Ashal Posted September 28, 2013 Author Posted September 28, 2013 'Even actors heights' bug has made it into the release version of 1.20. When starting a sex scene the male will shrink to the female's height even with 'even actors heights' button unchecked, but what's worse he will stay in that size. To test this I have installed 1.20 release, started a brand new game, ran to Winterhold and started a sex scene with Ancano. He very obviously shrinks a head in size, and stays in his smaller size after the scene ends. I'm not using any custom races mods. Using FNIS version 4 beta 3. Here's my log (I think it has some extra junk from 'enhanced blood' which I doubt affected SexLab): It's not related to the framework itself. It is completely impossible for the framework itself to do anything with scaling if it is unchecked. I've tested scenes with even actors height both on and off and with widely different sized actors, it worked without issue in all scenarios. You have some other mod trying to control scales.
donews Posted September 28, 2013 Posted September 28, 2013 Hello, I thank you for your wonderful mod. What to do with the old SexLabRessources files ?
Liuli Posted September 28, 2013 Posted September 28, 2013 'Even actors heights' bug has made it into the release version of 1.20. When starting a sex scene the male will shrink to the female's height even with 'even actors heights' button unchecked, but what's worse he will stay in that size. To test this I have installed 1.20 release, started a brand new game, ran to Winterhold and started a sex scene with Ancano. He very obviously shrinks a head in size, and stays in his smaller size after the scene ends. I'm not using any custom races mods. Using FNIS version 4 beta 3. Here's my log (I think it has some extra junk from 'enhanced blood' which I doubt affected SexLab): It's not related to the framework itself. It is completely impossible for the framework itself to do anything with scaling if it is unchecked. I've tested scenes with even actors height both on and off and with widely different sized actors, it worked without issue in all scenarios. You have some other mod trying to control scales. First of all, I hope I'm not sounding like a pest. I keep testing this as I'm trying to troubleshoot my game and the problem still seems to be coming from SL against my expectations. After reading this I disabled every single mod in data files (DLCs included) with the exception of Sexlab, SkyUI, SexLab Romance and Matchmaker. I started yet another game from scratch and ran through to Winterhold to test on Ancano. The bug is still there, happens if I start the scene with Romance or with matchmaker, if I disable one or the other in the data files list as well it doesn't matter. When I installed 1.20 I deleted all the old files and scripts before copying in the new files, and of course I ran FNIS. So with a clean 1.20 install and only this four mods active on a new game I have no idea what could cause this besides SexLab. I don't really have many non-sexlab mods installed to begin with. EDIT: I haven't considered that the only other different factor between this bug occurring and before when it hasn't is that I kept using FNIS 3.5 until very recently and switched to FNIS 4 beta 3 for 1.20. I guess that might be the cause of the problems.
Sukkubus2 Posted September 28, 2013 Posted September 28, 2013 Hi Ashal, thanks for the New Version of SL. But I have a question. I´m only need FNIS 4.0 No Creature Pack? In the Betaversion I must it download, too.
elex Posted September 28, 2013 Posted September 28, 2013 Animation Settings and player hotkeys. Both of those menus aren't working properly. Nothing shows up in them. edit: same with the Rebuild/Clean section as well. edit2: It appears there was a needed update for SKYUI that I didnt have. Messed up 1 save file that couldnt be saved, but the others work now. I decided to try using MatchMaker on creatures. It starts the player animation backwards, but the creature just stands there. Guess I shoulda figured it wouldn't work right as it wasn't included in this new release. Also it didn't use all the animations for regular npcs.
Deep Player Posted September 28, 2013 Posted September 28, 2013 after i install FNIS 4.0 BETA4 CreaturePack4.0 BETA4 and SL1.20 and ZAZ animation pack V0052 and run Generate FNIS for user i get this Reading ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx OLD FNIS version? but my FNIS is 4.0 BETA4 and i sure i uninstall all of other version FNIS did i miss something?
TMPhoenix Posted September 28, 2013 Posted September 28, 2013 after i install FNIS 4.0 BETA4 CreaturePack4.0 BETA4 and SL1.20 and ZAZ animation pack V0052 and run Generate FNIS for user i get this Reading ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx OLD FNIS version? but my FNIS is 4.0 BETA4 and i sure i uninstall all of other version FNIS did i miss something? Stick to Beta 3 for now, since Beta 4 and ZAZ are not compatible at this time.
