Antonio121989 Posted September 3, 2015 Posted September 3, 2015 Question about the new version. Is it possible to assign a strap-on preference to an NPC? If not, that would be a very nice improvement in a future version. For example, the SexBot in Stories could use a forced preference for a Dwemer style strap on (if it is installed) and default to a random choice if not. Similarly, one could think of a mod that would force choices of soul gem strap on for mages, giant toes for witches, etc...If If they have a strapon already in their inventory, they will default to using that instead of selecting a temporary random one. That's a good workaround... thanks. I really never managed to make it work. Equipable scholong is what I want to use together with the normal strapon, Now I have just tested, the strapon stays equiped and you simply cant unequip. If you don't register it in sexlab and use normally it equip the normal strapon with the scholong. a way to choose what strapon each person will use seems far better option. I think I will use scholong for females and pray it works. It would also helps if you include another sex, futa. this way you would be the female when interacting with a male and the male when interacting with a female.
uchihaittach Posted September 4, 2015 Posted September 4, 2015 CTD - Sex Animation Framework v1.60.2 I'm having many CTD, They happen at the end of act
Ashal Posted September 4, 2015 Author Posted September 4, 2015 CTD - Sex Animation Framework v1.60.2 I'm having many CTD, They happen at the end of act This isn't a tech support thread, read http://www.loverslab.com/topic/22241-sexlab-troubleshooting-support-guide/for tech support.
uchihaittach Posted September 4, 2015 Posted September 4, 2015 CTD - Sex Animation Framework v1.60.2 I'm having many CTD, They happen at the end of act This isn't a tech support thread, read http://www.loverslab.com/topic/22241-sexlab-troubleshooting-support-guide/for tech support. Tanks friend
uchihaittach Posted September 5, 2015 Posted September 5, 2015 CTD - Sex Animation Framework v1.60.2 I'm having many CTD, They happen at the end of act This isn't a tech support thread, read http://www.loverslab.com/topic/22241-sexlab-troubleshooting-support-guide/for tech support. Tanks friend trouble solved, I hope. It seems that it was a defect in the male skeleton
Thorzy Posted September 6, 2015 Posted September 6, 2015 Like someone previously noted I am still getting cum effect randomly not being applied or disappearing. Also during fellatio mouth are barely opening at all.
pinkpony78 Posted September 7, 2015 Posted September 7, 2015 hey so i have downloaded many mods and im sure i have every one needed for sex animations because they almost all work, but what im confused on is why the creature animation are waaaay off, like the monster isnt even close to my character lol... anyone know how to fix this? i tried using the hotkeys but that only seems to work for humans
ButchDiavolo Posted September 7, 2015 Posted September 7, 2015 Like someone previously noted I am still getting cum effect randomly not being applied or disappearing. Also during fellatio mouth are barely opening at all. reference.jpg hey so i have downloaded many mods and im sure i have every one needed for sex animations because they almost all work, but what im confused on is why the creature animation are waaaay off, like the monster isnt even close to my character lol... anyone know how to fix this? i tried using the hotkeys but that only seems to work for humans This isn't a tech support thread, read http://www.loverslab.com/topic/22241-sexlab-troubleshooting-support-guide/for tech support. Maybe enlarging the font and making it red will give a bigger clue?
Content Consumer Posted September 7, 2015 Posted September 7, 2015 Maybe enlarging the font and making it red will give a bigger clue? It's been tried. Never worked.
Thorzy Posted September 7, 2015 Posted September 7, 2015 Maybe it would if I didn't simply come here to +1 that minor bug couple of people noted
Content Consumer Posted September 7, 2015 Posted September 7, 2015 Maybe it would if I didn't simply come here to +1 that minor bug couple of people noted Don't sweat it. Nobody reads. I've been guilty of that myself. I'm considering constructing a computer program that will reconfigure the hardware into a fully-functional robot that will do an interpretive dance instead.
Thorzy Posted September 7, 2015 Posted September 7, 2015 Don't sweat it. Nobody reads. I've been guilty of that myself. I'm considering constructing a computer program that will reconfigure the hardware into a fully-functional robot that will do an interpretive dance instead. Okay so now you're being a smartass because you disagree with reporting minor bugs in a development thread. I guess you would be happier if I opened a new topic with all bells and whistles, spamming debug log, mod list, load order, fnis and every other possible shit? Sure the issue is minor and doesn't appear on any logs but what the hell, lets go crazy and demand answers for things that don't effect our play through what so ever. I'm starting to understand better how drattus felt on page 154 of this topic. This development topic mind you in which its expected of us to provide feedback. hey so i have downloaded many mods and im sure i have every one needed for sex animations because they almost all work, but what im confused on is why the creature animation are waaaay off, like the monster isnt even close to my character lol... anyone know how to fix this? i tried using the hotkeys but that only seems to work for humans There's an option in MCM in where you can edit positioning manually for each individual stage of each animation, without having to spam hotkeys. You can also choose which actor to move, so creatures as well
ButchDiavolo Posted September 7, 2015 Posted September 7, 2015 I will keep this thread up to date with my progress on up dates and welcome other's to also post their experiences or thoughts on the new updates. However this is not a thread for bug reports or technical support on the current version of SexLab; this thread is for things related to the current development and nothing else. As Ashal says in this post, this thread is for people who are helping him develop the NEXT version of Sexlab (V 1.61). The current version is v1.60 (hotfix 2), which has it's own support thread here and here Bug reports for the current version in this thread will most likely be overlooked/ ignored, because this is not the place for that. Ashal and the other developers want to keep this thread as clear as possible, so they can quickly and efficiently move things along to bring us more goodness in a new SL version. Bug reports etc in this thread only "clutter" things up and distracts them from the task at hand. I am not judging you (or anyone else), I am just trying to direct you to the only corect place to get actual help, because as I said, it will most likely be overlooked/ ignored in this one. So once again, the proper places to find help with issues with the current version are here and here.
