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SexLab Framework Development


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Greetings, I gave it a try, I didn't notice any sliding away, which was my main problem, but what I did notice was the flickering already mentioned and the actors seemed to want to go back to doing whatever they wanted to do in between animation levels. Here's the papyrus log cause its difficult for me to properly explain what I saw. And what's in the log pretty much continues all the way down to the end. I did see something mentioned about SOS in there, but I know its not your mod, so I won't say anything about that. Thank you so much for your hard work :) Its much appreciated.

 

-C

 

 

EDIT:  So I read a tutorial on how to properly read your papyrus file and that is not Sexlab, so please ignore :) Removed the log.
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Silly question... how do I create (or where do I find the) specific logs for Sex Lab Framework? :huh:

Instructions for enabling logging in Skyrim

 

Find Skyrim.ini in your "My Documents" folder. Open it up in Notepad or your preferred text editor. Then make the following changes and save it. You'll find the logs inside the "My Documents\My Games\Skyrim\Logs\" folder the next time you run the game. The most recent log will always be named "Papyrus.0.log"

 

 

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

 

To disable logging again just change the "=1" to "=0" for the three values marked "=" above.

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Ran across a pretty humorous bug in the Siverblood Inn. I'm not sure the name of the animation, but it's the one where one actor is kneeling perpendicularly to a recumbent actor while alternating masturbation and a blow job. Another actor walked up, sat on the kneeling actor as if she were a chair and tried to strike up a conversation!

 

I'm running 1.21 beta and the act was initiated with Sept 30th's Submit's conversational seduction. Probably pointless, but here's the sexlab part of the log.

 

 

 

