Budroi Posted February 9, 2015 Posted February 9, 2015 Ok so Ashal posted 1.60 dev a few days back for more open testing (i believe that was the reason) I can no longer find the post with it in it. The reason I ask is because I found an issue and I want to re-read the post to see if there is a specific place to post that, or if i should just post it here. Not to mention in case posting it would be pointless if its already been discovered.
Ashal Posted February 9, 2015 Author Posted February 9, 2015 Ok so Ashal posted 1.60 dev a few days back for more open testing (i believe that was the reason) I can no longer find the post with it in it. The reason I ask is because I found an issue and I want to re-read the post to see if there is a specific place to post that, or if i should just post it here. Not to mention in case posting it would be pointless if its already been discovered. Â It's linked to at the top first post in the development thread.
Bad Dog Posted February 9, 2015 Posted February 9, 2015   Sorry if this has been asked before but.... when I go to load this I am asked to overwrite a number of files, mostly SKSE files but also a few others. Not sure if I should allow this or not..???? Makes me nervous that something will get messed up. Normally - Yes, allow it. The only thing it would normally overwrite is the papyrus utils that can be installed by SOS, and SexLab has the more recent version of Papyrusutils included.   Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Oh yeah, and...    Use Mod Organizer. And this answers his question how? Using MO there is no overwriting of files fro one mod by another. Installed a pair of mods in the wrong order? No problem, one quick drag and drop to change the order and you're good to go.   Use Mod Organizer (really!).   Brilliant answer. How'd you get so smart?
josenightbreed Posted February 9, 2015 Posted February 9, 2015    Sorry if this has been asked before but.... when I go to load this I am asked to overwrite a number of files, mostly SKSE files but also a few others. Not sure if I should allow this or not..???? Makes me nervous that something will get messed up. Normally - Yes, allow it. The only thing it would normally overwrite is the papyrus utils that can be installed by SOS, and SexLab has the more recent version of Papyrusutils included.   Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Use Mod Organizer.  Oh yeah, and...    Use Mod Organizer. And this answers his question how? Using MO there is no overwriting of files fro one mod by another. Installed a pair of mods in the wrong order? No problem, one quick drag and drop to change the order and you're good to go.   Use Mod Organizer (really!).   Brilliant answer. How'd you get so smart?  LMAO
alexandercription Posted February 9, 2015 Posted February 9, 2015 (edited) Are thread functions like HasPlayer() and HasActor() not implemented yet?  They always error while trying to compile and are without wiki pages.  If anyone knows... I'm looking for a way to check when the animation is done playing or the accumulative time of all the stages to know when it will be done. So I can run code after the animation is complete.  Edited February 9, 2015 by alexandercription
Ashal Posted February 9, 2015 Author Posted February 9, 2015 Are thread functions like HasPlayer() and HasActor() not implemented yet?  They always error while trying to compile and are without wiki pages.  If anyone knows... I'm looking for a way to check when the animation is done playing or the accumulative time of all the stages to know when it will be done. So I can run code after the animation is complete.  They both exists and work fine. In the case of HasPlayer() there is both that function and also a HasPlayer bool property.  You'd have to post the script you're trying to compile and what the compile error says exactly if you want answers as to why.  But if your goal is running code after an animation is complete, that's what animation hooks are for: http://git.loverslab.com/sexlab/framework/wikis/guide-hooks Though the documentation is out of date since they've been superceded by a newer hook system, the old one shown in the documentaion there will continue to exist for backwards compatibility.Â
srayesmanll Posted February 9, 2015 Posted February 9, 2015  Using MO there is no overwriting of files fro one mod by another. Installed a pair of mods in the wrong order? No problem, one quick drag and drop to change the order and you're good to go.  Use Mod Organizer (really!).   No, there is no "overwriting", but install order does matter even in MO. Someone installing MO and then adding mods without knowing the "install order" of SOS and SL (and the reason behind it) would still have problems wouldn't they? My only point was that answering someone's valid question with "Use Mod Organizer" without giving context to that answer is about as stupid and useless as answering someone's question about the order in the install pane of MO with "Use NMM".  And as I have said numerous times in any post I have made about MO - download it and use it. It is a good tool. But if you are happy with NMM, stick with it. Both work and do what needs to be done. MO has better interfaces for solving issues like install order without having to truly uninstall/reinstall.
darkconsole Posted February 11, 2015 Posted February 11, 2015 I have this "Cave Bear" which is black, he is part of vanilla Skyrim. When engaging in sexy time, he turns brown during the duration of the Sexlab encounter and then turns back to black after. Some sort of SetRace/SetSkin usage bug in the animation system?
