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Posted

Getting close to releasing another update. As part of the update, I've added a tag filter option to the toggle animations page. With it, you can see a list of all the unique tags used by an animation, and hide any animation that doesn't have that tag from the toggle menu page.

 

I can take that a step further, but I'm unsure if It's actually really needed or not. So before I spend the time expanding on it more, is there any real interest in being able to toggle tags on/off for an animation? The current upcoming feature, hides animations that don't have a specific tag so they can be searched and disabled- adding onto that, the additional feature I'm unsure about would be instead of toggling whether the animation is enabled/disabled, it would show ALL animations, and the MCM toggle would instead relate to whether or not the animation has that tag or not as opposed to the default enable/disable toggle.


Getting close to releasing another update. As part of the update, I've added a tag filter option to the toggle animations page. With it, you can see a list of all the unique tags used by an animation, and hide any animation that doesn't have that tag from the toggle menu page.

 

I can take that a step further, but I'm unsure if It's actually really needed or not. So before I spend the time expanding on it more, is there any real interest in being able to toggle tags on/off for an animation? The current upcoming feature, hides animations that don't have a specific tag so they can be searched and disabled- adding onto that, the additional feature I'm unsure about would be instead of toggling whether the animation is enabled/disabled, it would show ALL animations, and the MCM toggle would instead relate to whether or not the animation has that tag or not as opposed to the default enable/disable toggle.

Posted

Ashal, in sslBaseAnimation presents useful (for pregnancy or wear_and_tear mods) but rarely used SetStageCumID function.

Even in case of using it there is some logical mess with three- or more somes. For example, MMF animation with female (position = 2) is used in mouth by pos0 male and in vagina by pos1 male.

It's unable to assign separately:

SetStageCumID(2, StageIdx, 2, 0)

SetStageCumID(2, StageIdx, 1, 1)

second call just will overwrite previous.

With using without assigning CumSource (by default -1):

SetStageCumID(2, StageIdx, 4)

there is no way to define which male is using which orifice and which will be a father in future. For wear_and_tear is assumed that creature (especially with huge cock) performs more damage, but there is no way to define which orifice was damaged by creature.

With using:

SetStageCumID(2, StageIdx, 4, 0) or SetStageCumID(2, StageIdx, 4, 1) we receive complete mess with male that has two schlongs...

 

In other words in current 1.62 SexLab is implemented "Position-CumId" key with partially used CumSource. Maybe you will add a real "Position-CumId-CumSource" key usage (of course, Flag arrays will grow or will be completely reorganized - "cums" will be excluded from Flags and used separately as Offsets are... etc) for stages where CumID only can be 1-3 (i.e. Vaginal, Oral or Anal), but SourceActor will be defined in correct way?

 

Kind Regards.

 

Not sure if I'm misunderstanding what your issue is, or if you are misunderstanding how the cumsrc option works. 

 

The option is only relevant in 3P+ animations and is almost entirely unused by current animations. Due to how the cum settings were defined in previous sexlab versions and for the sake of simplicity and backwards compatibility, you can only define one actor as the source per stage. In retrospect, this definitely limits the use of the feature greatly and I should've made more of an effort to better define it. It seemed a trivial feature to me for the most part however, and this late into SexLab's release, would almost certainly go unused regardless - so I shrugged it off and took the easy way out here.

 

In case it's unclear, when you define the SetStageCumID(position, stage, cumid, cumsourcewhat your defining when you set the cumid and cumsource option is where that actors cum effect gets applied, and WHEN it should apply. So by saying SetStageCumID(0, 1, Vaginal, 2) - you are in effect saying that the first (0 index) position actor in the animation should have a vaginal cum effect applied, if the third (2  index) position actor has a mid stage orgasm triggered while the 1st animation stage is being played. This is only possible if the user has the separate actor orgasms option enabled in the MCM. 

 

Another way to look at it, is that by saying SetStageCumID(0, 1, Vaginal, 2), you are saying when the 3rd actor has an orgasm triggered, they look for any other actors in the scene that have their cumsource flagged as being from their position and if any do (or have it set to the default -1, meaning any position), than that actors orgasm triggers the other actors orgasm effect being applied. 