[10/07/2013 - 12:12:54AM] --------------------------------------------------------------------------------------------
[10/07/2013 - 12:12:54AM] --- sslAnimationSlots: SexLab Animation Slots---
[10/07/2013 - 12:12:54AM] --------------------------------------------------------------------------------------------
[10/07/2013 - 12:12:54AM]  NOTICE: GetByTags(2, ["FF", "vaginal", ""], , False)
[10/07/2013 - 12:12:54AM]    Found [46] Animations: Arrok Blowjob, Arrok Boobjob, Arrok Cowgirl, Arrok DoggyStyle, Arrok Foreplay, Arrok Leg Up Fuck, Arrok Missionary, Arrok 69, Arrok Reverse Cowgirl, Arrok Sideways Fuck, Arrok Standing Fuck, Arrok Standing Foreplay, Arrok HugFuck, Arrok Lesbian, Arrok Sitting Foreplay, Arrok Anal, Arrok Rape, Rough Behind, Rough Doggy Style, Rough Missionary, Boobjob, Doggy Style, Hugging Fuck, Missionary, Reverse Cowgirl, Sideways Fuck, Standing Fuck, Tribadism, Zyn Rough Standing, Zyn Lesbian, AP Anal, AP Bed Missionary, AP Blowjob, AP Boobjob, AP Cowgirl, AP Fisting, AP Handjob, AP Kneeling Blowjob, AP Leg Up Fuck, AP Shoulder, AP Standing Blowjob, AP Standing, AP DoggyStyle, AP Holding Leg Up, AP Face Down Anal, AP Skull Fuck
[10/07/2013 - 12:12:54AM] --------------------------------------------------------------------------------------------
[10/07/2013 - 12:12:54AM] SexLab: Making thread[0] [sslThreadController <alias ThreadView000 on quest SexLabQuestThreadSlots (0A03CE6E)>]
[10/07/2013 - 12:12:55AM] SexLab: Slotting ActorSlot[0] with [WIDeadBodyCleanupScript < (000198EE)>]
[10/07/2013 - 12:12:55AM] SexLab: Slotting ActorSlot[1] with [Actor < (00000014)>]
[10/07/2013 - 12:12:55AM] --------------------------------------------------------------------------------------------
[10/07/2013 - 12:12:55AM] --- sslAnimationSlots: SexLab Animation Slots---
[10/07/2013 - 12:12:55AM] --------------------------------------------------------------------------------------------
[10/07/2013 - 12:12:55AM]  NOTICE: GetByTags(2, ["leadIn", "", ""], , TRUE)
[10/07/2013 - 12:12:55AM]    Found [8] Animations: Arrok Blowjob, Arrok Boobjob, Arrok Foreplay, Arrok Standing Foreplay, Arrok Sitting Foreplay, AP Blowjob, AP Kneeling Blowjob, AP Standing Blowjob
[10/07/2013 - 12:12:55AM] --------------------------------------------------------------------------------------------
[10/07/2013 - 12:12:57AM] SexLab Thread[0] ModEvent: AnimationStart / AnimationStart_PostCoitalBliss
[10/07/2013 - 12:12:57AM] SexLab Thread[0] ModEvent: LeadInStart / LeadInStart_PostCoitalBliss
[10/07/2013 - 12:12:57AM] warning: Assigning None to a non-object variable named "::temp38"
stack:
[zSL_Util1 (4D000D62)].SexLabUtil1._castSpell() - "SexLabUtil1.psc" Line 362
[zSL_Util1 (4D000D62)].SexLabUtil1.OnSexLabStart() - "SexLabUtil1.psc" Line 184
[10/07/2013 - 12:12:57AM] warning: Assigning None to a non-object variable named "::temp38"
stack:
[zSL_Util1 (4D000D62)].SexLabUtil1._castSpell() - "SexLabUtil1.psc" Line 362
[zSL_Util1 (4D000D62)].SexLabUtil1.OnSexLabStart() - "SexLabUtil1.psc" Line 184
[10/07/2013 - 12:12:57AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:12:58AM] [slamainscr <sla_Main (0B042D62)>]: Kleppr got +2 arousal by watching sex
[10/07/2013 - 12:12:58AM] [slamainscr <sla_Main (0B042D62)>]: Travelling Apothecary got +2 arousal by watching sex
[10/07/2013 - 12:12:58AM] [slamainscr <sla_Main (0B042D62)>]: Cosnach got +2 arousal by watching sex
[10/07/2013 - 12:12:59AM] [slamainscr <sla_Main (0B042D62)>]: Jolene got +2 arousal by watching sex
[10/07/2013 - 12:12:59AM] [slamainscr <sla_Main (0B042D62)>]: Omluag got +2 arousal by watching sex
[10/07/2013 - 12:12:59AM] [slamainscr <sla_Main (0B042D62)>]: Muiri got +2 arousal by watching sex
[10/07/2013 - 12:13:00AM] [slamainscr <sla_Main (0B042D62)>]: Travelling Apothecary got +2 arousal by watching sex
[10/07/2013 - 12:13:00AM] [slamainscr <sla_Main (0B042D62)>]: Mercenary Cryomancer got +2 arousal by watching sex
[10/07/2013 - 12:13:00AM] [slamainscr <sla_Main (0B042D62)>]: Kerah got +2 arousal by watching sex
[10/07/2013 - 12:13:00AM] [slamainscr <sla_Main (0B042D62)>]: Lundvar got +2 arousal by watching sex
[10/07/2013 - 12:13:08AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:13:08AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:13:10AM] [slamainscr <sla_Main (0B042D62)>]: Adara got +2 arousal by watching sex
[10/07/2013 - 12:13:20AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:13:20AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:13:31AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:13:31AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:13:33AM] [slamainscr <sla_Main (0B042D62)>]: Lundvar got +2 arousal by watching sex
[10/07/2013 - 12:13:40AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:13:44AM] SexLab Thread[0] ModEvent: LeadInEnd / LeadInEnd_PostCoitalBliss
[10/07/2013 - 12:13:44AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:13:44AM] [lovershookutilscr <00_LoversHookUtil (3804390F)>]: Learned : AP Handjob
[10/07/2013 - 12:14:15AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:14:15AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:14:36AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:14:36AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:14:52AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:14:52AM] SexLab Thread[0] ModEvent: StageStart / StageStart_PostCoitalBliss
[10/07/2013 - 12:14:53AM] [slamainscr <sla_Main (0B042D62)>]: Kleppr got +2 arousal by watching sex
[10/07/2013 - 12:14:54AM] [slamainscr <sla_Main (0B042D62)>]: Endon got +2 arousal by watching sex
[10/07/2013 - 12:15:08AM] SexLab Thread[0] ModEvent: StageEnd / StageEnd_PostCoitalBliss
[10/07/2013 - 12:15:08AM] SexLab Thread[0] ModEvent: OrgasmStart / OrgasmStart_PostCoitalBliss
[10/07/2013 - 12:15:18AM] SexLab Thread[0] ModEvent: AnimationChange / AnimationChange_PostCoitalBliss
[10/07/2013 - 12:15:18AM] SexLab Thread[0] ModEvent: OrgasmEnd / OrgasmEnd_PostCoitalBliss
[10/07/2013 - 12:15:18AM] SexLab Thread[0] ModEvent: AnimationEnd / AnimationEnd_PostCoitalBliss
[10/07/2013 - 12:15:18AM] [slamainscr <sla_Main (0B042D62)>]: Hroki lost -15 arousal after sex
[10/07/2013 - 12:15:18AM] [slamainscr <sla_Main (0B042D62)>]: Lovisa lost -15 arousal after sex
[10/07/2013 - 12:15:19AM] SexLab: Clearing Actor Slot of Hroki
[10/07/2013 - 12:15:20AM] SexLab: Clearing Actor Slot of Lovisa
[10/07/2013 - 12:15:28AM] Error: Array index 2 is out of range (0-1)
stack:
[_SLSubmit (7A001826)]._slsubmitscene.PostCoitalBliss() - "_slsubmitscene.psc" Line 568

