Ashal Posted July 6, 2015 Author Posted July 6, 2015 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. You can't put hooks on topic info fragments. As soon as the conversation ends, the script along with your hook event cease to exist. Create a script extending a Quest, attach that to a quest added by your mod, and register for the modevent hook there, the sex call and hook event don't have to be in the same script.
Boneyardbill Posted July 6, 2015 Posted July 6, 2015 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. You can't put hooks on topic info fragments. As soon as the conversation ends, the script along with your hook event cease to exist. Create a script extending a Quest, attach that to a quest added by your mod, and register for the modevent hook there, the sex call and hook event don't have to be in the same script. Such a speedy response! Thank you! I was afraid it was the fragment. I'll see if I can get this to work now. Again, thanks for the quick reply.
Boneyardbill Posted July 6, 2015 Posted July 6, 2015 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. You can't put hooks on topic info fragments. As soon as the conversation ends, the script along with your hook event cease to exist. Create a script extending a Quest, attach that to a quest added by your mod, and register for the modevent hook there, the sex call and hook event don't have to be in the same script. Such a speedy response! Thank you! I was afraid it was the fragment. I'll see if I can get this to work now. Again, thanks for the quick reply. Ah damn, it didn't work. I dunno. I moved the "Register For Mod Event" and the Event stuff to a script extending Quest attached to the quest where this dialogue topic occurs. Everything compiles, still nothing happens.
WaxenFigure Posted July 6, 2015 Posted July 6, 2015 ... Ah damn, it didn't work. I dunno. I moved the "Register For Mod Event" and the Event stuff to a script extending Quest attached to the quest where this dialogue topic occurs. Everything compiles, still nothing happens. Show your current code, that will give Ashal something to work from to help you instead of a "it didn't work".
Boneyardbill Posted July 6, 2015 Posted July 6, 2015 ... Ah damn, it didn't work. I dunno. I moved the "Register For Mod Event" and the Event stuff to a script extending Quest attached to the quest where this dialogue topic occurs. Everything compiles, still nothing happens. Show your current code, that will give Ashal something to work from to help you instead of a "it didn't work". Oh, sorry, I didn't want to spam. Since it was the same code, just in two scripts now. This is the fragment ;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" ) SexLab.StartSex(SexActors, anims, victim=akSpeaker, allowbed=false, hook="LessonLearned") ;END CODE EndFunction Faction Property TIGHouseEntertainment Auto SexlabFramework Property Sexlab Auto And this is the Script extending the quest. Function STraining() RegisterForModEvent("AnimationEnd_LessonLearned", "Messylesson") EndFunction Event Messylesson(string eventName, string argString, float argNum, form sender) sslBaseAnimation anim = SexLab.HookAnimation(argString) debug.notification("The man looks really pretty now") GetOwningQuest().Reset() UnregisterForModEvent("AnimationEnd_LessonLearned") ;END CODE EndEvent
WaxenFigure Posted July 7, 2015 Posted July 7, 2015 ... Ah damn, it didn't work. I dunno. I moved the "Register For Mod Event" and the Event stuff to a script extending Quest attached to the quest where this dialogue topic occurs. Everything compiles, still nothing happens. Show your current code, that will give Ashal something to work from to help you instead of a "it didn't work". Oh, sorry, I didn't want to spam. Since it was the same code, just in two scripts now. ... I don't see where you call the STraining function, if you don't call it then there's not going to be an event.
Boneyardbill Posted July 7, 2015 Posted July 7, 2015 ... Ah damn, it didn't work. I dunno. I moved the "Register For Mod Event" and the Event stuff to a script extending Quest attached to the quest where this dialogue topic occurs. Everything compiles, still nothing happens. Show your current code, that will give Ashal something to work from to help you instead of a "it didn't work". Oh, sorry, I didn't want to spam. Since it was the same code, just in two scripts now. ... I don't see where you call the STraining function, if you don't call it then there's not going to be an event. Bugger. I knew it was something obvious. Sorry!!! (graciously accepts the Dunce cap and slinks away)
WaxenFigure Posted July 7, 2015 Posted July 7, 2015 ... Bugger. I knew it was something obvious. Sorry!!! (graciously accepts the Dunce cap and slinks away) You faced the usual programmer problem, you know what you wrote so you fail to see what you actually wrote.
Boneyardbill Posted July 7, 2015 Posted July 7, 2015 ... Bugger. I knew it was something obvious. Sorry!!! (graciously accepts the Dunce cap and slinks away) You faced the usual programmer problem, you know what you wrote so you fail to see what you actually wrote. It woooooorks!!!! Thank you both. Virtual cookies all around!
