Jump to content

SexLab Framework Development


Recommended Posts

Posted

i installed 1.60RC2 

but soon CTD in loading

WTF?

[08/07/2015 - 06:27:26AM] Papyrus log opened (PC)
[08/07/2015 - 06:27:26AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[08/07/2015 - 06:27:26AM] Update budget: 800.000000ms (Extra tasklet budget: 800.000000ms, Load screen budget: 2000.000000ms)
[08/07/2015 - 06:27:26AM] Memory page: 256 (min) 512 (max) 153600 (max total)
[08/07/2015 - 06:27:34AM] Cannot open store for class "U2SystemWeaponSpeed", missing file?
[08/07/2015 - 06:27:42AM] warning: Property DustExplosion on script Card_QfGroundSlamQuest attached to alias GroundSlam on quest CardGroundCrusherQuest (48076766) cannot be initialized because the script no longer contains that property
[08/07/2015 - 06:27:42AM] warning: Property USKPMS04Perk on script QF_MS04_000209CA attached to MS04 (000209CA) cannot be initialized because the script no longer contains that property
[08/07/2015 - 06:27:42AM] Error: Property MGRitual04 on script uskpretroactive131script attached to USKPRetroactive131 (0301906F) cannot be bound because MGRitual04 (000CD987) is not the right type
[08/07/2015 - 06:27:42AM] warning: Property U2QuestKillActorEvent on script u2saviorshide attached to U2QuestKillActorEvent (4500BAB5) cannot be initialized because the script no longer contains that property
[08/07/2015 - 06:27:42AM] Error: Property Pages on script mz_HelmetToggleConfigMenu attached to mz_ScriptSpellQuest (39000D66) cannot be initialized because the value is the incorrect type
[08/07/2015 - 06:27:42AM] VM is freezing...
[08/07/2015 - 06:27:42AM] VM is frozen
[08/07/2015 - 06:27:42AM] Reverting game...
[08/07/2015 - 06:27:42AM] warning: Property USKPMS04Perk on script QF_MS04_000209CA attached to MS04 (000209CA) cannot be initialized because the script no longer contains that property
[08/07/2015 - 06:27:42AM] Error: Property Pages on script mz_HelmetToggleConfigMenu attached to mz_ScriptSpellQuest (39000D66) cannot be initialized because the value is the incorrect type
[08/07/2015 - 06:27:42AM] Error: Property MGRitual04 on script uskpretroactive131script attached to USKPRetroactive131 (0301906F) cannot be bound because MGRitual04 (000CD987) is not the right type
[08/07/2015 - 06:27:42AM] warning: Property DustExplosion on script Card_QfGroundSlamQuest attached to alias GroundSlam on quest CardGroundCrusherQuest (48076766) cannot be initialized because the script no longer contains that property
[08/07/2015 - 06:27:42AM] warning: Property U2QuestKillActorEvent on script u2saviorshide attached to U2QuestKillActorEvent (4500BAB5) cannot be initialized because the script no longer contains that property
[08/07/2015 - 06:28:04AM] Loading game...
[08/07/2015 - 06:28:04AM] VM is thawing...
[08/07/2015 - 06:28:04AM] SEXLAB -- Init [sslBenchmark <SexLabDev (12072727)>]
[08/07/2015 - 06:28:04AM] SexLab MCM Loaded CurrentVerison: 0 / 15992
[08/07/2015 - 06:28:04AM] SEXLAB -- Init [sslobjectfactory <SexLabQuestObjectFactory (12078818)>]
[08/07/2015 - 06:28:04AM] [sslConfigMenu <SexLabConfigurationMenu (12079840)>] INITIALIZED
[08/07/2015 - 06:28:04AM] SEXLAB -- Init [sslActorStats <SexLabQuestFramework (12000D62)>]
[08/07/2015 - 06:28:04AM] SEXLAB -- Init [sslSystemConfig <SexLabQuestFramework (12000D62)>]
[08/07/2015 - 06:28:04AM] SEXLAB -- Init [sslactorlibrary <SexLabQuestFramework (12000D62)>]
[08/07/2015 - 06:28:04AM] SEXLAB -- Init [sslthreadlibrary <SexLabQuestFramework (12000D62)>]
[08/07/2015 - 06:28:04AM] SOS Maintenance: loaded version is 205034
[08/07/2015 - 06:28:04AM] SOS Maintenance: 205034 is update
[08/07/2015 - 06:28:04AM] ==== LAL: DLC and Mod support check - Ignore errors about missing files. ====
[08/07/2015 - 06:28:04AM] Error: File "HearthFires.esm" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias Player on quest DLC2Init (0A016E02)].DLC2InitCrossDLCScript.OnPlayerLoadGame() - "DLC2InitCrossDLCScript.psc" Line 39
[08/07/2015 - 06:28:05AM] SOS ReSchlongify: There are currently 0 concealed armors
[08/07/2015 - 06:28:05AM] SOS ReSchlongify: There are currently 0 revealing armors
[08/07/2015 - 06:28:05AM] InitWidgetLoader()
[08/07/2015 - 06:28:05AM] SEXLAB -- Init [sslBenchmark <SexLabDev (12072727)>]
[08/07/2015 - 06:28:05AM] SexLab MCM Loaded CurrentVerison: 0 / 15992
[08/07/2015 - 06:28:05AM] [sslConfigMenu <SexLabConfigurationMenu (12079840)>] INITIALIZED
[08/07/2015 - 06:28:05AM] SEXLAB -- Init [sslobjectfactory <SexLabQuestObjectFactory (12078818)>]
[08/07/2015 - 06:28:05AM] SEXLAB -- Init [sslActorStats <SexLabQuestFramework (12000D62)>]
[08/07/2015 - 06:28:05AM] SEXLAB -- Init [sslactorlibrary <SexLabQuestFramework (12000D62)>]
[08/07/2015 - 06:28:05AM] SEXLAB -- Init [sslthreadlibrary <SexLabQuestFramework (12000D62)>]