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I tested the 1.21Beta with the Random mod. With NPC's only there were only minor issues*. When the PC was involved the screen had glitches (flickering at random times during the animation) and after several animations the game CTDed every time.

 

*minor issues: heads in walls, body in vases or chairs, animations under water.

 

The papyrus log is filled with messages that are probably not related to the 1.21beta:

 

[10/07/2013 - 02:07:28PM] Error: Cannot request LOS to a None object
stack:
    [ (00000014)].Actor.HasLOS() - "<native>" Line ?
    [ (00070AB6)].WordWallTriggerScript.isLooking() - "WordWallTriggerScript.psc" Line ?
    [ (00070AB6)].WordWallTriggerScript.OnUpdate() - "WordWallTriggerScript.psc" Line ?

 

 

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Silly question... how do I create (or where do I find the) specific logs for Sex Lab Framework? :huh:

Instructions for enabling logging in Skyrim

 

Find Skyrim.ini in your "My Documents" folder. Open it up in Notepad or your preferred text editor. Then make the following changes and save it. You'll find the logs inside the "My Documents\My Games\Skyrim\Logs\" folder the next time you run the game. The most recent log will always be named "Papyrus.0.log"

 

 

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

 

To disable logging again just change the "=1" to "=0" for the three values marked "=" above.

 

 Thank you! :)

 

So far I ran into no errors, crashes or broken animations. Everything works as it should, even triangles.

 

NPCs sit nicely on their chairs and benches, again, too.

 

Haven't tried Creatures yet, but will as soon as I get to Mora's Realm.

 

 

 

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Dumb question, but will we be able to upgrade from 115b to 120 using clean and ununstall or would we need a clean save?

 

You can just do a clean install, removing the previous files, resaving your game with it removed, then install the new one. It would be best to run a new clean save or use a save cleaner however, just for papyrus sake.

 

 

Sexualized creatures is another modders job, I'm just providing a means to play and select the animations and nothing more. Creatures are treated as gender neutral though, an actor in SexLab is either Male (0), Female (1), or Creature (2), there is no "creature male" or "creature female," just "creature." If somebody wanted to make gender specific creature animations however, they could do so using the tagging system and various hooks, it's not something I plan to build in natively however.

