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SexLab Framework Development


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Only one available position. It's new, but only one. Can not be switched.
Position - Arrok Anal
Tell me what's the problem? where are the others pose?

 

Clear the animation registry data in the MCM menu, and you'll be good to go.

 

 

 

@Ashal

 

I did find a couple of little things, if I use the foreplay animation with two females, no strap on is equipped anywhere along the line, foreplay or actual sex. If I uncheck use foreplay animations, the strap on equips fine for sex. 

 

Also the strap on is not unequipping after. It has to be done through the console, it won't even unequip through the inventory screen even though it shows there.

 

I also haven't yet seen and F/F cum effects. Works fine for M/F, but not F/F.

 

Other than that, nice.:}

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Only one available position. It's new, but only one. Can not be switched.

Position - Arrok Anal

Tell me what's the problem? where are the others pose?

 

Clear the animation registry data in the MCM menu, and you'll be good to go.

 

 

 

@Ashal

 

I did find a couple of little things, if I use the foreplay animation with two females, no strap on is equipped anywhere along the line, foreplay or actual sex. If I uncheck use foreplay animations, the strap on equips fine for sex. 

 

Also the strap on is not unequipping after. It has to be done through the console, it won't even unequip through the inventory screen even though it shows there.

 

I also haven't yet seen and F/F cum effects. Works fine for M/F, but not F/F.

 

Other than that, nice.:}

 

 

I can get the strapon to work during foreplay but I do get the same bug you talk about with the strapon not unequipping after sex.

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well, the multiple scenes bug has definitely been squashed.

 

NPC on NPC still isn't progressing. again, manual advancement enabled.

 

I'm running on a fresh game, but still getting deprecation alerts at the end of scenes. is this normal? with the overhaul, I'd imagine a lot fo the mods used to test like randomsex, romance and matchmaker aren't going to be working 100%, so what's the best way to test out scenes?

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well, the multiple scenes bug has definitely been squashed.

 

NPC on NPC still isn't progressing. again, manual advancement enabled.

 

I'm running on a fresh game, but still getting deprecation alerts at the end of scenes. is this normal? with the overhaul, I'd imagine a lot fo the mods used to test like randomsex, romance and matchmaker aren't going to be working 100%, so what's the best way to test out scenes?

 

You can use the debug spell, it starts a scene with the npc you target.

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Well, with the Beta (and after that i tried the latest Git Version) something is broken for me.

No matter which way i try to start an Animation, nothing happens, everyone will contiue doning what ever he just does. I tried waiting for 3-4 Minutes, nothing happens, i tried PC-NPC, NPC-NPC, PC/NPC Solo everytime the same result.

 

The Versions i got via GIT worked so far (the last one i used was from Friday).

 

This is the SexLab part form the Papyrus Log:

 

