Guest ffabris Posted May 11, 2016 Posted May 11, 2016 Suggestion for small extra feature: With lots and lots of different animations from various sources, there's frequently a situation where some animation plays and you figure you don't like that particular one so much so it should go. With potentially over 100 animations, finding that animation from toggle list can be frustrating. Since animation editor defaults to showing settings for current animation, it would help to have it include the toggle checkbox for the currently edited animation - there's nice empty space for it on the right column near the top. Try SexLab Tools.
lolo12 Posted May 13, 2016 Posted May 13, 2016 I'm using the 1.61b full version but I still have orgasm at the beginning of the scene. What should I do to fix it? Have you select seperate orgasm? Checked with and without separate orgasms. Still at the beginning.
yolobomber Posted May 13, 2016 Posted May 13, 2016 Does anyone with a lot of scripting experience know why this script doesn't work(the AnimationEnd part doesnt trigger). Scriptname YB_TIF__0200845B Extends TopicInfo Hidden bool HadSex = false ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE QuestScript.Greet += 1 HaveSex(akSpeaker) if(HadSex == true) Game.FadeOutGame(true,true,0,2) akSpeaker.Disable() EndIf ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment function HaveSex(Actor akSpeaker) sslThreadModel thread = SexLab.NewThread() thread.AddActor(PlayerRef) thread.AddActor(akSpeaker) sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, Tag1="Rape", TagSuppress="Consensual") Thread.SetHook("MyHook") RegisterForModEvent("AnimationEnd_MyHook", "Handler") sslThreadController tc = thread.StartThread() EndFunction event Handler(string EventName,string strArg,float numArg,Form sender) Utility.Wait(0.2) HadSex = true UnRegisterForModEvent("AnimationEnd_MyHook") EndEvent Weird there is no modders section on the forum for questions and other modders stuff?
Tanglin Posted May 16, 2016 Posted May 16, 2016 Does anyone here use Simply Knock? http://www.nexusmods.com/skyrim/mods/73236/? I put it in my Mod Organiser and saw that it overwrites Sexlab Framework's StorageUtil.dll. Does anyone know whether Simply Knock is compatible?
TnTTnT Posted May 16, 2016 Posted May 16, 2016 Does anyone here use Simply Knock? http://www.nexusmods.com/skyrim/mods/73236/? I put it in my Mod Organiser and saw that it overwrites Sexlab Framework's StorageUtil.dll. Does anyone know whether Simply Knock is compatible? Just move it over Sexlab so Sexlab's storageutil.dll will take priority.
Tanglin Posted May 16, 2016 Posted May 16, 2016 Does anyone here use Simply Knock? http://www.nexusmods.com/skyrim/mods/73236/? I put it in my Mod Organiser and saw that it overwrites Sexlab Framework's StorageUtil.dll. Does anyone know whether Simply Knock is compatible? Just move it over Sexlab so Sexlab's storageutil.dll will take priority. Based on Chesko's (the mod creator) description of the mod, I'm guessing the storageutil.dll is probably used to store information about the door, where it leads to, the NPC associated with it, and so on. So with Sexlab overwriting it, would starting a Sexlab animation interfere with that? I guess ultimately, I have to decide whether I want to run Sexlab animations or Simply Knock smoothly.
WaxenFigure Posted May 16, 2016 Posted May 16, 2016 Does anyone here use Simply Knock? http://www.nexusmods.com/skyrim/mods/73236/? I put it in my Mod Organiser and saw that it overwrites Sexlab Framework's StorageUtil.dll. Does anyone know whether Simply Knock is compatible? Just move it over Sexlab so Sexlab's storageutil.dll will take priority. Based on Chesko's (the mod creator) description of the mod, I'm guessing the storageutil.dll is probably used to store information about the door, where it leads to, the NPC associated with it, and so on. So with Sexlab overwriting it, would starting a Sexlab animation interfere with that? I guess ultimately, I have to decide whether I want to run Sexlab animations or Simply Knock smoothly. Nope. Since those particular mods are actually updated WITH the Sexlab Framework the most recent and bug free version of them will be in the Framework. What you'll get if you put Simply Knock before Sexlab is a more stable system.