Ashal Posted February 11, 2015 Author Posted February 11, 2015 I have this "Cave Bear" which is black, he is part of vanilla Skyrim. When engaging in sexy time, he turns brown during the duration of the Sexlab encounter and then turns back to black after. Some sort of SetRace/SetSkin usage bug in the animation system? Â SexLab itself never once calls any such functions. The closest thing it calls is SetScale(), which should have absolutely no affect on such things. Â I'd assume it mostly likely has to do with whatever mod you may be using to provide "nude" creatures.
darkconsole Posted February 11, 2015 Posted February 11, 2015 I shall funnel my investigation that direction, thanks.
xTrogdorx Posted February 12, 2015 Posted February 12, 2015 I would really love a feature that would allow me more control over whether armor is stripped or not (without having to constantly fiddle with the stripping settings). Â Right now, it's all or nothing: it either strips from a slot or it doesn't; it doesn't care what the armor occupying that slot covers or doesn't cover. I don't walk around with just one armor set. Sometimes I'm wearing full body armor, othertimes I'm wearing one of those piecemeal sets and all that would be necessary to remove would be the part(s) that cover the crotch (and without going into the CK or asking the author, you may not know what slot a piece of armor occupies - making it a frustrating trial and error if you want to do this partial-stripping thing with custom armor). Â A better solution, I think, would be if there was a MCM menu that would detect all armor the player is currently wearing, and put them on a list with checkboxes, basically forming an ignore-stripping list, similar to how Aroused lets you designate that armors you're wearing are 'revealing'.
Quisling Posted February 12, 2015 Posted February 12, 2015 Sexlab provides both StripActor and StripSlots functions. It's up to mods which they use. Radiant Prostitution Tweaked has a minimal stripping option IIRC.
WaxenFigure Posted February 12, 2015 Posted February 12, 2015 I would really love a feature that would allow me more control over whether armor is stripped or not (without having to constantly fiddle with the stripping settings). Â Right now, it's all or nothing: it either strips from a slot or it doesn't; it doesn't care what the armor occupying that slot covers or doesn't cover. I don't walk around with just one armor set. Sometimes I'm wearing full body armor, othertimes I'm wearing one of those piecemeal sets and all that would be necessary to remove would be the part(s) that cover the crotch (and without going into the CK or asking the author, you may not know what slot a piece of armor occupies - making it a frustrating trial and error if you want to do this partial-stripping thing with custom armor). Â A better solution, I think, would be if there was a MCM menu that would detect all armor the player is currently wearing, and put them on a list with checkboxes, basically forming an ignore-stripping list, similar to how Aroused lets you designate that armors you're wearing are 'revealing'. If you are wearing items that you would like to NOT be stripped then add a "SexlabNoStrip" keyword to the mod providing the item and place that keyword on any item that should not be stripped before sex and voila, when you have sex while wearing that item it will not be removed even if it is in a slot marked for stripping. Â In short, the mechanism for doing what you want is already present. You just didn't know about it. Â Note there are TWO ways to add the SexlabNoStrip keyword, the first and most obvious is to make the Sexlab Framework a master of the mod you want to add the keyword to and then you can use that keyword in that mod, BUT that also means that mod will always require the Sexlab Framework in your game (often not really a problem). Â The other way to accomplish the task is to add a new keyword to the mod and name it SexlabNoStrip and add that internal keyword to the items and no dependency is created. The Sexlab Framework detects the keyword either way and honors it. My preference has always been to do it this way even though I always run my games with the Sexlab Framework in place.
darkconsole Posted February 12, 2015 Posted February 12, 2015 Â I have this "Cave Bear" which is black, he is part of vanilla Skyrim. When engaging in sexy time, he turns brown during the duration of the Sexlab encounter and then turns back to black after. Some sort of SetRace/SetSkin usage bug in the animation system? Â SexLab itself never once calls any such functions. The closest thing it calls is SetScale(), which should have absolutely no affect on such things. Â I'd assume it mostly likely has to do with whatever mod you may be using to provide "nude" creatures. Â Â just to follow up, you nailed it. Â disabled bear in "sexlab nude creatures" no more brown bear during scenes.
Rulet Posted February 14, 2015 Posted February 14, 2015 Hi, guys. I have question:For HDT mods may be interesting to add HDT Havok Object same as Calyps Strapon - equipped into animation and remove after?
