Ashal Posted May 20, 2016 Author Posted May 20, 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: 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) Never intended creature genders to be used in a futa context, didn't seem like it'd ever come up, it's a niche within a niche within a niche as is. It's a simple fix though so I'll go ahead and add it for next update. You are making 100% sense. And actually is enough to switch the two IF condtions: 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). You guys are making it way more complicated than it needs to be, just stick an extra elseif IsInFaction() between the existing creature gender returns. ; // 2 new lines elseIf ActorRef.IsInFaction(GenderFaction) return 2 + ActorRef.GetFactionRank(GenderFaction) ; // The original function with the 2 lines added int function GetGender(Actor ActorRef) if ActorRef ActorBase BaseRef = ActorRef.GetLeveledActorBase() if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if !Config.UseCreatureGender return 2 ; Creature - All Male elseIf ActorRef.IsInFaction(GenderFaction) return 2 + ActorRef.GetFactionRank(GenderFaction) ; CreatureGender + Override 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 --- 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. Sure, added an event for next update that looks like this: 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 ; // Send event for whenever an actor's gender is altered int eid = ModEvent.Create("SexLabActorGenderChange") if eid ModEvent.PushForm(eid, ActorRef) ModEvent.PushInt(eid, AsFemale as int) ModEvent.Send(eid) endIf endFunction
darkconsole Posted May 20, 2016 Posted May 20, 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: 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) Never intended creature genders to be used in a futa context, didn't seem like it'd ever come up, it's a niche within a niche within a niche as is. It's a simple fix though so I'll go ahead and add it for next update. 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. Sure, added an event for next update that looks like this: cheers m8! i know the creature models and stuff aren't really ready for futa, but really just needed the data to be consistent in reporting since i have several things that depend on what an actor should be capable of physically.
Guest ffabris Posted May 20, 2016 Posted May 20, 2016 I am probably blind as a bat, but .... is there an API call that will tell me if a user has creature support enabled?
Ashal Posted May 20, 2016 Author Posted May 20, 2016 I am probably blind as a bat, but .... is there an API call that will tell me if a user has creature support enabled? if SexLab.AllowCreatures ; // Creature animations are enabled. endIf
Guest ffabris Posted May 20, 2016 Posted May 20, 2016 LOL - figures, I was blind as a bat. Thank you!
Guest ffabris Posted May 20, 2016 Posted May 20, 2016 Oh btw, did you see my post above re: "afterplay"?
heroko Posted May 20, 2016 Posted May 20, 2016 hey ashal is it possible to extend the animation limit of sexlab?
Caliban44 Posted May 21, 2016 Posted May 21, 2016 hey ashal is it possible to extend the animation limit of sexlab? iirc sl has 375 animation slots for humans and 375 animation slots for creatures
srayesmanll Posted May 21, 2016 Posted May 21, 2016 hey ashal is it possible to extend the animation limit of sexlab? iirc sl has 375 animation slots for humans and 375 animation slots for creatures Because of the prolific FunnyBizness and others dropping animations left and right, some are reaching the 375 limit.
Gothic_Kitty Posted May 21, 2016 Posted May 21, 2016 Thanks for this mod, the updates as well, I have one problem however, the bodies arms and legs are missing from both male and female actors. Only thing present are the heads, hands and feet. I was wondering what causes this, I have everything installed correctly and run FNIS when I need too or am supposed to. Nothing fixes it and I can't find the answer to this. Your help would be much Appreciated.
WaxenFigure Posted May 21, 2016 Posted May 21, 2016 Thanks for this mod, the updates as well, I have one problem however, the bodies arms and legs are missing from both male and female actors. Only thing present are the heads, hands and feet. I was wondering what causes this, I have everything installed correctly and run FNIS when I need too or am supposed to. Nothing fixes it and I can't find the answer to this. Your help would be much Appreciated. Welcome to Lovers Lab. That problem is not caused by the Sexlab Framework. It is cause by a bad armor mod, whatever armor they are wearing doesn't support the race you are using. You can see this by opening the console, selecting one of the affected NPCs or the player if the player is affected and then entering the "unequipall" console command. Exiting console mode should show you a nude body on whoever you selected. If it doesn't then the race itself is messed up.
reikiri Posted May 21, 2016 Posted May 21, 2016 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). You guys are making it way more complicated than it needs to be, just stick an extra elseif IsInFaction() between the existing creature gender returns. Matter of preference I guess. What I wrote seems more simple to my eye - same number of shorter lines, less redundancy, less external function calls - I try to avoid them even when they are in if-else branches and only one copy gets executed.. it's easier for me to maintain in long run. That aside, any thoughts on my earlier post: http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v161b-updated-jan-7th-2016/page-540?do=findComment&comment=1552820 If my understanding on that issue is correct, then it's causing problems for mods that put same actor in scenes in fairly short intervals (testing to start new scene within a few seconds after end event of previous one), and rely on ValidateActor for checking if they are 'free'. If that's the case, that too should be relatively simple fix.