Tanglin Posted May 16, 2016 Posted May 16, 2016 Does anyone here use Simply Knock? http://www.nexusmods.com/skyrim/mods/73236/? I put it in my Mod Organiser and saw that it overwrites Sexlab Framework's StorageUtil.dll. Does anyone know whether Simply Knock is compatible? Just move it over Sexlab so Sexlab's storageutil.dll will take priority. Based on Chesko's (the mod creator) description of the mod, I'm guessing the storageutil.dll is probably used to store information about the door, where it leads to, the NPC associated with it, and so on. So with Sexlab overwriting it, would starting a Sexlab animation interfere with that? I guess ultimately, I have to decide whether I want to run Sexlab animations or Simply Knock smoothly. Nope. Since those particular mods are actually updated WITH the Sexlab Framework the most recent and bug free version of them will be in the Framework. What you'll get if you put Simply Knock before Sexlab is a more stable system. Ah, ok, got it. Thanks for your replies, TnTTnT and Waxenfigure.
mattcrow50 Posted May 16, 2016 Posted May 16, 2016 Any way that I can get a download for a version that works with 1.8.151.0.7?
Caliban44 Posted May 16, 2016 Posted May 16, 2016 Any way that I can get a download for a version that works with 1.8.151.0.7? If you are talking about skyrim then the answer to your question is no, either update to newest version or go out and buy a legal copy of skyrim. It is very easy to update skyrim.
WaxenFigure Posted May 17, 2016 Posted May 17, 2016 Any way that I can get a download for a version that works with 1.8.151.0.7? No help for pirated copies of games. See the rules. That said, watch Steam as they regularly offer the Legendary version of the game for just a few dollars. Get yourself legal and come back to have sexy times fun. With a legal version of the game, you will be welcome here.
Morferous Posted May 17, 2016 Posted May 17, 2016 Any way that I can get a download for a version that works with 1.8.151.0.7? Majority of mods, patches and especially tools are made or updated for up to date version. How did you plan to use SexLab Framework, when tools around it (like FNIS) expect a legal and up to date version of the game? Skyrim LE has been around $9,99 during last three sales (-75%) in Steam. Should be cheap enough. Do not wander around forums asking support for obsolete and very likely pirated versions of the game. Steam would automatically patch the legal version of the game. There wont be any help. Not here, not in Nexus and not in Steam forums. This advice is the only support you are going to get: Uninstall the junk version, clear obsolete registry entries from your Windows with CCleaner or similar tool, wait for a sale or midweek madness, buy the legal version of the game and have a lot of fun.
SkyBarbie Posted May 17, 2016 Posted May 17, 2016 I'm having difficulty making all of the animations line up. Even though I use the option to even the actor's height, the height that both actors are set to can vary. Some actors have custom races which adds to the problem. My request is to add the option of specifying the actor's height and have all actors assume the same specified physical height (regardless of race, sex, etc.). This way there are no variations and my custom animation settings will work every time and line up correctly. I have tried every option in SexLab and this currently isn't possible. I have fine tuned every stage of every sex animation and lined everything up. As long as I use the same actor it stays lined up. Once I select a different actor with a different height, the average of their two heights can make the animations no longer lined up correctly. I am an experienced user of SexLab and it is working very well overall. Thank you for an awesome framework!
Guest Posted May 18, 2016 Posted May 18, 2016 I already say it, but I would really love a feature to ''disable current animation'' a hotkey to use while watching an animation that will remove it from the cycle. So we don't need to memorize the animation we want to remove, find them in the list, and remove manually.
