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


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Posted

Without the creature pack installed, running the generator should not affect animal animations at all.  You have 2 horse mods installed (or at least 2 mods with 'horse' in the name) - maybe one of those is causing the issue?  Maybe reinstall those?

Posted

Without the creature pack installed, running the generator should not affect animal animations at all.  You have 2 horse mods installed (or at least 2 mods with 'horse' in the name) - maybe one of those is causing the issue?  Maybe reinstall those?

 

Hmmm, okay. Thanks again.

Posted

There's a very annoying issue related to SexLab and certain beds in this game. You know, those big, fancy ones? Like the one Elisif sleeps in? These have a very minor but annoying issue which is that if NPCs pick them to have sex on, they get stuck in there. Does anyone know of a plugin of some sort that replaces those types of beds with 'regular' ones?

Posted

There's a very annoying issue related to SexLab and certain beds in this game. You know, those big, fancy ones? Like the one Elisif sleeps in? These have a very minor but annoying issue which is that if NPCs pick them to have sex on, they get stuck in there. Does anyone know of a plugin of some sort that replaces those types of beds with 'regular' ones?

 

Yeah, it's a known issue, and one that's been fixed for some time now.  Try this: http://www.loverslab.com/topic/18489-noble-bed-02-collision-fix/

Posted (edited)

Does anyone else have this weird issue with Zap animations taking over other animations that play? For instance in my console it will say something like this:

 

Playing animation: Animation 1

Playing animation: ZapMissionary

 

Basically I end up getting Zap animations about 80% of the time with everything, and also don't have the ability to switch to other ones when this happens.

 

This even happens when using the Animation Editor to test them.

Edited by danetix
Posted

Does anyone else have this weird issue with Zap animations taking over other animations that play? For instance in my console it will say something like this:

 

Playing animation: Animation 1

Playing animation: ZapMissionary

 

Basically I end up getting Zap animations about 80% of the time with everything, and also don't have the ability to switch to other ones when this happens.

 

This even happens when using the Animation Editor to test them.

 

you have reach the limit of animation ? if you use lots of animation sexlab mods, then you easily reach the limit and some animation are "replaced" by others ,etc...

Posted

Does anyone else have this weird issue with Zap animations taking over other animations that play? For instance in my console it will say something like this:

 

Playing animation: Animation 1

Playing animation: ZapMissionary

 

Basically I end up getting Zap animations about 80% of the time with everything, and also don't have the ability to switch to other ones when this happens.

 

This even happens when using the Animation Editor to test them.

 

Go look on the ZAP thread...  It's been discussed there ad nauseum.

Posted

 

Does anyone else have this weird issue with Zap animations taking over other animations that play? For instance in my console it will say something like this:

 

Playing animation: Animation 1

Playing animation: ZapMissionary

 

Basically I end up getting Zap animations about 80% of the time with everything, and also don't have the ability to switch to other ones when this happens.

 

This even happens when using the Animation Editor to test them.

 

Go look on the ZAP thread...  It's been discussed there ad nauseum.

 

 

Thanks for the direction. I disabled the override option in Zaz and it seems to have fixed the problem.

Posted

Sorry if this has been brought up already, a search didn't yield any results, but there's an error in the FNIS list, specifically the zdi2_Doggystyle entry:
 
Should be
 s zdi2_Doggystyle_A1_S1  zdi2_Doggystyle_A1_S1.hkx
+ -a zdi2_Doggystyle_A1_S2 zdi2_Doggystyle_A1_S2.hkx
+ zdi2_Doggystyle_A1_S2b zdi2_Doggystyle_A1_S2b.hkx
+ -a zdi2_Doggystyle_A1_S3 zdi2_Threesome_A1_S3.hkx
+ zdi2_Doggystyle_A1_S3b zdi2_Doggystyle_A1_S3b.hkx
+ -a zdi2_Doggystyle_A1_S4 zdi2_Threesome_A1_S4.hkx
+ -a zdi2_Doggystyle_A1_S4b zdi2_Doggystyle_A1_S4b.hkx

