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Getting a weird Error message When I just updated a fresh installation of Skyrim.

 

(x86)\steam\steamapps\common\Skyrim\data\SKSE\plugins\._SEXLABUtil.Dll is either not designed to run on windows or it contains an error. Try installing the program again using the original installation media or contact your system admin or the software vendor for support. error status 0xc000012f

 

(x86)\steam\steamapps\common\Skyrim\data\SKSE\plugins\._StorageUtil.Dll is either not designed to run on windows or it contains an error. Try installing the program again using the original installation media or contact your system admin or the software vendor for support. error status 0xc000012f

 

Happened after I upgraded to the newest version of 1.60. r 2

 

Edit: Tried using the two files from 1.59 file, swapped the old files in and still getting same error message when trying to run SKSE launcher. Updated SKSE to latest patch prior to re-install

 

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Getting a weird Error message When I just updated a fresh installation of Skyrim.

 

(x86)\steam\steamapps\common\Skyrim\data\SKSE\plugins\._SEXLABUtil.Dll is either not designed to run on windows or it contains an error. Try installing the program again using the original installation media or contact your system admin or the software vendor for support. error status 0xc000012f

 

(x86)\steam\steamapps\common\Skyrim\data\SKSE\plugins\._StorageUtil.Dll is either not designed to run on windows or it contains an error. Try installing the program again using the original installation media or contact your system admin or the software vendor for support. error status 0xc000012f

 

Happened after I upgraded to the newest version of 1.60. r 2

 

Edit: Tried using the two files from 1.59 file, swapped the old files in and still getting same error message when trying to run SKSE launcher. Updated SKSE to latest patch prior to re-install

 

Try installing/re-installing:

 

It's either a windows dependency or an issue with an incredibly fucked up install of windows in any case.

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I'm seeing some errors that are preventing manual selection of third-party creature animations via the thread model using thread.AddAnimation():

 

 