[07/09/2013 - 10:28:06AM] VM is thawing...
[07/09/2013 - 10:28:07AM] ERROR: File "StrapOnbyaeonv1.1.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[sexLabSystem (0E000D62)].sslsystemresources.FindStrapons() - "sslSystemResources.psc" Line ?
[sexLabSystem (0E000D62)].sexlabframework._CheckSystem() - "SexLabFramework.psc" Line ?
[sexLabSystem (0E000D62)].sslsystemconfig.OnGameReload() - "sslSystemConfig.psc" Line ?
[alias PlayerAlias on quest SexLabSystem (0E000D62)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line ?
[07/09/2013 - 10:28:07AM] ERROR: File "TG.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[sexLabSystem (0E000D62)].sslsystemresources.FindStrapons() - "sslSystemResources.psc" Line ?
[sexLabSystem (0E000D62)].sexlabframework._CheckSystem() - "SexLabFramework.psc" Line ?
[sexLabSystem (0E000D62)].sslsystemconfig.OnGameReload() - "sslSystemConfig.psc" Line ?
[alias PlayerAlias on quest SexLabSystem (0E000D62)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line ?
[07/09/2013 - 10:28:10AM] ERROR: Cannot call GetSize() on a None object, aborting function call
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.UpdateKnownRaces() - "SOS_SetupQuest_Script.psc" Line ?
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.LoadGameInit() - "SOS_SetupQuest_Script.psc" Line ?
[alias PlayerAlias on quest SOS_SetupQuest (5B000D62)].SOS_PlayerAliasScript.OnPlayerLoadGame() - "SOS_PlayerAliasScript.psc" Line ?
[07/09/2013 - 10:28:10AM] warning: Assigning None to a non-object variable named "::temp85"
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.UpdateKnownRaces() - "SOS_SetupQuest_Script.psc" Line ?
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.LoadGameInit() - "SOS_SetupQuest_Script.psc" Line ?
[alias PlayerAlias on quest SOS_SetupQuest (5B000D62)].SOS_PlayerAliasScript.OnPlayerLoadGame() - "SOS_PlayerAliasScript.psc" Line ?
[07/09/2013 - 10:28:15AM] ERROR: Cannot call GetValueInt() on a None object, aborting function call
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:15AM] warning: Assigning None to a non-object variable named "::temp123"
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:15AM] ERROR: Cannot call Find() on a None object, aborting function call
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:15AM] warning: Assigning None to a non-object variable named "::temp123"
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:15AM] ERROR: Cannot call GetAt() on a None object, aborting function call
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:15AM] ERROR: Cannot call HasForm() on a None object, aborting function call
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:15AM] warning: Assigning None to a non-object variable named "::temp135"
stack:
[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?
[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?
[07/09/2013 - 10:28:26AM] ERROR: Cannot call AddActor() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] warning: Assigning None to a non-object variable named "::temp10"
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] ERROR: Cannot call AddActor() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] warning: Assigning None to a non-object variable named "::temp10"
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] ERROR: Cannot call SetAnimations() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] ERROR: Cannot call CenterOnObject() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] ERROR: Cannot call SetHook() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:26AM] ERROR: Cannot call StartThread() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] ERROR: Cannot call AddActor() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] warning: Assigning None to a non-object variable named "::temp10"
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] ERROR: Cannot call AddActor() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] warning: Assigning None to a non-object variable named "::temp10"
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] ERROR: Cannot call SetAnimations() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] ERROR: Cannot call CenterOnObject() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] ERROR: Cannot call SetHook() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:43AM] ERROR: Cannot call StartThread() on a None object, aborting function call
stack:
[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?
[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?
[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?
[07/09/2013 - 10:28:56AM] VM is freezing...
[07/09/2013 - 10:28:56AM] VM is frozen

 

Link to comment

Well, with the Beta (and after that i tried the latest Git Version) something is broken for me.

No matter which way i try to start an Animation, nothing happens, everyone will contiue doning what ever he just does. I tried waiting for 3-4 Minutes, nothing happens, i tried PC-NPC, NPC-NPC, PC/NPC Solo everytime the same result.

 

The Versions i got via GIT worked so far (the last one i used was from Friday).

 

This is the SexLab part form the Papyrus Log:

 

[07/09/2013 - 10:28:06AM] VM is thawing...

[07/09/2013 - 10:28:07AM] ERROR: File "StrapOnbyaeonv1.1.esp" does not exist or is not currently loaded.

stack:

.Game.GetFormFromFile() - "" Line ?

[sexLabSystem (0E000D62)].sslsystemresources.FindStrapons() - "sslSystemResources.psc" Line ?

[sexLabSystem (0E000D62)].sexlabframework._CheckSystem() - "SexLabFramework.psc" Line ?

[sexLabSystem (0E000D62)].sslsystemconfig.OnGameReload() - "sslSystemConfig.psc" Line ?

[alias PlayerAlias on quest SexLabSystem (0E000D62)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line ?

[07/09/2013 - 10:28:07AM] ERROR: File "TG.esp" does not exist or is not currently loaded.

stack:

.Game.GetFormFromFile() - "" Line ?

[sexLabSystem (0E000D62)].sslsystemresources.FindStrapons() - "sslSystemResources.psc" Line ?

[sexLabSystem (0E000D62)].sexlabframework._CheckSystem() - "SexLabFramework.psc" Line ?

