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SexLab Framework Development


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Posted

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?

Next version is being tested as Ashal gets around to it.

Posted

Getting a version of the git site running again is my next priority. It unfortunately isn't as simple as restarting the current gitlab install, otherwise it'd have been back up months ago. The sites Gitlab install started out as a separate branch from the main version that allowed public views. Now, the current version allows the same and the install has gone from unofficial version to official version across 3 or 4 mainline updates. This hasn't been super clean.

 

For SexLab, a version of the documentation (which is more up to date to be honest) is already provided in sexlab's current source scripts. Just read the /Data/Scripts/Source/SexlabFramework.psc for details on how to use the mod and many of its related functions. 

Posted

question for you guys... I really like certain add on's and they no longer work with the newest addittion of SL. Approach and Attract are simple and I like them. I am stuck using an older version of SL because of this. I really would either like to see someone update those mods, it looks like the author is willing to release the code.  Or if some one can release a kissing and lap play animation that can be installed into 1.59c as an addon. I think it was leito kissing. I love the intimacy it adds. I feel like I'm missing out :/ new on things. But I have to have my add on's. I really like feeling attractive and rping a complete bitch at times. I'm not really like this in real life so you know fun fun. 

Posted

Quick question: I've heard a bit about FootIK making some animations look wrong (or at least the feet) and some animation authors recommended this mod.

 

Is it possible to build something like that into sexlab to fire automatically, or at least as an option the animation can call on? Would that be helpful or just unnecessary scripting and work?

 

I've got not clue, but I figured if it was a good idea it might help. Otherwise ignore me and my ignorant suggestions.

 

Thanks for the continued work on this amazing mod.

Posted

Is there a way to assign animation profile to a specific follower or height instead of race?

Or perhaps is there a way to assign hotkey to specific animation profile or to switch between profiles?

If not, are You planning to add this in next update?

Posted

 

SexLab v1.62 Beta 1

Requires Current Working Install of v1.61b

 

User Relevant Changes / Additions:

  • Increased install limit of animations to 500 (up from 375)
  • Added option to entirely remove any use of scaling applied to actors anywhere in the sexlab.
    • Currently defaults to enabled for testing purposes, likely to not be in final version.
    • May cause or fix some graphical glitches for some people or prevent the occasional scaling related CTD.
  • Holding Shift+End while outside of a sexlab animation will now forcibly end all active sexlab animations being done by NPCs.
    • Functionally the same as opening the SexLab MCM and clicking the debug option to stop all scenes, but with the bonus of not having to navigate through the MCM to do it.
  • Added an enable toggle to the animation editor in the MCM
    • The animation editor in the MCM will default to showing the currently playing animation for player
    • Makes it easier to disable an animation you don't like without having to find what it's name is and hunt it down in the MCM.
  • Added a count of how many character animations, creature animations, voices, and expressions sexlab has registered so far.
    • In the MCM debug/rebuild page.
    • Lets you see how close you are to approaching the limit of 500.
  • Added Dragonborn and Dawnguard beds to sexlabs list of automatically detected beds when starting an animation.
  • When  setting the player or NPC's voice setting in the MCM, any currently playing animations involving them will automatically update to use their newly set voice.
    • Makes it much easier to test/sample various voices and find one you like.
  • The name of the animation being played is now only sent to your notifications if you have debug mode enabled. It is otherwise only shown in your console.
  • Creatures and Characters can no longer have the other's voice applies to them. Werewolves can only use the werewolf voice type if they are currently a werewolf.
    • Related Thought: Does that mean werewolf player's default to using the normal human voices while animating? I should probably test this and probably have it default to using the werewolf voice instead of the human voices if that is the case...
  • SexLab no longer checks for a creature pack install, since they are no longer seperate downloads.
    • This does not include the FNISCreature Pack, that's still obviously required if you want creature animations.
  • Various other major and minor bug fixes and performance improvements.

