Jump to content

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


Recommended Posts

Posted

 

...

this script was supposed to going to start a solo(mastubation) animation for the player. the part i still dont understand is the sexActor[0/1] part, is this like actor number one or supposed to say the gender of the character in which the female is 1 and male 0 so its got to be reversed.?

thanks for helping me out here as im still learning this scripting. didnt knew you amy not make a function inside a if.

could have know though as i wasnt allowed in PHP too.

 

EDIT: with your code i get this compile error : (28,33): arrays must be between 1 and 128 elements in size

 compilation failed.

EDIT 2: Do you know a way maybe how to make a CaveGSecretDoor open when an altar of molag is used?

(caveGsecretdoor functions the same way as a portculis i suppose but it wont work as activator as it's not coded to be activator)

What you wrote was much more code than needed for a simple masturbation scene when the player is the only intended target.

 

 

 

Scriptname Sacrifice_adult extends ObjectReference

{this is the adult script}
; this is the script

SexLabFramework Property SexLab Auto

Event OnActivate(ObjectReference akActionRef)
    if akActionRef == Game.GetPlayer()           ; Only run this code if the player triggers this 
        actor[] sexActors = new actor[1]         ; Size of the array is set here, in this case one entry
        sexActor[0] = akActionRef as Actor       ; References to array entries start with 0 for the index
                                                 ; so an array of size 1 will have only one index available
                                                 ; which will be [0]
        sslBaseAnimation[] anims                 
        anims = Sexlab.PickAnimationByActors()
        SexLab.StartSex(sexActors, anims)
    EndIf                              
EndEvent

 

 

Take the time to look at the code from other mods and see how they handle various actions. It IS a good idea to add comments to your code telling what you expect to happen as the code progresses, that way when someone else reads the code they have an idea of what you are trying to accomplish and also when you review that code yourself much later you don't have to work as hard to remember what you were doing.

 

Comments in code are not mandatory but they are essential.

 

I'll get back to you on the cave door thing.

 

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

Posted

 

...

 

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

Posted

 

 

...

 

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

uhh... i think i dont really know what you are actually saying. Do i need to check an vanilla trap or something to see what actions are taken or something. Also is there a diffence between the NorPullBar script and the TrapLever script?

Posted

 

 

 

...

 

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

uhh... i think i dont really know what you are actually saying. Do i need to check an vanilla trap or something to see what actions are taken or something. Also is there a diffence between the NorPullBar script and the TrapLever script?

 

Look at the scripts, they are in ~\Skyrim\Data\Scripts\Source. Look at an example location in the CK where a secret door is present and see how the chain and door are connected together. Then you'll have the base for understanding what you want to do.

Posted

So sexlab has a setting in the MCM that causes actors to ragdoll and then stand back up after sex. I have this setting turned off.

 

However, it seems that creatures that are capable of being ragdolled are still being ragdolled after sex. (I asked Darkconsole and he was having this problem too)

 

In particular, it's a problem when one is using Sexlab Werewolves; my victim is able to start wailing on me while I'm busy picking myself up off the floor. :P

Posted

 

 

 

 

...

 

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

uhh... i think i dont really know what you are actually saying. Do i need to check an vanilla trap or something to see what actions are taken or something. Also is there a diffence between the NorPullBar script and the TrapLever script?

 

Look at the scripts, they are in ~\Skyrim\Data\Scripts\Source. Look at an example location in the CK where a secret door is present and see how the chain and door are connected together. Then you'll have the base for understanding what you want to do.

 

are you meaning like pull chain and protculis as this two are connected by activate parent which wont work for the altar and the door.

Will look though if there isnt like a script attached to it and will look to indeed vanilla scripts to search it out.

Posted

I'm wondering if anyone else has had the problem of disappearing partners during the start of an animation; the other character either disappears or seems to be pulled away like they are being stretched and pulled into a portal from a cheesy sci-fi or horror movie.

Posted

 

 

...

 

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

And about the script, i get still some compile errors. :(

variable sexActor is undefined
only arrays can be indexed
type mismatch while assigning to a none (cast missing or types unrelated)
PickAnimationByActors is not a function or does not exist
 compilation failed.
 
in the spoiler is my script, maybe i made some mistakes here.