 

Odd, not sure where you're getting (2) from, your framework?  But the creature is an actor with the keyword ActorTypeCreature.  GetSex() returns based on the actor's base gender, creatures can have both male AND female, I've seen horse mods that offer anatomically correct based on gender (I've even merged the two myself to see both stallions and mares).  All "creatures" have the same actor setup as any NPC, the only difference is their parent attributes automatically add ActorTypeCreature to it by default.  There isn't any reference to GetSex in Skyrim that says 2, unless it's a sexlab framework limitation.  My request would be to not limit the gender on creatures, since it's not always going to be a male creature being used down the road (the "Dirty Deeds, Done with Sheep" song basically says a guy getting his thrills with sheep, it wasn't a male sheep either).

 

GuruSR.

 

 

 

The 2 comes from the framework. Using SexLab's function GetGender(), which does several checks and not just papyrus's GetSex(), SexLab's GetGender() will return a 0 or 1 for males or females actors that are flagged as transexual, letting female npc "futanari's" be treated as if they were males in the eyes of SexLab. For creatures it forgoes any gender check, and returns a 2 if they have an existing animation.

 

ActorTypeCreature is unreliable as it is not on all creatures, some don't have it and instead have ActorTypeAnimal, ActorTypeUndead, ActorTypeDaedra, or ActorTypeDwemer. SexLab keeps a list of Race's that have a creature animation, and it'll look up a given actors race in that list, if it exists there, then it returns them as a creature, not male or female. If they aren't in that list, then sexlab assumes them a non creature returns male/female.

 

It's simple, it's fast, and it works. I see no reason to complicate that.

 

 

 

 

 

Sexualized creatures is another modders job, I'm just providing a means to play and select the animations and nothing more. Creatures are treated as gender neutral though, an actor in SexLab is either Male (0), Female (1), or Creature (2), there is no "creature male" or "creature female," just "creature." If somebody wanted to make gender specific creature animations however, they could do so using the tagging system and various hooks, it's not something I plan to build in natively however.

 

Odd, not sure where you're getting (2) from, your framework?  But the creature is an actor with the keyword ActorTypeCreature.  GetSex() returns based on the actor's base gender, creatures can have both male AND female, I've seen horse mods that offer anatomically correct based on gender (I've even merged the two myself to see both stallions and mares).  All "creatures" have the same actor setup as any NPC, the only difference is their parent attributes automatically add ActorTypeCreature to it by default.  There isn't any reference to GetSex in Skyrim that says 2, unless it's a sexlab framework limitation.  My request would be to not limit the gender on creatures, since it's not always going to be a male creature being used down the road (the "Dirty Deeds, Done with Sheep" song basically says a guy getting his thrills with sheep, it wasn't a male sheep either).

 

GuruSR.

 

Also vampire lord and werewolf are "creature races" too and they have separate genders. I also saw some female falmer and giants (probably added by SIC but I'm not sure) Creatues used to be gender neutral in Oblivion but they aren't anymore because all of them are just "actors" now and not divided into NPCs and creatures and I think it would be kinda backwards if SL didnt take advantage of it ^^

 

 

Yes, I remember the neutralness of the Oblivion creatures, that engine design was a nightmare (in some respects), sex of 2 was creature, the same as what SexLab is going to be from the sounds of it.  I, myself would rather see the bit 1 (2 ored) used as a "flag" for creature, that way, there's no worries with existing usage for non-creatures.  Female Falmer and Giants?  Really, sounds almost as fun as that female Ogre in Oblivion's Sexualized Monsters (wow, talk about a BITCH slap)...

 

Yes, creatures could easily be assigned a gender by a modder, but what Ashal was saying was that *SexLab* does not assign creatures a gender at this time. It would be fairly easy for a modder to add this in with their mod though, that is whole the point of SexLab, it is a framework. Not to mention someone has to make the animations first anyway.

 

True, but the way it was being handled, is 0 for male, 1 for female and 2 for creature, regardless of the creature's gender.  Later on, if someone does do male/female creatures, the animations will be "odd looking" for the wrongly gendered creatures.