[08/13/2015 - 12:43:34PM] [slac] You are being pursued by an aroused Dog
[08/13/2015 - 12:43:34PM] [slac] Dog: Prisoner(selected49-3)
[08/13/2015 - 12:43:35PM] [slac] Horse: Prisoner(pursuit)
[08/13/2015 - 12:43:35PM] [slac] Horse could not find any partners
[08/13/2015 - 12:43:43PM] [slac] GetCreatureAnimationsByRace returned 8 animations for Dog
[08/13/2015 - 12:43:43PM] SEXLAB - Thread[0]  - Entering Making State
[08/13/2015 - 12:43:43PM] SEXLAB - NOTICE: ValidateActor(Prisoner) -- TRUE -- HIT
[08/13/2015 - 12:43:43PM] SEXLAB - ActorAlias[Prisoner] SetActor([Actor < (00000014)>]) - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0A061EEF)>]
[08/13/2015 - 12:43:43PM] SEXLAB - NOTICE: ValidateActor(Dog) -- TRUE -- CREATURE
[08/13/2015 - 12:43:43PM] SEXLAB - ActorAlias[Dog] SetActor([Actor < (8305BBAF)>]) - [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0A061EEF)>]
[08/13/2015 - 12:43:43PM] [slac] Adding animation (Dog) Dominate
[08/13/2015 - 12:43:43PM] [slac] Adding animation (Dog) Panicnew
[08/13/2015 - 12:43:43PM] [slac] 2/8 animations selected after filtering for Aggressive
[08/13/2015 - 12:43:43PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (8305BBAE)>]]; already active
[08/13/2015 - 12:43:43PM] [CF][Framework] Didn't add active actor ["Dog" [Actor < (8305BBAF)>]]; already active
[08/13/2015 - 12:43:43PM] SEXLAB - Thread[0]  - CreatureRef: [Race <DLC1HuskyBareRace (03018B36)>]
[08/13/2015 - 12:43:43PM] ERROR: Cannot call HasRace() on a None object, aborting function call
stack:
    [sexLabThread00 (0A061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
    [slac_Utility (70003322)].slac_utility.startCreatureSex() - "slac_Utility.psc" Line 758
    [ (70016B66)].slac_SF_slac_Pursuit_00_Scene_04016B66.Fragment_23() - "slac_SF_slac_Pursuit_00_Scene_04016B66.psc" Line 17
[08/13/2015 - 12:43:43PM] warning: Assigning None to a non-object variable named "::temp61"
stack:
    [sexLabThread00 (0A061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
    [slac_Utility (70003322)].slac_utility.startCreatureSex() - "slac_Utility.psc" Line 758
    [ (70016B66)].slac_SF_slac_Pursuit_00_Scene_04016B66.Fragment_23() - "slac_SF_slac_Pursuit_00_Scene_04016B66.psc" Line 17
[08/13/2015 - 12:43:43PM] ERROR: Cannot call Name() on a None object, aborting function call
stack:
    [sexLabThread00 (0A061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
    [slac_Utility (70003322)].slac_utility.startCreatureSex() - "slac_Utility.psc" Line 758
    [ (70016B66)].slac_SF_slac_Pursuit_00_Scene_04016B66.Fragment_23() - "slac_SF_slac_Pursuit_00_Scene_04016B66.psc" Line 17
[08/13/2015 - 12:43:43PM] warning: Assigning None to a non-object variable named "::temp67"
stack:
    [sexLabThread00 (0A061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
    [slac_Utility (70003322)].slac_utility.startCreatureSex() - "slac_Utility.psc" Line 758
    [ (70016B66)].slac_SF_slac_Pursuit_00_Scene_04016B66.Fragment_23() - "slac_SF_slac_Pursuit_00_Scene_04016B66.psc" Line 17
[08/13/2015 - 12:43:43PM] SEXLAB - Thread[0]  - Invalid creture animation added -
[08/13/2015 - 12:43:43PM] SEXLAB - Thread[0]  - Selecting new creature animations - []
[08/13/2015 - 12:43:43PM] SEXLAB - Thread[0]  - Creature Genders: [0, 1, 1, 0]
[08/13/2015 - 12:43:44PM] SEXLAB - Thread[0] Adjustment Profile - BretonRaceF.DLC1HuskyBareRaceC
[08/13/2015 - 12:43:44PM] [slac] Prisoner engaged with Dog
[08/13/2015 - 12:43:44PM] SEXLAB - ActorAlias[Dog]  - Scales[1.000000/1.000000/1.000000] BaseEnjoyment[4]
[08/13/2015 - 12:43:45PM] SEXLAB - ActorAlias[Prisoner]  - Scales[0.950000/0.950000/1.052632] Voice[Mirabell(College of Winterhold)] Expression[sad] BaseEnjoyment[1]
[08/13/2015 - 12:43:46PM] SEXLAB - Thread[0] Event Hook - AnimationStart

 

 

In this case the animation that is causing the issue is from MNC, "(Dog) Panicnew". When this animation is added and the thread started the above errors are generated and the animation selection defaults to all animations (including "(Dog) Panicnew"). Disabling this animation in the SL toggles allows the thread to continue normally with the single remaining animation.

 

After recoding to build my animation array separately with sslUtility.PushAnimation() and feeding it to thread.SetAnimations() I get the expected result (two selected animations without errors). I've only briefly looked at the SL code involved but I suspect there may be an issue with MergeAnimations() in the context of AddAnimation().

 

I realise that MNC may not be entirely compatible with the current RC but, considering that the animation actually works, it seems like this should not be causing problems. I've also recompiled MNCs animation registration to use the new system but the results are the same - naturally I may not have done this correctly.

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I wanna fuck bitches!!!

(female dogs)

 

 

And what of the humanoid creatures? Do they just get human animations? Throw in some females.

 

If a Spider had a vagina, idk where it'd be... but still. Think outside the box?

 

 

[said in a good-natured way...]  Then get off your ass and learn how to create the animations you want, then Ashal / dentarr (MNC) will be able to add the animations.  :)  It's hard to add things that don't exist, you know.

