Fredas Posted June 6, 2014 Posted June 6, 2014 Adding it to the inventory post-stripping would cause them to reevaluate inventory and re-equip all the gear they just stripped. Done a lot of testing on this because it was one of the issues I had to contend with. Equipping the item without adding is safe. They won't fiddle with their suit. Adding without equipping causes suit reconsideration. 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, The matter is twofold: First, the slots of the gear they swap to does not necessarily align 100% with the slots of the gear they were originally wearing, ie the idea is to strip based on the current suit rather than an unpredictable one. Second, once they unstrip, they'll be wearing whatever they swapped to due to a piece of equipment having been added to their inventory, rather than what they started with prior to the SexLab sequence. This incidentally is a description of the scenario which prompted my first post. 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) That does sound like new behavior. At the end of the day, the safe sequence to ensure no armor reconsideration is A: equip without add, and B: unequip then remove once it's unequipped. This is/was a terrifically frustrating problem with a mercifully simple solution, and it's easy to hotwire. Simple enough to test with the console. Spawn a Muiri. Now try these experiments: 1: Give her a Roughspun Tunic and make her equip it. Now add a Calyps strapon to her inventory. Voila, no more Roughspun Tunic. 2: Give her a Roughspun Tunic and make her equip it. Now make her equip a Calyps strapon without adding. No change in equipment.
Ashal Posted June 6, 2014 Author Posted June 6, 2014 Adding it to the inventory post-stripping would cause them to reevaluate inventory and re-equip all the gear they just stripped. Done a lot of testing on this because it was one of the issues I had to contend with. Equipping the item without adding is safe. They won't fiddle with their suit. Adding without equipping causes suit reconsideration. 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, The matter is twofold: First, the slots of the gear they swap to does not necessarily align 100% with the slots of the gear they were originally wearing, ie the idea is to strip based on the current suit rather than an unpredictable one. Second, once they unstrip, they'll be wearing whatever they swapped to due to a piece of equipment having been added to their inventory, rather than what they started with prior to the SexLab sequence. This incidentally is a description of the scenario which prompted my first post. 99% of the time this is a complete and utter non issue. As it's usually a player, where it's a complete non issue, or an NPC whose already wearing their evaluated armor. The only place it's an issue is with users or mods dressing up npcs in a custom manner before animation. A problem that could very likely be solved fairly easily by the mod dressing up the actor beforehand enabling the preventRemoval flag. 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) That does sound like new behavior. At the end of the day, the safe sequence to ensure no armor reconsideration is A: equip without add, and B: unequip then remove once it's unequipped. This is/was a terrifically frustrating problem with a mercifully simple solution, and it's easy to hotwire. Simple enough to test with the console. Spawn a Muiri. Now try these experiments: 1: Give her a Roughspun Tunic and make her equip it. Now add a Calyps strapon to her inventory. Voila, no more Roughspun Tunic. 2: Give her a Roughspun Tunic and make her equip it. Now make her equip a Calyps strapon without adding. No change in equipment. Number of complaints received about female NPCs putting all their armor/clothes back on mid animation Versions of SexLab equipping without adding: A LOT Versions of SexLab adding and then equipping added strapon as needed: none yet The issue isn't only during stripping and startup, equipping without adding causes many problems when the actors are swapping between strapon/non-strapon positions, or from strapon enabled animation to strapon disabled animations. The method you're suggesting simply completly breaks down in this scenario; a scenario that is significantly more common than the one that benefits from it. The previous method of doing it (exactly what you're suggesting) was changed to this new method for a reason, and it has thus far proved an effective solution that benefits the vast majority of scenarios.
Fredas Posted June 6, 2014 Posted June 6, 2014 The issue isn't only during stripping and startup, equipping without adding causes many problems when the actors are swapping between strapon/non-strapon positions, or from strapon enabled animation to strapon disabled animations. The method you're suggesting simply completly breaks down in this scenario; a scenario that is significantly more common than the one that benefits from it. I have to say I'm keen to know what gets broken. You're describing transitions between wearing and not wearing the strapon. There is nothing in the equip-without-adding / unequip-before-removing process which precludes keeping the strapon in the NPC's inventory. The only potentially hairy problem is that one would need to ensure that the strapon is not being added until it is needed. I have a feeling that's the problem you allude to. If it's not worth it to tweak the code for the sake of a minority case, then fair enough. The actual odds of running into the problem depend on one's gameplay behavior. If they are fond of equipping NPCs with custom gear but not overfond of removing every trinket they were originally wearing, or are in the habit of using player-made followers who carry multiple outfits, it could be more common. In my own case, the very first NPC I used with SL1.57 inspired me to make my suggestions. I'll also add for the record that the mod I have (still WIP) makes extremely heavy use of armor equipping and unequipping and yet is 100% airtight. Edit: Incidentally, if you were having complaints about wardrobe changes mid-animation, I have another tip. Unequip-then-remove depends on the remove not happening until the unequip is done. If they happen one right after the other without a pause, this can occasionally be so fast that it amounts to the same thing as remove-without-unequip, which triggers a wardrobe swap. I had to put in a check to ensure this didn't happen.