 

It's all admittedly very backwards and confusing seeming. Something I plan to correct in the Fallout 4 version. But it's all rooted in the fact that as SexLab was originally developed, actors don't "cum on" other actors, actors "apply" cum to themselves.

Posted

I know it has been mentioned before but i have not seen any response about fixing the issue. Im talking about the bug that disable sexlab controlls when player is werewolf or vamp lord, making playing a rapy vamp/werewolf impossible as you cant even quite the scene. Please do not forget about this bug.

Posted

I have only three wishes left for SL:

  • Integration of SLAL
  • Integration of Sexlab Cumshot
  • More user friendly actor adjustment - many animation are not well adjusted. Adjust the animations via MCM numeric entry is a pain. I would like to have a hotkey that switches into a adjustment mode and my adjustments are stored permanently.

 

Posted

I have only three wishes left for SL:

  • Integration of SLAL
  • Integration of Sexlab Cumshot
  • More user friendly actor adjustment - many animation are not well adjusted. Adjust the animations via MCM numeric entry is a pain. I would like to have a hotkey that switches into a adjustment mode and my adjustments are stored permanently.

You do know that you can turn off the "Auto Advance" feature in the Sexlab menu and then press the space bar to advance (or use shift-space to regress) through the stages of an animation. Once there you can then use the adjustment keys to perfectly align the sex act and examine it from several angles to be sure it's correct, those adjustments are saved in your profile and can then be exported and later imported into your next play through.

 

In other words, there is already a much easier actor adjustment available. You just need to know how to use it most effectively.

 

Once you have the animations adjusted you can turn on the auto advance option if you want. Also note that you can use the "O" key to switch animations and as long as you don't accidentally exit the sex adjust multiple animations that match the requested sex tags in one go.

Posted

there is a problem with the wolf animation creature inside the mod, not working with the untamed mod

Welcome to Lovers Lab.

 

You do need to post details when you find a problem but those should be posted on the appropriate thread, this is the Sexlab mod Development thread. You want the support thread.

 

However, save yourself time and do a web search for "skyrim sexlab x" where x is words associated with the problem to see if there is an answer for your problem first. If you can find an answer that works for your problem then you don't have to wait for one from someone here and can get back to enjoying the game quicker.

Posted

there is a problem with the wolf animation creature inside the mod, not working with the untamed mod

thanx but i found the sexlab  Inflation Framework 0.9.4 beta mod and it is working properly and thank you for assisting me on the problem  :angel:

Posted

Getting close to releasing another update. As part of the update, I've added a tag filter option to the toggle animations page. With it, you can see a list of all the unique tags used by an animation, and hide any animation that doesn't have that tag from the toggle menu page.

 

I can take that a step further, but I'm unsure if It's actually really needed or not. So before I spend the time expanding on it more, is there any real interest in being able to toggle tags on/off for an animation? The current upcoming feature, hides animations that don't have a specific tag so they can be searched and disabled- adding onto that, the additional feature I'm unsure about would be instead of toggling whether the animation is enabled/disabled, it would show ALL animations, and the MCM toggle would instead relate to whether or not the animation has that tag or not as opposed to the default enable/disable toggle.

Getting close to releasing another update. As part of the update, I've added a tag filter option to the toggle animations page. With it, you can see a list of all the unique tags used by an animation, and hide any animation that doesn't have that tag from the toggle menu page.

 

I can take that a step further, but I'm unsure if It's actually really needed or not. So before I spend the time expanding on it more, is there any real interest in being able to toggle tags on/off for an animation? The current upcoming feature, hides animations that don't have a specific tag so they can be searched and disabled- adding onto that, the additional feature I'm unsure about would be instead of toggling whether the animation is enabled/disabled, it would show ALL animations, and the MCM toggle would instead relate to whether or not the animation has that tag or not as opposed to the default enable/disable toggle.