Shadowlvr101 Posted July 10, 2015 Posted July 10, 2015 I've recently "came" across this mod, and been fighting with it to get the animations to work. It seems I had the same common problems of... 1. Download the update, not entire piece the first time. Fixed that. 2. Didn't get FNIS to install properly. It wasn't working at first, but I managed to move it into the right subfolder, ran it, and it read the Sexlab mod, 799 animations loaded. 3. Hadn't added the Zaz animation pack before getting the Devious series of BDSM stuff, but I have that now. 4. Didn't have the skeleton at first. I do now. So, overall, I think I have everything installed properly, using Mod Organizer 1.3.8 to arrange everything. My character skin works now, ends up being assaulted, etc. But the "actors" just strip and stand around nude. Then she gets tossed aside like a ragdoll before recovering. But the lack of animations is frustrating.
jlttsmiley Posted July 10, 2015 Posted July 10, 2015 I've recently "came" across this mod, and been fighting with it to get the animations to work. It seems I had the same common problems of... 1. Download the update, not entire piece the first time. Fixed that. 2. Didn't get FNIS to install properly. It wasn't working at first, but I managed to move it into the right subfolder, ran it, and it read the Sexlab mod, 799 animations loaded. 3. Hadn't added the Zaz animation pack before getting the Devious series of BDSM stuff, but I have that now. 4. Didn't have the skeleton at first. I do now. So, overall, I think I have everything installed properly, using Mod Organizer 1.3.8 to arrange everything. My character skin works now, ends up being assaulted, etc. But the "actors" just strip and stand around nude. Then she gets tossed aside like a ragdoll before recovering. But the lack of animations is frustrating. one of the best ways I know to make sure the problem is related to the FRAMEWORK an not another mod is use MATCHMAKER to start a SEXLAB animation . also after unstalling the right skeleton did you reset SEXLAB ANIMATION an run FNIS ?
Shadowlvr101 Posted July 11, 2015 Posted July 11, 2015 I have indeed reset the animations, and run FNIS a few times. Though I suddenly wonder if ModOrganizer is using the wrong copy of it... And Matchmaker starts an animation? I can't just run to a bandit and surrender?
NeatLL Posted July 11, 2015 Posted July 11, 2015 I'm having a problem with the animations not starting for the PC and/or the NPCs, where one or several of them just stand there performing the idle animation, even if it is just the default idle animation installed. It usually resolves itself by the next stage, but I am wondering if this is a usual thing, or if I need to adjust something.
WaxenFigure Posted July 11, 2015 Posted July 11, 2015 I've recently "came" across this mod, and been fighting with it to get the animations to work. It seems I had the same common problems of... 1. Download the update, not entire piece the first time. Fixed that. 2. Didn't get FNIS to install properly. It wasn't working at first, but I managed to move it into the right subfolder, ran it, and it read the Sexlab mod, 799 animations loaded. 3. Hadn't added the Zaz animation pack before getting the Devious series of BDSM stuff, but I have that now. 4. Didn't have the skeleton at first. I do now. So, overall, I think I have everything installed properly, using Mod Organizer 1.3.8 to arrange everything. My character skin works now, ends up being assaulted, etc. But the "actors" just strip and stand around nude. Then she gets tossed aside like a ragdoll before recovering. But the lack of animations is frustrating. You did set up FNIS to run under Mod Organizer right? You didn't install any mod (except SKSE and any ENB or other graphics enhancements mod) directly to your Skyrim install? You have double-checked to make sure you are getting a full and complete run of FNIS (no errors, no strange warnings)? You are starting your game using the SKSE loader through Mod Organizer?
Shadowlvr101 Posted July 12, 2015 Posted July 12, 2015 FNIS Behavior V5.5 7/12/2015 1:22:06 AM Skyrim: 1.9.32.0 - D:\SteamLibrary\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: Default (99 bones) male: Default (99 bones) Reading FNISBase V5.5 ... Reading SexLab V1.59c ... Reading SexLabCreature V1.59c ... Reading ZaZAnimationPack V6.0.5 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... All Anim Lists scanned. Generating Behavior Files ... Creature Pack not installed mt_behavior usage: 19.9 % ( 26 furniture, 29 offset, 0 chair, 0 alternate animations) 1571 animations for 4 mods successfully included (character) That's what I see when I run FNIS. And when I open the Sexlab in game, it brings up everything, says FNIS is working, etc.
Bayman Posted July 12, 2015 Posted July 12, 2015 I have a important question. I try to create a AnimationProfile, that includes adjustments for all races. At this moment it seems a lot of work, because every race in one of the positions have to be edited. Example: For my nord female player character + every male race character + AP Doggy Style animation, I need all thoese lines: "apdoggystyle.nordracef.bretonracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.darkelfracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.elderracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.imperialracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.khajiitracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.nordracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.orcracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.redguardracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], "apdoggystyle.nordracef.woodelfracem.1" : [ 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ], Is there an easiere way to tell SL, how to align the characters? For example: "apdoggystyle.female.male.1" : [4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8, 4, 0, 0, 8 ]," Now every female + male character would use these settings for this animation. >>> The threesome animations are nearly impossible to write into the AnimationProfile, because there are to many character varieties. Can u give me some hints?