Scriptname Sacrifice_adult extends ObjectReference  
{this is the adult script}
; this is the script
 
SexLabFramework Property SexLab  Auto  
 
Event OnActivate(ObjectReference akActionRef)
 
 
    if akActionRef == Game.GetPlayer()
actor[] sexActors = new actor[1] 
sexActor[0] = akActionRef as actor
sslBaseAnimation[] anims
anims = Sexlab.PickAnimationByActors()
Sexlab.StartSex(sexActors, anims)
 
 
 EndIf 
 
 
EndEvent 
 
 
 

 
Posted

I realy want the new sexlab to come out lol

Posted

I really enjoy using SexLab Framework and several mods that use the framework, but I recently ran into some problems and could use your help.

 

I installed the mod AH Hotkeys-Skyrim Hotkey Manager, and set up several equip sets with no problems. This mod is really amazing.

 

However I recently cleaned Sex Animation Framework v1.59b. I am not using JContainers 3.2, only the versions that came with AH Hotkeys. AH Hotkeys is last in my load order.

 

Now when I try to use AH Hotkeys to equip armor sets mapped to Number Pad 3 my character disappears and I can only see his head, missing his hair. The game partially freezes and then seems to go into tfc mode giving me a free camera and no control over my character. If I repeatedly hit the NP3 key eventually he puts on the armor set and I regain movement control. For some reason the equip sets assigned to other Number Pad Keys don't do this. I tried NP1,NP2, NP4, NP6 and NP9 all working fine.

 

Then I assigned different armor sets to NP3. They all developed the same problem. Then I moved the armor set that was originally mapped to NP3 to other NP#'s and the problem moved to the new NP#'s. So at first I thought the problem was with NP3 but now I could have the problem with other NP#'s. The original armor I mapped to NP3 was Bosmer armor. But I mapped the Bosmer armor to other NP#'s with no problems and I reloaded the save game to start over and assigned a different armor set to NP3 and it developed the same problems. So it seems the problem is not limited to a specific armor set, and even though it starts with the NP3 Key, it seems to affect other keys eventually.

 

I also found that when I tried to equip an armor set and my character would develop the same problems (only his head is visible with no hair, he freezes, seems I have tfc camera control and no character movement control) if I opened my inventory hitting the "I" key would force him to equip his armor set and return movement and camera to normal. So my temporary fix for this is to hit "I" to open the inventory panel whenever the problem develops. But it ruins the amazing convenience and features of the AH Hotkeys mod.

 

I'm using Mod Organizer. I did a clean uninstall of AH Hotkeys and then unchecked it in Mod Organizer so it's as if I never installed that mod. Then I ran the cleaning feature of Sex Animation Framework. Did more clean saves. Then I reinstalled AH Hotkeys in Mod Organizer and started it up from the beginning. I experienced the same problems as before. It seems that when I run the cleaning feature of Sex Animation Framework, even with AH Hotkeys uninstalled, then I install AH Hotkeys it develops these problems. But if I install AH Hotkeys and never use the cleaning feature of Sex Animation Framework I have no problems.

 

This only happens with AH Hotkeys, cleaning Sex Animation Framework does not affect any of my other mods and I have almost 200 mods installed and all others working fine. I am posting to AH Hotkeys as well hoping for a solution. I'm hoping you will see what the problem is, and let me know what I need to do to eliminate this problem. Hopefully I can periodically clean Sex Animation Framework as it will need from time to time, and still use AH Hotkeys with none of these issues. I hope you can find a solution as I think these mods have increased my enjoyment of Skyrim more than any other mods.

 

Let me know if you want my Papyrus logs and how to send them to you.

 

Thanks for any help.

Posted

Has anyone else had the problem of followers sometimes being dismissed after a SexLab animation? I use 'Amazing Follower Tweaks', and followers are sometimes dismissed even by the animation editor, so I don't think it is other SexLab mods.

Posted

Has anyone else had the problem of followers sometimes being dismissed after a SexLab animation? I use 'Amazing Follower Tweaks', and followers are sometimes dismissed even by the animation editor, so I don't think it is other SexLab mods.

I use AFT and I do not have that problem. I have been using AFT for a long time and have NEVER had that problem. There is nothing in the Sexlab Framework code to dismiss followers so blaming the framework is just a BAD GUESS.

 

 

So I think it IS SOME OTHER MOD interfering.

 

Unless you are repeating yourself though someone else did recently report this but evidently didn't figure it out or didn't bother to post the answer when they found the source of the problem.

Posted

I am sorting through my animations for selecting, aggressive, etc...

 

Quick question: how do I initiate a threesome for testing?  AFAIK the N key will let me select only one other actor.  Hence, the testing button stays greyed out for threesomes.