 

Your wording confused me a little in the later section, but are you asking if there's an interest in being able to edit tags of animations through the SexLab MCM? If not, then I'm sorry I misunderstood.

 

If so, then yes definitely. Being able to modify tags for animations is something that's been driving me up the walls lately, been trying all kinds of solutions, even editing source files and try to compile (but I'm just getting errors). I know Apropos has a feature for editing tags in the 2015 version, but I can't use it since I'm using 2014 myself (for EAU), and can't use both at the same time, and activating 2015, running patchup, then reinstalling 2014 doesn't work. :(

Posted
  • Integration of SLAL

 

There is already an integration of a SLAL style loader. It was added in 1.62 and has more options for customization/setup of the animation. See the included \SKSE\Plugins\SexLab\Animations\ArrokReverseCowgirl.json file for an example animation along with documentation.

 

Only thing it really lacks compared to SLAL is the file generator. A web based generator to help animators create the needed json files and fnis behavior file was/is planned, not sure when/if I'll get to it though.

Posted

I think that a simple filter on the page animation is enough:

"show me all the anim that have the tag X", then the toggles and we're all happy.

 

 

Posted

There is a discussion going on here about whether or not Apropos should fix the issue with SL 1.61 and above where cum textures disappear on NPCs after loading transitions (I brought that up here back in June):

http://www.loverslab.com/topic/28123-apropos/?p=1620939

 

The question seems to be whether or not it's going to end up being fixed in sexlab itself. I wasn't aware that a new version is being prepared when I brought up the issue in the Apropos thread. Did you change your mind regarding this issue and will it be fixed in Sexlab? Or are you still planning on leaving it as-is?

  • 2 weeks later...
Posted

Ashal, maybe someone said before about it, if that's, sorry.

It would be nice if:

bool function AllowedCreatureCombination(Race RaceRef1, Race RaceRef2)
    return Config.AllowCreatures && sslCreatureAnimationSlots.GetRaceKey(RaceRef1) == sslCreatureAnimationSlots.GetRaceKey(RaceRef2)
endFunction

will be changed with taking into account all RaceKeys, because GetRaceKey() returns only ONE RaceKey. 'Course we have another ways (at least with using GetAllRaceKeys() function) for creating own "look for" functions, but...

 

Kind Regards.

Posted

Hey Ashal, Is it possible to have a futa gender that can dynamically take the male or female role based on the gender of the other npc involved in the act. I want my player character to take on female role when the sex partner is male and male role when the sex partner is female. This logic can be applied for threesomes also because animations are decided after the genders of the actors have been obtained. Also can we have seperate gender values for female creatures and male creatures?

 

Too many requests? Sorry.

Posted

How can I control animations with 2 NPC's from a distance?  Right now if I want to do it, I have to literally stand next to them with my character and aim with crosshair at them and press N. Problem is that, it disables player's movement, so my character will just stand next to them all the time. I tried to move away with my char and tried to aim at NPC's with TFC command, but it doesn't work. Is there maybe a console command to hides player completely(couldn't find anything like that) ?

Posted

Depends what you are trying to do.  Positioning?  Then I think the current way is your only option.  Change Animations for NPC/NPC?  The you can use SexLab Tools.  You still have to get close to them, but you don't lose control of your PC as you described.

 

PS - this is a development thread, not a support thread for the current release.  You should ask your questions for the current version in the SexLab Framework 1.62 thread.

Posted

Depends what you are trying to do.  Positioning?  Then I think the current way is your only option.  Change Animations for NPC/NPC?  The you can use SexLab Tools.  You still have to get close to them, but you don't lose control of your PC as you described.

 

PS - this is a development thread, not a support thread for the current release.  You should ask your questions for the current version in the SexLab Framework 1.62 thread.

Yes, positioning and advancing to next stages of animation. I made a thread in technical support section first, but no one answered. Yet when I ask directly in sexlab framework threads, I will get atleast 1 answer, it's always like this or atleast most of the times, so it's not really my fault. Anyways since it's development thread, I guess maybe someone will read it, and make it so we can control animations with npcs from a distance.