TMPhoenix Posted September 28, 2013 Posted September 28, 2013 I have a few minor issues with an upgrade to 1.20 (and yes, I did follow the upgrade instructions): - After the act between the PC and an NPC the NPC tends to keep playing the final animation instead of ragdolling (which I have activated in the MCM) and resuming normal behavior; they do redress though, so they look like they are dryhumping the air. - Sometimes alignments are wrong initially, sometimes the character will even play the wrong animation. If I reset the animation (default U-key I think) everything aligns again and characters will switch to the correct animation, until you change to another animation, which may also be wrong, but not always. - ZAZ animation pack no longer detects the version number of 1.20 correctly. -- I'll experiment some more with this one and if I can't get it to recognize SL, I'll just do a reinstall.
xaz Posted September 28, 2013 Posted September 28, 2013 after i install FNIS 4.0 BETA4 CreaturePack4.0 BETA4 and SL1.20 and ZAZ animation pack V0052 and run Generate FNIS for user i get this Reading ZaZAnimationPack ...ERROR(2011): OLD FNIS version? Wrong line in Animation List, line 262 (..\..\meshes\actors\character\animations\ZaZAnimationPack\FNIS_ZaZAnimationPack_List.txt): fu ZazWoodenHorse01 ZazAPCAO024.hkx ZazAPCAO024.hkx ZazFurnitureExit.hkx OLD FNIS version? but my FNIS is 4.0 BETA4 and i sure i uninstall all of other version FNIS did i miss something? Not related to SexLab. This is because you're using 4.0 beta 4 instead of beta3, which is the correct version. An update for Zap is coming when the final version is released.
xaz Posted September 28, 2013 Posted September 28, 2013 I have a few minor issues with an upgrade to 1.20 (and yes, I did follow the upgrade instructions): - After the act between the PC and an NPC the NPC tends to keep playing the final animation instead of ragdolling (which I have activated in the MCM) and resuming normal behavior; they do redress though, so they look like they are dryhumping the air. - Sometimes alignments are wrong initially, sometimes the character will even play the wrong animation. If I reset the animation (default U-key I think) everything aligns again and characters will switch to the correct animation, until you change to another animation, which may also be wrong, but not always. - ZAZ animation pack no longer detects the version number of 1.20 correctly. -- I'll experiment some more with this one and if I can't get it to recognize SL, I'll just do a reinstall. SexLab 1.20 breaks Zap compatibility. I'm working on trying to figure out how I can restore it. I've fixed the version numbers, but register new animations does not work for now (so I won't release an update yet).
Deep Player Posted September 28, 2013 Posted September 28, 2013 sorry i have another questionwhen i use the match maker target to spider the small and med spider work fine they will all just change to same size automatically in double Penetration and one spider Penetration looks fine but in large spider Penetration the big spider will change size to same as double Penetration and one spider Penetration and looks strange when i use console enter "setscale 1" to change spider's size it turn back to the big spider again and make all animation work looks fine but into next step animation spider change back to small again sorry for my poor english
sullivan Posted September 28, 2013 Posted September 28, 2013 Yay Update! I didn't install it yet, but i have checked the download, and i don't see any Creature meshes (nifs) included in the download. Do i have to install the meshes from the Bestiality Animtaions? I don't see anything related in the required mods section.
DustyK Posted September 28, 2013 Posted September 28, 2013 Animations are not ending for me. Updated to beta 4 but reverted when i see its not compatible with Zaz pack.
Arizona_Steve Posted September 28, 2013 Posted September 28, 2013 Upgraded to 1.20 and FNIS 4 beta 4 yesterday. Pros: Stability is MUCH improved. No freezes with RandomSex so far. Cons: A lot of actors getting stuck in animations when their respective sex acts end. Looks weird as (for RandomSex, at least) they go sliding around from one sex act to the next. Still seeing the issue where a sex act starts and one of the actors almost instantly moves ten feet away. The hot key to realign a sex act involving the player is not working for me. Now to figure out how to incorporate animals into RandomSex...
