germanicus Posted June 26, 2014 Share Posted June 26, 2014 Here is the situation with Sl 1.58 beta2 and beta 3. This problem is related to Defeat mod, when my follower decide to rape enemy. She doesn't sheath her weapons at all (what was the case in 1.57 version), and animations starts as it is on the picture. But, after changing 3-4 animations, at the end the proper animation is played, but still with her weapons in her hands. Link to comment
Oldwolf58 Posted June 26, 2014 Share Posted June 26, 2014 Ran into a problem when trying 2 clients at once, when the scene tried to start I got a "No Valid Scene Found" message and it went into a single scene BJ with the male client while the female just stood by then after a moment it CTD'd. EDIT: Found the problem with this : it seems the female was wearing a chastity belt and although she agreed to have sex , be a part of a multiple sex scene she was unable to participate once the scene started. Link to comment
saladboy21 Posted June 26, 2014 Share Posted June 26, 2014 As a note, with some creature animations (most so far) the creature flickers a bit. Nothing I can't deal with, but strange. Not like appears and disappears, more like it is almost blurry as it is trying to move. I'd also note a lot of creature animations are now anal, though that may be deliberate. Link to comment
red9464 Posted June 27, 2014 Share Posted June 27, 2014 why you cancel it nooooooooo!!!! Link to comment
WaxenFigure Posted June 27, 2014 Share Posted June 27, 2014 why you cancel it nooooooooo!!!! What the hell are you talking about. Nothing here has been cancelled. Link to comment
AwfulArchdemon Posted June 27, 2014 Share Posted June 27, 2014 why you cancel it nooooooooo!!!! What the hell are you talking about. Nothing here has been cancelled. Trolll? Bot? 1 post, and it's quite incorrect. SL lives on! Link to comment
Oldwolf58 Posted June 27, 2014 Share Posted June 27, 2014 Found minor problem with group sex scene's. The camera doesn't go into free cam mode even if you have the auto free cam box checked in the sex lab mcm. Link to comment
poiuztrewq Posted June 28, 2014 Share Posted June 28, 2014 v1.58 Beta 2 Notes: Added the missing Horse and Riekling animations by PanicForever Will the new Canine and Werewolf animations by PanicForever also be included in the 1.58 release? Additional or will they replace old animations? (I hope not). Also, of course thank you very much Ashal for this great mod. Link to comment
Ashal Posted June 28, 2014 Author Share Posted June 28, 2014 One last beta update to test a few small tweaks and hopefully fix the starting alignment issue a couple people have mentioned. Beta 4 Available Here: http://www.loverslab.com/topic/18708-sexlab-framework-development-v158-beta-3-available-06242014/?p=823401 Link to comment
Redflyingmonkey Posted June 28, 2014 Share Posted June 28, 2014 Hey guys, I'm trying to bake a little mod that would equip a specific item on a specific phase on a Sexlab animation (the items are the tongue meshes from that spanish modder whose name I forgot). How should I begin with something like that ? Link to comment
Antono Posted June 28, 2014 Share Posted June 28, 2014 Using the SexLabFramework.RegisterAnimation/Expression/Voice() with NO callback NOT extending the factory, registering and defining it all at once. scriptname RegisterAnimations2 extends Quest ; // Get access to the globals for the int flags for better readability import sslObjectFactory SexLabFramework property SexLab auto function LoadAnimation() ; // Create the empty animation and define it inline. sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation") if a != none a.Name = "My Animation" ; // Access the Female and Vaginal flag from the sslObjectFactory global int a1 = a.AddPosition( Female(), addCum = Vaginal() ) a.AddPositionStage(a1, "Missionary_A1_S1") ; // Other registrations stuff, closed off by a.Save(id) a.Save(id) endIf endFunction I just would like to add a small note on these instructions describing one possible method of registering animations. I know it's a bit old but I ran into a problem trying to use it so I would like to offer this correction to anyone else who would like to use it. a.Save(id) would not work because id is undefined in this code. id is the Slot of the animation, so one could use the function FindByName() from sslAnimationSlots to fetch it. So, the script would look like this: scriptname RegisterAnimations2 extends Quest ; // Get access to the globals for the int flags for better readability import sslObjectFactory SexLabFramework property SexLab auto ;// Define the sslAnimationSlots script as a property so we can call its functions sslAnimationSlots Property sslAnimSlots Auto function LoadAnimation() ; // Create the empty animation and define it inline. sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation") if a != none a.Name = "My Animation" ; // Access the Female and Vaginal flag from the sslObjectFactory global int a1 = a.AddPosition( Female, addCum = Vaginal ) a.AddPositionStage(a1, "Missionary_A1_S1") ; // Other registrations stuff, closed off by a.Save(id) a.Save(sslAnimSlots.FindByName("MyAnimation")) endIf endFunction Link to comment
Oldwolf58 Posted June 28, 2014 Share Posted June 28, 2014 One last beta update to test a few small tweaks and hopefully fix the starting alignment issue a couple people have mentioned. Beta 4 Available Here: http://www.loverslab.com/topic/18708-sexlab-framework-development-v158-beta-3-available-06242014/?p=823401 Downloaded beta 4 and prepairing to test. Note on beta 3 the arrok boob job animation was giving me problems with 2 females, female customer and female pc. The animations ran fine but when the orgasm stage ended the players controls were locked up. the camera was normal and I could swing my view around the player but I couldn't zoom in or out and ALL other controls were locked. Had to go back to an earlier save to fix it as even a save with a quit to the desktop and restart did not unlock the controls. The cusomer re-equiped their outfit and went on their merry way though Link to comment
