barak43 Posted April 15, 2017 Posted April 15, 2017 So, with SL Aroused uninstalled NPCs won't have any occasional sex at all? sexlab is a framework. doesnt make sex, it gives a way for other mods to do it. SL aroused, is also a framework. it make a way for other mods to know when a character is aroused and all. it doesnt make sex either. so there are plenty of mods using sexlab who don't really need Aroused to work. What? I've been having an option "NPCs using beds sometimes" in use for a bunch of time. The option which means NPCs will use beds for sex close to midnight. It's a SL option. It's included to SL MCM. I noticed they stopped performing SL scenes after SL Aroused uninstallation. in SexLab, Animation Settings, the option named NPCs Use Beds, that can be put to always, never or sometimes ? the description of that option say that = How often animations not involving the player will opt to use bed. it doesn't launch anything. it just means that when a mod using sexlab to launch some sex between NPCs, sexlab will make them use bed or not. once again sexlab by itself will never launch any sex. if you saw sex, it was another mod launching it.
Guest Posted April 15, 2017 Posted April 15, 2017 barak43, on 15 Apr 2017 - 6:15 PM, said:seahorse, on 14 Apr 2017 - 2:10 PM, said:barak43, on 13 Apr 2017 - 8:11 PM, said:seahorse, on 13 Apr 2017 - 7:56 PM, said:So, with SL Aroused uninstalled NPCs won't have any occasional sex at all?sexlab is a framework. doesnt make sex, it gives a way for other mods to do it.SL aroused, is also a framework. it make a way for other mods to know when a character is aroused and all. it doesnt make sex either.so there are plenty of mods using sexlab who don't really need Aroused to work.What?I've been having an option "NPCs using beds sometimes" in use for a bunch of time. The option which means NPCs will use beds for sex close to midnight. It's a SL option. It's included to SL MCM. I noticed they stopped performing SL scenes after SL Aroused uninstallation.in SexLab, Animation Settings, the option named NPCs Use Beds, that can be put to always, never or sometimes ?the description of that option say that = How often animations not involving the player will opt to use bed.it doesn't launch anything. it just means that when a mod using sexlab to launch some sex between NPCs, sexlab will make them use bed or not.once again sexlab by itself will never launch any sex. if you saw sex, it was another mod launching it. Then it was a Sexlab Aroused Redux.
barak43 Posted April 15, 2017 Posted April 15, 2017 barak43, on 15 Apr 2017 - 6:15 PM, said: seahorse, on 14 Apr 2017 - 2:10 PM, said: barak43, on 13 Apr 2017 - 8:11 PM, said: seahorse, on 13 Apr 2017 - 7:56 PM, said: So, with SL Aroused uninstalled NPCs won't have any occasional sex at all? sexlab is a framework. doesnt make sex, it gives a way for other mods to do it. SL aroused, is also a framework. it make a way for other mods to know when a character is aroused and all. it doesnt make sex either. so there are plenty of mods using sexlab who don't really need Aroused to work. What? I've been having an option "NPCs using beds sometimes" in use for a bunch of time. The option which means NPCs will use beds for sex close to midnight. It's a SL option. It's included to SL MCM. I noticed they stopped performing SL scenes after SL Aroused uninstallation. in SexLab, Animation Settings, the option named NPCs Use Beds, that can be put to always, never or sometimes ? the description of that option say that = How often animations not involving the player will opt to use bed. it doesn't launch anything. it just means that when a mod using sexlab to launch some sex between NPCs, sexlab will make them use bed or not. once again sexlab by itself will never launch any sex. if you saw sex, it was another mod launching it. Then it was a Sexlab Aroused Redux. repeating myself, but aroused doesnt launch sex. however what i can guess is that you have another mod that use aroused stats to launch sex. and with aroused gone it can't do it anymore. look for any other mod what has sexlab.esm as Master, and that at what those mods do, and you'll find it.
Sleepytime Posted April 15, 2017 Posted April 15, 2017 Thank you Vincenza, i am going to uninstall everything sexlab related and start with a fresh save. I suspect its SexlabRandomAttack and Sexlab Aroused Redux that are not working together happily as those are the only two mods i am using that are Sexlab plug ins.
fishburger67 Posted April 17, 2017 Posted April 17, 2017 Thank you Vincenza, i am going to uninstall everything sexlab related and start with a fresh save. I suspect its SexlabRandomAttack and Sexlab Aroused Redux that are not working together happily as those are the only two mods i am using that are Sexlab plug ins. Redux does not start sex except if you press a key to trigger masterbation. Don't know anything about random attack.
