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


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Posted

ashal - have one question about cum effect. Don't know for others but, you see, cum effect stayed on PC/NPC's body in these occasions: after sex with humans, humanoids and animals. SL 1.60.2 doesn't have cum effect (support) for humans and humanoids but animals. Is there something I can do to fix it or it's SL' thing?

Posted

 

 

all creatures... i dont know... seems to me like only thing that mod covers was dogs and werewolves leaving most of the creatures out that are in skyrim... for it to work with all the creatures... MNC is the only way to go... and its not spamming the logs... it uses cloak effect that checks every nearby new npc for being a creature or not... if not they dont get a schlong, if they are creatures they get schlongs... there are no errors or spamming involved... and it has nothing to do with the problem i have... the problem i have is that sexlab throws the naked suit on kahjiit and argonians even tho its disabled -_-

 

Make sure that Argonians and Khajiit are disabled in Creature Framework.

Posted

Nice update! Thanks a bunch. Two things:

  1. Can we get an updated tag list?  Old tags don't seem to pull up the same animations anymore.  It is as though some tags have been removed from certain animations.
  2. I am getting an issue that seems to have to do with at least one mod that evaluate sexual orientation.  Have the functions been changed for evaluating sexual orientation of an NPC?  Because all men seem to react negatively when FF sex is going on.  (I have the spectator crowds addon).  In addition radiant prostitution seems to behave a bit differently.
Posted

 

 

Since hot fix 2 came out almost every problem I've had has been resolved. I love the new features and of coarse the anim cap increase. The last problem I've had is creatures missing their junk but I'm not sure if that's a problem with SL, might be just load order issues maybe. Haven't really tracked it down yet. Honestly I'm amazed things went as smoothly as they did for me since I run every SL mod under the sun and the API was rewritten so much. I had my problems, sure, but they were all thing I did incorrectly not SL. Just giving my honest impression after a couple of weeks of using 1.6.

 

 

 

Since hot fix 2 came out almost every problem I've had has been resolved. I love the new features and of coarse the anim cap increase. The last problem I've had is creatures missing their junk but I'm not sure if that's a problem with SL, might be just load order issues maybe. Haven't really tracked it down yet. Honestly I'm amazed things went as smoothly as they did for me since I run every SL mod under the sun and the API was rewritten so much. I had my problems, sure, but they were all thing I did incorrectly not SL. Just giving my honest impression after a couple of weeks of using 1.6.

 

the creatures missing their shclongs is the problem of sexlab being new and MNC being outdated... youll need to wait for an update... 

current "workaround" is to go to creature framework and click re-register all mods... or whatever it is there... that however fixes it untill you load a game or exit the game... after that you need to do it again for creatures to get their schlongs... also... disableing the sexlab aroused creature integration helps... i think...

 

 

Someone can help me ? When I go in "Activer les animations" (My mod is in french) in SexLab skse menu they are 0 animations , I ran FNIS but it doesn't change anything and when I talk to Npc , I can't play any animations (Sorry for my English i'm really bad).

 

under rebuild&clean (the last tab in sexlab) try reset all animations... see if that helps...

 

 

pop quiz... how can i stop sexlab from automatically equipping nude suits on kahjiit and argonians... i have the option disabled (without x) to not use those nudesuits cause i dont have them installed with sexlab... the outcome is half invisable khajiit/argonian during animations or while they are "naked" which is annoying... 

why is sexlab even suiting them up since they get their "naked" body from other mods...

 

 

i still need help with this one tho...

