Jon82 Posted October 28, 2016 Posted October 28, 2016 So are there plans to get this working with the SE?
Slammer64 Posted October 28, 2016 Posted October 28, 2016 I would imagine so....after SKSE has been updated.......and after FNIS has been updated.....and after SkyUI has been updated.....and after a few others have been updated, like skeletons, animations etc....you get the point now, Jon82?
sen4mi Posted October 28, 2016 Posted October 28, 2016 I would imagine so....after SKSE has been updated.......and after FNIS has been updated.....and after SkyUI has been updated.....and after a few others have been updated, like skeletons, animations etc....you get the point now, Jon82? Indeed .. so much has changed here, I am not sure how much though. It would be really nice if they rebuilt enough of everything so that we did not have to deal with routine crashes... but I imagine we might need a year or longer before SKSE is ready?
dinomagick Posted October 28, 2016 Posted October 28, 2016 With many of the changes in Skyrim SE, I do know that mods like CBBE and UNP work fine, but all the scripted and animated mods would have to be built specifically for SkyrimSE.. So, maybe a section would need to be created for Skyrim SE mods/development?
Guest Posted October 28, 2016 Posted October 28, 2016 I would imagine so....after SKSE has been updated.......and after FNIS has been updated.....and after SkyUI has been updated.....and after a few others have been updated, like skeletons, animations etc....you get the point now, Jon82? You need a meeting with the heads of the five modders.
WaxenFigure Posted October 28, 2016 Posted October 28, 2016 If Bethesda had been smart they would have looked at SKSE and included everything in SE to start with since those are obviously things users needed. However they didn't even bother to do that for FO4 much less SE because they are too brain dead to consider what modders need and despite that they are pretty much one of the best companies at allowing mods which says a lot about the sad state of this industry.
Guest Posted October 30, 2016 Posted October 30, 2016 If Bethesda had been smart they would have looked at SKSE and included everything in SE to start with since those are obviously things users needed. However they didn't even bother to do that for FO4 much less SE because they are too brain dead to consider what modders need and despite that they are pretty much one of the best companies at allowing mods which says a lot about the sad state of this industry. You do know that Skyrim was originally 32 bit and SE is 64 bit right? Meaning no matter what they tried to do, they wouldn't be able to get 32 bit code to work with 64 bit code.
WaxenFigure Posted October 30, 2016 Posted October 30, 2016 If Bethesda had been smart they would have looked at SKSE and included everything in SE to start with since those are obviously things users needed. However they didn't even bother to do that for FO4 much less SE because they are too brain dead to consider what modders need and despite that they are pretty much one of the best companies at allowing mods which says a lot about the sad state of this industry. You do know that Skyrim was originally 32 bit and SE is 64 bit right? Meaning no matter what they tried to do, they wouldn't be able to get 32 bit code to work with 64 bit code. I've been a programmer for more than 40 years, I know a hell of a lot more about coding than you ever dreamed and is why I can tell your statement makes no sense at all as a reply to what I said and is utterly wrong anyway.
bicobus Posted October 30, 2016 Posted October 30, 2016 If Bethesda had been smart they would have looked at SKSE and included everything in SE to start with since those are obviously things users needed. However they didn't even bother to do that for FO4 much less SE because they are too brain dead to consider what modders need and despite that they are pretty much one of the best companies at allowing mods which says a lot about the sad state of this industry. There are no incentive for them to do just that. They are already giving away a powerful tool (the Creation Engine) for free. They are probably well aware of the different needs of the modders, however those needs do not meet theirs, which is making money. There is a lot of corporate bullshit in their games and how they handle mods. As far as I know, they don't really like to have an exchange with their extended community (ie. people that do stuff outside of the bounds of their tools). What we are witnessing though is probably the equivalent of free sharing and modification outside of the bubble of the FOSS. The owner do nothing to stop people modifying their product, but will do nothing to help them either (outside of the CK). IIRC It is that way for legal reasons: if they go around and integrate the SKSE api in their engine, who own the copyright? Can they even sell that product? Will their attorney go around to throw DMCA in the face of modders, because that stuff is now property of Bethesda? So they choose to do nothing, which is probably for the best.
srayesmanll Posted November 1, 2016 Posted November 1, 2016 we need the SE version :'( Dude, go read the SSE section and see why mods are not updating to SSE. Without SKSE, SkyUI (MCM - really), and especially FNIS, Sexlab cannot be "updated" to SSE without a complete rewrite. Updates to SKSE are already in the works, and ... Damnit just go read the SSE forum. That's why it's there.