 

 

Mod Creator Relevant Changes / Additions:

  • Added functions for adding custom bed forms to sexlabs bed list, including defining custom offsets to use for aligning to that bed and/or defining whether or not it's a bedroll, double, or single bed.
    • Intended for beds in name, but could easily be used for helping define animation alignment for furniture other than beds as well.
  • Added modevent "SexLabActorGenderChange(form actorform, int gender)" that gets sent whenever an actor has their gender/futa-ness overridden or override/futa-ness removed.
  • Added some requested config property accessors to the main API script related to creatures.
  • Fixed a major-ish bug with ZazAnimations not being able to apply it's first 2 tags on animations properly.
  • Fixed some bugs related to making an actor silent during a scene.
  • PapyrusUtil / JsonUtil: Added various JSON related functions for handling the getting, settings, and parsing of arbitrary JSON paths (such as ".path.foo[3].bar")
    • Implemented originally for the ability to add a native SLAL type interface to SexLab by default using the bundled PapyrusUtil instead of adding a JContainers dependency.
    • See "Important Notes" below...
  • PapyrusUtil / StorageUtil: Added function to return a form[] array from a storageutil form list according to stored form types.
  • PapyrusUtil / MiscUtil: Added a parameter to ScanCellNPCs() to optionally filter out dead NPC's. Previous syntax of the function has been proxied over to new function for backwards compatibility sake. (formerly called ScanCellActors())

 

There is one missing feature from this beta; a built in JSON animation loader, similar to the existing SexLab Animation Loader. I have it mostly finished but built into SexLab itself and with a few more customization options. However, since SLAL already exists and is successful, I've been hesitant to spend the time needed to finish it. The major parts of it are all finished, I just need finalize the setup and put it through some testing. However since SLAL has been doing well and already has so many packs released, I'm not sure it's really needed anymore and I don't want to obsolete the hard work that has already been put into that mod. I'm interested in hearing some feedback from the relevant modders and animators on this if possible before I decide to finish it up or not for the final release of 1.62.

 

 

Known Issues:

  • (none reported so far)

 

Installation Instructions:

This download is only an update patch, requires you install it on top of an already installed and working 1.61b, overwriting the previous versions existing files. Fine for either a new  or existing saves. Shouldn't be any major issues that I'm aware, but just incase make sure you backup your existing save before using this beta version with it.

 

<Official release of 1.62 is already out, use that instead>

 

This beta is provided for feedback and bug check purposes before the official release. If you don't plan on giving feedback or bug reports relevant to this version of SexLab, don't install it and just wait for the official release soon.

 

Here it says that custom beds have the possibility of being added to the framework so animations use them, right? So how do I do that?

Posted

... Ridiculous Oversized Quote removed ...

Here it says that custom beds have the possibility of being added to the framework so animations use them, right? So how do I do that?

Documentation of the API is in the SexlabFramework.PSC file. Search for "AddCustomBed".

Posted

sl animation human has limit 500 animation how I add number from 500 to 1000 how

Get the CURRENT version and install it. Stop trying to fuck around with the 1.59 version IT"S OBSOLETE and that mean NO SUPPORT.

Posted

mean 1.59 only can add 500 animation to 1000 or else is work. I ask you 1.62 can add animation from 500 to 1000 up else. mean 1.62 animation human 500 are limit no one add number high how. I want to add number high because 1.62 animation human 500 aren't enough size. Thanks

Posted

mean 1.59 only can add 500 animation to 1000 or else is work. I ask you 1.62 can add animation from 500 to 1000 up else. mean 1.62 animation human 500 are limit no one add number high how. I want to add number high because 1.62 animation human 500 aren't enough size. Thanks

Somehow I conflated the limit for 1.63 with the imit for 1.59. My mistake.

 

I have to admit though. At some point it's time to trim out the dead weight and get rid of animations that aren't very good or are close to the same because there's enough animations. Are we there yet? I don't know, but I can play a long time without using the same animation twice now.

Posted

I've noticed how some of the animals have there voices automatically assigned. Will you to do this with the playable races in the next update? Because it makes no sense that you have to target each one just to assign that voice type.

 

Posted

I just had a thought that would be neat. You know how there is eat drink sleep bath skyrim? Why not bring bathing to sexlab animations call it sexy bathing you and your other bathe each other and lead into sex? It could be considered a foreplay anim.