Posted

I am sorting through my animations for selecting, aggressive, etc...

 

Quick question: how do I initiate a threesome for testing?  AFAIK the N key will let me select only one other actor.  Hence, the testing button stays greyed out for threesomes.

The only way I know of is to untoggle all threesome animations except the one you want to test, and then use something like Matchmaker to trigger a threesome.

Posted

I am sorting through my animations for selecting, aggressive, etc...

 

Quick question: how do I initiate a threesome for testing?  AFAIK the N key will let me select only one other actor.  Hence, the testing button stays greyed out for threesomes.

With Amorous Adventures, you can walk up to one Lover, ask them to fallow you for some special time, then walk up to another Lover, and ask them for love making, both will be included for a 3 some.

If I remember correctly, you can even try Random Sex, it has some 3 some options, but I find it a bit unstable for my game, being heavy on script loads.

Posted

Has anyone else had the problem of followers sometimes being dismissed after a SexLab animation? I use 'Amazing Follower Tweaks', and followers are sometimes dismissed even by the animation editor, so I don't think it is other SexLab mods.

I use AFT as well.

 

I experience this with the mods Approach and Attraction, Thinking it turns the ones fallowing you into some sort temporary follower, then disbands them when the scene starts. They still follow you, but no longer really under your control, like when you sneak, they stand there. They do their own thing for the most part, just walking behind you. There may be some other mods  that react the same way.

 

I have used the animation editor on them, and it doesn't change their fallowing status, so it has to be some other mod/script that is messing things up for you.

Posted

Does anyone know why my NPC's keep playing this idle?

When playing and the NPC moves, they kinda float around instead of walking or running.

I have a feeling it is something to do with SexLab or SexLab Aroused but have been unable to stop the idle from playing by configuring settings in the MCM.

Any ideas?

Posted

Does anyone know why my NPC's keep playing this idle?

 

When playing and the NPC moves, they kinda float around instead of walking or running.

 

I have a feeling it is something to do with SexLab or SexLab Aroused but have been unable to stop the idle from playing by configuring settings in the MCM.

 

Any ideas?

Nope to both. "Get Stripped" is the most recent mod that does a "covering" animation (but only for the player) and there are a few other mods that also provide covering animations. you need to check elsewhere because Sexlab and Aroused do not have those animations.

Posted

I think the More Devious Quest mod can cause that cover-up animation.

 

Edit: Looks like afa beat me to it by 1 minute.

hmm, well I don't have that mod so can't be that. Is there a way to target the npc and find out with a console command to find out what idle is playing?
Posted

Any way to make the "use nude suit for females" only apply to npcs? I want the pc to have a unique body

"Nude Suit" is only for those weak knee-d people who don't want to see dead bodies with their naughty bits hanging loose or those who still use male bodies with fixed erections instead of the SOS or SAM mods who were bothered by dead guys with stiffies.

 

If your female NPCs and the PC are properly nude underneath their clothes instead of having painted on underwear then you don't need to use "Nude suit" at all.

Posted

 

I think the More Devious Quest mod can cause that cover-up animation.

 

Edit: Looks like afa beat me to it by 1 minute.

hmm, well I don't have that mod so can't be that. Is there a way to target the npc and find out with a console command to find out what idle is playing?

 

 

One other thing, the idle animation isn't just like what is in the picture I posted, the npc's also slowly move their hands up/down caressing themselves.  It seems to be triggered when my character isn't wearing much and the npc's arousal is greater than 10 which is why I thought it was something to do with SexLab or SexLab Arousal.  I've been looking through my mods but still can't work out which one is causing it.

 

EDIT:

 

I think I have found it... I looked in "Data\Meshes\actors\character\animations\SexLabAroused"

 

There are 3 .hkx files in here (and 1 txt file):

• Aroused_Naked_idle.HKX

• Aroused_Sexy_idle_1.HKX

• Aroused_Sexy_idle_2.HKX

 

There is link in the text file: http://www.loverslab.com/topic/24339-sexy-idle-animation-by-red31133dm/

 

The video on that page is the exact animation I am seeing which is causing odd 'floating' around by the npc's when the idles are playing, they don't walk just float until the idle finishes playing.

 

Will try removing the folder and see if that fixes the problem.

Posted

SexLab doesn't appear in my "Mod" section but does in the "Plugin" section of my Nexus Mod Manager. is that normal?

 

FNIS generator ran fine (did say Reading SexLab...)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...