WaxenFigure Posted November 1, 2016 Posted November 1, 2016 Im illiterate... Then learn to read. Illiteracy is a solvable problem.
Kakabishan Posted November 2, 2016 Posted November 2, 2016 Im illiterate... Then learn to read. Illiteracy is a solvable problem.But stupidity isn't ;]
sen4mi Posted November 2, 2016 Posted November 2, 2016 There are no incentive for them to do just that. They are already giving away a powerful tool (the Creation Engine) for free. They are probably well aware of the different needs of the modders, however those needs do not meet theirs, which is making money. There is a lot of corporate bullshit in their games and how they handle mods. As far as I know, they don't really like to have an exchange with their extended community (ie. people that do stuff outside of the bounds of their tools). What we are witnessing though is probably the equivalent of free sharing and modification outside of the bubble of the FOSS. The owner do nothing to stop people modifying their product, but will do nothing to help them either (outside of the CK). IIRC It is that way for legal reasons: if they go around and integrate the SKSE api in their engine, who own the copyright? Can they even sell that product? Will their attorney go around to throw DMCA in the face of modders, because that stuff is now property of Bethesda? So they choose to do nothing, which is probably for the best. You got your copy of the creation engine for free??? But anyways... technical people tend to be... shy? reclusive? narrowly focused? introverted? There's a whole "put down" social dynamic behind this all. But you are sort of right that copyright (or, rather, people's interpretations of copyright and habits and stuff) can be an excuse for not trying to incorporate SKSE into the engine. (But I still think that there's lots of other "people issues" which would also get in the way.)
LaEspada Posted November 4, 2016 Posted November 4, 2016 A quick question. I've been playing around with strapon & futa stuff and I was wondering how you would be able to add sexlab-detection for these new strapons. I've been poking around and I haven't been able to find anything.
anony_mouse Posted November 4, 2016 Posted November 4, 2016 Many animations out there don't follow the same rotation standards. So basically half the available animations are 180 degrees flipped compared to the other half, even within an author's own animation packs. This means that when you are on a bed and switching between animations, there's a good chance you'll be flipped around the wrong way depending on the animation. The way to fix that is to press the rotate button exactly 12 times, which rotates you 180 degrees. Obviously, this is rather time consuming and annoying. If another update is going to happen, I propose adding a feature where holding the modifier key while pressing the rotate button instantly rotates 180 degrees. It would be a fast and quick workaround to this issue and I assume should be easy to implement.
sen4mi Posted November 6, 2016 Posted November 6, 2016 Many animations out there don't follow the same rotation standards. So basically half the available animations are 180 degrees flipped compared to the other half, even within an author's own animation packs. This means that when you are on a bed and switching between animations, there's a good chance you'll be flipped around the wrong way depending on the animation. The way to fix that is to press the rotate button exactly 12 times, which rotates you 180 degrees. Obviously, this is rather time consuming and annoying. If another update is going to happen, I propose adding a feature where holding the modifier key while pressing the rotate button instantly rotates 180 degrees. It would be a fast and quick workaround to this issue and I assume should be easy to implement. Ugh.. How difficult is it to flip an animation? It seems like someone should arbitrarily pick one starting orientation and then ask the people with the animation software to make things match that?