aloevera5 Posted June 28, 2014 Share Posted June 28, 2014 All I am seeing is that I seem to have to hit space many times when the animations start. Both parties stand looking at each other, or the male starts humping the air and I am standing away from him. Tap the spacebar and everything is normal. Everything else seems to be functioning well if not cleaner and faster. Thanks! Link to comment
Oldwolf58 Posted June 29, 2014 Share Posted June 29, 2014 Hmmm is it only me or is anyone else having a problem with the player controls not returning after sex? Link to comment
Dragonjoe69 Posted June 29, 2014 Share Posted June 29, 2014 Just did a little testing with beta 4 the starting anim is still delayed after the undressing anim my character stands in the default idle anim for a few seconds before joining the scene also some of the anims are still bugging out going into the second stage, this seems to only be affecting arrok and zyn's animations as the rough missionary played through normally, installed everything over the top of 157 ran the finis generator and cleaned and reset sexlab after loading the game. Link to comment
saladboy21 Posted June 29, 2014 Share Posted June 29, 2014 I think my animation issues acutally got worse. Moving positions all through sex and flickering all over the place, as well as the initial problems still being present. Link to comment
Cema Posted June 29, 2014 Share Posted June 29, 2014 Your hard work never cease to amaze me Ashal. The way you still work on a mod you created a 1 year ago is impressive. I wish more modders would do the same. I just passed by to thank you =) Link to comment
Findout Posted June 30, 2014 Share Posted June 30, 2014 I'm using: ShowRaceMenuPrecacheKiller.dll, skse_1_07_00 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 and hdtSkyrimMemPatch.dll. I would prefer not to use the Precache Killer, every attempt resulted in failure (new game). ECE would not initialize calling on an papyrus error. How do you get Sheson's memory allocation patch to work without a precache killer? Must additional lines be written or changed in the skse.ini or should I be using SSME? There is a noticeable increase in performance with SL158B2 w/script patch, I would think that without a precache killer causing harm would help overall game performance. Edit: I'm also using ENB 252 UsePatchSpeedhackWithoutGraphics=true. With the realization of how obvious the solution was to remove precachekiller (yikes), I did find that windows-update doesn't update microsoft visual c++ redistributable libraries automatically. I manually updated windows 8.1 with 2012 libraries and found my game runs much better along with some changes switching to SSME for Sherson's patch, tweaking hdtskyrimempatch.ini & enblocal.ini. Having conflicts with FNIS 5.1.1, I have reverted back to FNIS 5.0.2 and SL1.57. This is disconcerting because SexLab testing is always a highlight and have ejoyed being involved. I thank you Ashal for the precachekill.dll heads up as it has lead me to investigate a broader range of game breaking solutions. Link to comment
vagonumero13 Posted June 30, 2014 Share Posted June 30, 2014 Using the SexLabFramework.RegisterAnimation/Expression/Voice() with NO callback NOT extending the factory, registering and defining it all at once. scriptname RegisterAnimations2 extends Quest ; // Get access to the globals for the int flags for better readability import sslObjectFactory SexLabFramework property SexLab auto function LoadAnimation() ; // Create the empty animation and define it inline. sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation") if a != none a.Name = "My Animation" ; // Access the Female and Vaginal flag from the sslObjectFactory global int a1 = a.AddPosition( Female(), addCum = Vaginal() ) a.AddPositionStage(a1, "Missionary_A1_S1") ; // Other registrations stuff, closed off by a.Save(id) a.Save(id) endIf endFunction I just would like to add a small note on these instructions describing one possible method of registering animations. I know it's a bit old but I ran into a problem trying to use it so I would like to offer this correction to anyone else who would like to use it. a.Save(id) would not work because id is undefined in this code. id is the Slot of the animation, so one could use the function FindByName() from sslAnimationSlots to fetch it. So, the script would look like this: scriptname RegisterAnimations2 extends Quest ; // Get access to the globals for the int flags for better readability import sslObjectFactory SexLabFramework property SexLab auto ;// Define the sslAnimationSlots script as a property so we can call its functions sslAnimationSlots Property sslAnimSlots Auto function LoadAnimation() ; // Create the empty animation and define it inline. sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation") if a != none a.Name = "My Animation" ; // Access the Female and Vaginal flag from the sslObjectFactory global int a1 = a.AddPosition( Female, addCum = Vaginal ) a.AddPositionStage(a1, "Missionary_A1_S1") ; // Other registrations stuff, closed off by a.Save(id) a.Save(sslAnimSlots.FindByName("MyAnimation")) endIf endFunction I took a look at "sslBaseAnimation.psc", and the id in the Save function is only used to do some logs call. You can probably pass any value there. Link to comment