Thorzy Posted September 7, 2015 Posted September 7, 2015 As Ashal says in this post, this thread is for people who are helping him develop the NEXT version of Sexlab (V 1.61). The current version is v1.60 (hotfix 2), which has it's own support thread here and here Bug reports for the current version in this thread will most likely be overlooked/ ignored, because this is not the place for that. Ashal and the other developers want to keep this thread as clear as possible, so they can quickly and efficiently move things along to bring us more goodness in a new SL version. Bug reports etc in this thread only "clutter" things up and distracts them from the task at hand. I am not judging you (or anyone else), I am just trying to direct you to the only corect place to get actual help, because as I said, it will most likely be overlooked/ ignored in this one. So once again, the proper places to find help with issues with the current version are here and here. sigh Don't need help. 1.61 isn't on github yet. I merely confirmed minor issue that was mentioned it in this topic. It was present back in beta version, its not consistent, its hardly relevant. I didn't expect any reply or for someone to complain about such a minor feedback. Giving a +1 for such a minor thing in a topic where it was talked about should not have awaken wanna be justice warriors Other topic is full of new reports and problems with mods that aren't yet updated to work with Sexlab 1.60, crashes, praises etc. And sure if someone *NEW* like pinkyponey posts in wrong topic maybe it can be slightly annoying. But its far more annoying seeing someone linking a topic that won't help him, instead of answering his question or pointing him in right direction. Sort of clutters the topic without achieving anything if you catch my drift And sure somehow you might feel that I posted in wrong topic as well. In which case I guess its better to have one whole page about who's right and who's wrong than to leave it be. So once again, I believe I posted in the correct topic. I feel kind of bad for replying to all this nonsense buuut what the heck
Content Consumer Posted September 8, 2015 Posted September 8, 2015 Sorry, I didn't get a quote trackback, so I missed this. Okay so now you're being a smartass because you disagree with reporting minor bugs in a development thread. Well, no, I'm being a smartass because that's pretty much my ground state of being. I'm usually a smartass. I guess you would be happier if I opened a new topic with all bells and whistles, No! Please no! spamming debug log, mod list, load order, fnis and every other possible shit? It's a lot of work to go through if you've got what appears to be a simple bug. Too much work if the bug really is simple. But that's just the thing - just because it looks simple doesn't mean it is simple. Sure the issue is minor and doesn't appear on any logs but what the hell, lets go crazy and demand answers for things that don't effect our play through what so ever. And I'll need a blood sample too. Eh... that's me being a smartass again. I'm starting to understand better how drattus felt on page 154 of this topic. This development topic mind you in which its expected of us to provide feedback. Didn't see that one either. See? I don't read! I know it is somewhat fashionable on the internet to make complaints and then when someone responds to those complaints to respond back in a passive-aggressive manner saying "you misunderstood" or "I didn't mean it like that"... but I honestly didn't mean to be an asshole. I do sincerely apologize for causing offense. This is me apologizing, because a smiley-face just won't cut it. Sorry for being rude, that wasn't what I intended.
Thorzy Posted September 8, 2015 Posted September 8, 2015 Sorry, I didn't get a quote trackback, so I missed this. I know it is somewhat fashionable on the internet to make complaints and then when someone responds to those complaints to respond back in a passive-aggressive manner saying "you misunderstood" or "I didn't mean it like that"... but I honestly didn't mean to be an asshole. I do sincerely apologize for causing offense. This is me apologizing, because a smiley-face just won't cut it. Sorry for being rude, that wasn't what I intended. Meh I've just been cranky lately due to some irl shit and perhaps I'm getting into arguments to let off some steam. Sorry from me as well CC
vpoteryaev Posted September 9, 2015 Posted September 9, 2015 Because llabsky with creation animation for AshHopper asked me: Is there a way do not scale creature regardless user settings in SexLab MCM? And I answered NO. Ashal, I readdress question to you. Is there any way, for example, to add in sslBaseAnimation a property whitch may be controlled via int function AddCreaturePosition(string RaceKey, int Gender = 2, int AddCum = -1, bool NoScale = false) and afterwards in sslActorAlias act accordinly required by "NoScale". Kind Regards.
jianshi051 Posted September 13, 2015 Posted September 13, 2015 Before update to newest 1.60.2... May I ask are the animations with furniture can be hidden when change to another animation which don't have furniture?
