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Need help with Sexlabframework quick start code (Solved)


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Posted

Can anyone help me with this code? is it correct?

Spoiler

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname MY_GetAnal Extends TopicInfo Hidden

SexLabFramework property SexLab auto

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE

sslThreadController function QuickStart(Actor Actor1 = SexLab.PlayerRef, Actor Actor2 = akSpeaker, Actor Victim = SexLab.PlayerRef, string AnimationTags = "Anal")
    Actor[] Positions = SexLabUtil.MakeActorArray(Actor1, Actor2, Actor3, Actor4, Actor5)
    sslBaseAnimation[] Anims
    if AnimationTags != "Anal"
        Anims = AnimSlots.GetByTags(Positions.Length, AnimationTags, "Anal", false)
    endIf
    return ThreadSlots.GetController(StartSex(Positions, Anims, Victim, none, true, Hook))
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment

because I have this error when compile it 

116066930_Screenshot2021-09-05152814.jpg.91d916a36ebeaad9dafe96c3eb0cd8f6.jpg

Posted

What were you trying to do?

Compile a script you created?

 

Where is the script from? Custom script? Associated to a dialogue fragment? A scene fragment?

 

Please give us more information.

Posted
9 minutes ago, CPU said:

What were you trying to do?

Compile a script you created?

 

Where is the script from? Custom script? Associated to a dialogue fragment? A scene fragment?

 

Please give us more information.

I want I have simple dialog sex with 2 characters with animations tag

 

I tried to use quick start scripts in sexlab framework and try to add it to dialog like this

Spoiler

71608718_Screenshot2021-09-03112840.jpg.fd2fa73ee38f63db67f1537c22b46b34.jpg948839730_Screenshot2021-09-03113042.jpg.b2095d6b45a47e78965f551c56f36fd1.jpg

 

Posted

OK, it is a dialogue fragment.

But I do not see your code in the begin nor end segments.

Where you placed your code?

 

Usually you start by putting just a semicolon in one of the two, then add the property, then put the rest of the code.

The semicolon will allow to generate the script and compile it. So you can add the property, and then you can paste the real code.

 

Try to do the script again, then click on Edit and copy the whole script. And paste it here.

Posted
7 minutes ago, CPU said:

OK, it is a dialogue fragment.

But I do not see your code in the begin nor end segments.

Where you placed your code?

 

Usually you start by putting just a semicolon in one of the two, then add the property, then put the rest of the code.

The semicolon will allow to generate the script and compile it. So you can add the property, and then you can paste the real code.

 

Try to do the script again, then click on Edit and copy the whole script. And paste it here.

the thing is my CK get error when I add semicolon 

this is the 1st error 

Spoiler

1343837448_Screenshot2021-09-05155428.jpg.67f2b4fafbb2e071fc4db516d84a6d38.jpg

this is the error inside psc file when I try to add property

Spoiler

267259356_Screenshot2021-09-05155641.jpg.96093b1a8c56de4acfb2efaec8527214.jpg

 

Posted

I fear that the compiler is not able to write in the location.

I was always compiling from Notepad++ and not from CK when I was using MO.

 

And the error looks clear, CK is not able to create the initial script for some reasons.

 

Try to remove the script and dialogue.

 

Recreate the dialogue, save, close it, re-open, add just the semicolon, and let's see the error.

Posted
15 minutes ago, CPU said:

I fear that the compiler is not able to write in the location.

I was always compiling from Notepad++ and not from CK when I was using MO.

 

And the error looks clear, CK is not able to create the initial script for some reasons.

 

Try to remove the script and dialogue.

 

Recreate the dialogue, save, close it, re-open, add just the semicolon, and let's see the error.

I had this errors. Is there anyway to script outside CK?

Spoiler

249993949_Screenshot2021-09-05163321.jpg.cceabb75b2af5094907fb6e7b18e1866.jpg1241102514_Screenshot2021-09-05163541.jpg.a6e1a698463ff875af2e7c4b7b604e81.jpg

 

Posted

Yeah, classic error when the compiler cannot find the newly created files.

There is no easy solution, and I am not too much familiar with MO2 to be sure what I was doing years ago will still work.

 

So, do a quick test. Run CK outside MO. Load your esp project.

Do the initial creation of the script. Like before, just a semicolon.

It should compile and generate a file.

 

Copy both the psc and pex files in the right places of MO2. I think it should have an Overwrite folder liek MO. You need to place also all the required subfolders.

 

Then start again CK from MO2 and give it a try by modifying the same script.

 

I know it is a pain, but it will give me some clues of what is going on.

Posted
56 minutes ago, CPU said:

Yeah, classic error when the compiler cannot find the newly created files.

There is no easy solution, and I am not too much familiar with MO2 to be sure what I was doing years ago will still work.

 

So, do a quick test. Run CK outside MO. Load your esp project.

Do the initial creation of the script. Like before, just a semicolon.

It should compile and generate a file.

 

Copy both the psc and pex files in the right places of MO2. I think it should have an Overwrite folder liek MO. You need to place also all the required subfolders.