 

GuruSR.

 

 

I have absolutely 0 interest whatsoever in adding male and female detections to creatures right now. The animations to warrant it don't exists, and it's likely they won't ever exists making it a wasted effort right now when there are bigger priorities. All of the current creature animations are Female NPC with Male Creature, there is little use in adding any sort of detection for creature gender right now. If somebody makes female creature animations that require a female check, they can be integrated into sexlab via their own means as a separate plugin without the need for the support to be built in.

 

 

actually... this is an animation for NPC Creature on PC... if you guys added this i would be over the moon... http://www.loverslab.com/topic/20589-bestiality-animations-pack/

 

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...

 

actually... this is an animation for NPC Creature on PC... if you guys added this i would be over the moon... http://www.loverslab.com/topic/20589-bestiality-animations-pack/

Have you bothered to read the first post for the current released downloadable version of this mod? You might find something that interests you.

 

 

----- Changelog ----------------------------------------------------------------

 

v1.20:

 

Added Creature Animation Support

HEAVY rewrites across the entire framework

Major improvements to stability

Major improvements to animation alignment

Couple new animations by Zynsch

API functions for modders to register their own custom stats that will show up in the MCM diary/journal

API functions related to creature handling

API functions to flag an actor as transexual

More API functions I am forgetting but will be documented on the wiki "soonish"

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Slide-away / rebel rotation issues do seem resolved.

 

Don't normally use ragdoll ending but decided to check it out after seeing comments about anomalous push force - didn't see the anomaly (different ragdoll variables? body collision mods at work?)

 

(Theory) spectator issue likely related to max value for simultaneous actors with active AI?

 

Wondering if the "flicker" issue has something to do with flora density/diversity mods/tropical skyrim/etc. I've encountered this "flicker" effect before, long before SL1.21 came along, when testing with graphics/environment/statics improvement mods. I've also seen it happen occasionally with mods that invoke transformations. Doesn't skyrim have a kind of built-in "soft reload" of the interface and local environment under certain conditions?

 

The "even actor height" bit I saw mentioned isn't actually new. Any race which has its scale defined in the CK to be taller or shorter than the vanilla races but still appear as height scale "1" in game have a disproportional response to "even actor height". eg: the valsaark appear in game as "1", but are set in the CK to be taller than that. If you reduce their height scale from 1 so they match up with vanilla races in-world, then enter a sex scene with "even actor height" turned on, the valsaark character will actually be made even smaller. I don't believe it's a bug with SL itself, but rather a product of any disparity between a race's scale setting in the CK and in-game.

 

Factors relating to Squirt/Submit/Defeated/Romance and the like are unlikely to be problems with SL itself. Submit and Defeated have a long history of being hit and miss, and Squirt seems to be a 50/50 gamble for most people (yet)

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sslBaseAnimation.psc

...

form[] function GetExtras(int position)

...

    elseIf position == 3

        return extras1

...

 

It may be a bug?

 

 

Indeed, though not one of any real import. Not a single mod is using the Extra's feature of animations, let alone one with 4 actor in it. I've been contemplating just removing the extras feature, since it's unused and has been nothing but a headache to keep coding in support for elsewhere.

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Hello

 

Used ChangeActors() to join in the Player into an existing act.

Problem: Hotkeys are not working for the Player in that case.

Looked in the code.

Probably a call for LockActor() is missing?

Or how can I workaround?

 

Besides I post the code in case someone wants to use it. (Perhaps good for Lovers Comfort, or else)

 

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__0301F7B4 Extends TopicInfo Hidden

SexLabFramework Property SexLab Auto
Actor Property thePlayer Auto
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
actor[] sexActors
sslBaseAnimation[] anim
sslThreadController sexThread = SexLab.GetActorController(akSpeaker)
if sexThread.ActorCount == 1
sexActors = new actor[1]
else
sexActors = new actor[2]
sexActors[1] = sexThread.Positions[1]
endif
sexActors[0] = sexThread.Positions[0]

sexActors = sslUtility.PushActor(thePlayer, sexActors)
sexThread.ChangeActors(sexActors)

;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

 

 

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Ashal. Played a bit with matchmaker and creatures. Maybe you've already noticed, but I think the framework need a NUDE SUIT option for Creatures. Otherwise Draugs will make love keeping their armor!
All the erect meshes (well mostly) are in gone Bestiality extras. I see people are changing their names to replace normal meshes but that would mean having wolfes and troll going around in perpetual arousal.

