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SexLab and Animation slow to start


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Posted

Is there a way to make animations start quicker? When I start a scene with mods like Eager NPCs, or when I am approached by an animal through mods like aroused animals or Wildling I usually end up locked in place for 10 seconds-ish before anything starts happening. Is this supposed to be this way, or is this something I can fix with a setting somewhere?

Posted

It's different for everyone and it can be influenced by a couple of things, most of them are scripts running while an animation is selected. Either you can disable the mods that do it or disable their involvement in the selection like DD and Zaz give in their mcm.

If it is not that it might be the number of your animations but i wouldn't be so sure about that anymore then i was a couple of month ago.

Other then that is your Hardware that's a bit slower but yes, you will have to wait a couple of seconds in any cases.

(don't forget, everything done here was never independent to be supported  by the engine. So of course there will be some minor inconveniences here and there^^)

Posted

Turning off papyrus logging if its enabled gives marginal speed increase but sexlab SE does seem to take a little bit longer than i recall the LE version taking to get the animation going (might be rose tint tho as its quite a while since i had LE installed)

 

They did add a fade to black and idle option to try and disguise the delay which might work for you, they are in the animation mcm of sexlab

Posted

If yours 10 seconds go from make click in the dialog to start animating the actors, as everybody is thinking, is a normal time.

 

But probably you are suffering this:

After the dialog disappear you can move for 2 or 3 seconds. That is normal.

Then, your player is locked and you can't move. The lock extend for 3, 5, 7, 8, 10, 12, 15... seconds... and you ask... What happen?? That is NOT normal.

And after that long time, Sexlab start to position the actors, make the alignment and finally start the animation. That is normal.

 

To verify if you really have this problem start a masturbation animation over any NPC, with MatchMaker, and look how many time need to start.

Make the same over your player, start a masturbation. If your player need from 5 to 10 seconds more you are suffering the problem.

But I not know how call this problem... maybe "Slow strip player" and is caused by a strange problem inside the saved game.

 

To verify it, export your Sexlab configuration, Start a New Game, start Sexlab, wait the initialization, load your sexlab configuration, enable all yours animations in SexLab Animation Loader...

Start a masturbation over your player and see how fast is started. Sure, the time need to strip the player is below 2 seconds.

Load your normal saved game, load your sexlab configuration, verify that you have all yours animations enabled in SLAL...

Start a masturbation over your player and see how SLOW is started. The time need to strip the Player up to 5, 7, 10, 12... seconds...

That not have any sense while you are using the same mods in the same order, with the same sexlab configuration and the same animations....

Why that gigantic difference??? By a problem inside the saved game... Because is the only thing we have changed...

 

I follow the problem to the strip function of Sexlab, inside sslActorAlias, in the loop that strip the 30 armor slot and the problem is inside the SKSE function.

Execute ActorRef.GetWornForm(Armor.GetMaskForSlot(i + 30)) over any NPC can need from 15 to 30 milliseconds. 

As the loop is made 30 times, the max time is 30 * 30 = 900 milliseconds = 1 Second.

But execute it over Player need 10 times more time, from 150 to 300 milliseconds... and 300 * 30 = 9000 = 9 seconds...

 

Why? I not know... And i NOT find a way to solve the problem.... Except start a New Game...

 

Posted
3 hours ago, pinky6225 said:

Turning off papyrus logging if its enabled gives marginal speed increase but sexlab SE does seem to take a little bit longer than i recall the LE version taking to get the animation going (might be rose tint tho as its quite a while since i had LE installed)

 

They did add a fade to black and idle option to try and disguise the delay which might work for you, they are in the animation mcm of sexlab

true enough. My only concern (and why I don't use fade to black any more) is that it can be a gamble if the animation hangs-up/stalls before the "reveal" (un-fade-to-black) is completed, at which point you can be stuck rebooting the game rather than canceling the animation. 

Posted


As to things to do... OP should consider installing Elephant's Script Latency Tester.  This tool would allow him or her to periodically monitor lag time in-game, and if its reported lag value goes over a certain value (afaik for most  of us, the "quiescent" or "normal in-game" lag is around 80msec), ie, around 100 msec sustained (ignoring transient spikes when exiting a menu), get to an interior location, ideally a player home, and chill for several game days (sleep, craft, putter), allowing the timer bottleneck to clear. Maybe even creating a new save at the end of that chillout, then cleaning the same file just to make sure, and re-loading the game and using the cleaned save. Yes, I'm serious.

 

Additionally, I'd recommend reviewing your MCM polling intervals. Make a list of which ones provide polling loops and the loop values they're using, then make sure that

a) never use multiples of 2, 5 or 10 for the entered values (ideally use prime values)

b) make sure to not use the same polling interval for any two or more MCMs.

c) try not to get too ridiculous in your "demands"... if a polling rate can be set to 1msec, you may harm your gaming experience by using such a low value, as the game will constantly be chasing that polling loop. (and any others you made too short). Be realistic. If you have something set to 20msec, consider 23 so that overlaps are avoided.

 

Afaik this will reduce bottle-necking from these sources, making future bottlenecks more infrequent. It's not panacea for lag, as there are other sources out of our control, but it is remedial to some degree and minimizes our own contribution to the situation. My game has improved considerably (less tendency to get into laggy situations) as a result of doing so. you be the judge. 

Posted
1 hour ago, pinky6225 said:

Turning off papyrus logging if its enabled gives marginal speed increase but sexlab SE does seem to take a little bit longer than i recall the LE version taking to get the animation going (might be rose tint tho as its quite a while since i had LE installed)

 

They did add a fade to black and idle option to try and disguise the delay which might work for you, they are in the animation mcm of sexlab

Thanks for the tip! How do I disable papyrus logging? Yeah, the fade to black was a nice smokescreen for the delay, but it bugged me a little so I had to disable it. Which is a shame since it masks the flickering of models teleporting to different places to enter the scene.

 

56 minutes ago, moody132 said:

Yes, mostly it scripts, but also you could turn off  high heels scan, with tons of mods it takes ages.

What high heel scan??

Posted
5 minutes ago, dovahnurse said:

Thanks for the tip! How do I disable papyrus logging? Yeah, the fade to black was a nice smokescreen for the delay, but it bugged me a little so I had to disable it. Which is a shame since it masks the flickering of models teleporting to different places to enter the scene.

 

What high heel scan??

enb 2017_11_19 23_28_31_98.jpg

If you have this enabled SL will search for High Heels Effect in your Active effects/spells, and with tons of mods you will have like 800 active effects so it takes.

time. You can open console during initiating SL scene, and you will see scrolling list of how many effects it has to check.

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