 

Then start again CK from MO2 and give it a try by modifying the same script.

 

I know it is a pain, but it will give me some clues of what is going on.

It's so clear now 

1st I opened CK outside MO, created new MY mod and added semicolon then saved MY.esp (the esp and script files were still in Games\steamapps\common\Skyrim\Data\scripts\Source). Everything was fine.

Spoiler

1511809172_Screenshot2021-09-05165828.jpg.bc3e67669a4df03ef2d0289de15d987b.jpg

2nd I opened CK via MO, then MY.esp, created new dialog, added semicolon then blank compile bug appeared. But the script was normal, it didn't have any errors in it. But The PEX file was appeared in overwrite folder

Spoiler

166720460_Screenshot2021-09-05163321.jpg.43b8efa2e308980f0ee8907204592ab2.jpg581705044_Screenshot2021-09-05170655.jpg.a9ed09d2da5b5916b1b02cc374e28645.jpg142313895_Screenshot2021-09-05172651.jpg.e5dc9d52b860eded7e9a48b3f005dc95.jpg

3rd I moved the MY.esp and the script to MO overwrite folder, the blank bug and errors appeared in the script file  

Spoiler

166720460_Screenshot2021-09-05163321.jpg.43b8efa2e308980f0ee8907204592ab2.jpg2121345313_Screenshot2021-09-05171019.jpg.d462fb38a0eff0f677c14a76d4aded55.jpg

 

Posted

I think you have to fully restart MO2 after the scripts are created/moved.

Once they are there they can be updated. But MO was not detecting new files.

Posted
6 minutes ago, CPU said:

I think you have to fully restart MO2 after the scripts are created/moved.

Once they are there they can be updated. But MO was not detecting new files.

Do you know anyway to bypass this, only the scripting part. Because all other dependencies like sexlab are on MO2 

Posted

When I was doing mods, I was compiling using Notepad++ so it was able to find all the stuff inside MO folders.

But to create new fragments in CK the only fast way I had was to create them, empty, outside MO, and then move all inside the mod folder and continue as usual.

Posted
32 minutes ago, CPU said:

When I was doing mods, I was compiling using Notepad++ so it was able to find all the stuff inside MO folders.

But to create new fragments in CK the only fast way I had was to create them, empty, outside MO, and then move all inside the mod folder and continue as usual.

Can you check out this code, is it ok for simple dialog sex?

Spoiler

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname MY_GetAnal Extends TopicInfo Hidden

SexLabFramework property SexLab auto

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE

sslThreadController function QuickStart(Actor Actor1 = SexLab.PlayerRef, Actor Actor2 = akSpeaker, Actor Victim = SexLab.PlayerRef, string AnimationTags = "Anal")
    Actor[] Positions = SexLabUtil.MakeActorArray(Actor1, Actor2, Actor3, Actor4, Actor5)
    sslBaseAnimation[] Anims
    if AnimationTags != "Anal"
        Anims = AnimSlots.GetByTags(Positions.Length, AnimationTags, "Anal", false)
    endIf
    return ThreadSlots.GetController(StartSex(Positions, Anims, Victim, none, true, Hook))
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

Posted

No, it is not really good.

Are you trying to start an anim with two people where the "passive" role will be the player and the anim will be an Anal animation?

 

Posted
1 minute ago, CPU said:

No, it is not really good.

Are you trying to start an anim with two people where the "passive" role will be the player and the anim will be an Anal animation?

 

yep I am

Posted

 

You just need this line of code:

 

SexLab.QuickStart(SexLab.PlayerRef, akSpeaker, Victim = SexLab.PlayerRef, AnimationTags = "Anal")

 

Posted
30 minutes ago, CPU said:

 

You just need this line of code:

 

SexLab.QuickStart(SexLab.PlayerRef, akSpeaker, Victim = SexLab.PlayerRef, AnimationTags = "Anal")

 

I have this error

327502514_Screenshot2021-09-05193252.jpg.582dcb5c9fa42a2e1eff3bc72f46271d.jpg

Posted

Looks like you need some other source file.

But here I cannot help much.

 

It seems it is something required by FNIS.

 

Posted
10 minutes ago, CPU said:

Looks like you need some other source file.

But here I cannot help much.

 

It seems it is something required by FNIS.

 

I fixed it. Thank you so much. I got the script running ?

 

Can I use this code to have 3p 4p?

SexLab.QuickStart(SexLab.PlayerRef, akSpeaker, akSpeaker , akSpeaker, Victim = SexLab.PlayerRef, AnimationTags = "Anal")

Posted

No, you need to find other actors.

In a dialogue you have only 2 known actors.

Posted
3 minutes ago, CPU said:

No, you need to find other actors.

In a dialogue you have only 2 known actors.

Can put specific name into the code ? like Macurio ?

SexLab.QuickStart(SexLab.PlayerRef, akSpeaker, "Macurio" , akFollower, Victim = SexLab.PlayerRef, AnimationTags = "Anal")

Posted

No, you need to add a property of type Actor, and give it a name.

Fill the property with an actor, and then use it in the code.

 

But the actor should be in the cell or you will have problems

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