magicrealm Posted June 6, 2014 Posted June 6, 2014 i have a question. what exactly means the first page where the Animation are enabled / disabled ? the second page is for the preludes, the third page for the agressives, the fourth page for the creatures. if i disable an Animation on the first page, is the Animation then totally disabled or does it work if enabled at prelude or agressive page ?
Ashal Posted June 6, 2014 Author Posted June 6, 2014 The issue isn't only during stripping and startup, equipping without adding causes many problems when the actors are swapping between strapon/non-strapon positions, or from strapon enabled animation to strapon disabled animations. The method you're suggesting simply completly breaks down in this scenario; a scenario that is significantly more common than the one that benefits from it. I have to say I'm keen to know what gets broken. You're describing transitions between wearing and not wearing the strapon. There is nothing in the equip-without-adding / unequip-before-removing process which precludes keeping the strapon in the NPC's inventory. The only potentially hairy problem is that one would need to ensure that the strapon is not being added until it is needed. I have a feeling that's the problem you allude to. If it's not worth it to tweak the code for the sake of a minority case, then fair enough. The actual odds of running into the problem depend on one's gameplay behavior. If they are fond of equipping NPCs with custom gear but not overfond of removing every trinket they were originally wearing, or are in the habit of using player-made followers who carry multiple outfits, it could be more common. In my own case, the very first NPC I used with SL1.57 inspired me to make my suggestions. I'll also add for the record that the mod I have (still WIP) makes extremely heavy use of armor equipping and unequipping and yet is 100% airtight. Edit: Incidentally, if you were having complaints about wardrobe changes mid-animation, I have another tip. Unequip-then-remove depends on the remove not happening until the unequip is done. If they happen one right after the other without a pause, this can occasionally be so fast that it amounts to the same thing as remove-without-unequip, which triggers a wardrobe swap. I had to put in a check to ensure this didn't happen. If you can tweak the sslActorAlias script to fix your problem without also breaking the other scenarios that were fixed by the current method, I'll happily adapt the fix into the existing development version. Otherwise, as is I simply don't see any major problem that needs fixing or warrants the time investment it would take to investigate a relatively minor point; it's time I'd rather spend elsewhere on the mod.
Ashal Posted June 6, 2014 Author Posted June 6, 2014 i have a question. what exactly means the first page where the Animation are enabled / disabled ? the second page is for the preludes, the third page for the agressives, the fourth page for the creatures. if i disable an Animation on the first page, is the Animation then totally disabled or does it work if enabled at prelude or agressive page ? Disabling an animation prevents it from being used entirely. If for instance you really don't like an animation, you can disable it and other SexLab mods will no longer be able to select it when searching for animations, preventing that animation from being included in a scene. They can however forcibly still use a disabled animation if they search for the animation by name (which is rare)
Zaselim Posted June 6, 2014 Posted June 6, 2014 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. sorry for asking, actually i wasmt only asking because of the sexlab, but because of all the mods i am using. and i came to this thread after a very long time, my last time was when 1.4 version released. that is why i didnt know the question was asked too many times
magicrealm Posted June 6, 2014 Posted June 6, 2014 i have a question. what exactly means the first page where the Animation are enabled / disabled ? the second page is for the preludes, the third page for the agressives, the fourth page for the creatures. if i disable an Animation on the first page, is the Animation then totally disabled or does it work if enabled at prelude or agressive page ? Disabling an animation prevents it from being used entirely. If for instance you really don't like an animation, you can disable it and other SexLab mods will no longer be able to select it when searching for animations, preventing that animation from being included in a scene. They can however forcibly still use a disabled animation if they search for the animation by name (which is rare) well, i would like to have some animations as prelude or agressives, but not as "normal". how can i do that ?
SGFreak Posted June 6, 2014 Posted June 6, 2014 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 In the previous version (13x.x - with SKSE 1.6 something), multiple animations could run simultaneously - Each time I sleep, immediately after that I myself masturbated, perhaps another follower also masturbated, and say two more started fucking each other - all at once, even though I wasn't married then either. With SKSE 1.7 alpha + 157.7, each time I sleep the -1 error is happening. Found something funny: It's only happening if I sleep in a Fort Dawnguard cot. If I sleep in a Dawnguard bed, or a bed roll outside, no problems then. Wonder if it's a Lover's Comfort-only glitch then.