Demonwise Posted September 28, 2013 Posted September 28, 2013 OMG, OMG! IT'S HERE, IT'S HERE, IT'S HERE!!! THANK YOU, THANK YOU, THANK YOU, THANK YOU! (So much anticipation! My nerves are frayed from waiting for this update and when I saw its release I am certain I popped a blood vessel in my brain. Now I'm so excited I am having random muscle spasms. Thank you sooo much!) ...SO MANY BEASTS, SO MANY PEOPLE, SO MANY RACES, SO MANY PLACES, SO LITTLE TIME. BRING ON THE DEBAUCHERY!
00bc Posted September 28, 2013 Posted September 28, 2013 Is it okay to use fnis beta 3 instead of 4? Beta 4 seems a bit less stable.
D_ManXX2 Posted September 28, 2013 Posted September 28, 2013 Actually it is currently advisable to stick to beta 3 till a stable release is released some mods like zaz still needs beta 3..
Blackbryre Posted September 28, 2013 Posted September 28, 2013 Just thought I'd hop in and say thanks for Ashal's hard work. As far as necessary evils go, re-tuning a lot of the existing framework seems pretty ballsy, and I have no doubt that'll go a long way toward ensuring future stability. So: thanks! I appreciate the dozens of hours spent on this project!
Guest tomm434 Posted September 28, 2013 Posted September 28, 2013 Thanks for the update but I have a queston - wy can't I load he game during a sex scene?
ash51892 Posted September 28, 2013 Posted September 28, 2013 hey ashal, I haven't downloaded the update yet due to other mods I use needing to update to be compatible with 1.2 but did u find a work around for the wolf-dog ctd?
parruyo Posted September 28, 2013 Posted September 28, 2013 Now can autostrip ann cum effect ? sorry my english.
TMPhoenix Posted September 28, 2013 Posted September 28, 2013 After some more debugging I think some of the issues (weird positioning and NPC animations not ending; as well as NPCs no longer playing sounds during a scene) are caused by an incorrectly set Animation variable in SL - see stack trace below; simalar traces also exist except they end in line 234 instead of 210. [09/28/2013 - 06:08:27PM] Error: Cannot call UseOpenMouth() on a None object, aborting function callstack: [alias ActorSlot000 on quest SexLabQuestActorSlots (1203CE6B)].sslactoralias.AnimationExtras() - "sslActorAlias.psc" Line 210 [alias ThreadView000 on quest SexLabQuestThreadSlots (1203CE6E)].sslThreadController.PlayAnimation() - "sslThreadController.psc" Line 400 [alias ThreadView000 on quest SexLabQuestThreadSlots (1203CE6E)].sslThreadController.onBeginState() - "sslThreadController.psc" Line 180 [alias ThreadView000 on quest SexLabQuestThreadSlots (1203CE6E)].sslThreadController.GotoState() - "Alias.psc" Line ? [alias ThreadView000 on quest SexLabQuestThreadSlots (1203CE6E)].sslThreadController.OnUpdate() - "sslThreadController.psc" Line 158 Is this an update related issue, as I recall reading that there would be changes to the way animations would be handled.
srayesmanll Posted September 28, 2013 Posted September 28, 2013 Testing the SexLab 1.2 release using Submit (27sept version) and MatchMaker, on a completely clean install (remove all mods, refresh cache through steam, reinstall all mods including SL 1.2 and FNIS 4.0b4, completely new character and new save). In most cases the animations work fine. I did run into the sudden separation of the partners when changing animations during the acts (hitting the 'o' key). Never saw it when the inital animation starts, only when changing animations. When it happens the '[' key normally corrects it. I only ran into a few Arrok animations where the '[' key failed. These were usually animations with an intro scene where the partners radically changed position (for example - 'receiver' starts in air then moves to ground). For these animations where the '[' key failed, using the ']' to move the scene seemed to correct it (only moved a few inches over, but the animation did correct itself). I only ran into the issue where the NPC partner continued the animation after the scene ends once, but it definitely occurred. Initiating sex again fix it. Don't know if it happens after a specific animation. By the way, the separation issue never seemed to occur with AP animations, strictly Arrok animations. I'll post more if I see anything different, but this is what I've seen so far.
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