 

more nasty critters was spamming up your logs before now it's incompatible with the sl update, yet the original nude creatures STILL works with no ill effects in papyrus or sexlab completely schlongifying all creatures handled by the mod

 

all creatures... i dont know... seems to me like only thing that mod covers was dogs and werewolves leaving most of the creatures out that are in skyrim... for it to work with all the creatures... MNC is the only way to go... and its not spamming the logs... it uses cloak effect that checks every nearby new npc for being a creature or not... if not they dont get a schlong, if they are creatures they get schlongs... there are no errors or spamming involved... and it has nothing to do with the problem i have... the problem i have is that sexlab throws the naked suit on kahjiit and argonians even tho its disabled -_-

 

argonians and kahjiit are both classified with the general races of skyrim, easily dealt with the same way as nords already packaged in the texture files: the same way you went and downloaded female textures for nords, that show tits and ass, there are male textures that come with all the proper equipment, scanning npc's is why your npc's no longer have what they should, your mod is messing them up, nude creatures before creature framework and nasty critters used:

creatures features http://www.loverslab.com/topic/30562-creature-features/

and Bestiality Animations Pack http://www.loverslab.com/topic/20589-bestiality-animations-pack/

a lot more there than just wolves

Posted

Will there be hotfix 3 coz most of the animations are missaligned and bed animations are not centered at the center of a bed.

Posted

The animation takes always a while to start. First the target gets aussaulted (5sec) and then the strip animation (5sec). It gets to repetetive quick. Can I make it faster? Or can i use mods which are quicker than Sexlab leveling(takes to long to start) where you only have to press button to have sex.

Posted

A small bump in case you missed it, cause I still have no idea, what I'm doing wrong :/

 

You cannot register both non-creature and creature in the same script (a lie - you can do it, but it would take more finesse than that, simpler to just make them separate.)
 
As soon as you call PrepareFactory() or PrepareCreatureFactory() the script is reset and the Slots property changes between the normal and creature animation slots script. Calls to RegisterAnimation() are also slightly delayed as they work off modevent callbacks.  So by calling both factory prepare functions after one another, you are getting the register animation callbacks in the middle of script reset for PrepareCreatureFactory(), or getting the callback after PrepareCreatureFactory() has finished and it is now working on the assumption any callbacks it's receiving are for creatures.
 
Also completely unnecessary to none the properties before doing prepare.

 

 

Ignore the other response, I did what you said...

So now I have this:

 

 

NecroCreatureAnimationScr extends sslAnimationFactory

string[] Property c_anims Auto
 
function registerAnimations(bool[] c_toggle)
    If !c_anims
        c_anims = new String[6]
        fillCreatureAnimations(c_anims)
    EndIf

    PrepareFactoryCreatures()

    int i = 0
    while i < c_toggle.Length
        If c_toggle[i]
            RegisterAnimation(c_anims[i])
        EndIf
        i += 1
    EndWhile
EndFunction

NecroAnimationsScript extends sslAnimationFactory 

string[] Property anims Auto
string[] Property n_anims Auto
 
function registerAnimations(bool[] toggle, bool[] n_toggle)
    If !anims
        anims = new string[18]
        n_anims = new String[17]
        fillAnimations(anims)
        fillNecroAnimations(n_anims)
    EndIf

    PrepareFactory()

    int i = 0
    while i < toggle.Length
        If toggle[i]
            RegisterAnimation(anims[i])
        EndIf
        i += 1
    EndWhile

    i = 0
    while i < n_toggle.Length
        If n_toggle[i]
            RegisterAnimation(n_anims[i])
        EndIf
        i += 1
    EndWhile
EndFunction

NecroConfig extends SKI_ConfigBase

event OnConfigClose()
    main.animScr.registerAnimations(toggle, n_toggle)
    main.cAnimScr.registerAnimations(c_toggle)
endEvent

function checkRegistrations()
    int i = 0
    while i < main.animScr.anims.Length
        isRegistered[i] = main.animScr.Slots.IsRegistered(main.animScr.anims[i])
        i += 1
    EndWhile
    i = 0
    while i < main.animScr.n_anims.Length
        n_isRegistered[i] = main.animScr.Slots.IsRegistered(main.animScr.n_anims[i])
        i += 1
    EndWhile
    i = 0
    while i < main.cAnimScr.c_anims.Length
        c_isRegistered[i] = main.cAnimScr.Slots.IsRegistered(main.cAnimScr.c_anims[i])
        i += 1
    EndWhile
endFunction

 

 

 

For one, all animations are put into creatures (both human and creature) and I get these errors in the log:

 

 