anony_mouse Posted November 6, 2016 Posted November 6, 2016 It's far more difficult than making the change to SL that I suggested, which I already implemented in my SL install in less than 5 minutes. It's a very simple change to SL's controller script, then the user can just hit the 180 degree flip whenever needed. Meanwhile, the other option is to try to get every animation creator to redo all of their flipped animations, or at the very least include the rotate=180 parameter in their SLAL json file, which is less time consuming but not a perfect solution, it basically just automates SL's rotate command so the transition is not perfectly smooth. Having the animation files all be rotated to the same standard to begin with is the only perfect solution, but I don't think that's ever going to happen. Also, based on SL's included animations (and testing in-game to see if the animation is facing the same direction the player was facing) there actually is a correct "standard" orientation. The problem is animation authors don't really follow it. I've been going through my SLAL packs and adding the rotate=180 parameter to all animations that aren't facing the correct direction, for example half or more of Leito's anims were facing the wrong way. Actually, I think part of the problem is the SL's "use bed" option itself places you on the bed the wrong way (compared to the way you are facing when starting an anim normally), so the animations that are incorrectly flipped 180 degrees actually appear facing the correct way you say yes to the use bed prompt, which may be why authors flipped their animations, because that appeared correct. The perfect solution would be if SL's use bed feature was flipped 180 degrees, and then all the "wrong" anims that exist were also flipped back 180 degrees.
sen4mi Posted November 7, 2016 Posted November 7, 2016 It's far more difficult than making the change to SL that I suggested, which I already implemented in my SL install in less than 5 minutes. It's a very simple change to SL's controller script, then the user can just hit the 180 degree flip whenever needed. Meanwhile, the other option is to try to get every animation creator to redo all of their flipped animations, or at the very least include the rotate=180 parameter in their SLAL json file, which is less time consuming but not a perfect solution, it basically just automates SL's rotate command so the transition is not perfectly smooth. Having the animation files all be rotated to the same standard to begin with is the only perfect solution, but I don't think that's ever going to happen. Also, based on SL's included animations (and testing in-game to see if the animation is facing the same direction the player was facing) there actually is a correct "standard" orientation. The problem is animation authors don't really follow it. I've been going through my SLAL packs and adding the rotate=180 parameter to all animations that aren't facing the correct direction, for example half or more of Leito's anims were facing the wrong way. Actually, I think part of the problem is the SL's "use bed" option itself places you on the bed the wrong way (compared to the way you are facing when starting an anim normally), so the animations that are incorrectly flipped 180 degrees actually appear facing the correct way you say yes to the use bed prompt, which may be why authors flipped their animations, because that appeared correct. The perfect solution would be if SL's use bed feature was flipped 180 degrees, and then all the "wrong" anims that exist were also flipped back 180 degrees. That is good to know. I guess the "use bed" thing is probably really important to fix (with maybe an MCM option to "unfix" it, for cranky people or something). I wonder if there was an automated way of detecting the problem in the anim file?
anony_mouse Posted November 7, 2016 Posted November 7, 2016 Hmm, after doing a little more testing I'm not sure if the use bed problem is technically wrong or if it's just a matter of consistency. Either way, the built-in SL anims all end up backwards with the use bed function, but it might be that the built in anims are all rotated the wrong way and the use bed function is correct. Regardless, the same issue remains in that half the anims out there are flipped compared to the other half. I went through SL's scripts and rotated the few anims that weren't in line with the others, and rotated all my SLAL anims to match as well. Now all my anims match the orientation of SL's built in anims, but everytime I use the use bed function I need to hit the 180 degree rotate key. But when I don't use the use bed key, sometimes the anim is the correct way (the direction I was facing) and sometimes it is the opposite way like happens with the use bed function. I'm not sure how it works (maybe it has something to do with it always using the female actor's facing rather than the player's), but I'm getting the feeling I should have flipped everything the other way... (though that would require flipping almost every SL anim 180 degrees in the script). Or yeah, perhaps an MCM option to just flip the default starting rotation 180 degrees and let the user decide would be easier like you said. I don't see any automated way of detecting something that you need to see with your own eyes and make a decision on. Whichever character is lying down should have their head on the pillow... if it's doggy they should be facing towards the pillow, etc.
learnedcock Posted November 13, 2016 Posted November 13, 2016 Does anyone know where I can find all the Papyrus information for SexLab functions? The GitHub links don't seem to work anymore.
Guest ffabris Posted November 13, 2016 Posted November 13, 2016 Does anyone know where I can find all the Papyrus information for SexLab functions? The GitHub links don't seem to work anymore. In the code itself.
Cataclysimz Posted November 19, 2016 Posted November 19, 2016 I have a question regarding Sexlab's developement. Is is true that the last update was the last major update? Or will there be future updates and Sexlab will still be supported?
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