linck Posted December 3, 2016 Posted December 3, 2016 is SexLab HDT High Heels Handler part of 1.60+? it dont seem to be working for me do i need to turn it on?
Guest Posted December 3, 2016 Posted December 3, 2016 is there a safe way to delete the creature related stuff? I'm trying to cut back on how many animations there are in FNIS, because I think I'm using too many, and It's what's causing load/save crashes. I don't have creature pack installed, but it still says 'reading sexlab creature' does that make any difference in the game, or does it not matter since the creature behavior doesn't get generated?
ki1456 Posted December 4, 2016 Posted December 4, 2016 Could this be the reason why I am getting the T-Pose. I was looking in the SexLab menus under the Rebuild & Clean tab and one of the sections reads: FNIS SexLab Framework Ideles ? the ones above it were fine and the one below it were ?.
Frost241 Posted December 4, 2016 Posted December 4, 2016 hello guys.. i have a question about the animations starting.. is this a glitch? where if i start a scene.. only the npc is starting the animations and not my character.. my character just stands there in idle.. not like broken, like that cross pose you have if the fnis is not updated.. help guys.. much appreciated
WaxenFigure Posted December 4, 2016 Posted December 4, 2016 Could this be the reason why I am getting the T-Pose. I was looking in the SexLab menus under the Rebuild & Clean tab and one of the sections reads: FNIS SexLab Framework Ideles ? the ones above it were fine and the one below it were ?. T-Pose says you didn't get a clean run of the FNIS User Generator program. You ignored an error, you ignored a warning or you checked the option for a patch you don't have or failed to check the option for a patch you do have. Those are the most common "failed FNIS runs" reasons. Post the FNIS output box text here if you can't figure out why and as always, someone here will be able to tell you what you need to do. hello guys.. i have a question about the animations starting.. is this a glitch? where if i start a scene.. only the npc is starting the animations and not my character.. my character just stands there in idle.. not like broken, like that cross pose you have if the fnis is not updated.. help guys.. much appreciated Sounds like a bad skeleton. Sexlab requires an updated skeleton these days.
atrix Posted December 5, 2016 Posted December 5, 2016 Request to the Sexlab Team: Is there any possibility that a future version will be available without animations built in / available as separate plugins? At this point it's pretty easy to surpass 8k anims built by FNIS by loading SLAL packs and some (non-sexy) anims from Nexus. The game get's unstable under these circumstances and it would be awesome to be able to pick and choose what get's dropped to be built by FNIS when installing.
Guest Posted December 5, 2016 Posted December 5, 2016 I've noticed how some of the beast races have there voices automatically assigned to that specific race. Is there anyway to do this without any of the human races? Because it makes no sense that you have to target each one just to assign that voice type.
Player5005 Posted December 6, 2016 Posted December 6, 2016 Hey guys, I undesrstand that probably my questions was probably answered before but I really can't find a solution, so I hope someone will help. So here it goes: 1. I have the same problem with the animations: when I start the scene, NPC animates while my character just stands there idle, but not broken. As I saw, someone suggested that it requires a new skeleton, so which is it, xpmse or xp32? Maybe there are other methods to solve this? 2. Other problem is that after animation ends in most off the cases NPC's or my character or both stuck to ground and can't move. Therefore I must go to MCM, SexLab, Rebuild and clean and then click to stop animations, but in some cases even this can't solve the issue. 3. Finally, for me it takes a very looong time for an animations to start, therefore I reopening the MCM Sexlab menu in order to speed up the process, because if I would cast spells on NPC or initiate sex through a dialogue without reopening SexLab menu probably it would take forever for animations to start. ANYBODY KNOWS WHY? Looking forward for hearing you guys
Ahnassi Posted December 6, 2016 Posted December 6, 2016 I've noticed how some of the beast races have there voices automatically assigned to that specific race. Is there anyway to do this without any of the human races? Because it makes no sense that you have to target each one just to assign that voice type. It would be great if Ashal can integrate the vanilla voices in Sexlab in the next version.
Guest Posted December 6, 2016 Posted December 6, 2016 Please, remind me which mod allows walking to bed with your partner in the beginning of the scene? I uninstalled a bunch of mods, can not trace back.
Frost241 Posted December 6, 2016 Posted December 6, 2016 @ WaxenFigure i see.. thank you for the reply! i'm using xpmse skeleton, btw update: i don't know why.. but ah.. when i updated from 3.90 to 3.91 XPMSE.. it removed the skeleton_female.hkx.. and that might've been the cause of that problem i had..
SkyBarbie Posted December 7, 2016 Posted December 7, 2016 I really need an update as SexLab won't allow me to register more than 500 character animations. I have approximately 550 that I need to register. Thanks!
bicobus Posted December 7, 2016 Posted December 7, 2016 Remove those you don't use from sexlab itself.