[09/14/2015 - 04:05:33PM] Error: Cannot call c_anims() on a None object, aborting function call
stack:
    [NecroAnims (C1000D62)].NecroConfig.checkRegistrations() - "NecroConfig.psc" Line 154
    [NecroAnims (C1000D62)].NecroConfig.OnLoad() - "NecroConfig.psc" Line 34
    [NecroAnims (C1000D62)].NecroConfig.OnPageReset() - "NecroConfig.psc" Line 44
    [NecroAnims (C1000D62)].NecroConfig.SetPage() - "SKI_ConfigBase.psc" Line 793
    [NecroAnims (C1000D62)].NecroConfig.OpenConfig() - "SKI_ConfigBase.psc" Line 760
    [SKI_ConfigManagerInstance (3C000802)].SKI_ConfigManager.OnModSelect() - "ski_configmanager.psc" Line 138
[09/14/2015 - 04:05:33PM] Error: Cannot call c_anims() on a None object, aborting function call
stack:
    [NecroAnims (C1000D62)].NecroConfig.checkRegistrations() - "NecroConfig.psc" Line 154
    [NecroAnims (C1000D62)].NecroConfig.OnLoad() - "NecroConfig.psc" Line 34
    [NecroAnims (C1000D62)].NecroConfig.OnConfigOpen() - "NecroConfig.psc" Line 39
    [NecroAnims (C1000D62)].NecroConfig.OpenConfig() - "SKI_ConfigBase.psc" Line 762
    [SKI_ConfigManagerInstance (3C000802)].SKI_ConfigManager.OnModSelect() - "ski_configmanager.psc" Line 138
[09/14/2015 - 04:05:53PM] Error: Cannot call RegisterAnimations() on a None object, aborting function call
stack:
    [NecroAnims (C1000D62)].NecroConfig.OnConfigClose() - "NecroConfig.psc" Line 139
    [NecroAnims (C1000D62)].NecroConfig.CloseConfig() - "SKI_ConfigBase.psc" Line 768
    [SKI_ConfigManagerInstance (3C000802)].SKI_ConfigManager.OnMenuClose() - "ski_configmanager.psc" Line 122
[09/14/2015 - 04:05:53PM] SEXLAB - Animations[89] HCDoggy - FunnyBizness Hardcore Doggy
[09/14/2015 - 04:05:53PM] SEXLAB - Animations[91] ExtremeDoggy - FunnyBizness Extreme Doggy
[09/14/2015 - 04:05:53PM] SEXLAB - Animations[90] BoundProne - FunnyBizness Bound Prone
[09/14/2015 - 04:05:53PM] SEXLAB - Animations[92] GroundPound - FunnyBizness Ground Pound
[09/14/2015 - 04:06:45PM] Error: Cannot call c_anims() on a None object, aborting function call
stack:
    [NecroAnims (C1000D62)].NecroConfig.checkRegistrations() - "NecroConfig.psc" Line 154
    [NecroAnims (C1000D62)].NecroConfig.OnLoad() - "NecroConfig.psc" Line 34
    [NecroAnims (C1000D62)].NecroConfig.OnConfigOpen() - "NecroConfig.psc" Line 39
    [NecroAnims (C1000D62)].NecroConfig.OpenConfig() - "SKI_ConfigBase.psc" Line 762
    [SKI_ConfigManagerInstance (3C000802)].SKI_ConfigManager.OnModSelect() - "ski_configmanager.psc" Line 138

I check registrations so I can disable the already registered animations in MCM...

 

 

 

Posted

I've been getting CTD'S every time I try to load a file that has SL 1.60.2 right after load screen :/ I can load into a character with 1.59 just fine. And I've installed it correctly, following to the T on the desc. Post. Ran FNIS and and ll that hooplah. Any help?

Posted

I have installed the new SL 1.60 hotfix 2, according to instructions in following order:

 

SKSE 1.7.3

FNIS 5.5

FNIS Creature Pack 5.3 Beta

SkyUI 5.1

SL Framework 1.60 hotfix 2

XPMSE3 with Realistic Ragdolls and Force 1.9 and NetImmerse Override Standalone 3.3.0

 

All of Arthmoor's latest Unofficial patches had already been installed, and last I have installed SexLab Eager NPCs.