Arousingavocado Posted May 21, 2016 Posted May 21, 2016 So I am getting a CTD on starting a new game and CTDs while moving around/loading a new area on my old saves. I have run FNIS and have run both LOOT and BOSS, and i cant for the life of me figure out what is wrong, game runs fine without sexlab installed My load order ImmersiveSpells.esp Skyrim Immersive Creatures.esp Skyrim Immersive Creatures - DLC2.esp DYNAVISION Dynamic Depth of Field.esp Footprints.esp RaceMenu.esp RaceMenuPlugin.esp AMB Glass Variants Lore.esp Crossbows_Basic_Collection_DE_LL.esp Immersive Weapons.esp Sexy Armor Replacer Patch.esp TavernClothes-MTM.esp Unique Uniques.esp Differently Ebony.esp Headtracking.esp Schlongs of Skyrim.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp SOS - Revealing Armors.esp SOSRaceMenu.esp Convenient Horses.esp dD - Enhanced Blood Main.esp dD-DG-DB-Immersive Creatures EBT Patch.esp aMidianborn_Skyforge_Weapons.esp EnhancedLightsandFX.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp Brevi_MoonlightTales.esp Balanced_Magic.esp BFSEffects.esp DeadlySpellImpacts.esp Duel - Combat Realism.esp Animated Enchantments.esp Beards.esp Brows.esp TheEyesOfBeauty.esp CompilationV1.esp Delphine Makeover.esp malecompilationv1.esp FCO - Follower Commentary Overhaul.esp Alternate Start - Live Another Life.esp dD - Realistic Ragdoll Force - Realistic.esp Purewaters.esp NB-Scars.esp SMIM-Merged-All.esp SOS - Male Vanila Armor Cloths Conversion Custom.esp Solstheim Landscape Overhaul.esp MeridaHair.esp Immersive Citizens - AI Overhaul.esp Immersive Citizens - CRF patch.esp The Honored Dead.esp FNIS.esp SOS - Shop.esp XPMSE.esp SOS - Revealing DLC1 Conversion.esp SOS - Revealing DLC2 Conversion.esp
Morferous Posted May 22, 2016 Posted May 22, 2016 So I am getting a CTD on starting a new game and CTDs while moving around/loading a new area on my old saves. I have run FNIS and have run both LOOT and BOSS, and i cant for the life of me figure out what is wrong, game runs fine without sexlab installed Do not use BOSS. It is two years out of date and not getting any updates. Rely on LOOT instead. There are few exceptions with it (mostly dynamic patches and some mods with conflicting property edits), but those are either quite obvious or easy to learn. I do not think that this load order was sorted with LOOT. Either you ran BOSS after LOOT, or you only initialized LOOT instead of sorting the load order with it. 3 lines = Sort Load order. Apply, when it is done. One big question. I do not see SkyUI in your load order? Several mods - including SexLab - have Mod Configuration Menu (MCM.) SexLab needs to be activated from it's own MCM, or nothing will work. Add SkyUI in to your game sort your load order with LOOT and, activate SexLab Framework from MCM and check through other MCMs as well. I recommend activating SexLab first, then restarting the game, so that other mods and MCMs related to it (if any) can initialize properly. The first load does not always do it for all mods that depend on SexLab functions.
reikiri Posted May 22, 2016 Posted May 22, 2016 Thanks for this mod, the updates as well, I have one problem however, the bodies arms and legs are missing from both male and female actors. Only thing present are the heads, hands and feet. I was wondering what causes this, I have everything installed correctly and run FNIS when I need too or am supposed to. Nothing fixes it and I can't find the answer to this. Your help would be much Appreciated. Welcome to Lovers Lab. That problem is not caused by the Sexlab Framework. It is cause by a bad armor mod, whatever armor they are wearing doesn't support the race you are using. You can see this by opening the console, selecting one of the affected NPCs or the player if the player is affected and then entering the "unequipall" console command. Exiting console mode should show you a nude body on whoever you selected. If it doesn't then the race itself is messed up. That would seem right if npcs are constantly like this, but not if it's specifically during sexlab scenes - and I'd assume latter, based on their positioning, one npc having naked hands and feet, and you calling them 'actors'. If this happens during scene - when the actors remove their (chest)armor, then the problem is kind of opposite. If this is not the case - and you have this issue when npcs are wearing armor, then ignore everything I wrote below this. If this happens when characters are naked, it could be incompatible skin texture, or maybe something wrong with body mesh. It seems a bit strange that it affects both male and female actors though. Have you checked the 'male/female use nude suit' in sexlab? If you have, try unchecking them. Does this affect your own character too, or only npcs? Do you use bodyslide? if you do, check if body textures show up correctly when you run bodyslide? Doublecheck that you have installed whatever texture replacers you use, correctly.