 

Posted

*shrug* The RC is unplayable for me, as were the betas. Installing works fine; adding mods works fine; everything is registered; papyrus shows no errors. So everything should be working fine, no?

No indeed. As soon as a sex act happens (which plays out without problems) and I go to save or change location (i.e. going from outside to inside), I immediately crash. Absolutely no sign of trouble/ errors in the logs (see my previous posts for those logs), I just CTD. And yes, I have tried waiting at least 5 minutes (usually much longer) before making a save or changing location.

 

I have tested it ad nauseum with SL dependent mods disabled (except matchmaker), and with one mod added at a time and it always works perfectly. The problem seems to happen as soon as I customize SexLab (picking animations, setting preferences etc). When done customizing, then performing a sex  act (with Matchmaker or masturbating with holding the N-key) and then attempting to save, it goes all horribly wrong.

 

So I am out of ideas and I will stop testing. I can only hope that when SexLab 1.60 gets a full release, it will magically start working.

 

- Moo.

Posted

I'm trying to get more info on this but can't really seem to find any discussions which aren't over a year old--anyway I only recently began enchanting my with custom enchantments, and I noticed it's apparently a thing with how the vanilla game doesn't re-apply user enchantment effects when gear is eqiupped via a script (ie SL framework). Is this still an issue, or has this been addressed at some point? If it hasn't, what are you guys using to quickly un-equip and re-equip all your gear? I managed to make a hotkey group with SkyUI to equip all my gear with one button, but I still have to individually remove each piece after a sex scene because I'm unable to get SkyUI's "Unequip armor" function to work (I want it to unequip all my gear before re-equipping it). The posts regarding this issue I did find from searching pretty much say this is an inherent flaw by design and there isn't a fix, only workarounds. Just not sure if anything has changed since these posts were made. Thanks

Posted

Iam getting CTDs now, when iam using the RC2 Version when i save after an animation. It seems to be the old Automatic Free Camera Problem since it stops when I disable it.

 

The 1.59c version works withhout a hitch.

I tested both versions in new saves.

 

Anything else I should try?

Yup, same here. I seem to get CTD's sometimes after a scene when leaving the cell. I also have the floating camera option enabled if that's what you're talking about?

 

Also, after updating i noticed the dicks are slightly twisted during ALL animations. I checked the animation editor and nothing was edited. I'm also using the latest SOS. Am i the only one having this issuue? 

Posted

i have also ctd and i dont know if thats related my EFF is not working anymore, i am using RC2 and some animations having absolutely wrong adjustment. The best feature of SL 1.60 is that it allows to register a lot more animations as it used to be. Thats why i like it, but its still so buggy ... And it has no Mfg Console anymore! :(

Posted

 

Iam getting CTDs now, when iam using the RC2 Version when i save after an animation. It seems to be the old Automatic Free Camera Problem since it stops when I disable it.

 

The 1.59c version works withhout a hitch.

I tested both versions in new saves.

 

Anything else I should try?

Yup, same here. I seem to get CTD's sometimes after a scene when leaving the cell. I also have the floating camera option enabled if that's what you're talking about?