[sexLabSystem (0E000D62)].sslsystemconfig.OnGameReload() - "sslSystemConfig.psc" Line ?

[alias PlayerAlias on quest SexLabSystem (0E000D62)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line ?

[07/09/2013 - 10:28:10AM] ERROR: Cannot call GetSize() on a None object, aborting function call

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.UpdateKnownRaces() - "SOS_SetupQuest_Script.psc" Line ?

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.LoadGameInit() - "SOS_SetupQuest_Script.psc" Line ?

[alias PlayerAlias on quest SOS_SetupQuest (5B000D62)].SOS_PlayerAliasScript.OnPlayerLoadGame() - "SOS_PlayerAliasScript.psc" Line ?

[07/09/2013 - 10:28:10AM] warning: Assigning None to a non-object variable named "::temp85"

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.UpdateKnownRaces() - "SOS_SetupQuest_Script.psc" Line ?

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.LoadGameInit() - "SOS_SetupQuest_Script.psc" Line ?

[alias PlayerAlias on quest SOS_SetupQuest (5B000D62)].SOS_PlayerAliasScript.OnPlayerLoadGame() - "SOS_PlayerAliasScript.psc" Line ?

[07/09/2013 - 10:28:15AM] ERROR: Cannot call GetValueInt() on a None object, aborting function call

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:15AM] warning: Assigning None to a non-object variable named "::temp123"

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:15AM] ERROR: Cannot call Find() on a None object, aborting function call

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:15AM] warning: Assigning None to a non-object variable named "::temp123"

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:15AM] ERROR: Cannot call GetAt() on a None object, aborting function call

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:15AM] ERROR: Cannot call HasForm() on a None object, aborting function call

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:15AM] warning: Assigning None to a non-object variable named "::temp135"

stack:

[sOS_SetupQuest (5B000D62)].sos_setupquest_script.DetermineSchlongType() - "SOS_SetupQuest_Script.psc" Line ?

[Active effect 2 on (00000014)].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line ?

[07/09/2013 - 10:28:26AM] ERROR: Cannot call AddActor() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] warning: Assigning None to a non-object variable named "::temp10"

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] ERROR: Cannot call AddActor() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] warning: Assigning None to a non-object variable named "::temp10"

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] ERROR: Cannot call SetAnimations() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] ERROR: Cannot call CenterOnObject() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] ERROR: Cannot call SetHook() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:26AM] ERROR: Cannot call StartThread() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] ERROR: Cannot call AddActor() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] warning: Assigning None to a non-object variable named "::temp10"

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] ERROR: Cannot call AddActor() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] warning: Assigning None to a non-object variable named "::temp10"

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] ERROR: Cannot call SetAnimations() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] ERROR: Cannot call CenterOnObject() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] ERROR: Cannot call SetHook() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:43AM] ERROR: Cannot call StartThread() on a None object, aborting function call

stack:

[sexLabSystem (0E000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ?

[alias PlayerRef on quest SexLabMatchMaker (30000D62)].sslmatchmaker.CheckActors() - "sslMatchMaker.psc" Line ?

[None].sslMatchMakerMagicEffect.OnEffectFinish() - "sslMatchMakerMagicEffect.psc" Line ?

[07/09/2013 - 10:28:56AM] VM is freezing...

[07/09/2013 - 10:28:56AM] VM is frozen

 

 

 

The version on Git is the exact same version as the one posted on the first post. Literally a copy, paste, archive.

 

As for your log, looks more like something wrong with your save than anything else, it's lost it's it's property settings so it doesn't know who PlayerRef is. A clean save of disabling affected mods, saving, reload with them disabled, saving, then reloading again with them enabled, should fix that.

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With v1.1 out, this thread will be shifting focus to figuring out what 1.2 will have through experimentation, investigation, and suggestions. Once 1.2's target features are locked down, it will shift back into development focus.

 

I will continue to keep the development branch on Git up to date with any experiments or developments I do as well.

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should definitley look into forcing NPCs to stop furniture interactions before triggering a scene. alignment issues aside, I've noticed more and more that it's actually causing physics problems and instability over time. I've managed to crash and corrupt a fresh vanilla game just by leaving things running with randomsex at the bannered mare.