 

Edit: Could be an animation between to upwards of 4 players?  MMMF FFFF MMMM FFFM

Posted

I've noticed how some of the animals have there voices automatically assigned. Will you to do this with the playable races in the next update? Because it makes no sense that you have to target each one just to assign that voice type.

Whoa! I was just going to ask about this. I noticed the creatures use their actual voice types so I too was wondering if it was possible to make Nord females automatically use the vanilla injured sounds as in make the sexlab vanilla sex sounds part of sexlab. Hmmmm.
Posted

 

I've noticed how some of the animals have there voices automatically assigned. Will you to do this with the playable races in the next update? Because it makes no sense that you have to target each one just to assign that voice type.

Whoa! I was just going to ask about this. I noticed the creatures use their actual voice types so I too was wondering if it was possible to make Nord females automatically use the vanilla injured sounds as in make the sexlab vanilla sex sounds part of sexlab. Hmmmm.

 

The author of Sexlab Vanilla Voices said he was making something like that but it was more then a year ago. If it was integrated into Sexlab it would also free up an esp slot.

Posted

For the main framework, it's simply not something I'm personally invested enough in to investigate further than I already have, and don't believe it's as easily solvable as setting custom race scales. If somebody can clearly prove me wrong and provide an easy solution. Great! I'll include it in the framework asap. Otherwise it's time spent I'd rather put into other problems.

i have a idea for race scaleing:

on the sexlab side of things, add a menu for Even Actors Height that can let the users offset the rescaleing of the races & sexes as needed to make a true "setscale 1"

 

then on the SLAL (yes i know that's not yours) side of things, give the animators the ability to force a actor to use a different scale (that gets adjusted by the offset) when running a specific animation.

 

 

i would seriously like to get stuff like this fully working:

post-71862-0-48144200-1481669420_thumb.jpg

Posted

Hi Ashal (and everyone else),

 

I have a question/ suggestion/ request (whatever) about NPC sexuality. When having SL auto-fill the NPC stats, 99% is straight. When NOT having SL auto-fill the NPC stats, 100% is straight. At least in my play-throughs this has been the case.

Now, I understand that most gamers are straight, so this is a non-issue for most. However, there are gay, lesbian and bi-sexual gamers as well. And I am aware that you can change sexuality pretty easy in the MCM of SL or other mods. But this takes an immense amount of time if you want to have a gay/ lesbian/ bisexual playthrough.

 

So I was wondering if it would be possible to add an option to the MCM where you have a percentage slider for the sexualities. So you could i.e. set straight to 25%, gay to 50% and bisexual to 25%? Basically like Sexout has.

 

I have tried, a few times, to find the code in SL, that determines NPC sexuality, but I haven't been able to find it. So if you don't have the time or inclination, could you maybe tell me where the code is, so I could try my hand at making something similar?

 

Thanks in advance :D

Posted

 

... Ridiculous Oversized Quote removed ...

Here it says that custom beds have the possibility of being added to the framework so animations use them, right? So how do I do that?

Documentation of the API is in the SexlabFramework.PSC file. Search for "AddCustomBed".

 

 

Oh, thanks. I'll try that.

Posted

it would be helpful if ChaurusRace and ChaurusReaperRace used different animation pools,

the same goes for FrostbiteSpiderRace, FrostbiteSpiderRaceLarge and FrostbiteSpiderRaceGiant

 

here are my theoretical numbers i have come up with for the true setscale for bugs,

according to my numbers the only problems are the mud crabs and dlc Spiders:

(note: player/npc height not accounted for, so give or take 0.02-0.08)

 

MudcrabRace base hight 0.75
BYOHHouseTameMudcrab Actor height 1.0 = 0.75
BYOHRelationshipAdoptionCritter_Mudcrab Actor height 1.0 = 0.75
DLC2dunNorthshoreLandingCrabBoss Actor height 2.0 = 1.5
DLC2EncMudcrabSolstheim Actor height 1.0 = 0.75
dunHunterMudcrab Actor height 3.3 = 2.475
dunTransmogrifyMudcrab Actor height1.0 = 0.75
EncMudcrabGiant Actor height 2.0 = 1.5
EncMudcrabLarge Actor height 1.5 = 1.125
EncMudcrabMedium Actor height 1.0 = 0.75