 

Forgot to re-add the free camera bugfix since rewriting some moan scripts. This is fixed now in current development version, and should be in the next RC or final release.

 

Also, after updating i noticed the dicks are slightly twisted during ALL animations. I checked the animation editor and nothing was edited. I'm also using the latest SOS. Am i the only one having this issuue?

 

First make sure you're using the latest version of SOS. Press the realign actors, and or the rotate actors hotkey during a scene whenever you notice something like this, press either/both a couple times every few seconds to make sure it applies, if that doesn't fix it, try pressing the move scene hotkey and quickly walking somewhere more flat and open, if that doesn't fix it, press the restore defaults hotkey to remove custom alignments, then press realign actors hotkey again.

 

I'm trying to get more info on this but can't really seem to find any discussions which aren't over a year old--anyway I only recently began enchanting my with custom enchantments, and I noticed it's apparently a thing with how the vanilla game doesn't re-apply user enchantment effects when gear is eqiupped via a script (ie SL framework). Is this still an issue, or has this been addressed at some point? If it hasn't, what are you guys using to quickly un-equip and re-equip all your gear? I managed to make a hotkey group with SkyUI to equip all my gear with one button, but I still have to individually remove each piece after a sex scene because I'm unable to get SkyUI's "Unequip armor" function to work (I want it to unequip all my gear before re-equipping it). The posts regarding this issue I did find from searching pretty much say this is an inherent flaw by design and there isn't a fix, only workarounds. Just not sure if anything has changed since these posts were made. Thanks

This is mostly just a vanilla bug and not really anything to do with SexLab, you've pretty much answered your own question here by mentioning how vanilla Skyrim doesn't carry over player enchantments when unequip/equipping items.

 

That said however, recent versions of SKSE do have some functions for getting info about a players enchantment on an item, and I've been meaning to some function to store an enchantment before un-equipping it, then reapplying the enchantment after re-equipping it. It's just been a low priority and I keep forgetting the capability has been added since the last official release. I've gone ahead and thrown something together to try this out now though, I just need to test it first.

Posted

I am not sure whether or not this problem has been reported already, and if it has I am sorry that I have to post it here again because if I couldn't find it in this long thread. But after installing Sexlab v.160 (and I know I got myself to blame seeing as this is still under development), I can no longer load saved games, even on newly and freshly created characters. I get a loading screen that last for almost three minutes before an CTD occurs. And this occurs like... every time. I am already running a pretty script-heavy mod order, but I never had this problem before with v.159, well at least not this extent. It would always work after a three or four reloads or so. So I am just wondering whether there is a fix to this or if I have to roll back to v.159. Something I really don't want to do considering all the fine possibilities and the limit of animations that comes with this version.  :(

Posted

I am not sure whether or not this problem has been reported already, and if it has I am sorry that I have to post it here again because if I couldn't find it in this long thread. But after installing Sexlab v.160 (and I know I got myself to blame seeing as this is still under development), I can no longer load saved games, even on newly and freshly created characters. I get a loading screen that last for almost three minutes before an CTD occurs. And this occurs like... every time. I am already running a pretty script-heavy mod order, but I never had this problem before with v.159, well at least not this extent. It would always work after a three or four reloads or so. So I am just wondering whether there is a fix to this or if I have to roll back to v.159. Something I really don't want to do considering all the fine possibilities and the limit of animations that comes with this version.  :(

 

@Ashal is working hard to fix this (and other stuff.)

Keep in mind that 1.60 is not yet completed and it is mainly for debugging purposes.

 

If you need a stable game for playing consider using 1.59c until the official 1.60 will be out.

Posted

I am not sure whether or not this problem has been reported already, and if it has I am sorry that I have to post it here again because if I couldn't find it in this long thread. But after installing Sexlab v.160 (and I know I got myself to blame seeing as this is still under development), I can no longer load saved games, even on newly and freshly created characters. I get a loading screen that last for almost three minutes before an CTD occurs. And this occurs like... every time. I am already running a pretty script-heavy mod order, but I never had this problem before with v.159, well at least not this extent. It would always work after a three or four reloads or so. So I am just wondering whether there is a fix to this or if I have to roll back to v.159. Something I really don't want to do considering all the fine possibilities and the limit of animations that comes with this version.  :(

Have you enabled the SKSE memory patch?