Ashal Posted May 18, 2016 Author Posted May 18, 2016 I already say it, but I would really love a feature to ''disable current animation'' a hotkey to use while watching an animation that will remove it from the cycle. So we don't need to memorize the animation we want to remove, find them in the list, and remove manually. In the next update (which should hopefully be out in a 3-4 days) I've added an enable/disable toggle for animations to the animation editor page in the MCM. Because the editor always defaults to the current animation being played whenever the player is in a sexlab animation, to disable the animation being played without having to hunt it down on the toggle page you'll be able to just open the editor in the MCM and toggle it quickly. It's still a bit of work, but much easier than hunting it down on the toggle page. A hotkey to do it however seems like overkill to me, it's not something you should be doing often enough to warrant one.
prinyo Posted May 18, 2016 Posted May 18, 2016 Is it possible to have a hotkey that triggers the "Stop all animations" option that is in the debug section of the MCM menu? It would be really helpful.
Ashal Posted May 18, 2016 Author Posted May 18, 2016 I have fine tuned every stage of every sex animation and lined everything up. As long as I use the same actor it stays lined up. Once I select a different actor with a different height, the average of their two heights can make the animations no longer lined up correctly. By default, SexLab stores your adjustments to be specific to each race and gender combination. So a male Nord and a female Orc will use and save different adjustments than a male Orc and a female Breton for the same animation. Additionally however, whenever starting an animation with a new race/gender combo than last time, that combo will base their starting default alignment off of whatever combo was last used for that animation, so if their heights are similar their should be little adjustments needed for the new combo. Overtime as you build up adjustments for different combinations of race and gender, you should be needing to adjust less and less. The non-default option, is to disable race/gender scaling and sexlab will instead just save all adjustments for an animation to a single global default. This would likely make your problem worse and is intended more for users who don't vary the actors used very much or don't have race height mods installed. As for scales, I would not reccomend using the scale/height option in sexlab, and implementing letting users define a custom height to scale to wouldn't change much. The option in sexlab doesn't average their heights (it used to) it sets everybody's relative scales to 1.0, so it basically already does what you're asking. Scales are unreliable in Skyrim though, there's to many other factors that go into it, which is why I don't recommend using the option.
heroko Posted May 18, 2016 Posted May 18, 2016 hey im wondering if annyone has an fix for the shaking in the animations? its kind of annoying
Ashal Posted May 18, 2016 Author Posted May 18, 2016 Is it possible to have a hotkey that triggers the "Stop all animations" option that is in the debug section of the MCM menu? It would be really helpful. Not currently, currently by default pressing the "End" key will end the current animation the player is involved in. In the next update I've already added onto that the ability to end all animations like the option in the MCM by pressing Shift+End. However, thinking about it now that hotkey only works while the player is actively involved in an animation, so you can only end all if the player is included in that all, making it useless for being able to easily end npc+npc animations in the area. I'll update it soon to work outside of player animations for the next update, 1.62 should be out soon-ish.
Guest ffabris Posted May 18, 2016 Posted May 18, 2016 I'm going to drop in a request as well: afterplay ... counterpart to foreplay (leadin). Right now, when sex ends, all involved parties step away, and the vanilla system sometimes even result in "objections". Would be nice for those involed to be able to have a final kiss or something. Optional, just as foreplay is now, with modder access just like the leadin param.