 

ChaurusRace base height 0.65
(All Actor heights are 1.0) = 0.65

ChaurusReaperRace base height 1.0
(All Actor heights are 1.0) = 1.0

DLC1_BF_ChaurusRace base height 0.65
(All Actor heights are 1.0) = 0.65

DLC1ChaurusHunterRace base height 0.69
(All Actor heights are 1.0) = 0.69

FrostbiteSpiderRace base height 0.75
(All Actor heights are 1.0) = 0.75

FrostbiteSpiderRaceLarge base height 1.2
(All Actor heights are 1.0) = 1.2

FrostbiteSpiderRaceGiant base height 1.9
(All Actor heights are 1.0) = 1.9

DLC2AshHopperRace base height 0.5
(All Actor heights are 1.0) = 0.5

DLC2ExpSpiderBaseRace base height 0.75
DLC2ExpSpiderAlbino Actor height 0.7 = 0.525
DLC2ExpSpiderAlbinoEMPTY Actor height 0.7 = 0.525
DLC2ExpSpiderAlbinoFriend Actor height 0.7 = 0.525
DLC2ExpSpiderFireCloaking Actor height 0.8 = 0.6
DLC2ExpSpiderFireCloakingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderFireJumping Actor height 0.8 = 0.6
DLC2ExpSpiderFireJumpingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderFrostCloaking Actor height 0.8 = 0.6
DLC2ExpSpiderFrostCloakingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderFrostJumping Actor height 0.8 = 0.6
DLC2ExpSpiderFrostJumpingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderGlowing Actor height0.7 = 0.525
DLC2ExpSpiderGlowingFriend Actor height 0.7 = 0.525
DLC2ExpSpiderOil Actor height 0.7 = 0.525
DLC2ExpSpiderOilFriend Actor height 0.7 = 0.525
DLC2ExpSpiderPackmuleCUT Actor height 0.7 = 0.525
DLC2ExpSpiderPoisonCloaking Actor height 0.8 = 0.6
DLC2ExpSpiderPoisonCloakingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderPoisonJumping Actor height 0.8 = 0.6
DLC2ExpSpiderPoisonJumpingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderShockCloaking Actor height 0.8 = 0.6
DLC2ExpSpiderShockCloakingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderShockJumping Actor height 0.8 = 0.6
DLC2ExpSpiderShockJumpingFriend Actor height 0.8 = 0.6
DLC2ExpSpiderTemplate Actor height 0.8 = 0.6
DLC2ExpSpiderZombieFriend Actor height 0.8 = 0.6

DLC2ExpSpiderPackmuleRace base height 0.75
(All Actor heights are 0.7) = 0.525

Posted

 

For the main framework, it's simply not something I'm personally invested enough in to investigate further than I already have, and don't believe it's as easily solvable as setting custom race scales. If somebody can clearly prove me wrong and provide an easy solution. Great! I'll include it in the framework asap. Otherwise it's time spent I'd rather put into other problems.

i have a idea for race scaleing:

on the sexlab side of things, add a menu for Even Actors Height that can let the users offset the rescaleing of the races & sexes as needed to make a true "setscale 1"

 

then on the SLAL (yes i know that's not yours) side of things, give the animators the ability to force a actor to use a different scale (that gets adjusted by the offset) when running a specific animation.

 

 

i would seriously like to get stuff like this fully working:

attachicon.gifdownscaleddragon.JPG

 

You're quoting a really old post there, but in anycase... race scaling issues should be non-existent and/or significantly reduced in the next update.

 

Assuming one leaves the "new" scaling fix option enabled. Currently labeled as, the "potential CTD fix" option in sexlab's MCM is insanely misleading, which is why it's getting renamed, and suped up, in the next update to "disable all scaling" 

 

The current iteration of SexLab does in fact disable scaling when this default option is left enabled, sexlab will never make a call to the setscale function while this option is enabled, but it doesn't go far enough in what it's intended to do, the SetActorVehicle() function built into Skyrim does it's own version of scaling SexLab can't control, so the option as it is right now disables all scaling for all instances except this one, and it's a vital one as this is a function SexLab relies on to help lock player/npc in place.