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I tried 1.21, but I noticed a few issues:

 

- The version number is wrong I think (12.0 instead of 1.21).

- Roughly every other stage/animation change caused the NPC to start doing a moon walk; rotating, resetting offsets, and moving the scene won't fix it, but just advancing to another stage or switching animation will, until you advance again; I'll experiment some more to determine if this is somehow caused by a SL based mod, since others have not reported this issue. Did I miss any special upgrade instructions perhaps. I did rerun GenerateFNIS4Users, but nothing else...

I'll try to get a useable log file up if I can't figure it out.

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I tried 1.21, but I noticed a few issues:

 

- The version number is wrong I think (12.0 instead of 1.21).

- Roughly every other stage/animation change caused the NPC to start doing a moon walk; rotating, resetting offsets, and moving the scene won't fix it, but just advancing to another stage or switching animation will, until you advance again; I'll experiment some more to determine if this is somehow caused by a SL based mod, since others have not reported this issue. Did I miss any special upgrade instructions perhaps. I did rerun GenerateFNIS4Users, but nothing else...

 

Yeah was reported under technical support forum.

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ok clean save >>> 1.21 sexlab    4.0   FNIS    no ZAZ ( the last ver> is buggy as heck!)
_   the animations   is  pretty much as reported before only some flicking issues between stages and types assuming they started out properly and ended properly!
_ Submit and   Romance  ( last versions)    have no problems at all calling the frame and ending properly with slots being released!
_  match maker is buggy at most situations depending on time outs till initiations and other mods animations are taking priority over this 1.21 patch !!!   the problem with match maker is that once it fail to inititiate  sexlab fails to clear slots untill reload last save !
_   the best mode    I like out there   ....   defeat  3.2  :(
is almost unusable .. like the author said  the animation does not end for him .....
for me >> it ends with 1.21  but it is the initiation sequence in the frame it self that has the bedding  qualification written in  a weird negative negative so raping  a guard with no bed in the vicinity fails about 70 % of the time ....
this log is right outside breazle home in whiterun     and you would get similar results with guards of the gate outside whiterun
HINT  (  the failure always happens in second or third  scene after a new install )  the first scene always works!!

