anubis Posted November 13, 2013 Posted November 13, 2013 @Ashal  was experimenting with custom anims, since i set both actor offset pretty close, take it'll not play well by replacing existed anim. Figure to tweak one of existed anims with offset that i use, but i completely lost where exactly to edit this offset and rotation. Was hoping you can point me out what or where to set this offset & rotation. Any anim will do.  thanks Â
Ashal Posted November 13, 2013 Author Posted November 13, 2013 @Ashal  was experimenting with custom anims, since i set both actor offset pretty close, take it'll not play well by replacing existed anim. Figure to tweak one of existed anims with offset that i use, but i completely lost where exactly to edit this offset and rotation. Was hoping you can point me out what or where to set this offset & rotation. Any anim will do.  thanks   sslAnimationDefaults.psc
Ashal Posted November 13, 2013 Author Posted November 13, 2013  I've created a function to dispel the cum effect on my own. Function CleanUp(Actor akPlayer)    If(akPlayer.HasMagicEffectWithKeyword(CumAnal) || akPlayer.HasMagicEffectWithKeyword(CumOral) || akPlayer.HasMagicEffectWithKeyword(CumVaginal))       If(CleanUpMsg.Show() == 0)          CleanUpSpell.Cast(akPlayer)       EndIf    EndIf EndFunction It casts a spell which dispels all effects with the cum keywords from SexLab.  Now instead of doing it on my own I thought about a way to directly use it from SexLab itself. So my suggestion for a next release would be this:  In SexLabFramework after ApplyCum function function DispelCum()    ActorLib.bDispelCumEffect = true endfunction Somewhere in sslActorLibrary bool bDispelCumEffect auto hidden Altered sslActorCumEffect event OnUpdate()    if GetTargetActor().IsSwimming() || GetTimeElapsed() > timer || Lib.DispelCumEffect       Dispel()       return    endIf    RegisterForSingleUpdate(5.0) endEvent   Why do it with a separate spell toggling a bool that doesn't discern between actors; a function to do this with precison could very simply be function DispelCum(actor a) a.DispelSpell(CumVaginalOralAnalSpell) a.DispelSpell(CumOralAnalSpell) a.DispelSpell(CumVaginalOralSpell) a.DispelSpell(CumVaginalAnalSpell) a.DispelSpell(CumVaginalSpell) a.DispelSpell(CumOralSpell) a.DispelSpell(CumAnalSpell) endFunction
Heromaster Posted November 13, 2013 Posted November 13, 2013 I see that I'm still noobish regarding the CK, I'm thinking way too much how to solve some problems. I was searching how to dispel effects and the only thing I had found was the Dispel function in the active magic effect script. Â Yeah and your solution would be much simpler, would you include this function in one of the next releases?
Ashal Posted November 13, 2013 Author Posted November 13, 2013 I see that I'm still noobish regarding the CK, I'm thinking way too much how to solve some problems. I was searching how to dispel effects and the only thing I had found was the Dispel function in the active magic effect script. Â Yeah and your solution would be much simpler, would you include this function in one of the next releases? Â Probably, I've already wrote it after all, not a whole lot of work to copy paste it
sammythesquirrel Posted November 13, 2013 Posted November 13, 2013 has anyone asked for a DP animation, cause I would love to see that. technically it already exists in a fashion  there is a drugr gangbang floating around somewhere, not exactly what you want, but a request has been made of arrok to remove the extra actors ,  but he wont be back for a while as hes busy irl if you simply cant wait , the ck is freeÂ
Guest Jenova23 Posted November 16, 2013 Posted November 16, 2013 I hope someday someone makes a mod for this so that the females and males only use combat sounds during sex that way it is compatible with everything and you don't have to choose voices each time you have sex. Â
jbezorg Posted November 16, 2013 Posted November 16, 2013 May be only so long as they don't expire before the event is received. If the magic effect expires there is nothing there to receive the event. I don't know for sure, haven't ever tested it or needed to, just going off what I've been told by other people saying they can't get their spell to receive callback events. It will unregister automatically when the effect expires or if you log out while the effect is running. It's okay for short term stuff but it has to have a duration. Else they're all gone when OnEffectFinish() is called. Â Scriptname sslEnchantressMagicEffect extends ActiveMagicEffect SexLabFramework property SexLab auto Spell property Enchant auto Spell property Calm auto event OnEffectStart(actor akTarget, actor akCaster) RegisterForModEvent("AnimationEnd_Enchanted", "CalmMagicEffect") actor[] sexActors = new actor[2] sexActors[0] = akTarget sexActors[1] = akCaster if SexLab.StartSex( SexLab.SortActors(sexActors, femaleFirst=true), SexLab.GetAnimationsByType(2, aggressive=true), allowBed=false, hook="Enchanted" ) < 0 GetTargetActor().DispelSpell(Calm) elseIf sexActors.Find( Game.GetPlayer() ) >= 0 Debug.Notification("Your spell enchants " + sexActors[0].GetLeveledActorBase().GetName() + " with insatiable lust") endIf endEvent event OnEffectFinish(actor akTarget, actor akCaster) Enchant.Cast(akCaster, akTarget) endEvent event CalmMagicEffect(string eventName, string argString, float argNum, form sender) GetTargetActor().DispelSpell(Calm) endEvent