 

MCM menus have been registered perfectly, animations are great and work perfect. However, creature(s) (enemies) (trolls, draugr, frostbite spiders, dogs, dragons, etc.) stand "frozen" on ground or in mid air! 

 

SL MCM menu displays a ? with: 'FNIS SexLab Framework Idles' and 'FNIS SexLab Creature Idles'.

 

Can anybody tell me what the problem is? I tried executing FNIS a couple of times, also tried to start a new game. In a new game I got stuck under the cart, Ralof was talking to me, but the prisoner carts didn't move an inch!

Posted

I have installed the new SL 1.60 hotfix 2, according to instructions in following order:

 

SKSE 1.7.3

FNIS 5.5

FNIS Creature Pack 5.3 Beta

SkyUI 5.1

SL Framework 1.60 hotfix 2

XPMSE3 with Realistic Ragdolls and Force 1.9 and NetImmerse Override Standalone 3.3.0

 

All of Arthmoor's latest Unofficial patches had already been installed, and last I have installed SexLab Eager NPCs.

 

MCM menus have been registered perfectly, animations are great and work perfect. However, creature(s) (enemies) (trolls, draugr, frostbite spiders, dogs, dragons, etc.) stand "frozen" on ground or in mid air! 

 

SL MCM menu displays a ? with: 'FNIS SexLab Framework Idles' and 'FNIS SexLab Creature Idles'.

 

Can anybody tell me what the problem is? I tried executing FNIS a couple of times, also tried to start a new game. In a new game I got stuck under the cart, Ralof was talking to me, but the prisoner carts didn't move an inch!

 

Did you also download the SexLab_CreatureAnimations_v160.zip file from the downloads? And you need to activate the creature animations in sexlab.

Posted

Thank you, Ashal for this lovely framework/mod!

 

I'm sure others have mentioned this before, but if not, the only problem I'm having is that now the npc females no longer get nude. Their either in their default nude suit, without the box being checked or they're just arms, feet and head when the box is checked. If this is a problem that's stumping you, no problem. Just please tell me of a workaround, if you are looking into this. :D 

 

Thanks very much!

Posted

 

I have installed the new SL 1.60 hotfix 2, according to instructions in following order:

 

SKSE 1.7.3

FNIS 5.5

FNIS Creature Pack 5.3 Beta

SkyUI 5.1

SL Framework 1.60 hotfix 2

XPMSE3 with Realistic Ragdolls and Force 1.9 and NetImmerse Override Standalone 3.3.0

 

All of Arthmoor's latest Unofficial patches had already been installed, and last I have installed SexLab Eager NPCs.

 

MCM menus have been registered perfectly, animations are great and work perfect. However, creature(s) (enemies) (trolls, draugr, frostbite spiders, dogs, dragons, etc.) stand "frozen" on ground or in mid air! 

 

SL MCM menu displays a ? with: 'FNIS SexLab Framework Idles' and 'FNIS SexLab Creature Idles'.

 

Can anybody tell me what the problem is? I tried executing FNIS a couple of times, also tried to start a new game. In a new game I got stuck under the cart, Ralof was talking to me, but the prisoner carts didn't move an inch!

 

Did you also download the SexLab_CreatureAnimations_v160.zip file from the downloads? And you need to activate the creature animations in sexlab.

 

  This is the problem i was having > i did not see that was required   SexLab_CreatureAnimations_v160.zip   So Needs adding Thanks for the help    :D

Posted

 

I have installed the new SL 1.60 hotfix 2, according to instructions in following order:

 

SKSE 1.7.3

FNIS 5.5

FNIS Creature Pack 5.3 Beta

SkyUI 5.1

SL Framework 1.60 hotfix 2

XPMSE3 with Realistic Ragdolls and Force 1.9 and NetImmerse Override Standalone 3.3.0

 

All of Arthmoor's latest Unofficial patches had already been installed, and last I have installed SexLab Eager NPCs.