[10/09/2013 - 12:42:01AM] error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest SexLabDefeat (28000D62)].sexlabdefeatplayer.OnCellLoad() - "SexLabDefeatPlayer.psc" Line 43
[10/09/2013 - 12:42:01AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [alias PlayerAlias on quest SexLabDefeat (28000D62)].sexlabdefeatplayer.OnCellLoad() - "SexLabDefeatPlayer.psc" Line 43
[10/09/2013 - 12:42:08AM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on  (0001A688) cannot be bound because <NULL form> (0102DF26) is not the right type
[10/09/2013 - 12:42:10AM] SexLab: Making thread[0] [sslThreadController <alias ThreadView000 on quest SexLabQuestThreadSlots (1003CE6E)>]
[10/09/2013 - 12:42:13AM] SexLab: Slotting ActorSlot[0] with [Actor < (00037081)>]
[10/09/2013 - 12:42:13AM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on  (2D0039C6) cannot be bound because <NULL form> (0102DF26) is not the right type
[10/09/2013 - 12:42:15AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:15AM] --- SexLab ThreadController[0] ---
[10/09/2013 - 12:42:15AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:15AM]  fatal: Make()
[10/09/2013 - 12:42:15AM]    Thread has timed out of the making process; resetting model for selection pool
[10/09/2013 - 12:42:15AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:15AM] SexLab: Clearing Actor Slot of Whiterun Guard
[10/09/2013 - 12:42:15AM] SexLab: Slotting ActorSlot[0] with [Actor < (00000014)>]
[10/09/2013 - 12:42:17AM] error: Cannot access an element of a None array
stack:
    [alias ThreadView000 on quest SexLabQuestThreadSlots (1003CE6E)].sslThreadController.AddActor() - "sslThreadModel.psc" Line 445
    [Active effect 3 on  (00037081)].SexLabDefeatHKAction.Rape() - "SexLabDefeatHKAction.psc" Line 347
    [Active effect 3 on  (00037081)].SexLabDefeatHKAction.onBeginState() - "SexLabDefeatHKAction.psc" Line 305
    [Active effect 3 on  (00037081)].SexLabDefeatHKAction.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00037081)].SexLabDefeatHKAction.onBeginState() - "SexLabDefeatHKAction.psc" Line 155
    [Active effect 3 on  (00037081)].SexLabDefeatHKAction.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00037081)].SexLabDefeatHKAction.OnEffectStart() - "SexLabDefeatHKAction.psc" Line 20
[10/09/2013 - 12:42:17AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:17AM] --- SexLab ThreadController[0] ---
[10/09/2013 - 12:42:17AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:17AM]  fatal: SetBedding()
[10/09/2013 - 12:42:17AM]    Unsafe attempt to modify unlocked thread[0]
[10/09/2013 - 12:42:17AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:17AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:17AM] --- SexLab ThreadController[0] ---
[10/09/2013 - 12:42:17AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:17AM]  fatal: SetHook()
[10/09/2013 - 12:42:17AM]    Unsafe attempt to modify unlocked thread[0]
[10/09/2013 - 12:42:17AM] --------------------------------------------------------------------------------------------
[10/09/2013 - 12:42:17AM] Cannot start thread while not in a Making state
[10/09/2013 - 12:42:34AM] VM is freezing...
[10/09/2013 - 12:42:34AM] VM is frozen
 

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Hello

 

Used ChangeActors() to join in the Player into an existing act.

Problem: Hotkeys are not working for the Player in that case.

Looked in the code.

Probably a call for LockActor() is missing?

Or how can I workaround?

 

Besides I post the code in case someone wants to use it. (Perhaps good for Lovers Comfort, or else)

 

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1

Scriptname TIF__0301F7B4 Extends TopicInfo Hidden

 

SexLabFramework Property SexLab Auto

Actor Property thePlayer Auto

;BEGIN FRAGMENT Fragment_0

Function Fragment_0(ObjectReference akSpeakerRef)

Actor akSpeaker = akSpeakerRef as Actor

;BEGIN CODE

actor[] sexActors

sslBaseAnimation[] anim

sslThreadController sexThread = SexLab.GetActorController(akSpeaker)

if sexThread.ActorCount == 1

sexActors = new actor[1]

else

sexActors = new actor[2]

sexActors[1] = sexThread.Positions[1]

endif

sexActors[0] = sexThread.Positions[0]

 

sexActors = sslUtility.PushActor(thePlayer, sexActors)

sexThread.ChangeActors(sexActors)

 

;END CODE

EndFunction

;END FRAGMENT

 

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

 

 

Yes, there should be a LockActor() call in the function, I'll add it in for the final release of 1.21. If you want to test it yourself, just open the sslThreadModel.psc file, goto ChangeActor(), and add "adding.LockActor()" between the PrepareActor() and DisableUndressAnim() calls.

 

There should also be a UnlockActor() in the part that removes actors from the scene in the function. clearing.UnlockActor() just above ClearAlias().