s zdi2_Doggystyle_A2_S1  zdi2_Threesome_A2_S1.hkx
+ -a zdi2_Doggystyle_A2_S2 zdi2_Threesome_A2_S2.hkx
+ zdi2_Doggystyle_A2_S2b zdi2_Threesome_A2_S2b.hkx
+ -a zdi2_Doggystyle_A2_S3 zdi2_Threesome_A2_S3.hkx
+ zdi2_Doggystyle_A2_S3b zdi2_Threesome_A2_S3b.hkx
+ -a zdi2_Doggystyle_A2_S4 zdi2_Threesome_A2_S4.hkx
+ -a zdi2_Doggystyle_A2_S4b zdi2_Doggystyle_A2_S4b.hkx

instead of
s zdi2_Doggystyle_A1_S1  zdi2_Doggystyle_A1_S1.hkx
+ -a zdi2_Doggystyle_A1_S2 zdi2_Doggystyle_A1_S2.hkx
+ zdi2_Doggystyle_A1_S2b zdi2_Doggystyle_A1_S2b.hkx
+ -a zdi2_Doggystyle_A1_S3 zdi2_Threesome_A1_S3.hkx
+ zdi2_Doggystyle_A1_S3b zdi2_Doggystyle_A1_S3b.hkx
+ -a zdi2_Doggystyle_A1_S4 zdi2_Threesome_A1_S4.hkx
+ zdi2_Doggystyle_A1_S4b zdi2_Doggystyle_A1_S4b.hkx

s zdi2_Doggystyle_A2_S1  zdi2_Threesome_A2_S1.hkx
+ -a zdi2_Doggystyle_A2_S2 zdi2_Threesome_A2_S2.hkx
+ zdi2_Doggystyle_A2_S2b zdi2_Threesome_A2_S2b.hkx
+ -a zdi2_Doggystyle_A2_S3 zdi2_Threesome_A2_S3.hkx
+ zdi2_Doggystyle_A2_S3b zdi2_Threesome_A2_S3b.hkx
+ -a zdi2_Doggystyle_A2_S4 zdi2_Threesome_A2_S4.hkx
+ zdi2_Doggystyle_A2_S4b zdi2_Doggystyle_A2_S4b.hkx

 

With those 2 changes the kicking at the end doesn't loop.

Posted

Is there an easy way to change the sexlab Client Count?  the sexlab stat change tool does not have the client count in it.  I created a mod to display the client count in a tattoo then I noticed that the client count in SL is not incrementing for many of the pros mods out there.  

Posted

 

where can i get detaliled informnation how the sexlab diary works ? (fe whats sexual pureness / Perversion, how many steps ,when change step etc) ?

 

From the git page.

 

 

Thank You

 

Next Question :  Match Maker is an Illusion Spell and as such raises Illusion skill.

i want to make every use of sexlab animations raise Illusion skill. what must be done for this ?

 

Posted

Do animation position edits save when you export your sexlab settings now? I was making adjustments, but in the process someone tried initiating dialogue with me and now my character's stuck, even after save-load. I have an older save so that's fine, but I don't want to abandon all of the adjustments I made.

 

Edit: tried it anyway, looks like the answer is yes. Phew, saved myself a lot of time and hassle. Just gotta learn to try things before asking now.

Posted

Do animation position edits save when you export your sexlab settings now? I was making adjustments, but in the process someone tried initiating dialogue with me and now my character's stuck, even after save-load. I have an older save so that's fine, but I don't want to abandon all of the adjustments I made.

 

Edit: tried it anyway, looks like the answer is yes. Phew, saved myself a lot of time and hassle. Just gotta learn to try things before asking now.

 

They save separate of import/export settings. Position edits get saved to an external file shared throughout all saves automatically as edit them. Check the Animation Profile setting in the sexlab MCM.

Posted

Is there an easy way to change the sexlab Client Count?  the sexlab stat change tool does not have the client count in it.  I created a mod to display the client count in a tattoo then I noticed that the client count in SL is not incrementing for many of the pros mods out there.  

 

That's a custom stat added by a sexlab mod, and not "controlled" by SexLab directly, SexLab just stores and displays it in the diary. If you want to adjust it in other mods, you can use all the stat related functions in SexLabFramework.psc, which starts with RegisterStat and ends with AdjustBy, basically and stat function that uses the "string Name" parameter and NOT "string Skill" which is for the native sexlab diary info.