 

1.63 however, is going to come packaged with h38fh2mf's plugin which entirely disables scaling from that function as well. So combined with the existing option, sexlab by itself will never perform any sort of scaling - period. 

 

Don't expect this to fix spider and/or dragon alignment issues though. They are both by their nature, really problematic. It might though, I don't know for sure as I've never seen fit to ever prioritize dragon/spider problems specifically.

Posted

 

 

For the main framework, it's simply not something I'm personally invested enough in to investigate further than I already have, and don't believe it's as easily solvable as setting custom race scales. If somebody can clearly prove me wrong and provide an easy solution. Great! I'll include it in the framework asap. Otherwise it's time spent I'd rather put into other problems.

i have a idea for race scaleing:

on the sexlab side of things, add a menu for Even Actors Height that can let the users offset the rescaleing of the races & sexes as needed to make a true "setscale 1"

 

then on the SLAL (yes i know that's not yours) side of things, give the animators the ability to force a actor to use a different scale (that gets adjusted by the offset) when running a specific animation.

 

 

i would seriously like to get stuff like this fully working:

attachicon.gifdownscaleddragon.JPG

 

You're quoting a really old post there, but in anycase... race scaling issues should be non-existent and/or significantly reduced in the next update.

 

Assuming one leaves the "new" scaling fix option enabled. Currently labeled as, the "potential CTD fix" option in sexlab's MCM is insanely misleading, which is why it's getting renamed, and suped up, in the next update to "disable all scaling" 

 

The current iteration of SexLab does in fact disable scaling when this default option is left enabled, sexlab will never make a call to the setscale function while this option is enabled, but it doesn't go far enough in what it's intended to do, the SetActorVehicle() function built into Skyrim does it's own version of scaling SexLab can't control, so the option as it is right now disables all scaling for all instances except this one, and it's a vital one as this is a function SexLab relies on to help lock player/npc in place.

 

1.63 however, is going to come packaged with h38fh2mf's plugin which entirely disables scaling from that function as well. So combined with the existing option, sexlab by itself will never perform any sort of scaling - period. 

 

Don't expect this to fix spider and/or dragon alignment issues though. They are both by their nature, really problematic. It might though, I don't know for sure as I've never seen fit to ever prioritize dragon/spider problems specifically.

 

 

Option to disable all scaling is not an feature that we are asking for. Scaling is very important to have animations aligned right, especially if you have many characters of diffrent size and races. Naturally we would like to have it on for everything other then those "problematic" races. It effects more then spiders and dragons, also chaurus, chaurus flyers and ash hoopers. If you are using immersive crearures then it adds few more creatures to the list. In my opnion issue that makes 5 creature types barly usable for big chunk of users is quite serious one.

 

Posted

Option to disable all scaling is not an feature that we are asking for. Scaling is very important to have animations aligned right, especially if you have many characters of diffrent size and races. Naturally we would like to have it on for everything other then those "problematic" races. It effects more then spiders and dragons, also chaurus, chaurus flyers and ash hoopers. If you are using immersive crearures then it adds few more creatures to the list. In my opnion issue that makes 5 creature types barly usable for big chunk of users is quite serious one.

 

 

It's the most feasible option if the goal is to have better aligned animations.

 

Like you said, scale is important to the alignment of animations. Eliminating scale from the equation, creates a uniformity between animations. The problem with creatures however, is that Skyrim seems to randomize it for some, and due to varying skeletons this gets managed by the system to varying degrees of success and failure. 

 

From my current understanding of the creature system in SexLab, and how monster NPC's are handled in Skyrim, there is no easy solution to making creatures work well and/or uniformly, but eliminating scale seems likely to be the most consistent solution so far. 

 

Only other solution I can see at the moment is having to create hyper specific animation profiles. Which would be super time consuming and hard be fully accurate with I think.

 

I'm entirely open to being proven wrong in any case.  My experience with creatures/monsters in Skyrim modding is entirely limited to the superficial points I needed to make it work with SexLab. I'm by no means an expert here.

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