Ashal Posted June 30, 2014 Author Share Posted June 30, 2014 Using the SexLabFramework.RegisterAnimation/Expression/Voice() with NO callback NOT extending the factory, registering and defining it all at once. scriptname RegisterAnimations2 extends Quest ; // Get access to the globals for the int flags for better readability import sslObjectFactory SexLabFramework property SexLab auto function LoadAnimation() ; // Create the empty animation and define it inline. sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation") if a != none a.Name = "My Animation" ; // Access the Female and Vaginal flag from the sslObjectFactory global int a1 = a.AddPosition( Female(), addCum = Vaginal() ) a.AddPositionStage(a1, "Missionary_A1_S1") ; // Other registrations stuff, closed off by a.Save(id) a.Save(id) endIf endFunction I just would like to add a small note on these instructions describing one possible method of registering animations. I know it's a bit old but I ran into a problem trying to use it so I would like to offer this correction to anyone else who would like to use it. a.Save(id) would not work because id is undefined in this code. id is the Slot of the animation, so one could use the function FindByName() from sslAnimationSlots to fetch it. So, the script would look like this: scriptname RegisterAnimations2 extends Quest ; // Get access to the globals for the int flags for better readability import sslObjectFactory SexLabFramework property SexLab auto ;// Define the sslAnimationSlots script as a property so we can call its functions sslAnimationSlots Property sslAnimSlots Auto function LoadAnimation() ; // Create the empty animation and define it inline. sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation") if a != none a.Name = "My Animation" ; // Access the Female and Vaginal flag from the sslObjectFactory global int a1 = a.AddPosition( Female, addCum = Vaginal ) a.AddPositionStage(a1, "Missionary_A1_S1") ; // Other registrations stuff, closed off by a.Save(id) a.Save(sslAnimSlots.FindByName("MyAnimation")) endIf endFunction I took a look at "sslBaseAnimation.psc", and the id in the Save function is only used to do some logs call. You can probably pass any value there. For voice and expressions you're more or less right. With animations however Save() does some important post creation cleanup and offset calculations. Moreover I'm considering just removing the object factory functions, or giving them a major overhaul. The system as it is now is clunky and has limited use. I was more or less either drunk or heavily sleep deprived when I wrote most of it (as evidenced by the boken example I originally gave.) Link to comment
boo Posted July 3, 2014 Share Posted July 3, 2014 Feature request - anyway to have separate voice files for cons / non-cons events? Link to comment
Arizona_Steve Posted July 3, 2014 Share Posted July 3, 2014 There is no question that we need sound effects for the creatures. I let Random Sex do its thing near a Riekling camp and it just isn't the same without the sounds. Not to mention I would expect the Rieklings to be somewhat more... frenzied... when going at it... Oh, and is there any source code for the SKSE utilities - I'm trying to figure out the interface and the SKSE examples aren't that helpful. Link to comment
RitualClarity Posted July 5, 2014 Share Posted July 5, 2014 Hello, One problem: I am now trying to get the Get to work on my Mo. However Installing the development build: Download and install msysGit from https://code.google.com/p/msysgit/ The above link gives me a 403 error. I can't get the first step to even begin to start setting this up. I really would like the ability to move forward and backwards on the versions. If later I start to get more comfortable with the process I might be able to give some amateur feedback on the beta... at least I would like to be able to try.... One question: Can you run two versions of the process. One for main play and the other for testing? I ask since I use MO and Profiles are separated. If not cool I believe it is possible to roll back to a version for a particular play and then roll forward for testing Profile. (perhaps that might just be the best way to use it anyway... hum) Link to comment
Dayelyte Posted July 5, 2014 Share Posted July 5, 2014 There is no question that we need sound effects for the creatures. I let Random Sex do its thing near a Riekling camp and it just isn't the same without the sounds. Not to mention I would expect the Rieklings to be somewhat more... frenzied... when going at it... Oh, and is there any source code for the SKSE utilities - I'm trying to figure out the interface and the SKSE examples aren't that helpful. It is possible to add sound effect triggers within the animations, the caveat being you have to use the Havok Exporter to do it as I can't swear if the nif exporter supports such a thing. I suppose I could wash some random porn audio on the web through Sound Forge or Audacity to play with the pitch, but it may end up sounding a little crazy. A high pitched " Who's your daddy ? " with some grunts thrown in there would be hilarious though However, that would be another file to add to any mod that wants to use them. Unless you didn't want custom sounds that is, then you could just tell the animation to play sexsound.wav at keyframe X. ( where sexsound is some already installed voice / sex file ) Link to comment
leechlord Posted July 6, 2014 Share Posted July 6, 2014 Quick question: what tag should I search for to encompass any and all included bestiality animations? I couldn't find the answer with a search and the documentation does not list tags for any bestiality animations. Link to comment
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