 

 

Yeah, maybe when I fix up my PC to the point that I can finally play this game again (with these mods) I'll start animating ... but that'll probably be some time after the official release of the newest version  :@ I'm currently stuck on the side lines anticipating what I might come back to when I finally completely fix my PC.

 

Pro tip: Don't upgrade to Windows 10. At least not yet.

 

 

lol oh I think outside the box occassionally.   ( Outside said box is where the Female Werewolf and the Flame Atronach animations came from.  I even have a chicken one somewhere, but needs to be fixed due to scaling issues. See below. )

 

They're just not in high demand.  Not much point in spending the time creating animations if they rarely see use.  In addition, some critter meshes don't work well with positioning outside of their default behaviours.  Example:  Bethesda made the deer / elk mesh work well for eating grass and running about.  Not so well for playing dirty twister with human counterparts.

 

Maybe I'm just slow, but I spend anywhere from 4-6 hours per stage on any given animation.  Multiply that by the number of stages for a scene and you start to understand the time commitment required for these.

 

Oh and a heads up before you jump feet first into animating:

 

Canines and Spiders have their own issues to take into account since the game uses the same skeleton for both large and small varieties.  You can't just animate with the default skeleton because your alignments will be off when you face off against a smaller / larger variety in game. 

 

So you'll have to scale the skeleton in Max to match your intended target in game. 

 

As an example,  you'll need to animate with a large spider skeleton if you want the alignments to match up with a large spider in game.  Ditto for small spiders.  ( Basically means you have to animate the sequence twice to cover both varieties )

 

Canines are the same.  Dogs are smaller than wolves.  Not by a lot, but just enough to throw your many hours spent aligning things out of whack.

 

This applies to any and all actors who share skeletons ( The Chaurus is a perfect example ), but are scaled up / down in the game depending on what size critter the game needs at the time.

 

Lastly,  dragons have issues that I have yet been able to solve.  I tried scaling them down but they turn themselves inside out in game when I do that.  ( Even if you scale them down in game, they have issues with the bounding box that defines where they are ) Their default size makes it very difficult to animate with as there are very few areas in game that are both big and flat.  Doing the dirty tango on the side of a cliff is guaranteed to throw your alignments out. 

 

Apologies for the off-topic reply :D

 

 

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Hook-issue:

 

Log:

 

 