 

Your SKSE.INI should look like this (the Memory part specifically though all the rest really ought to be present as well):

 

[Display]
iTintTextureResolution=2048

[General]
ClearInvalidRegistrations=1
EnableDiagnostics=1

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

[Debug]
WriteMinidumps=1

Posted

not sure if it was reported but animation named rough behind makes the stage 2 and 3 offensinve side go under ground only stage 1 and final stage seem to be aligned correctly.

Posted

I don't know if the framework already supports something like this, but a centralized keyword system that sends a SendStoryEvent for every specific keyword related to a sex event, a particular animation or a situation (e.g. cum application) would be cool. Other mods could add quests to handle these Story Manager events.

 

Here is one of the simplest examples on how to use something like this. Imagine you have a keyword, KWD_PlayerHavingSex. You can send an event (Story Manage Script Event) with this keyword every time the player is having sex. You want guards/NPCs react to player while s/he's having sex in a public area? Simple, add a quest with one or more scenes to handle this event. I actually made a mod a few years back specifically for this purpose. While the PC is having sex in public, a crowd gathers around and watch, throw some funny comments, some of them even want to join in the action and initiate a dialogue with the PC. If the PC accepts a they start a treesome. Though, SL didn't support starting and stopping animations at a certain stage back then, so I couldn't achieve what I actually wanted.

 

You can add all sorts of NPC reactions to different events, you can even add map markers for NPCs having a particular type of sex, etc. possibilities are endless. You can do all that in a separate mod of course, but it would be kind of pointless if everyone creates their own stuff which may cause conflicts and incompatibilities. I'd personally prefer a centralized mechanism for this. It's easier to achieve a certain style and standard that way.

Posted

I don't know if the framework already supports something like this, but a centralized keyword system that sends a SendStoryEvent for every specific keyword related to a sex event, a particular animation or a situation (e.g. cum application) would be cool. Other mods could add quests to handle these Story Manager events.

 

Here is one of the simplest examples on how to use something like this. Imagine you have a keyword, KWD_PlayerHavingSex. You can send an event (Story Manage Script Event) with this keyword every time the player is having sex. You want guards/NPCs react to player while s/he's having sex in a public area? Simple, add a quest with one or more scenes to handle this event. I actually made a mod a few years back specifically for this purpose. While the PC is having sex in public, a crowd gathers around and watch, throw some funny comments, some of them even want to join in the action and initiate a dialogue with the PC. If the PC accepts a they start a treesome. Though, SL didn't support starting and stopping animations at a certain stage back then, so I couldn't achieve what I actually wanted.

 

You can add all sorts of NPC reactions to different events, you can even add map markers for NPCs having a particular type of sex, etc. possibilities are endless. You can do all that in a separate mod of course, but it would be kind of pointless if everyone creates their own stuff which may cause conflicts and incompatibilities. I'd personally prefer a centralized mechanism for this. It's easier to achieve a certain style and standard that way.

 

You can already do this. You have just to subscribe to the ModEvents defined by SexLab.

Posted

 

I am not sure whether or not this problem has been reported already, and if it has I am sorry that I have to post it here again because if I couldn't find it in this long thread. But after installing Sexlab v.160 (and I know I got myself to blame seeing as this is still under development), I can no longer load saved games, even on newly and freshly created characters. I get a loading screen that last for almost three minutes before an CTD occurs. And this occurs like... every time. I am already running a pretty script-heavy mod order, but I never had this problem before with v.159, well at least not this extent. It would always work after a three or four reloads or so. So I am just wondering whether there is a fix to this or if I have to roll back to v.159. Something I really don't want to do considering all the fine possibilities and the limit of animations that comes with this version.  :(

Have you enabled the SKSE memory patch?

 

Your SKSE.INI should look like this (the Memory part specifically though all the rest really ought to be present as well):

 

[Display]
iTintTextureResolution=2048

[General]
ClearInvalidRegistrations=1
EnableDiagnostics=1

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

[Debug]
WriteMinidumps=1

 

Posted

Maybe I am forgetting, but I thought for sure that in previous versions, any alignment corrections you did were saved/remembered for each stage and each animation?

 

It seems that if I move the actors in one particular stage, the previous or next stage in that animation is messed up because of the prior moving. I thought maybe it was because I didn't have 'even actor height' checked but that wasn't it.

 

Is that going to come back or did that never exist? Or is it a bug lol 

 

That being asked, I LOVE all the new animations. Fucking amazing work.

Posted

Maybe I am forgetting, but I thought for sure that in previous versions, any alignment corrections you did were saved/remembered for each stage and each animation?

 

It seems that if I move the actors in one particular stage, the previous or next stage in that animation is messed up because of the prior moving. I thought maybe it was because I didn't have 'even actor height' checked but that wasn't it.