 

MCM menus have been registered perfectly, animations are great and work perfect. However, creature(s) (enemies) (trolls, draugr, frostbite spiders, dogs, dragons, etc.) stand "frozen" on ground or in mid air! 

 

SL MCM menu displays a ? with: 'FNIS SexLab Framework Idles' and 'FNIS SexLab Creature Idles'.

 

Can anybody tell me what the problem is? I tried executing FNIS a couple of times, also tried to start a new game. In a new game I got stuck under the cart, Ralof was talking to me, but the prisoner carts didn't move an inch!

 

Did you also download the SexLab_CreatureAnimations_v160.zip file from the downloads? And you need to activate the creature animations in sexlab.

 

No, I didn't, because it wasn't in the requirements list. I tried a search, but couldn't find the file. Could you point me to the file. Thanks!

Posted

 

 

I have installed the new SL 1.60 hotfix 2, according to instructions in following order:

 

SKSE 1.7.3

FNIS 5.5

FNIS Creature Pack 5.3 Beta

SkyUI 5.1

SL Framework 1.60 hotfix 2

XPMSE3 with Realistic Ragdolls and Force 1.9 and NetImmerse Override Standalone 3.3.0

 

All of Arthmoor's latest Unofficial patches had already been installed, and last I have installed SexLab Eager NPCs.

 

MCM menus have been registered perfectly, animations are great and work perfect. However, creature(s) (enemies) (trolls, draugr, frostbite spiders, dogs, dragons, etc.) stand "frozen" on ground or in mid air! 

 

SL MCM menu displays a ? with: 'FNIS SexLab Framework Idles' and 'FNIS SexLab Creature Idles'.

 

Can anybody tell me what the problem is? I tried executing FNIS a couple of times, also tried to start a new game. In a new game I got stuck under the cart, Ralof was talking to me, but the prisoner carts didn't move an inch!

 

Did you also download the SexLab_CreatureAnimations_v160.zip file from the downloads? And you need to activate the creature animations in sexlab.

 

No, I didn't, because it wasn't in the requirements list. I tried a search, but couldn't find the file. Could you point me to the file. Thanks!

 

 

Just go to the download section of the sexlab framework, this mod, and you will find it there.

 

Posted

Just searched the whole section, but didn't find the file. I think I need new glasses! Even did a search on the filename and looked into all post that had creature in the name or description, but still no results at all! Can you submit a link? Thanks.

Posted

Just searched the whole section, but didn't find the file. I think I need new glasses! Even did a search on the filename and looked into all post that had creature in the name or description, but still no results at all! Can you submit a link? Thanks.

 

It's one of the downloads for this very mod, on this mod's download page, which you can reach by going to the first post of this topic, clicking "Click here to download this file" and then clicking the green download button on the following page.

 

There are five files available. The full SexLab 1.60.2, the patch to update SexLab 1.60 to 1.60.2 and the creature animations pack, all via LoversLab's hosting. Then there are alternative mirror downloads for the full 1.60.2 and the creature pack.

 

If you want creature animations you need 1.60.2 and the creature pack, either the standard downloads or from the mirrors.

Posted

I noticed in CK that there's a SexLab Idle Marker. What does this do?

Posted

Updated to the latest version and the MCM disappeared.  I was using the 1.60 alpha.  I did not see the install message pop up.  Is there a way to force reinstall using the console?  I am using MO, so there is no way any of the old stuff is still in there.

Posted

Updated to the latest version and the MCM disappeared.  I was using the 1.60 alpha.  I did not see the install message pop up.  Is there a way to force reinstall using the console?  I am using MO, so there is no way any of the old stuff is still in there.

 

Have you try console command:

setstage SKI_ConfigManagerInstance 1

Posted

I noticed in CK that there's a SexLab Idle Marker. What does this do?

 

Depends which you mean. Assuming you mean the obvious "SexLabIdleMarker" in the idle marker objects: it does nothing and was just used for some experiments.

 

The furniture object "SexLabBaseMarker" marker, is used internally as an invisible position holder during animations, and actors are "attached" to it as well via Actor.SetVehicle(Marker) to disable clipping.