ArmyChick Posted February 14, 2015 Posted February 14, 2015 Uhm yeah, I had everything working just fine with NMM. I tried the MO as per the advice, and, allow me to say this MO blows! I have tried everything to get it to work and if I see "Error no top level game data" one more time im gonna hurl.  It is easier for most of us to just use NMM. I will tell you from personal experience, I have no idea what im doing when it comes to changing mod directories hence the reason I use NMM. It is actually less of a headache than you make it out to be. At least for those of us that only want to put a mod in and play. I don't feel its easier to change to an application that's going to tell me there is no game data everytime I try to put a new mod in, I mean really if that's the case why bother with it in the first place?!  Before anyone starts asking the obvious, I have done everything, I have imported...yeah that was a waste...I have uninstalled and did a clean re-install...again more of a head ache than NMM. Using MO I cant install any bodies because there is no top level data, I cant install finis...again because of the afore mentioned  Its just a complete hot mess trying to use MO and the tutorial is a joke. For those that enjoy using LL content but have no idea how to change crap just use NMM.  Â
Dreamweaver Posted February 15, 2015 Posted February 15, 2015 If you're installing a mod using MO and see the warning, "no game data on top level" just expand the folders you see in that window until you see the data folder (it's almost always named Data. If it isn't, it's the folder that contains the esp and the meshes and textures folders if the mod has them.) Left click that folder, then click the option to set it as the data folder and you should get the message that everything looks good. Click OK, mod installed and ready to activate. Once you've done it once or twice it becomes second nature. Â NMM is fine for the most part, and if you don't have problems with it then there's nothing wrong with sticking to what you know. Everybody's different. I found MO took a little bit of getting used to at first, but that bit of work in the beginning was more than worth it.
IchX Posted February 15, 2015 Posted February 15, 2015 I have no idea why, but the cum doesn't seem to slide down anymore.
rigel8789 Posted February 16, 2015 Posted February 16, 2015 My downloads sometimes come down as a solitaire game file. Just note the file extension on the download page and rename the file extension that downloads.  so what do I do to fix this cuz I get it too
MidbossVyers Posted February 16, 2015 Posted February 16, 2015 If you only want the bondage poses then don't even download the framework; download ZAZ (it doesn't require Sexlab), FNIS, and the addon for spells with FNIS, and use the MCM menu and the spells to put the poses out. Sexlab Framework is for when you want to add sex, not poses.  Yes, that's what I thought at first, but this mod does not have all the poses: http://www.nexusmods.com/skyrim/mods/24023/?while this mod: http://www.loverslab.com/files/file/156-zaz-animation-pack-2015-02-10/ claims that the SexLab framework is required. Are you saying that it actually is not?
WaxenFigure Posted February 16, 2015 Posted February 16, 2015  If you only want the bondage poses then don't even download the framework; download ZAZ (it doesn't require Sexlab), FNIS, and the addon for spells with FNIS, and use the MCM menu and the spells to put the poses out. Sexlab Framework is for when you want to add sex, not poses.  Yes, that's what I thought at first, but this mod does not have all the poses: http://www.nexusmods.com/skyrim/mods/24023/?while this mod: http://www.loverslab.com/files/file/156-zaz-animation-pack-2015-02-10/ claims that the SexLab framework is required. Are you saying that it actually is not?   The Nexus mod is obsolete, the current version is the one here on LoversLab and it does indeed now require the Sexlab Framework.
MidbossVyers Posted February 16, 2015 Posted February 16, 2015 So, then, going back to my previous question: This mod does not add anything in-game by itself and is only used to make other mods possible, correct? Also, will there be any compatibility issues, if I have both the one from the Nexus and the one here installed?
ZaZ Posted February 16, 2015 Posted February 16, 2015 So, then, going back to my previous question: This mod does not add anything in-game by itself and is only used to make other mods possible, correct? Also, will there be any compatibility issues, if I have both the one from the Nexus and the one here installed?  BOTH mods are separate and Independent from each other And there wont be any issues from the one on the nexus Zaz Resources Mod( there is a consistency check error when you run FNIS , but its fine ) , Just no tech support for the one there on the Nexus   The ZaZ Animation Pack in LL in many ways is very similar to the the Sexlab Framework it is also a frame work in itself ( just for bondage animations) Since we are adding our own couple animations , Sexlab became Necessary to the Requirements .  Cheers
NeatLL Posted February 17, 2015 Posted February 17, 2015 Is anyone else having problems with FemDom with one male, where the male is not put in the male position?
Jubb Posted February 18, 2015 Posted February 18, 2015 Why was Arrok Cowgirl changed? I prefer the old one. Why wouldn't you make a new animation so we can have both of them?
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