SexLab MCM Loaded CurrentVerison: 15992 / 15992

SEXLAB - LOADED: Version 15992 / 15992
[snip]
[PAHESex] punish([Actor < (FF001062)>], [Actor < (00000014)>], Vaginal, True, )
SEXLAB - Thread[0]  - Entering Making State
[PAHESex] Male PC
SEXLAB - NOTICE: ValidateActor(Vigilant of Stendarr) -- TRUE -- MISS
SEXLAB - ActorAlias[Vigilant of Stendarr] SetActor([Actor < (FF001062)>]) - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0D061EEF)>]
SEXLAB - NOTICE: ValidateActor(Bla) -- TRUE -- HIT
SEXLAB - ActorAlias[Bla] SetActor([Actor < (00000014)>]) - [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0D061EEF)>]
[PAHESex] Setting endAnim
[PAHESexScript]: PAHEEstrusTrauma
SEXLAB - ActorAlias[Vigilant of Stendarr]  - Voice[FemaleEvenToned (Lydia)] Expression[angry] BaseEnjoyment[0]
[Zad]: Set slot mask to [0]: 0
SEXLAB - ActorAlias[Bla]  - Voice[MaleEvenToned (Dovahkiin)] Expression[Sad] BaseEnjoyment[5]
SEXLAB - Thread[0] Event Hook - AnimationStart
[Zad]: OnAnimationStart()
[slnc] [slncMainQuestScript <slncControllerQuest (980110DF)>]: OnSexLabAnimationStart(AnimationStart, 0, 0.000000, [sslthreadcontroller <SexLabThread00 (0D061EEF)>]) Begin
[Zad]: No sex-act-restricted actors present in this sex scene. Done.
SEXLAB - Thread[0] Event Hook - StageStart
SEXLAB - Thread[0] Event Hook - StageEnd
SEXLAB - Thread[0] Event Hook - StageEnd
SEXLAB - Thread[0] Event Hook - StageStart
SEXLAB - Thread[0] Event Hook - StageEnd
SEXLAB - Thread[0] Event Hook - OrgasmStart
SEXLAB - Thread[0] Event Hook - StageStart
SEXLAB - ActorAlias[Vigilant of Stendarr]  - Orgasms[1] Enjoyment [11] BaseEnjoyment[-52]
SEXLAB - ActorAlias[Bla]  - Orgasms[1] Enjoyment [13] BaseEnjoyment[-52]
SEXLAB - Thread[0] Event Hook - OrgasmEnd
SEXLAB - Thread[0] Event Hook - AnimationEnding
[slainternalscr <sla_Internal (0E083137)>]: Vigilant of Stendarr had orgasm date updated
SEXLAB - ActorAlias[Bla]  - Resetting!
[slainternalscr <sla_Internal (0E083137)>]: Vigilant of Stendarr got -21 exposure for having orgasm
SEXLAB - ActorAlias[Vigilant of Stendarr]  - Resetting!
[slainternalscr <sla_Internal (0E083137)>]: Bla had orgasm date updated
[slainternalscr <sla_Internal (0E083137)>]: Bla got -21 exposure for having orgasm
SEXLAB - Thread[0] Event Hook - AnimationEnd
[Zad]: OnAnimationEnd()
Error: Cannot call AllowPCDialogue() on a None object, aborting function call
stack:
    [PAHPersonalityEvenToned (0B02C44D)].PAHPunishmentRapeScript.PostRape() - "PAHPunishmentRapeScript.psc" Line 271
Error: Cannot call SetDontMove() on a None object, aborting function call
stack:
    [PAHPersonalityEvenToned (0B02C44D)].PAHPunishmentRapeScript.PostRape() - "PAHPunishmentRapeScript.psc" Line 272

 

 

 

Code:

 

 

Function punish(Actor _target, Actor _player, String _tag = "", bool _aggressive = false, String _tag2 = "")
[snip]
    sslThreadModel Model = SexLab.NewThread()
[snip]
    actor[] activeActors = new actor[2]
    If _player.GetActorBase().GetSex() == 0
        Model.AddActor(_target, IsVictim = aggressive)
        Model.AddActor(_player, IsVictim = false)
    Else
         [snip]
    EndIf

    If !animSet
        anims = SexLab.GetAnimationsByTags(2, tag, supress)
    EndIf

    Model.DisableUndressAnimation(target)
    Model.DisableRedress(target)

    Model.SetAnimations(anims)

    If startAnim
        model.SetStartAnimationEvent(target, startAnim)
    EndIf

    If aggressive
        RegisterForModEvent("AnimationEnd_PostRape", "PostRape")
        Model.SetHook("PostRape")
        setEndAnim(Model, true)
    Else
        RegisterForModEvent("AnimationEnd_PostFornicate", "PostFornicate")
        Model.SetHook("PostFornicate")
    EndIf

    Model.StartThread()
EndFunction
 
Event PostRape(string eventName, string argString, float argNum, form sender)
    Actor Victim = SexLab.HookVictim(argString)
L 271 ->    Victim.AllowPCDialogue(false)
L 272 ->    Victim.SetDontMove()

    Utility.wait(2.5)
    Debug.SendAnimationEvent(Victim, animIn)
[snip]
EndEvent

 

 

Problem:

StartAnimationEvent works fine, Animation works fine, EndAnimationEvent works fine, hook-event is called fine, but the stuff in the hook-event can't grab the actor and fails miserably...