vpoteryaev Posted April 18, 2017 Posted April 18, 2017 sslThreadLibrary.SortCreatures() is called every time when thread is preparing to animate if creature animation is used.But it has unwanted issue: with moving animals to bottom of Positions array it swaps humans that lead to mess.For example Positions are filled with, actors[0] = HumanFemale actors[1] = HumanMale1 actors[2] = HumanMale2 actors[3] = Creature actors = sslThreadLibrary.SortCreatures(actors, some_anim) will return actors[0] == HumanMale1 actors[1] == HumanMale2 actors[2] == HumanFemale actors[3] == Creature as result HumanFemale starts with male actions, but HumanMale1 with female ones. The original Actor[] function SortCreatures(actor[] Positions, sslBaseAnimation Animation) if Positions.Length < 2 || !Animation.IsCreature return Positions ; Nothing to sort endIf int slot int i while i < Positions.Length ; Put non creatures first if !Animation.HasRace(Positions[i].GetLeveledActorBase().GetRace()) && i > slot Actor moved = Positions[slot] Positions[slot] = Positions[i] Positions[i] = moved slot += 1 endIf i += 1 endWhile return Positions endfunction will be better to change to something like: Actor[] function SortCreatures(actor[] Positions, sslBaseAnimation Animation) if Positions.Length < 2 || !Animation.IsCreature return Positions ; Nothing to sort endIf int Len = Positions.length actor[] Humans = PapyrusUtil.ActorArray(Len) int HumanCount actor[] Animals = PapyrusUtil.ActorArray(Len) int AnimalCount int i while i < Len if Animation.HasRace(Positions[i].GetLeveledActorBase().GetRace()) Animals[AnimalCount] = Positions[i] AnimalCount += 1 else Humans[HumanCount] = Positions[i] HumanCount += 1 endif i += 1 endWhile Animals = PapyrusUtil.ResizeActorArray(Animals, AnimalCount) Humans = PapyrusUtil.ResizeActorArray(Humans, HumanCount) Positions = PapyrusUtil.MergeActorArray(Humans, Animals) return Positions endFunction Kind Regards
barak43 Posted April 18, 2017 Posted April 18, 2017 sslThreadLibrary.SortCreatures() is called every time when thread is preparing to animate if creature animation is used. But it has unwanted issue: with moving animals to bottom of Positions array it swaps humans that lead to mess. For example Positions are filled with, actors[0] = HumanFemale actors[1] = HumanMale1 actors[2] = HumanMale2 actors[3] = Creature actors = sslThreadLibrary.SortCreatures(actors, some_anim) will return actors[0] == HumanMale1 actors[1] == HumanMale2 actors[2] == HumanFemale actors[3] == Creature as result HumanFemale starts with male actions, but HumanMale1 with female ones. The original Actor[] function SortCreatures(actor[] Positions, sslBaseAnimation Animation) if Positions.Length < 2 || !Animation.IsCreature return Positions ; Nothing to sort endIf int slot int i while i < Positions.Length ; Put non creatures first if !Animation.HasRace(Positions[i].GetLeveledActorBase().GetRace()) && i > slot Actor moved = Positions[slot] Positions[slot] = Positions[i] Positions[i] = moved slot += 1 endIf i += 1 endWhile return Positions endfunction will be better to change to something like: Actor[] function SortCreatures(actor[] Positions, sslBaseAnimation Animation) if Positions.Length < 2 || !Animation.IsCreature return Positions ; Nothing to sort endIf int Len = Positions.length actor[] Humans = PapyrusUtil.ActorArray(Len) int HumanCount actor[] Animals = PapyrusUtil.ActorArray(Len) int AnimalCount int i while i < Len if Animation.HasRace(Positions[i].GetLeveledActorBase().GetRace()) Animals[AnimalCount] = Positions[i] AnimalCount += 1 else Humans[HumanCount] = Positions[i] HumanCount += 1 endif i += 1 endWhile Animals = PapyrusUtil.ResizeActorArray(Animals, AnimalCount) Humans = PapyrusUtil.ResizeActorArray(Humans, HumanCount) Positions = PapyrusUtil.MergeActorArray(Humans, Animals) return Positions endFunction Kind Regards so that's why my creatures animations bugs so often... thanks for finding that. hoping it will be corrected soon ^^
galgat Posted April 18, 2017 Posted April 18, 2017 what I want is and increase in the number of animations.. there are so many good ones now, and I find my self, having to down size my animation number all the time. even the Re-done Zap that has recently appeared, has cause me again to down size my animations, as I also had to down size them again when I attempted to play shout like a virgin. I think ( note the "I Think" It is not a fact ) repetitive dance's are more the problem that anything, I see where many modder's add Dance animations that I already have from maybe 3 other mods, but they are added again by some new mod I install. Much of this problem i think is created by modders who add animation that you quite often already have, but FNIS will count them, and if it amounts to, to many.. well FNIS does not work until you down size you number of animations.. So I have 5 belly dance's in 5 different folders so FNIS count them as 5 animations, even though they are all the same one. I am just wishing, for an ability to have more....