Liuli Posted November 16, 2013 Posted November 16, 2013 It seems to last somewhat longer after OnEffectFinish. In the latest Enchantress script I run a RegisterForModEvent on animationEnd, and the hook still triggers even if the calm effect dissipates halfway through the SexLab animation.
Guest Posted November 17, 2013 Posted November 17, 2013 Just wanted to say the work you put into this is amazing. You make dreams (dirty ones at that) come true !
jbezorg Posted November 17, 2013 Posted November 17, 2013 It seems to last somewhat longer after OnEffectFinish. In the latest Enchantress script I run a RegisterForModEvent on animationEnd, and the hook still triggers even if the calm effect dissipates halfway through the SexLab animation.  My guess is that a low priority garbage collection thread is cleaning up the event monitor much later. I would count on the event monitor being gone when the OnEffectFinish() is triggered.
Bromm83 Posted November 17, 2013 Posted November 17, 2013 Is it possible to get animations that will work with MM tagged as "MM" ? right now I have to use multiple tags and suppress tags, and still some will slip through when I look for random animations by tag.Â
SoloveyIS Posted November 17, 2013 Posted November 17, 2013 Any estimated date release on mfg update? This is the last mod im waiting on before playing the game and finely forget about getting moar and moar mods (and increase unstability!)
saladboy21 Posted November 18, 2013 Posted November 18, 2013 Using the version from GIT, I am getting some post sex CTD. It is not happening every time; by my count it has occurred in 4/10 sex scenes. The CTD takes place after sex stops when original position is being resumed.  3/4 Impregnation took place, only on the last one did it not. Impregnation has taken place twice without a crash, but once it was on the PC, while the 3 times were on NPCs. I am using Hentai Pregnancy, but it has not been updated or changed since I used it without issue.  Only updates were Sexlab to the GIT version, and Animal Nudes and Beastmaster to 0.99. None of the sex scenes, successful or not, involved animals.  As there was no zip file I manually installed the GIT version. Going to zip it, have NMM run it, and see if it still crashes and report. It is possible I made an error in installation, I have never installed a GIT version before. I did, however, follow your instructions and sync it to be sure it was correct, as well as run FNIS.  ETA: Made a 7Z, reloaded with NMM. Had like 10 sex acts with no problem, including two pregnancies, then two crashes in a row, then 2 successful no problem sex acts.  Most sex was via Sexlab Romance, except 3 were solutions. 1 of the 3 was a crash.E  ETA 2: Messed around with it (had stuck wolves, reloaded FNIS again, fixed wolves), not had a crash in thirteen sex acts. I wanted to note that while Skyrim usually silently dies booting me to desktop, each crash with this made the windows crash sound, told me there was a skyrim error (and wanted to check) and a C++ program (Microsoft I think) was also stuck running.  Hope this is useful in some way.       Â
wex969 Posted November 19, 2013 Posted November 19, 2013 we need a condom mod that works with mods like procreation and defeat. maybe even working girl. another thing we need is in procreation make NPCs able to get pregnant through rape or just sleeping with the spouse. finally we need the children for the procreation mod to actually do something like the children from hearth fire or something
shane4244 Posted November 19, 2013 Posted November 19, 2013 we need a condom mod that works with mods like procreation and defeat. maybe even working girl. another thing we need is in procreation make NPCs able to get pregnant through rape or just sleeping with the spouse. finally we need the children for the procreation mod to actually do something like the children from hearth fire or something  This post would should be here Mod Ideas & Plans as these suggestions are more for a mod that uses the framework rather than something the framework should do itself and the procreation mods already exist SexLab Procreation , Hentai Pregnacy , Hentia preganacy Childbirth Pluggin.