It worked in 1.59 :/

Also, is there a way to tell the actor(s) to enjoy the sex? Especially the

SEXLAB - ActorAlias[Vigilant of Stendarr]  - Voice[FemaleEvenToned (Lydia)] Expression[angry] BaseEnjoyment[0]
[Zad]: Set slot mask to [0]: 0
SEXLAB - ActorAlias[Bla]  - Voice[MaleEvenToned (Dovahkiin)] Expression[Sad] BaseEnjoyment[5]

and

SEXLAB - ActorAlias[Vigilant of Stendarr]  - Orgasms[1] Enjoyment [11] BaseEnjoyment[-52]
SEXLAB - ActorAlias[Bla]  - Orgasms[1] Enjoyment [13] BaseEnjoyment[-52]

are irritating...

At least one of them should be having fun ;)

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Peaches, an experienced escort-type-person (technically, she's a succubus), loves the new sexlab and how the alignments are very close most times.

Well, with missionary, and when no one is fettered down by the mundane chains of life.

when they are, when three try to play, and Peaches is bound,

um,

Can I say "ridiculous"?

An animation begins, one breaks off to have fun by herself,

Peaches is apparently having an imaginary partner doing her,

and the third party stands there, watching Peaches.

   so....I'm reading this (this here) page, and I'm thinking, "someone worked very hard on these alignments."

And I'm glad you did.

And I was hoping for a skse tip, a nioverride thingy, a jcontainers seting....

or a "do Not use [....] mod, it messes up alignments/is not compatible".

I don't know what jcontainers or nioverride is, but I thought I'd throw them in there to jog memories.

Thanks!

 

 

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(1.60 RC2) Bug Report :

 

Every time I load my game my voice gets reset. It constantly forgets my voice whenever the game closes. Normally I choose 'Breathy'.

 

I can confirm this. It's not specific to Breathy either, I use Classic most of the time. After reload it's back to Random.

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So, I'm finding with the latest version that pressing spacebar to advance stages actually makes my character jump...

 

Awkward.

 

right ... jump is not deactivated while using sex lab and it looks weird and shitty... i have just changed the hotkey.... anyways its a bug.

 

 

Not a SexLab bug. It's a bug with your install or another mod messing with the player movement controls, overriding SexLab's call to disable player controls.

 

Just to be sure, I reinstalled sexlab last and removed anything that would possibly affect movement. It still happens. Further testing shows that it only happens with the player as the "aggressor" however.

 

Reposting. Can anyone else repro?

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I wanna fuck bitches!!!

(female dogs)

 

 

And what of the humanoid creatures? Do they just get human animations? Throw in some females.

 

If a Spider had a vagina, idk where it'd be... but still. Think outside the box?

 

 

[said in a good-natured way...]  Then get off your ass and learn how to create the animations you want, then Ashal / dentarr (MNC) will be able to add the animations.  :)  It's hard to add things that don't exist, you know.

 

 

Yeah, maybe when I fix up my PC to the point that I can finally play this game again (with these mods) I'll start animating ... but that'll probably be some time after the official release of the newest version  :@ I'm currently stuck on the side lines anticipating what I might come back to when I finally completely fix my PC.

 

Pro tip: Don't upgrade to Windows 10. At least not yet.

 

 

lol oh I think outside the box occassionally.   ( Outside said box is where the Female Werewolf and the Flame Atronach animations came from.  I even have a chicken one somewhere, but needs to be fixed due to scaling issues. See below. )

 

They're just not in high demand.  Not much point in spending the time creating animations if they rarely see use.  In addition, some critter meshes don't work well with positioning outside of their default behaviours.  Example:  Bethesda made the deer / elk mesh work well for eating grass and running about.  Not so well for playing dirty twister with human counterparts.

 

Maybe I'm just slow, but I spend anywhere from 4-6 hours per stage on any given animation.  Multiply that by the number of stages for a scene and you start to understand the time commitment required for these.

 

Oh and a heads up before you jump feet first into animating:

 

Canines and Spiders have their own issues to take into account since the game uses the same skeleton for both large and small varieties.  You can't just animate with the default skeleton because your alignments will be off when you face off against a smaller / larger variety in game. 