Posted

I know a lot of effort has gone into this engine and that FNIS is at its core.  Thanks for all the work.  I just wanted to call peoples attention to a fairly new animation engine that exists on nexus: OSA.  This engine looks very promising because it seems to be centered on being able to control the action of characters while the scene is occurring.  It might be worth looking into.

Posted

it's just a rather dumb question, but does the new Sexlab still has the cum dripping effect? the one where the cum would slowly go down your body ...? idk seems so static for me , or i did something wrong?

Posted

I know a lot of effort has gone into this engine and that FNIS is at its core.  Thanks for all the work.  I just wanted to call peoples attention to a fairly new animation engine that exists on nexus: OSA.  This engine looks very promising because it seems to be centered on being able to control the action of characters while the scene is occurring.  It might be worth looking into.

Perhaps you should look at some of the existing posts and threads on that subject.

Guest ffabris
Posted

Sorry, I haven't gone through all 180+ pages to see if these things have been said ... shoot me, if you must (but I prefer if you shoot on me instead).... feature suggestions, modders' perspective.

  1. Add in the possibility for after-play. In other words, the possibility to have two actors kiss/hug after sex. Handled much like leadin in handled now. Naturally, this wouldn't result in orgasm.
  2. An easy way to trigger orgasm without any kind of sex. Skyrim is a fantasy world, so it is easy to envision spells that could "torment" an actor with spontaneous orgasms.
  3. An easy way to block orgasms entirely, during sex. This is an alternate approach to item 1: if afterplay cannot be done, then it isn't difficult to script an after-sex kiss scene. But as things stand now, this would result in an orgasm, which in that scenario, isn't desirable (usually, anyway).
  4. A way to chain sex acts without jarring interruption. Right now, leadin flows pretty smoothly into the actual sex. But say I want to do a sequence such as: leadin, oral, vaginal/anal, final kiss. That can be achieved with several SexLab calls, one after the other, but it is non-trivial. And worse, results in jarring breaks in the sex as each SL call ends and the next one starts.
Posted

Ashal, maybe someone said before about it, if that's, sorry.

It would be nice if:

bool function AllowedCreatureCombination(Race RaceRef1, Race RaceRef2)
    return Config.AllowCreatures && sslCreatureAnimationSlots.GetRaceKey(RaceRef1) == sslCreatureAnimationSlots.GetRaceKey(RaceRef2)
endFunction

will be changed with taking into account all RaceKeys, because GetRaceKey() returns only ONE RaceKey. 'Course we have another ways (at least with using GetAllRaceKeys() function) for creating own "look for" functions, but...

 

 

Good catch. I've updated it now for the next update. I haven't tested it, but I think this should do the trick:

bool function AllowedCreatureCombination(Race RaceRef1, Race RaceRef2)
	if !Config.AllowCreatures || !RaceRef1 || !RaceRef2
		return false ; // No creatures or missing RaceRef
	endIf

	string[] Keys1 = GetAllRaceKeys(RaceRef1)
	string[] Keys2 = GetAllRaceKeys(RaceRef2)

	if !Keys1 || !Keys2
		return false ; // Invalid race found
	endIf

	int k1 = Keys1.Length
	int k2 = Keys2.Length
	
	if k1 < 1 || k2 < 1
		return false ; // A probably unnecessary error check

	elseIf k1 == 1 && k2 == 1 && Keys1[0] != Keys2[0]
		return false ; // Simple single key mismatch

	elseIf (k1 == 1 && k2 > 1 && Keys2.Find(Keys1[0]) != -1) || (k2 == 1 && k1 > 1 && Keys1.Find(Keys2[0]) != -1)
	   return true ; // Matched single key to multikey
	   
	endIf
	
	while k1
		k1 -= 1
		if Keys2.Find(Keys1[k1]) != -1
			return true ; // Matched between multikey arrays
		endIf
	endWhile

	return false ; // No matches found
endFunction

Posted

Hi

I can't get NMM to instal evan  v.3.2 or 3.3 for Enderal mod and I installed all the Reqired mods the right way.

 

Please help

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