Ironwulfthegreat Posted September 13, 2015 Posted September 13, 2015 Perhaps have a modular system for adding animations, similar to the creature animation setup in 1.60. Have 1.61 ship with around a dozen animations, and then have say, a foreplay pack, an aggressive pack and a regular pack. This way, for example, if a user wasn't into aggressive animations, they would just download and register the regular and foreplay packs, freeing up space in the 350 animation registration limit for, perhaps, a 3rd party pack. Having the ability to select and register each individual animation in each pack would decrease the strain on the registration limit as well. More work up front, but may push into the future the need to increase the registration limit ( not to mention the FNIS hkx limit )
Ashal Posted September 14, 2015 Author Posted September 14, 2015 Because llabsky with creation animation for AshHopper asked me: Is there a way do not scale creature regardless user settings in SexLab MCM? And I answered NO. Ashal, I readdress question to you. Is there any way, for example, to add in sslBaseAnimation a property whitch may be controlled via int function AddCreaturePosition(string RaceKey, int Gender = 2, int AddCum = -1, bool NoScale = false)and afterwards in sslActorAlias act accordinly required by "NoScale". There isn't one currently, though I could consider adding one. I don't think it'll solve the problem you're trying to solve however. Regardless if the user has the even actors height option enabled or not, some form of scaling is always, and as far as I've found; MUST be used. It's just whether or not it's intended to be noticeable or not. Scales are handled weird in Skyrim between the game and the scripting, this is especially true for creatures, and moreso again for creatures like spiders that frequently come in different sizes. I've tracked down and figured out the related issues with scale on normal actors, the same however doesn't always seem to apply to creatures and I haven't had a chance to look to deep into why and it simply hasn't been a major priority. Seems like the obvious simple solution would be to just not scale creatures by default. Unfortunately however, the method SexLab uses to hold actors in place without the need for animators to animate with an offset involves attaching them to an invisible "vehicle" which seems forces Skyrim internally to reset an actors scale. Which for most users is unnoticeable since they were at the default scale anyway but for certain creatures and other users users with certain mods, SexLab has to manually reset their scale back to their starting scale every time this happens, which is anytime you change animations, or adjust an actors alignment. Before update to newest 1.60.2... May I ask are the animations with furniture can be hidden when change to another animation which don't have furniture? Not sure what you mean. Do you mean animations that use furniture objects that don't remove the furniture after you change the animation to something else? That's not something I can fix, it's a problem with animation objects overall and the reason why the NSAP page for furniture animations has a big warning on the side.
jianshi051 Posted September 14, 2015 Posted September 14, 2015 Do you mean animations that use furniture objects that don't remove the furniture after you change the animation to something else? That's not something I can fix, it's a problem with animation objects overall and the reason why the NSAP page for furniture animations has a big warning on the side. Yes, sorry for my English, and may I ask is there any way to recover it? realign can work? I found this issue would not happen in The Elder Scroll IV... is it belong to the engine's bug?
Dreamweaver Posted September 14, 2015 Posted September 14, 2015 Before update to newest 1.60.2... May I ask are the animations with furniture can be hidden when change to another animation which don't have furniture? There should be a hotkey for realigning actors, which I think is set to the [ key by default. If you get a piece of furniture stuck to a character when changing animations try holding down shift and pressing that key. It's worked for me in the past. So it would be SHIFT + [
Ashal Posted September 15, 2015 Author Posted September 15, 2015 There should be a hotkey for realigning actors, which I think is set to the [ key by default. If you get a piece of furniture stuck to a character when changing animations try holding down shift and pressing that key. It's worked for me in the past. So it would be SHIFT + [ As of 1.60 the shift is actually unnecessary. Previously holding shift would make it reset idle animations as well as resetting positioning - now it just does both by default regardless if you're holding shift or not.
jianshi051 Posted September 15, 2015 Posted September 15, 2015 Before update to newest 1.60.2... May I ask are the animations with furniture can be hidden when change to another animation which don't have furniture? There should be a hotkey for realigning actors, which I think is set to the [ key by default. If you get a piece of furniture stuck to a character when changing animations try holding down shift and pressing that key. It's worked for me in the past. So it would be SHIFT + [ Thank you, I have try your method on 1.59c, but it didn't work, is this way only work on version 1.60.2?
jianshi051 Posted September 15, 2015 Posted September 15, 2015 There should be a hotkey for realigning actors, which I think is set to the [ key by default. If you get a piece of furniture stuck to a character when changing animations try holding down shift and pressing that key. It's worked for me in the past. So it would be SHIFT + [ As of 1.60 the shift is actually unnecessary. Previously holding shift would make it reset idle animations as well as resetting positioning - now it just does both by default regardless if you're holding shift or not. Sorry for my poor English, do you mean that I can only press '[' key to restore the animation so that the furnature can be removed?
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now