 

So you'll have to scale the skeleton in Max to match your intended target in game. 

 

As an example,  you'll need to animate with a large spider skeleton if you want the alignments to match up with a large spider in game.  Ditto for small spiders.  ( Basically means you have to animate the sequence twice to cover both varieties )

 

Canines are the same.  Dogs are smaller than wolves.  Not by a lot, but just enough to throw your many hours spent aligning things out of whack.

 

This applies to any and all actors who share skeletons ( The Chaurus is a perfect example ), but are scaled up / down in the game depending on what size critter the game needs at the time.

 

Lastly,  dragons have issues that I have yet been able to solve.  I tried scaling them down but they turn themselves inside out in game when I do that.  ( Even if you scale them down in game, they have issues with the bounding box that defines where they are ) Their default size makes it very difficult to animate with as there are very few areas in game that are both big and flat.  Doing the dirty tango on the side of a cliff is guaranteed to throw your alignments out. 

 

Apologies for the off-topic reply :D

 

 

 

 

 

Those bits about size differences are the reason I check the little box that says "even actor's height" or w/e... and of course, I hate doing it, but even with animations that you think WOULD line up I end up having to use the adjusting controls to fix them. Now... someone managed to get half-way decent Dragon animations, so I know it's possible.

 

Another note, for the female werewolf ... often times the game just ended up putting a strapon on the werewolf and using male animations for it. Not cool if you're playing as a dude and not aroused by homosexual interactions. There are settings to prevent this, of course, but just saying. (not a homophobe, it just doesn't arouse me... and a futa from my perspective is an abomination,, let alone a chick with a dick and no vagina... no offense if anyone takes any, as I know one or both of those is something that actually happens in real life though very rarely)

 

Oh, another thing I don't enjoy seeing is group sex with one or more women and more than one man where men end up fucking each other. Is there already, or will there be, a way to prevent such a thing from happening?

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big ass reply chain

 

 

I dunno about your audience issues, bro. Lots of people download MNC; out of 820k views, 380k people downloaded the mod. That's a pretty big viewerbase for your content.

 

I don't know if it counts multiple downloads from same users, but I'm guessing that atleast a third of that almost 400k is people that still download and actively use the mod, me included. Your work never goes unappreciated, even if they are some animations about werewolves with boobs getting banged in a fantasy RPG that, as you said yourself, was never really meant to support such things in the first place.

 

There's even more people that downloaded SL and I'm kinda surprised the mod still gets this many new features onboard with has a dedicated testing userbase and all. Keep up the good work bruvs

 

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big ass reply chain

 

 

I dunno about your audience issues, bro. Lots of people download MNC; out of 820k views, 380k people downloaded the mod. That's a pretty big viewerbase for your content.

 

I don't know if it counts multiple downloads from same users, but I'm guessing that atleast a third of that almost 400k is people that still download and actively use the mod, me included. Your work never goes unappreciated, even if they are some animations about werewolves with boobs getting banged in a fantasy RPG that, as you said yourself, was never really meant to support such things in the first place.

 

There's even more people that downloaded SL and I'm kinda surprised the mod still gets this many new features onboard with has a dedicated testing userbase and all. Keep up the good work bruvs

 

 

 

Chuckle.

 

I wouldn't call them audience issues. . . . just most folks tend to prefer the male animal -> female actor combination rather than the other way around.  When the meshes allow it, I'll animate both though as inspiration and time allows :D

 

The new version of SexLab should be able to tag critters as male or female so hopefully the Crazy Werewolves with Strapons should soon become a thing of the past. 

 

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EDIT: I may have remembered incorrectly here, I don't think 1.60 resets the actors idle before startup anymore, or at least I'm not seeing where it would reset them if it does as the idle reset that is in startup has been commented out for awhile now. So you should be fine to do what you're trying to do, so long as the actor is added to the thread first.