Boneyardbill Posted July 12, 2015 Posted July 12, 2015 Okay, I have two questions. In writing a SL pap frag using aliases, it works with human actors but not with animals. Specifically, I set up an alias for a human actor using "unique actor" and point it to the actor. Then I go into my script (with the ref alias property loaded) and add myalias.GetReference() as Actor as one of the sex actors. If the actor in the alias is human, Sexlab is happy. Sex runs, all is well. If the actor in the alias is a doggie, though, Sexlab says the actor is "none" or something.In order to have an animal actor work in the scene, I have to create an Actor property pointed at the dog. Why does SL recognize an alias if its connected to a human but not a dog? Is this solution I have the only way? So here is what does work: actor[] SexActors = new actor[2] SexActors[0] = AKSpeaker SexActors[1] = TIGHPDreadmaw sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Canine" ) SexLab.StartSex(SexActors, anims) And here is where it doesn't actor[] SexActors = new actor[2] SexActors[0] = AKSpeaker SexActors[1] = TIGHPDreadmaw.GetReference() as Actor sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Canine" ) SexLab.StartSex(SexActors, anims) But again, if the actor in the alias is human, then the second code works fine, Since I can make it work, it's not that awful. But there are times when finding the actor to create that direct link is a PITA so I would prefer to have another method.The second question is just wondering if anyone has created a way for the furniture animations to use existing furniture instead of creating it. I would like to just use a throne I have, for instance, rather than creating one. Again, no big deal.
tazdotnet Posted July 13, 2015 Posted July 13, 2015 The second question is just wondering if anyone has created a way for the furniture animations to use existing furniture instead of creating it. I would like to just use a throne I have, for instance, rather than creating one. Again, no big deal. http://www.loverslab.com/topic/42623-wip-furniture-interaction-framework-for-npcs-and-player/
Boneyardbill Posted July 14, 2015 Posted July 14, 2015 The second question is just wondering if anyone has created a way for the furniture animations to use existing furniture instead of creating it. I would like to just use a throne I have, for instance, rather than creating one. Again, no big deal. http://www.loverslab.com/topic/42623-wip-furniture-interaction-framework-for-npcs-and-player/ Thanks for that. I will check that out.
magicrealm Posted July 14, 2015 Posted July 14, 2015 Some mods use the "Clients" counting feature of the sexlab diary. others do not. i would like to add those non counting Clients to the diary. ( may attempts to make the modder attended to this were invain as always) . Thats why i ask : is there is a console command or anything to add clients to the diary ?
WaxenFigure Posted July 14, 2015 Posted July 14, 2015 Some mods use the "Clients" counting feature of the sexlab diary. others do not. i would like to add those non counting Clients to the diary. ( may attempts to make the modder attended to this were invain as always) . Thats why i ask : is there is a console command or anything to add clients to the diary ? Yes, there is: http://www.loverslab.com/topic/31421-sexlab-stats-manipulator/
magicrealm Posted July 14, 2015 Posted July 14, 2015 Some mods use the "Clients" counting feature of the sexlab diary. others do not. i would like to add those non counting Clients to the diary. ( may attempts to make the modder attended to this were invain as always) . Thats why i ask : is there is a console command or anything to add clients to the diary ? Yes, there is: http://www.loverslab.com/topic/31421-sexlab-stats-manipulator/ Thank you very much
flaviorobson900 Posted July 16, 2015 Posted July 16, 2015 good day I am not good at English but please as disables the "Optional Nude Body" option sex lab
Boneyardbill Posted July 17, 2015 Posted July 17, 2015 Let's play spot the difference.... Here are two codes from two different scripts. Code#1 Function HardAnal() actor[] SexActors = new actor[2] SexActors[0] = Player.GetReference() as Actor SexActors[1] = TIGFirstPartner.GetReference() as Actor sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Anal" ) SexLab.StartSex(SexActors, anims, centeron=Masterbed, hook="sexfest") EndFunction Code#2 Function Round2() actor[] SexActors = new actor[2] SexActors[0] = Fucktoy.GetReference() as Actor SexActors[1] = aaTIGFuckPartner02.GetReference() as Actor sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Aggressive" ) SexLab.StartSex(SexActors, anims, allowbed=false, hook="Orgy") EndFunction What's the difference? I have no idea. I know that Code 2 works normally and Code 1 fails and says it failed to add actors because it can't add "none"The aliases are set up in the exact same way--empty aliases with only the "optional" ticky box ticked. Then ForceRefTo is used to make the actor fill the alias. The alias on nonworking code1 is definitely filled, because the NPC moves to the specified location which can only happen if they have filled the alias.So, if both aliases are filled, and the code is the same (for all intents and purposes) then what else causes Sexlab to fail to add an actor? It didn't give me any validation errors, just that it can't fill the scene with "none." What else should I be looking at? I've chased my tail for days trying to make sure there is an actor behind the alias and that everything is the same as Code 2. So it cannot be the actor. Can someone point me in the right direction? Please?
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