-alpha- Posted January 5, 2016 Posted January 5, 2016 I don't know If I am the only one with this problem but for me the alternate actor(so for example my female plus a male) will make the male keep going up and down like having spasm. It is a tiny bit but goes really fast. (female on female the same problem) Anyone confirm? So a note: A solo animation does not make crazy moving. Done on 1.61 official release , 161 beta's didn't have the issue. i think i got similar issue, "even actors height" does not seem to work as intented. During animations it looks like it turns on and off really fast? I've turned on even actor height and it seems to have fixed the spasms. I've noticed that the delete saved adjustments function doesnt seem to delete anything. I had a few adjustments made in the MCM and when I hit reset during the anim it resets but the MCM values remain unchanged. Is it possible to add a reset button to the animation adjustments tab in the MCM?
yolobomber Posted January 5, 2016 Posted January 5, 2016 I don't know If I am the only one with this problem but for me the alternate actor(so for example my female plus a male) will make the male keep going up and down like having spasm. It is a tiny bit but goes really fast. (female on female the same problem) Anyone confirm? So a note: A solo animation does not make crazy moving. Done on 1.61 official release , 161 beta's didn't have the issue. i think i got similar issue, "even actors height" does not seem to work as intented. During animations it looks like it turns on and off really fast? I've turned on even actor height and it seems to have fixed the spasms. I've noticed that the delete saved adjustments function doesnt seem to delete anything. I had a few adjustments made in the MCM and when I hit reset during the anim it resets but the MCM values remain unchanged. Is it possible to add a reset button to the animation adjustments tab in the MCM? I have it on and the issues though... We will see what Ashal will note when he's awake like godzilla(probably too extreme example though).
onesumgame Posted January 5, 2016 Posted January 5, 2016 I don't know If I am the only one with this problem but for me the alternate actor(so for example my female plus a male) will make the male keep going up and down like having spasm. It is a tiny bit but goes really fast. (female on female the same problem) Anyone confirm? So a note: A solo animation does not make crazy moving. Done on 1.61 official release , 161 beta's didn't have the issue. I have this problem as well, and I've also noticed that animations now play in mid air instead of on the ground. I keep even actors height and the heels toggle disabled because I prefer using tall male npcs to compensation for the height offset from heels on females, so I guess I'll rollback to 1.60 until this is resolved.
Dreamweaver Posted January 5, 2016 Posted January 5, 2016 I've also noticed that animations now play in mid air instead of on the ground. I had that with the Beta 3 and now also with 1.61. One or two of us reported it in the development thread before the release, so hopefully it's being looked into. I'm going to try changing some of the settings, like even actor height and race specific adjustments, as well as try a blank adjustment profile, and see if that makes a difference. @Ashal, thank you very much for the update. Apart from the floating problem everything is working brilliantly for me.
Teddar Posted January 5, 2016 Posted January 5, 2016 @Ashal "FIXED: Various other bugs users have reported that I can't fully remember right now" Does this by any chance include the bug with auto-TFC? Id like to be able to turn this on again
Guest Posted January 5, 2016 Posted January 5, 2016 Thanks for the update Ashal. Works like a charm so far.
yolobomber Posted January 5, 2016 Posted January 5, 2016 @Ashal "FIXED: Various other bugs users have reported that I can't fully remember right now" Does this by any chance include the bug with auto-TFC? Id like to be able to turn this on again Yes this got fixed. expet when you change scene sometimes it loses its tfc.
Teddar Posted January 5, 2016 Posted January 5, 2016 @Ashal "FIXED: Various other bugs users have reported that I can't fully remember right now" Does this by any chance include the bug with auto-TFC? Id like to be able to turn this on again Yes this got fixed. expet when you change scene sometimes it loses its tfc. Cool. Thanks
Saeros Posted January 5, 2016 Posted January 5, 2016 ok, I solved my previous CDT Runtume Error.. I restart my PC and applied the new version on a different savegame. Now seems to work well, but the NPC's during sex-animations with the Player, appear trembling.. (I also reset animation in sexlab)
-alpha- Posted January 5, 2016 Posted January 5, 2016 ok, I solved my previous CDT Runtume Error.. I restart my PC and applied the new version on a different savegame. Now seems to work well, but the NPC's during sex-animations with the Player, appear trembling.. (I also reset animation in sexlab) known issue (see an older post of mine.)
Kvothe-30 Posted January 5, 2016 Posted January 5, 2016 Thanks for the update Finally Frostfall 3.0 with support
BRAINSinAIR Posted January 5, 2016 Posted January 5, 2016 Hey guys, I know there's probably been tons of such questions, but I am new at modding, especially in SexLab. I ask for a little help - I've downloaded all needed mods for SexLab, and the animations work (well at least I already used some anims). But I am completely lost in controls - how do I change the animation, how do I make it faster (if possible) etc. Thanks!