 

Is that going to come back or did that never exist? Or is it a bug lol 

 

That being asked, I LOVE all the new animations. Fucking amazing work.

 

You have to remember to use the Ctrl key while adjusting if you want to only affect 1 stage of an animation.  Alternatively adjust individual stages from within the MCM editor.

Posted

Suggestion #1:

Being able to set an after-animation animation; instead of all actors standing, it'd be nice to set individual animations the actors are going to use after the sex animations are done (also not having the actors stand before the animation would be great)

 

Suggestion #2:

3 more slots per voice; in addition to mild, medium and hot another 3 so we can have consensual and non-consensual voices at the same time

Posted

Suggestion #1:

Being able to set an after-animation animation; instead of all actors standing, it'd be nice to set individual animations the actors are going to use after the sex animations are done (also not having the actors stand before the animation would be great)

Check the RC 2 post, particularly the for modders section:

New features In 1.60 for MODDERS:

  • <snip>
  • sslThreadModel functions to set an actors starting animation event and their ending animation event, replacing the default usage of IdleForceDefaultState.

 

 

Suggestion #2:

3 more slots per voice; in addition to mild, medium and hot another 3 so we can have consensual and non-consensual voices at the same time

The medium is intended to be used as the non-consensual, they are just named poorly so that's not so obvious. Victims will default to always playing medium, while others will select between mild and hot. But one of the plans for 1.61 or 1.62 is to overhaul the voice system, specifically to allow more sound sets and support for creature voices.

Posted

 

Check the RC 2 post, particularly the for modders section:

New features In 1.60 for MODDERS:

  • <snip>
  • sslThreadModel functions to set an actors starting animation event and their ending animation event, replacing the default usage of IdleForceDefaultState.

Only skimmed it, missed that one. Great!

 

Suggestion #2:

3 more slots per voice; in addition to mild, medium and hot another 3 so we can have consensual and non-consensual voices at the same time

The medium is intended to be used as the non-consensual, they are just named poorly so that's not so obvious. Victims will default to always playing medium, while others will select between mild and hot. But one of the plans for 1.61 or 1.62 is to overhaul the voice system, specifically to allow more sound sets and support for creature voices.

Also appreciated (and good to know!).

Posted

 

New features In 1.60 for MODDERS:

  • <snip>
  • sslThreadModel functions to set an actors starting animation event and their ending animation event, replacing the default usage of IdleForceDefaultState.

I'm trying to adapt my code to this and I've got a question:

I set an animation with model.SetEndAnimationEvent(actor, "animation"), but I also set a hook with RegisterForModEvent("AnimationEnd_PostRape", "PostRape") and Model.SetHook("PostRape").

 

Now I need to know when that event fires, to do (or not do) my utility.wait(float) and after-after-animation-animation stuff...

Posted

 

I'm trying to adapt my code to this and I've got a question:

 

 

 

 

I set an animation with model.SetEndAnimationEvent(actor, "animation"), but I also set a hook with RegisterForModEvent("AnimationEnd_PostRape", "PostRape") and Model.SetHook("PostRape").

 

Now I need to know when that event fires, to do (or not do) my utility.wait(float) and after-after-animation-animation stuff...

 

 

RegisterForModEvents works in this way:

the first string is a combination of the "Event" of SexBab (AnimationEnd in your case), an underscore, and the Hook name (PostRape in your case.)

The second parameter is a function that will be called when the event fires (again you use PostRape as the name of the function, that is fine.)

 

Have a look at the examples on my Papyrus guide to see how it works, and what are the parameters used for the function you will specify (That in your case should be Function PostRape(...parameters...) ).

Posted
[snip]

 

Now I need to know when that event fires, to do (or not do) my utility.wait(float) and after-after-animation-animation stuff...

 

I'm not asking about the functionality of those, I'm asking about the timing.

Since the after-animation-animation could be considered part of the animation, I need to know when the event happens, not how it happens or how I hook into it.

Posted

 

I'm not asking about the functionality of those, I'm asking about the timing.

Since the after-animation-animation could be considered part of the animation, I need to know when the event happens, not how it happens or how I hook into it.

 

 

I see.

 

A full descriptions of the 1.59c events is in my papyrus guide. These events are still 100% valid in 1.60.

I did not yet updated it for the new APIs of SexLab. For sure I will do it, but not before the new SL will be official.

Posted

"AnimationEnd" would be after the event has already been sent. "AnimationEnding" is sent before it's sent.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...