 

So the fixed function should look like this:

 

 

 

function ChangeActors(actor[] changeTo)
	if !active || HasCreature
		return
	endIf
	int i
	; Validate new actors
	while i < changeTo.Length
		if Positions.Find(changeTo[i]) == -1 && !Lib.Actors.ValidateActor(changeTo[i])
			_Log("A new actor does not pass validation", "ChangeActors")
			return
		endIf
		i += 1
	endWhile
	; Check if new animations are needed
	if changeTo.Length != ActorCount
		sslBaseAnimation[] newAnims
		newAnims = Lib.Animations.GetByType(changeTo.Length, aggressive=IsAggressive)
		if newAnims.Length == 0
			_Log("No animations found for changed actor count", "ChangeActors")
			return
		endIf
		SetAnimations(newAnims)
		SetAnimation()
	endIf
	; Start changing
	SendThreadEvent("ActorChangeStart")
	; Remove actors no longer present
	i = 0
	while i < ActorCount
		ActorAlias(Positions[i]).UnregisterForUpdate()
		if changeTo.Find(Positions[i]) == -1
			sslActorAlias clearing = ActorAlias(Positions[i])
			clearing.StopAnimating(true)
			clearing.ResetActor()
			clearing.UnlockActor()
			clearing.ClearAlias()
			if IsPlayerPosition(i)
				AutoAdvance = true
			endIf
		endIf
		i += 1
	endWhile
	; Prepare/Reset actors as needed
	Positions = changeTo
	sslActorAlias[] newSlots = new sslActorAlias[5]
	i = 0
	while i < changeTo.Length
		int slot = Lib.Actors.Slots.FindActor(changeTo[i])
		if slot != -1
			; Existing actor, retrieve their slot
			newSlots[i] = Lib.Actors.Slots.GetSlot(slot)
			newSlots[i].RegisterForSingleUpdate(0.20)
		else
			; New actor, slot and prepare them
			newSlots[i] = Lib.Actors.Slots.SlotActor(changeTo[i], self as sslThreadController)
			sslActorAlias adding = newSlots[i] as sslActorAlias
			adding.SetVoice(Lib.Voices.PickVoice(changeTo[i]))
			adding.DisableUndressAnim(true)
			adding.LockActor()
			adding.PrepareActor()
			adding.StartAnimating()
		endIf
		i += 1
	endWhile
	; Set new actors into thread
	ActorSlots = newSlots
	SyncActors()
	; End changing
	SendThreadEvent("ActorChangeEnd")
endFunction

 

 

 

When I wrote ChangeActors(), there was no Lock/UnlockActor(), both of those functions were built into the Prepare/ResetActor(), just forgot to update the ChangeActors() part to reflect the new functions.

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Update on the status of 1.21:

 

The "shot lived" beta has kinda turned into "long lived" as I've been busy with work this week and all my free time I planned on spending last weekend to finish up the 1.21 update ended up being sucked into playing 27 hours of FTL over the weekend.

 

I was working on fixing some issues with the update over the weekend planning to release it Sunday like a good little modder, but while I was working I had some YouTube videos playing in the background, a video of the game intrigued me so I bought it and decided to take a break, but soon my 1 hour "break" from sexlab turned into 27 hours and next thing I knew the weekend was over and I had to get to work. Sadly I don't think it's out of my system yet, I'd be playing it right now if I could. So as much as I'd like to finish up 1.21, hard to say when I'll be able to pull myself back to it; I will defeat those god damned rebels in the name of the federation if it's the last thing I do. 

 

What little of working on 1.21 after the beta release I did do before FTL stole my life, I fixed the issue a couple people have mentioned with sliding or "moonwalking" slowly into place after changing animation/stage.

 

The flickering I don't think there is much I'll be able to do about, it's just a side effect of how sexlab keeps actors locked in place now. I could minimize it some, but chances are that'll cause animations go occasionally not line up after a change of stage/animation; requiring the player to press the realign actors hotkey to fix. And reverting the new actor locking to how it was pre 1.20 would mean breaking all creature animations and actors being pushed out of place again by other actors walking by. Neither trade off I'd consider worth it, the flickering is fairly minor and only effects the player; but feel free to disagree.

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Hi Ashal. 

One question about creature meshes.
Will the framework support a Naked suit option for creatures? In Gone Bestiality extras there are already naked meshes (for falmers, giants and draugs) and erect meshes for most of the animals.
Will the framework switch to the naked/erect versions everytime animations are activated? 

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