 

To answer your question more simply:

; // Create the custom stat if it doesn't exist yet
if SexLab.FindStat("Client Count") == -1
	SexLab.RegisterStat("Client Count", 0)
endIf
; // Increase players custom stat by 1
SexLab.ActorAdjustBy(PlayerRef, "Client Count", 1)

To increase the players client count in the diary by 1.

Posted

Quick question...

I don't remember which version I was using, it may have been 1.56, but during oral animations the mouth would open.  But with 1.59c, lip syncing is working perfectly but during oral animations, the mouth no longer is opening.   I read somewhere it has to do with two files, I think one is femalehead.tri and I can't remember the name of the other tri file.  But when I ran two searches on my Skyrim directory, and looked under character assets, where I believe those two files would be if I had them, they don't exist.

So am I missing a requirement or are those two files part of a BSA file?

 

For the record, not sure it matters, I'm using UNP seamless for the body and I do use Racemenu but the issue with closed mouths started before I started to use racemenu.

 

Posted

I don't care much for creatures, I only care about characters. Can I  safetly delete the creature meshes/scripts without anything messing up? also, is there a Sexlab file without creatures someone can upload?  Thanks.

Posted

I don't care much for creatures, I only care about characters. Can I  safetly delete the creature meshes/scripts without anything messing up? also, is there a Sexlab file without creatures someone can upload?  Thanks.

 

You don't get any creature animations, unless you especially select it active from MCM. If you leave it unselected, then you can be without worries.

Posted

 

I have a little problem...After sex my character lost 50% of magicka regeneration...

Pretty sure that's a mod. I had one that did that for a while, can't remember the name...

Sexlab Consequences perhaps?

 

I found, that was sexlab hormones

Posted

Development continues, we just don't have an "official" stable version because Ashal's waiting on SKSE's next version to come out of beta, so he can cover his ass when it comes to people who don't install the mod right.

Posted

I have a question (1.59c):

 

Is there a way I can easily determine when sex is finished? That is, I have a script that looks like this:

 

Do something "A"

Start sex

Do something "B"

But something "B" starts immediately after sex begins. I want to wait until the animation finishes completely before beginning the next bit.

I can use utility.wait to wait a while, but sex duration is variable, based on player settings in Sexlab and number of animation stages, so if I set a hard number to wait then players will get unintended results.

 

 

EDIT:
Never mind, I've got a solution. Not a good solution, but okay.

int i = 0
while (i == 0)
  if Sexlab.ValidateActor(akSpeaker) == 1
    i = 1
  elseif Sexlab.ValidateActor(akSpeaker) == 10
    utility.wait(1)
  endif
endwhile
Posted

Okay, so what am I doing wrong? This is driving me a tiny bit crazy. This script compiles without errors. The sex runs. But the hook will not fire. The debug message doesn't happen, the quest doesn't restart, nothing happens. Do hooks not work in Pap fragments? I've found that trying to get anything to happen in a function after sexlab is not going to happen--like if you put GetOwningQuest().SetStage(X) after the StartSex line,  the stage will not be set. So I was thinking hooks were the way to get around this.

Scriptname TIF__1407FDED Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
akSpeaker.ModFactionRank(TIGHouseEntertainment, 5)
;BEGIN CODE
debug.notification("Whining, the man submits")

actor[] SexActors = new actor[2]
SexActors[0] = AKSpeaker
SexActors[1] =  Sexlab.PlayerRef
sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Aggressive" )

RegisterForModEvent("AnimationEnd_LessonLearned", "Messylesson")

SexLab.StartSex(SexActors, anims, victim=akSpeaker, allowbed=false, hook="LessonLearned")

;END CODE
EndFunction


Event Messylesson(string eventName, string argString, float argNum, form sender)

sslBaseAnimation anim = SexLab.HookAnimation(argString)
debug.notification("The man looks really pretty, spattered in my come")
GetOwningQuest().Reset()
UnregisterForModEvent("AnimationEnd_LessonLearned")


;END CODE
EndEvent
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment


SexlabFramework Property Sexlab Auto
Faction Property TIGHouseEntertainment Au

Now, in full disclosure, I did mess this script up a couple of times. So after I got it like this I uninstalled the mod ran game saved and reactivated the mod with absolutely no change.

 

Help? Please? My sanity is in the balance here.

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