I blocked the NPC undress animation (works fine), but there's still some teleporting and FNIS posing:

NPC is in original position, teleports right in front of player in FNIS pose, teleports back to original position, starts startAnimationEvent-animation, transitions flawlessly into animation.

 

I'm running SEXLAB - LOADED: Version 15992 / 15992

 

I'll try later to enable the undress animation and see if the teleposing persists.

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Are all debugging features in the newest RC fully disabled/turned off ? I know with them turned off, loading times should be faster overall and I remember seeing it mentioned that they were turned off in the release notes but I'm still getting lengthy loadtimes, at least compared to the old 1.59. Sometime soon I really need to upgrade to an SSD.

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It seem like the ZapDoggy01 animation doesnt work for me with this version of SexLab. The female character acts normally while the male is just standing behind her doing nothing.But maybe I've messed something in mcm settings. Anyone else got this problem?

 

[EDIT] I'm attaching log.

Papyrus.0.log

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Couple of issues (some already reported):

 

1. Voices for PC and NPCs getting reset to Random on loads.

2. Aggressive Scenes start with Foreplay if it's enabled.  In older versions of Sexlab, you could have Foreplay checked and Aggressive Scenes would play without it.  I made sure I have the "Restrict Aggressive Animations" checked.

3. Might be related to number 2, but my "Aggressive" sessions are getting recorded in the stats as normal. 

 

If you need logs or anything let me know.

 

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Some RC 2 errors I've observed while play testing Aroused Creatures:

 

Orgasm effects seem to be triggering a "None array" error regularly but no obvious detrimental effects in-game:

 

 

[08/16/2015 - 06:16:05AM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/16/2015 - 06:16:06AM] SEXLAB - Thread[0] Event Hook - OrgasmStart
[08/16/2015 - 06:16:06AM] SEXLAB - Thread[0] Event Hook - StageStart
[08/16/2015 - 06:16:07AM] ERROR: Cannot access an element of a None array
stack:
    [alias ActorAlias003 on quest SexLabThread00 (0A061EEF)].sslActorAlias.OrgasmEffect() - "sslActorAlias.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread00 (0A061EEF)].sslActorAlias.OrgasmStage() - "sslActorAlias.psc" Line ?
[08/16/2015 - 06:16:07AM] SEXLAB - ActorAlias[Karinda]  - Orgasms[1] Enjoyment [62] BaseEnjoyment[-35] GetEnjoyment[97]
[08/16/2015 - 06:16:08AM] SEXLAB - ActorAlias[Prisoner]  - Orgasms[1] Enjoyment [50] BaseEnjoyment[-37] GetEnjoyment[50]
[08/16/2015 - 06:16:14AM] SEXLAB - Thread[0] Event Hook - OrgasmEnd
[08/16/2015 - 06:16:14AM] [slainternalscr <sla_Internal (14083137)>]: Prisoner had orgasm date updated
[08/16/2015 - 06:16:14AM] SEXLAB - Thread[0] Event Hook - AnimationEnding
[08/16/2015 - 06:16:14AM] [slainternalscr <sla_Internal (14083137)>]: Prisoner got -10 exposure for having orgasm
[08/16/2015 - 06:16:14AM] SEXLAB - ActorAlias[Prisoner]  - Resetting!
[08/16/2015 - 06:16:14AM] SEXLAB - ActorAlias[Karinda]  - Resetting!

 

 

 

Occasionally seeing some "no 3D" errors that might be related to zoning while SL animations are running for NPCs. Again, I've not noticed any issues in-game related to this so probably not critical.