Fredas Posted June 7, 2014 Posted June 7, 2014 If you can tweak the sslActorAlias script to fix your problem without also breaking the other scenarios that were fixed by the current method, I'll happily adapt the fix into the existing development version. Looks like adding a ; to the front of line 191 does the trick. Though I also took out line 349 of sslSystemConfig in the interest of future-proofing. If there were specific animations where the potential for something breaking was of particular note, I could try them out. But all the stuff I've tested so far has failed to break anything.
Northern Posted June 8, 2014 Posted June 8, 2014 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]", I have the same problem since ive upgraded the version to current along with SKSE
Equien Posted June 8, 2014 Posted June 8, 2014 Hi, sorry If I missed something, but I have a few animations missing, specially the new threesomes (I only got 2) and the characters just stand there in A pose. I believe is the Bleagh ones. is there a place to download them?
froxerko Posted June 8, 2014 Posted June 8, 2014 Hey everyone. I have a little problem I could use a help with. I installed SOS - Equipable Schlong for females. While schlongs appear on female NPCs (during SexLab animations) it won't appear on my female character (when female in lead of course). Just to clarify few basic stuff: - using latest SexLab version 1.57 - some months ago I remember it that it worked - I did rebuild strap on list so that both default strap on and new schlong was listed - when both were active female NPCs would equip schlong (most of the time), but my character only strap on - when I disabled strap on from list NPCs would still equip schlong but my char was "schlongless" - schlongs on female NPC works as inteded (you can bed them) - don't want to use RaceMenu or Controler version I already posted about this on SOS - Equipable Schlong thread but since schlongs basicaly work (for NPCs anyway) I figured it could be something with SexLab. Any idea why schlongs won't appear on female player character but on NPCs it does? PS: I looked over this thread for similar problem but didn't find it. If I asked something that was already answered I'm sorry.
DarkNinja13 Posted June 8, 2014 Posted June 8, 2014 Hi, sorry If I missed something, but I have a few animations missing, specially the new threesomes (I only got 2) and the characters just stand there in A pose. I believe is the Bleagh ones. is there a place to download them? I had this same issue myself for the longest time. Fortunatelty the fix is bone dead simple. 1) You need to download FNIS from the Nexus. 2) Once you get it, place everything in it in your Skyrim Directory and overwrite if prompted 3) Go into Skyrim/Data/Tools/Generate FNIS for users folder and you'll see an exe file named Generate FNIS for Users 4) Run the exe, click on the "Update FNIS Behaviour" button, and it'll say something about doping a Skeleton arm fix. Just let it do this and in a minute or so, it will update all your animations. Thanks for this question BTW, I needed to update mine so in helping you out I got my own stuff in order. So thanks for asking
dman231 Posted June 8, 2014 Posted June 8, 2014 i have a problom not sure if bug or not but everytime i use the strap on with a female npc the strap on dosnt appear but after the climax it appears for a short time and disappers is this a bug? i used this mod http://www.nexusmods...im/mods/13362/?
Equien Posted June 9, 2014 Posted June 9, 2014 Hi, sorry If I missed something, but I have a few animations missing, specially the new threesomes (I only got 2) and the characters just stand there in A pose. I believe is the Bleagh ones. is there a place to download them? I had this same issue myself for the longest time. Fortunatelty the fix is bone dead simple. 1) You need to download FNIS from the Nexus. 2) Once you get it, place everything in it in your Skyrim Directory and overwrite if prompted 3) Go into Skyrim/Data/Tools/Generate FNIS for users folder and you'll see an exe file named Generate FNIS for Users 4) Run the exe, click on the "Update FNIS Behaviour" button, and it'll say something about doping a Skeleton arm fix. Just let it do this and in a minute or so, it will update all your animations. Thanks for this question BTW, I needed to update mine so in helping you out I got my own stuff in order. So thanks for asking Thanks, but I actually found out that when I updated to 1.50 I must have missed updating the animations folders, everything was working right so I didn't notice anything. It's fixed now.
ProfoundX Posted June 9, 2014 Posted June 9, 2014 I downloaded and installed the latest 1.57 sexlab framework and everything seems to work fine other than facial expressions/lip sync during sex. I don't have TFC enabled and I have tried both facial and lip sync on, one at a time, an both off but still no lip sync. Anyone know how to fix this? Thanks.
dman231 Posted June 9, 2014 Posted June 9, 2014 i have a problom not sure if bug or not but everytime i use the strap on with a female npc the strap on dosnt appear but after the climax it appears for a short time and disappers is this a bug? i used this mod http://www.nexusmods...im/mods/13362/? any help? updtae after checking out some things only the pc dosnt equip strapons
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