Airianna Posted December 8, 2016 Posted December 8, 2016 Please, remind me which mod allows walking to bed with your partner in the beginning of the scene? I uninstalled a bunch of mods, can not trace back. In the MCM look for something like *disable teleport to...* if I remember correctly, it is sexlab it's self that can control this function, if there aren't too many beds in the area. You still get teleported to the bed if the closest available is above or bellow you on another floor... ie. Not being used by an NPC trigger. Speaking of beds, and using them, often times, while in a busy area, and using a bed at night, NPCs tend to like to climb into bed, and sleep while we are screwing on it... Is there a way to mark the bed as being used till we are done, so the NPCs will avoid using it to sleep?
cecik Posted December 8, 2016 Posted December 8, 2016 Please, remind me which mod allows walking to bed with your partner in the beginning of the scene? I uninstalled a bunch of mods, can not trace back. In the MCM look for something like *disable teleport to...* if I remember correctly, it is sexlab it's self that can control this function, if there aren't too many beds in the area. You still get teleported to the bed if the closest available is above or bellow you on another floor... ie. Not being used by an NPC trigger. Speaking of beds, and using them, often times, while in a busy area, and using a bed at night, NPCs tend to like to climb into bed, and sleep while we are screwing on it... Is there a way to mark the bed as being used till we are done, so the NPCs will avoid using it to sleep? If it is in an Inn just rent the room, it will make that bed 'playerfaction-owned' for the duration of the rental period. If it's a custom placed, like the bed in the basement of the MEBanneredMareExtension, just use the console to make the bed player owned, to this just target the bed in console and type: setownership 00000007
WaxenFigure Posted December 9, 2016 Posted December 9, 2016 Please, remind me which mod allows walking to bed with your partner in the beginning of the scene? I uninstalled a bunch of mods, can not trace back. In the MCM look for something like *disable teleport to...* if I remember correctly, it is sexlab it's self that can control this function, if there aren't too many beds in the area. You still get teleported to the bed if the closest available is above or bellow you on another floor... ie. Not being used by an NPC trigger. Speaking of beds, and using them, often times, while in a busy area, and using a bed at night, NPCs tend to like to climb into bed, and sleep while we are screwing on it... Is there a way to mark the bed as being used till we are done, so the NPCs will avoid using it to sleep? This is related to the "bug" of where you are screwing on the ground and some NPC comes and stands in the middle of your sex act, sometimes even standing on one of the actors. The game doesn't provide a way to find and maintain a "clear" space around one or more actors short of creating "scenes" where every actor in the area is controlled and accounted for.
SkyBarbie Posted December 12, 2016 Posted December 12, 2016 Remove those you don't use from sexlab itself. I've already done that. I have 550 that I really want to register. I've gone through \Data\SLAnims\json and \Data\meshes\actors\character\animations manually and deleted all the animations I don't want or need already. I cleaned up quite a bit, otherwise I would have close to 700 to register. I don't recommend that less experienced players use this route (use the disable animation registry feature in SexLab instead). Any news on when an update might be coming?
StationPunk Posted December 12, 2016 Posted December 12, 2016 Quick question; what does toggling the animations do? If I turn certain animations on/off, does it prevent SexLab mods from using them or does it only prevent the Animation Tester i.e. Debug spells from using them? Btw, my Debug Self spell doesn't seem to work.
SkyBarbie Posted December 14, 2016 Posted December 14, 2016 I've been playing Skyrim since 2011 and SexLab since it was released. These SexLab and related mods work very well and complement each other. I also highly recommend them. SexLab.esm Vampire Slavers Den v2.0.esm ZaZAnimationPack.esm SexLabAroused.esm (redux version, full version always causes CTDs in my game) MiasLair.esp SexLab_Solutions.esp SLAnimLoader.esp SLALAnimObj.esp Sexual Vampire Feed.esp SLAL_AnimationsByLeito.esp NonSexLabAnimationPack.esp SAP.esp NibblesAnimObjects.esp SexLabMassMatchMaker.esp CollegeDaysWinterhold.esp SexLab-AmorousAdventures.esp SexLab_DibellaCult.esp SexLab Eager NPCs.esp SexLabDefeat.esp This is also the order I have them in my load order. I don't have Creatures and Creature related mods installed (not my thing). I understand that NonSexLabAnimationPack has since been replaced but my load order hasn't changed much since it was replaced so I'm currently keeping it and not updating it's replacement yet. Enjoy!
leyre Posted December 15, 2016 Posted December 15, 2016 ok, i have no idea where else to ask, im using the funnybizzness mod, is there any other animation mod i should be using????
leyre Posted December 15, 2016 Posted December 15, 2016 Hey guys, I undesrstand that probably my questions was probably answered before but I really can't find a solution, so I hope someone will help. So here it goes: 1. I have the same problem with the animations: when I start the scene, NPC animates while my character just stands there idle, but not broken. As I saw, someone suggested that it requires a new skeleton, so which is it, xpmse or xp32? Maybe there are other methods to solve this? 2. Other problem is that after animation ends in most off the cases NPC's or my character or both stuck to ground and can't move. Therefore I must go to MCM, SexLab, Rebuild and clean and then click to stop animations, but in some cases even this can't solve the issue. 3. Finally, for me it takes a very looong time for an animations to start, therefore I reopening the MCM Sexlab menu in order to speed up the process, because if I would cast spells on NPC or initiate sex through a dialogue without reopening SexLab menu probably it would take forever for animations to start. ANYBODY KNOWS WHY? Looking forward for hearing you guys are you using fnis after installing the animations? use XP32 skeleton, install it after you are done installing all your mods, if XP32 ask you to overwrite something DO IT, DO NOT LET ANYTHING overwrite XP32
WaxenFigure Posted December 15, 2016 Posted December 15, 2016 Quick question; what does toggling the animations do? If I turn certain animations on/off, does it prevent SexLab mods from using them or does it only prevent the Animation Tester i.e. Debug spells from using them? Btw, my Debug Self spell doesn't seem to work. Toggling animations off will not prevent their being used by a mod that specifically requests the animation that is toggled off but it will not provide animations toggled off to any mod that doesn't specify an animation.
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