Vincenza Posted April 18, 2017 Posted April 18, 2017 Maybe the author of fnis expands the next version to 20000
vpoteryaev Posted April 18, 2017 Posted April 18, 2017 so that's why my creatures animations bugs so often... thanks for finding that. hoping it will be corrected soon ^^ Not exactly. This issue only for Humans-Creatures animations. But for Creature-Creature or something like human-dog-wolf read this my post Kind Regards
barak43 Posted April 19, 2017 Posted April 19, 2017 so that's why my creatures animations bugs so often... thanks for finding that. hoping it will be corrected soon ^^ Not exactly. This issue only for Humans-Creatures animations. But for Creature-Creature or something like human-dog-wolf read this my post Kind Regards i have no creature-creature sex in my game, only human-creature. human wolf dog does happen though, so i'll take a look at that post. and try to make myself a little patch with your corrections. thanks again for the great work ^^
Sleepytime Posted April 20, 2017 Posted April 20, 2017 @fishburger67 - Since i stopped using Random Attack all my issues with Sexlab resetting itself has ceased. Not sure what was conflicting with what but that mod was not happy in my load order.
Vincenza Posted April 20, 2017 Posted April 20, 2017 @Sleepytime : I think their loadorder had little to do with it. There are mods on the one should basically renounce. This includes random attack. Let me express it cautiously. There are a lot of brilliant mods. And there are mods that just make problems.
D_ManXX2 Posted April 21, 2017 Posted April 21, 2017 I was wondering this part for some time: how does sexlab currently deal with the factor that you use fast travel or just going out of place when sexlab inistate the animations ?? I remember with old lovers with pk of oblivion sometime npc being stuck in animation because the unload process did not work correctly. Has this been for sexlab ? because there are allot of mods that trigger sexlab animations.
seraph85 Posted April 22, 2017 Posted April 22, 2017 I've noticed the Dark Investigation animations the female position character stands up during the last stage every time. Is there any fix for this?
COLOCO Posted April 26, 2017 Posted April 26, 2017 Sometime "Di blowjob" animation from sexlabs go to a kind of Tpose in the final stage animation? Why?help?
LazyBoot Posted April 26, 2017 Posted April 26, 2017 Sometime "Di blowjob" animation from sexlabs go to a kind of Tpose in the final stage animation? Why?help? Have you tried to re-run fnis?
Guest Posted April 27, 2017 Posted April 27, 2017 Hello. I am trying to figure it out how to change the sequence of stripping. Here's the discussion, if someone's interested: http://www.loverslab.com/topic/76436-take-off-your-clothes-dialogue/?do=findComment&comment=1883296 Mr. CPU, the author of "Follow Me For Sex" mod (a mod with a strip dialogue option) told me it's a SL options about which of the items NPC would take off first. Can I change the sequence so that the first item going off were not a body slot item, but something "less important", saying boots or gauntlets, and the main armor (slot 32) would be taken off last? Hope, I'm clear
at433 Posted April 27, 2017 Posted April 27, 2017 i added some SLAL anims to 1.61b but whenever they use objects like table/bench/pillory/etc.. these objects are not removed when proceeding to next animation, so actors eventually end up doing it in the middle of all that accumulated junk from past animations, how to fix that?
MadMansGun Posted April 27, 2017 Posted April 27, 2017 i added some SLAL anims to 1.61b but whenever they use objects like table/bench/pillory/etc.. these objects are not removed when proceeding to next animation, so actors eventually end up doing it in the middle of all that accumulated junk from past animations, how to fix that? press " ] " on your keyboard and then press " R "
at433 Posted April 29, 2017 Posted April 29, 2017 i added some SLAL anims to 1.61b but whenever they use objects like table/bench/pillory/etc.. these objects are not removed when proceeding to next animation, so actors eventually end up doing it in the middle of all that accumulated junk from past animations, how to fix that? press " ] " on your keyboard and then press " R " thanks man, these are sexlab hotkeys? i have most of them remapped.. which hotkey functions are those?
MadMansGun Posted April 29, 2017 Posted April 29, 2017 thanks man, these are sexlab hotkeys? i have most of them remapped.. which hotkey functions are those? " ] " = move scene location " R " = Ready Weapons / Sheath Weapons
at433 Posted April 29, 2017 Posted April 29, 2017 seems like if i move scene location and just wait for the sexlab normal timeout to resume anims it works - but thats like whole ~10 sec of waiting.. pressing R doesnt seem to have any effect here though, she just readies weapons but it doesnt clear old objects any sooner but thanks anyway. maybe sexlab could implement some workaround to deal with slal scripts that forget/can't remove their objects..
CherryHotaling Posted April 29, 2017 Posted April 29, 2017 Anyone else having a problem where if you have 4 followers and they go into adult animations together. After they are done a couple of them get stuck in sandbox mode? So for example they will not sneak and will not follow you, they just walk around, sit and eat etc. You can command them to do something but they will not do it after about a second. They will however attack a hostile near them. I tried installing the Artificial int limit increaser: http://www.nexusmods.com/skyrim/mods/50823 But it doesnt seem to help. I go back to a save before they are stuck and try again and it still happens. Any ideas?
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