darkconsole Posted May 19, 2016 Posted May 19, 2016 looking at the creature gender code and all that in sexlab, as people are asking me about the futa support and all that in sgo again. i was looking at this code here: int function GetGender(Actor ActorRef) if ActorRef ActorBase BaseRef = ActorRef.GetLeveledActorBase() if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if !Config.UseCreatureGender return 2 ; Creature - All Male else return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ endIf elseIf ActorRef.IsInFaction(GenderFaction) return ActorRef.GetFactionRank(GenderFaction) ; Override else return BaseRef.GetSex() ; Default endIf endIf return 0 ; Invalid actor - default to male for compatibility endFunction previously when you were a werewolf you got 2 no matter what sex you were. i had to put a cache in to remember if you were female before, so now i would expect a female player in werewolf form to return 3. however, i think there may be an oversight as this code doesn't appear to support gender swapping on the creatures. i am thinking that the line that reads: return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ should be wrapped is an IsInFaction(GenderFaction) and returning a 2 + GetFactionRank as well, so that players who are futa, in werewolf form, don't behave in the opposite while in that form. am i making sense did i think this through? without that check a female player marked as male would behave as female again while in werewolf (and probably lord form)
Guest Posted May 19, 2016 Posted May 19, 2016 looking at the creature gender code and all that in sexlab, as people are asking me about the futa support and all that in sgo again. i was looking at this code here: int function GetGender(Actor ActorRef) if ActorRef ActorBase BaseRef = ActorRef.GetLeveledActorBase() if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if !Config.UseCreatureGender return 2 ; Creature - All Male else return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ endIf elseIf ActorRef.IsInFaction(GenderFaction) return ActorRef.GetFactionRank(GenderFaction) ; Override else return BaseRef.GetSex() ; Default endIf endIf return 0 ; Invalid actor - default to male for compatibility endFunction previously when you were a werewolf you got 2. i had to put a cache in to remember if you were female before, so now i would expect a female player in werewolf form to return 3. however, i think there may be an oversight as this code doesn't appear to support gender swapping on the creatures. i am thinking that the line that reads: return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ should be wrapped is an IsInFaction(GenderFaction) and returning a 2 + GetFactionRank as well, so that players who are futa, in werewolf form, don't behave in the opposite while in that form. am i making sense did i think this through? without that check a female player marked as male would behave as female again while in werewolf (and probably lord form) You are making 100% sense. And actually is enough to switch the two IF condtions: int function GetGender(Actor ActorRef) if ActorRef ActorBase BaseRef = ActorRef.GetLeveledActorBase() if ActorRef.IsInFaction(GenderFaction) return ActorRef.GetFactionRank(GenderFaction) ; Override elseIf sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if !Config.UseCreatureGender return 2 ; Creature - All Male else return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ endIf else return BaseRef.GetSex() ; Default endIf endIf return 0 ; Invalid actor - default to male for compatibility endFunction
darkconsole Posted May 20, 2016 Posted May 20, 2016 one other idea, could you throw an event when we assign ourselves a different gender Actor Who, Int NewGender? that would be useful to me too, lol. apparently a lot of mods are toggling this now. i just need to know when. function TreatAsGender(Actor ActorRef, bool AsFemale) ActorRef.RemoveFromFaction(GenderFaction) int sex = ActorRef.GetLeveledActorBase().GetSex() if (sex != 0 && !AsFemale) || (sex != 1 && AsFemale) ActorRef.SetFactionRank(GenderFaction, AsFemale as int) endIf endFunction
worik Posted May 20, 2016 Posted May 20, 2016 Finally I updated from v1.59c to the current v1.61b - just smooth and as far as I can tell, my game is a lot more responsive and stable now. Big thank you for that! My only issue is that all my characters stats have been reset to zero. Now I wonder if there went something wrong and how I can edit my stats back to the previous values (I wrote them down before)?
reikiri Posted May 20, 2016 Posted May 20, 2016 You are making 100% sense. And actually is enough to switch the two IF condtions: int function GetGender(Actor ActorRef) if ActorRef ActorBase BaseRef = ActorRef.GetLeveledActorBase() if ActorRef.IsInFaction(GenderFaction) return ActorRef.GetFactionRank(GenderFaction) ; Override elseIf sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if !Config.UseCreatureGender return 2 ; Creature - All Male else return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ endIf else return BaseRef.GetSex() ; Default endIf endIf return 0 ; Invalid actor - default to male for compatibility endFunction Wouldn't that return 0/1 gender on actor (if in faction), even if the actor was in creature form (e.g. werewolf / lord)? Maybe something like... int function GetGender(Actor ActorRef) int i = 0 if ActorRef If ActorRef.IsInFaction(GenderFaction) i = ActorRef.GetFactionRank(GenderFaction) else i = BaseRef.GetSex() ; Default endIf ActorBase BaseRef = ActorRef.GetLeveledActorBase() if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if Config.UseCreatureGender i = i + 2 ; CreatureGenders: 2+ else i = 2 endIf endIf endIf return i endFunction first set gender (i) to 0, in case there's no actor ref. Then get actual gender from faction if given, otherwise from getSex() for 0/1. Then in case of creature, if we use creature genders we add 2 to get 2/3 and if not using genders, we just set to 2 (male creature).
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