Saeros Posted January 5, 2016 Posted January 5, 2016 ok, I solved my previous CDT Runtume Error.. I restart my PC and applied the new version on a different savegame. Now seems to work well, but the NPC's during sex-animations with the Player, appear trembling.. (I also reset animation in sexlab) known issue (see an older post of mine.) ok, thanks. for now I revert back to 1.60 hotfix2... (waiting for solution) the "trembling NPCs effect" is annoying bye! S.
Guest ffabris Posted January 5, 2016 Posted January 5, 2016 Might as well ask here too... Hmmm... I just installed SexLab 1.61, started a new game, and SLAroused Redux isn't registering in the MCM. Anyone else have this? For that matter, nor is Creature Framework. I need to point out that I have started new games many many times (for a variety of reasons), and never before had mods not show in MCM, so I'm kinda stumped. Added: Well, I reinstalled all SexLab mods, and SkyUI, and now both those mods register. Oh well. Panic over.
sharonasbar12 Posted January 5, 2016 Posted January 5, 2016 I have 9 different mods that require Sexlab and after upgrading, to 1.61, they all seem to be working well, I got the occasional CTD before. Now had sex with a dozen or so NPC's and it works perfectly. No CTD's so far. Thank you Ashal. One question tho, is it possible to turn off the "clicking" noise I get when adjusting a Npc position? Or is that not Sexlab. never had it before. The whole darn game seems to run smoother. Tested my mods, Eager NPC's,Defeat, Aroused, SLAP, SL sound effects, prostitution, SL solutions and dangerously nude. They all seem to work perfectly. THANKS AGAIN ASHAL. Great job!
shardoom Posted January 5, 2016 Posted January 5, 2016 Works good so far, happy that the bed positioning is fixed. Shame about the slightly floating non-bed sex now though. One minor irritation, if I change the animation or reset character position the camera switches back to non-tfc. This never used to happen, since I'm a gamepad user having to press keyboard buttons is a bit of a pain to be honest. Disregard, doesn't seem to be happening any more. Weird.
Guest Posted January 6, 2016 Posted January 6, 2016 At line 778 of the SexlabFramework.psc * * Debug.MessageBox("The Actor " + (FormRef as Actor).getDisplayname() just received the event ThisIsATest and the value is " + tid) There is a syntax error. No big deal, it is just an example in a comment, but it screws up the syntax highlight on PapyrusED and Notepad++. It should be like: * * Debug.MessageBox("The Actor " + (FormRef as Actor).getDisplayname() + " just received the event ThisIsATest and the value is " + tid) A "thank you" for writing the documentation for the APIs will be really appreciated.
ther1pper Posted January 6, 2016 Posted January 6, 2016 How do i upgrade from 160 with hotfix 0.2 to 161. READ THE FUCKING OP......... Holy fuckballs some people are really lazy..... ----- Basic Update Procedure ------------------------------------------------- Download the latest full framework archive, if you are using a version older than 1.60, you will need the full archive, otherwise you will only need the update patch. Extract the updated framework/patch into your Skyrim's data folder, or if using Mod Organizer (like you should be) then merge the files ontop of an existing MO mod install for SexLab Framework. (optional, but recommended for safest upgrade) Disable ALL SexLab related mods except for SexLab.esm and any that are absolutely required or disabling will mean losing progress on in some way. Navigate to your Skyrim's data/tools/GenerateFNIS_for_Users folder and run the GenerateFNISforUsers.exe utility. If you have a custom animation skeleton installed (if you dont, you should) make sure you check the "Skeleton arm fix" patch. Click the big button that reads "Update FNIS Behavior" You should see a line that says "Reading SexLab ..." if not you've done something wrong. Load your save game and you should see a notification that SexLab is updating and/or installing, it will then go through the update process.If you were using a version of SexLab such as 1.59c or older, you will not get this notification and will instead need to go into the SexLab MCM and click the Install button. Wait 1-2 minutes, until you see a notification that says SexLab has finished updating and/or installing Wait another 30 seconds or so and then perform a quick test animation either via the SexLab MatchMaker mod or by starting one via the animation editor. Assuming the test animation was successful, save your game with the update now fully applied, you should see the appropriate version number listed on the last page of the SexLab MCM. (optional, but recommended for safest upgrade) if you followed step 3, you should now reinstall all the SexLab mods you disabled, ensuring you are using the latest version of each. For best results reinstall them one at a time and make sure they are functional with the new version of SexLab before reinstalling the next one. calm down, its not that i didn't read that, i mis-read it as, for 1.59 users only. Also i don't really know how to update cause it says "extract updated framwork" which leaves me confused.I mainly just use NMM. Also its saying to uninstall other mods, so i'm assuming ingame i must uninstall all other mods then reinstall them after sexlab is installed, am i correct? Or can I just uninstall Sexlab and reinstall this one without worry?