Ashal Posted November 20, 2013 Author Posted November 20, 2013 Soo.... A bit of a cock tease for everybody: Â I had an epiphany earlier about how I could setup a new feature in SexLab, one I've previously claimed impossible, a feature that would, in my opinion, be SexLab's most major feature to date. But only if my idea pans out. Â I just finished some very rough testing on it to try and prove to myself it might be possible. Results of the tests were fairly promising; otherwise I wouldn't be posting this right now. Going to flesh it out tonight or tomorrow with a more proper implementation, and will reveal more once I'm more sure of it's a possibility or not.
ballsy Posted November 20, 2013 Posted November 20, 2013 Pseudo-TFC using 3rd person camera mods with real-time adjustment?! Â It's a shitty guess but hey, one can hope.Â
WaxenFigure Posted November 20, 2013 Posted November 20, 2013 Pseudo-TFC using 3rd person camera mods with real-time adjustment?! Â It's a shitty guess but hey, one can hope. Actually that's the thought I had, Ashal hasn't said many things are impossible that he didn't later make happen and camera control is one of the few that hasn't moved from impossible to feature already.
Ashal Posted November 21, 2013 Author Posted November 21, 2013 So, after spending all day trying to implement the previously teased feature, I was all about ready to give up it as I came across a fairly major problem I wasn't able to solve. As a last ditch effort I tried something semi-drastic, and it worked better than I would've hoped. Worked well enough that I'm not going to scrap the idea anymore anyway:  Pseudo first person animation mode  And there you have it. It very likely won't be without it's caveats once fully implemented, and very likely will never be absolutely perfect. Right now however, the implementation I have, is working reasonably well, enough so that I'm going to continue with it.     Bonus:  As for the TFC guess, why would I implement Pseudo-TFC, when I've actually already finished implementing an actual TFC?  I wasn't setting out to do TFC, but while working on the first person stuff, I came across a non SKSE plugin way of implementing real TFC. It's not as clean a method as a SKSE plugin command for it would be, and I'd still greatly prefer to go that route, but all my efforts at trying to develop an SKSE dll to do it have failed miserably, and the Skyrim Estrus plugin's version of it is closed source, so I have nothing to go off of, what with being god awful at C++. But failing ever coming up with an SKSE dll to do TFC, the purely Papyrus implementation I have now works.
shinji72 Posted November 21, 2013 Posted November 21, 2013 Wondering what would you see, in first person, during a dragon rape...
EternalDamned Posted November 22, 2013 Posted November 22, 2013 Would it be possible to get some sexy dancing animations? I realize the "stripping" just wouldn't work, but some twerking, etc could be fun.
D_ManXX2 Posted November 22, 2013 Posted November 22, 2013 Good to see those new features. I am not sure anyone has given this yet, oblivion has an option in console to check what offsets for animation are, i was hoping something like this would also be implemented like the name of the animation who is currently playing. Â This will make it easier for users to identify the animation, and if they don't like the animation switch it off. I have been having a hard time identifying the animations i like and those i don't like.
EternalDamned Posted November 23, 2013 Posted November 23, 2013 Just a suggestion D_ManXX2. Try disabling all but 1 animation at a time, then using matchmaker to see that animation. It would take a few minutes, but you could easily find and eliminate the ones you don't like that way.
Guest LoganX Posted November 23, 2013 Posted November 23, 2013 I'm still thinking about double penetration animation, sex animations on chair etc., one sex animation that switch for example female's partner between a few men standing around
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