 

There's also a static object "SexLabLocationMarker" that is actually intended to be used by other mods as a method of defining specific areas for sex. When placed in the world an a sexlab scene is being started, if a sexlab location marker is found nearby then the animation will default to centering on that marker.

Posted

 

Just searched the whole section, but didn't find the file. I think I need new glasses! Even did a search on the filename and looked into all post that had creature in the name or description, but still no results at all! Can you submit a link? Thanks.

 

It's one of the downloads for this very mod, on this mod's download page, which you can reach by going to the first post of this topic, clicking "Click here to download this file" and then clicking the green download button on the following page.

 

There are five files available. The full SexLab 1.60.2, the patch to update SexLab 1.60 to 1.60.2 and the creature animations pack, all via LoversLab's hosting. Then there are alternative mirror downloads for the full 1.60.2 and the creature pack.

 

If you want creature animations you need 1.60.2 and the creature pack, either the standard downloads or from the mirrors.

 

Thank you, Dreamweaver. I DO NEED GLASSES! One problem though: I need to create an account on MEGAsync in order to be able to download the creature pack, and that's something I just don't want to do! I already have more than enough clout services.

Posted

Thank you, Dreamweaver. I DO NEED GLASSES! One problem though: I need to create an account on MEGAsync in order to be able to download the creature pack, and that's something I just don't want to do! I already have more than enough clout services.

 

That's just the mirror. There is a direct link to the creature pack you can download instead, the file named SexLab_CreatureAnimations_v160.zip

Posted

 

Updated to the latest version and the MCM disappeared.  I was using the 1.60 alpha.  I did not see the install message pop up.  Is there a way to force reinstall using the console?  I am using MO, so there is no way any of the old stuff is still in there.

 

Have you try console command:

setstage SKI_ConfigManagerInstance 1

 

 

Tried that, did not work.  I reverted back and did the update properly this time and it is working.

 

Posted

 

I noticed in CK that there's a SexLab Idle Marker. What does this do?

 

Depends which you mean. Assuming you mean the obvious "SexLabIdleMarker" in the idle marker objects: it does nothing and was just used for some experiments.

 

The furniture object "SexLabBaseMarker" marker, is used internally as an invisible position holder during animations, and actors are "attached" to it as well via Actor.SetVehicle(Marker) to disable clipping.

 

There's also a static object "SexLabLocationMarker" that is actually intended to be used by other mods as a method of defining specific areas for sex. When placed in the world an a sexlab scene is being started, if a sexlab location marker is found nearby then the animation will default to centering on that marker.

 

 

Aha!  Thank you very much. I did mean the idle marker yes. I just happened to notice it when looking for something else.

Posted

 

 

I have installed the new SL 1.60 hotfix 2, according to instructions in following order:

 

SKSE 1.7.3

FNIS 5.5

FNIS Creature Pack 5.3 Beta

SkyUI 5.1

SL Framework 1.60 hotfix 2

XPMSE3 with Realistic Ragdolls and Force 1.9 and NetImmerse Override Standalone 3.3.0

 

All of Arthmoor's latest Unofficial patches had already been installed, and last I have installed SexLab Eager NPCs.

 

MCM menus have been registered perfectly, animations are great and work perfect. However, creature(s) (enemies) (trolls, draugr, frostbite spiders, dogs, dragons, etc.) stand "frozen" on ground or in mid air! 

 

SL MCM menu displays a ? with: 'FNIS SexLab Framework Idles' and 'FNIS SexLab Creature Idles'.

 

Can anybody tell me what the problem is? I tried executing FNIS a couple of times, also tried to start a new game. In a new game I got stuck under the cart, Ralof was talking to me, but the prisoner carts didn't move an inch!

 

Did you also download the SexLab_CreatureAnimations_v160.zip file from the downloads? And you need to activate the creature animations in sexlab.

 

No, I didn't, because it wasn't in the requirements list. I tried a search, but couldn't find the file. Could you point me to the file. Thanks!

 

Second file on the list on the list in sex lab download But its Still not Right So i Have gone back to 1.59 till they fix it as that was stable for me   ;)

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