 

 

[08/16/2015 - 05:37:55AM] ERROR: Object reference has no 3D
stack:
    [ (0A06755A)].Sound.Play() - "<native>" Line ?
    [alias RegistrySlot368 on quest SexLabQuestRegistry (0A0664FB)].sslBaseVoice.Moan() - "sslBaseVoice.psc" Line 28
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.OnUpdate() - "sslActorAlias.psc" Line ?
[08/16/2015 - 05:37:56AM] ERROR: Object reference has no 3D
stack:
    [ (0A065A31)].Sound.Play() - "<native>" Line ?
    [sexLabThread01 (0A062452)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ?
[08/16/2015 - 05:37:57AM] ERROR: Object reference has no 3D
stack:
    [ (0A06755A)].Sound.Play() - "<native>" Line ?
    [alias RegistrySlot368 on quest SexLabQuestRegistry (0A0664FB)].sslBaseVoice.Moan() - "sslBaseVoice.psc" Line 28
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.OnUpdate() - "sslActorAlias.psc" Line ?
[08/16/2015 - 05:37:58AM] ERROR: Object reference has no 3D
stack:
    [ (0A065A31)].Sound.Play() - "<native>" Line ?
    [sexLabThread01 (0A062452)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ?
[08/16/2015 - 05:37:59AM] ERROR: Object reference has no 3D
stack:
    [ (0A06755A)].Sound.Play() - "<native>" Line ?
    [alias RegistrySlot368 on quest SexLabQuestRegistry (0A0664FB)].sslBaseVoice.Moan() - "sslBaseVoice.psc" Line 28
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.OnUpdate() - "sslActorAlias.psc" Line ?
[08/16/2015 - 05:38:00AM] [CF][Creature Apply] Failure on ["chicken" [Actor < (85012014)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[08/16/2015 - 05:38:01AM] ERROR: Object reference has no 3D
stack:
    [ (0A065A31)].Sound.Play() - "<native>" Line ?
    [sexLabThread01 (0A062452)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ?
[08/16/2015 - 05:38:02AM] ERROR: Object reference has no 3D
stack:
    [ (0A06755A)].Sound.Play() - "<native>" Line ?
    [alias RegistrySlot368 on quest SexLabQuestRegistry (0A0664FB)].sslBaseVoice.Moan() - "sslBaseVoice.psc" Line 28
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.OnUpdate() - "sslActorAlias.psc" Line ?
[08/16/2015 - 05:38:02AM] SEXLAB - Thread[1] Event Hook - StageEnd
[08/16/2015 - 05:38:02AM] ERROR: Failed to setup moving reference because it has no parent cell or no 3D
stack:
    [ (8307000A)].Actor.SplineTranslateTo() - "<native>" Line ?
    [alias ActorAlias003 on quest SexLabThread01 (0A062452)].sslActorAlias.Snap() - "sslActorAlias.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread01 (0A062452)].sslActorAlias.SyncLocation() - "sslActorAlias.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread01 (0A062452)].sslActorAlias.SyncActor() - "sslActorAlias.psc" Line ?
[08/16/2015 - 05:38:02AM] ERROR: Failed to setup moving reference because it has no parent cell or no 3D
stack:
    [ (00091918)].WIDeadBodyCleanupScript.SplineTranslateTo() - "<native>" Line ?
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.Snap() - "sslActorAlias.psc" Line ?
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.SyncLocation() - "sslActorAlias.psc" Line ?
    [alias ActorAlias004 on quest SexLabThread01 (0A062452)].sslActorAlias.SyncActor() - "sslActorAlias.psc" Line ?
[08/16/2015 - 05:38:03AM] SEXLAB - Thread[1] Event Hook - StageStart
[08/16/2015 - 05:38:03AM] ERROR: Object reference has no 3D
stack:
    [ (0A065A31)].Sound.Play() - "<native>" Line ?
    [sexLabThread01 (0A062452)].sslthreadcontroller.OnUpdate() - "sslThreadController.psc" Line ?

 

 

Similar to bugs others have observed there are occasional instances of the PC being teleported into the sky above the giant camp when involved in an SL animation in the Tamriel world space. Sometimes this happens at the start of the animation at which point the game will go to a loading screen then start the scene normally at the original location. Other times this happens at the end of the scene and the PC will be left to fall to the ground. On at least one occasion the teleport occurred some seconds after the animation ended with the PC free to move around and interact with the environment beforehand. I've not seen anything in the logs that looks like an indication of what's happening.

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