Canitoo Posted May 23, 2016 Posted May 23, 2016 Im sorry if this have been answered all ready but I can't find it any were. So I'm Going to ask are you familiar with the werewolf problem where the sexlab hotkeys don't work only the free cam hotkey work. So I can't change stage or animation etc... I have been looking for a fix for ages but can't find any thing it worked fine in sexlab framework 1.59 I currently use framework 1.60 and it stopped working. so I recently downloaded 1.61b to see if it work but doubt it as I saw that there are several other people that have the same Issue that use 1.61b. is there any fix at all or are you/someone working in it?
parkminsick Posted May 24, 2016 Posted May 24, 2016 The history of the game ... This mod is God made best mod I am well used with no problems
Toxotes Posted May 25, 2016 Posted May 25, 2016 I have a slight problem with the "Rough Behind" animation, the male actor drops down in the ground a little bit when it gets to stage 2 onwards, he will still be playing the animation but the position is just... wrong, any idea what the cause is?
reikiri Posted May 25, 2016 Posted May 25, 2016 I have a slight problem with the "Rough Behind" animation, the male actor drops down in the ground a little bit when it gets to stage 2 onwards, he will still be playing the animation but the position is just... wrong, any idea what the cause is? If that's the animation I'm thinking, I think it's just bugged. The one where the male sort of sinks inside the floor? Maybe it was made for some other skeleton, maybe it just has wrong alignments.. don't know, my solution was to just disable it from animation toggles. There's a few other animations that just wouldn't work right for me.. but there's plenty of animations to go around so I just toggle them off.
Overlordik225 Posted May 25, 2016 Posted May 25, 2016 SexLab animation failed to start [-1] how deal with that problem?
Morferous Posted May 25, 2016 Posted May 25, 2016 SexLab animation failed to start [-1] how deal with that problem? Constantly, or in specific occasions? I have that, when characters are already involved in animations, like being closed in a cages and stocks from Zaz AP; for example several girls from Slave Girls. It usually takes a while for them to change and get to new animation, if they are selected as valid targets.
meixuesanbu Posted May 25, 2016 Posted May 25, 2016 could you please tell me how to solve my problem? it's normal when i using 2p animations, however i failed to start a 3p animation (even i'm using mods like SEXLAB ROMANCE or ZAZ to trigger it) and i have checked out my mods and run FNIS to register my animation list, it doesn't work either. what should i do now? or, is it possible to use a console command to activate a 3p animation? THX !!!
reikiri Posted May 25, 2016 Posted May 25, 2016 could you please tell me how to solve my problem? it's normal when i using 2p animations, however i failed to start a 3p animation (even i'm using mods like SEXLAB ROMANCE or ZAZ to trigger it) and i have checked out my mods and run FNIS to register my animation list, it doesn't work either. what should i do now? or, is it possible to use a console command to activate a 3p animation? THX !!! I usually trigger animations with matchmaker - it seems to work for me.
meixuesanbu Posted May 26, 2016 Posted May 26, 2016 i have installed MATCHMAKER and try to use it, however it doesn't work when triggers a 3p animation. could you please tell me how to solve my problem? it's normal when i using 2p animations, however i failed to start a 3p animation (even i'm using mods like SEXLAB ROMANCE or ZAZ to trigger it) and i have checked out my mods and run FNIS to register my animation list, it doesn't work either. what should i do now? or, is it possible to use a console command to activate a 3p animation? THX !!! I usually trigger animations with matchmaker - it seems to work for me.
reikiri Posted May 26, 2016 Posted May 26, 2016 i have installed MATCHMAKER and try to use it, however it doesn't work when triggers a 3p animation. could you please tell me how to solve my problem? it's normal when i using 2p animations, however i failed to start a 3p animation (even i'm using mods like SEXLAB ROMANCE or ZAZ to trigger it) and i have checked out my mods and run FNIS to register my animation list, it doesn't work either. what should i do now? or, is it possible to use a console command to activate a 3p animation? THX !!! I usually trigger animations with matchmaker - it seems to work for me. There's about 5 second window to tag everyone with it, and there may be some kind of range limit - not sure really. It usually works for me though.. so not sure really what's wrong. I'm assuming you've doublechecked that the animations are toggled on at sexlab, and you have the right gender combination to trigger the animation. What happens when you do try it? Does it just trigger scene with 2 people? If so, does the third one do solo scene?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now