Ashal Posted January 6, 2016 Author Posted January 6, 2016 calm down, its not that i didn't read that, i mis-read it as, for 1.59 users only. Also i don't really know how to update cause it says "extract updated framwork" which leaves me confused.I mainly just use NMM. Also its saying to uninstall other mods, so i'm assuming ingame i must uninstall all other mods then reinstall them after sexlab is installed, am i correct? Or can I just uninstall Sexlab and reinstall this one without worry? If you have 1.60 installed already, just overwrite it with 1.61, there is no special procedure for it. ALTERED: Creature animations are no longer a separate pack, because I'm tired of dealing with people who can't figure it outSo we don't need the SexLab Creature Pack anymore? If so it's not mentioned in the first post. Should the update instruction mention that the old 1.60 SexLab Creature Pack must be removed? Also the Creature Use Instruction is still there. To quote myself: ALTERED: Creature animations are no longer a separate pack, because I'm tired of dealing with people who can't figure it out I actually meant this text in the first post: <snip> Should this text be removed so that it won't cause confusion? Apologies thought you meant your install of the creature pack. Yes you're right, it does need to be removed/rewritten. Really the entire OP is long overdue for an update.
Guest ffabris Posted January 6, 2016 Posted January 6, 2016 Aside from floating player/NPCs, I also found that I can get pushed through the floor. This happened with 1.60 as well, but only in interiors. Today I had it happen in an exterior. Specifically, Whiterun, the roof of the guard barracks where Caius eats. Started sex, we both got pushed through the roof onto the ground. Totally different topic, a suggestion: we have optional foreplay - what about optional "afterplay"? Currently, once sex is over, it just ends, abruptly, with NPCs often stumbling backward awkwardly. Might be nice to have some after sex kissing. Optional. So mods could, for example, allow for some after sex romance with lovers, but just an abrupt end with strangers. Just a thought.
ther1pper Posted January 6, 2016 Posted January 6, 2016 calm down, its not that i didn't read that, i mis-read it as, for 1.59 users only. Also i don't really know how to update cause it says "extract updated framwork" which leaves me confused.I mainly just use NMM. Also its saying to uninstall other mods, so i'm assuming ingame i must uninstall all other mods then reinstall them after sexlab is installed, am i correct? Or can I just uninstall Sexlab and reinstall this one without worry? If you have 1.60 installed already, just overwrite it with 1.61, there is no special procedure for it. ALTERED: Creature animations are no longer a separate pack, because I'm tired of dealing with people who can't figure it outSo we don't need the SexLab Creature Pack anymore? If so it's not mentioned in the first post. Should the update instruction mention that the old 1.60 SexLab Creature Pack must be removed? Also the Creature Use Instruction is still there. To quote myself: ALTERED: Creature animations are no longer a separate pack, because I'm tired of dealing with people who can't figure it out I actually meant this text in the first post: <snip> Should this text be removed so that it won't cause confusion? Apologies thought you meant your install of the creature pack. Yes you're right, it does need to be removed/rewritten. Really the entire OP is long overdue for an update. merci
Veladarius Posted January 6, 2016 Posted January 6, 2016 Aside from floating player/NPCs, I also found that I can get pushed through the floor. This happened with 1.60 as well, but only in interiors. Today I had it happen in an exterior. Specifically, Whiterun, the roof of the guard barracks where Caius eats. Started sex, we both got pushed through the roof onto the ground. I updated to 1.61 today and am having the same issue, ended up at the edge of a cliff under Solitude.
Guest ffabris Posted January 6, 2016 Posted January 6, 2016 Aside from floating player/NPCs, I also found that I can get pushed through the floor. This happened with 1.60 as well, but only in interiors. Today I had it happen in an exterior. Specifically, Whiterun, the roof of the guard barracks where Caius eats. Started sex, we both got pushed through the roof onto the ground. I updated to 1.61 today and am having the same issue, ended up at the edge of a cliff under Solitude. LOL - fun! I was used to it in (some) interiors, but there, Skyrim itself pushes you back since you've gone outside the limits of the game, so to speak. But outdoors, that doesn't happen.
shardoom Posted January 6, 2016 Posted January 6, 2016 Ashal, it just occurred to me that since the bed sex is lining up well again that we have a few animations that don't really fit for it. We have a foreplay, normal, and aggressive toggle. Would it be at all possible to add a toggle for which animations are to be played if a bed is chosen?
yurinel Posted January 6, 2016 Posted January 6, 2016 when stage are runnung NPC have shaking, trembling? is it just for me?
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