 

may have something to do with the way actors merge with the object they are interacting with for collision and physics purposes (they no longer count as actors for a lot of checks) but at any rate it seems like it can screw things up in big and unforseen ways.

 

as a whole, though, those extra calls to realign really seem to be making a difference in making sure actors are staying put.

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I would love a toggleable choice where we could choose whether a scene resets its alignment when it switches to a new stage.

For some of the scenes you have to work with the hotkeys to make the actors align properly and then when you switch its all ruined, I realise that you changed this recently for good reason but it does get quite annoying.

Also, I feel that the realignment between stages in a scene is too abrupt, sometimes the actors get "thrown" up in the air before the scene resumes, this could be worth working on.

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I would love a toggleable choice where we could choose whether a scene resets its alignment when it switches to a new stage.

For some of the scenes you have to work with the hotkeys to make the actors align properly and then when you switch its all ruined, I realise that you changed this recently for good reason but it does get quite annoying.

Also, I feel that the realignment between stages in a scene is too abrupt, sometimes the actors get "thrown" up in the air before the scene resumes, this could be worth working on.

 

realign does not reset custom offsets.

 

what you are describing is the new way the system handles stored offsets for individual stages as opposed to the entire animation set, which results in needing to make more adjustments but ultimately means more control and better fit for all stages of animation. honestly, I think this is a better system and the downsides could be mitigated by a way to import and export offset data.

 

the jerk that people experience when the realign happens appears to be a camera issue, as it's far less noticable in non-player scenes. an easy fix would have been to toggle tfc quickly on and off while the alignment took place, but there doesn't appear to be a way to do that with scripts.

 

the issue of actors getting out of position on animation triggers has always existed. the new build has actually improved on that by forcing realign at regular intervals as opposed to leaving actors out of position for the duration of the animation. the problem is a lot of times collisions that force an actor out of position are still present in the environment even if the actor is forcibly realigned, resulting in the pops you described. I really think it's something that needs to be dealt with on a more fundamental level or things will always be jankier than they could be.

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The "jump" or "jerkiness" of the actors moving is actually a player specific issue. For some reason whenever you move the player, they are placed 10 units higher than a normal actor, resulting in the player needing to sort of fall into place, whereas npc's just appear right where they should most of the time. I've tried correcting for this with scripting, by removing 10 from the z-axis of all player moves, it works on perfectly flat ground, move them to the slightest angled ground however, and it's likely they'll fall through the ground from the -10 placing them just slightly under the floor.

 

You can see this in action yourself using the console, open console and click somebody, type "target.moveto target" and they'll look like they didn't even move, since you moved them to themselves, do "player.moveto player" and you'll jump up a little bit, "player.moveto player 0 0 -10" on the other hand, will remove the jump and look little to no difference than when you do the moveto on an actor.

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I've also tried doing an "actor moved" type check in the animation loop, that checks if the actor's current coords doesn't match up with what their coords should be for the animation, incase they get moved by a walking npcs for example.

 

Good idea in theory, but all the implementations I've tried ran into the same problem:

 

Where an actor is "offset" to for an animation is usually ~100 units away from the other actor, which the animation itself compensates by having the animation animate the actor those ~100 units away from their 0 point. The result of the animation animating the actor away from their center, is what lets 2+ actors animate together without pushing each other away physically.

 

That's all well and good, but with the implementations I've tried, Skyrim's functions for getting an actors position seems to be getting their models physical location, rather than where their centered offset is, so trying to compare their current coordinates is always off to what their offset location coords are, at least not by any easily done methods, calculating it based on their current coords and offsets may work if you factor some fancy trigonometry in the equation; but that is far and away from strong suit.

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one thing maybe worth looking into is using collision layers in conjunction with furniture-type objects.

 

there's a mod out there ("out of the way" or something like that) that completely removes collisions between actors by modifying the actorcontroller collision layer. it's not useful for the purposes of sexlab though, since it would impact all actors and not just the ones in a scene.

 

the interesting thing is that actors that are interacting with furniture don't actually fall into the actorcontroller collision layer and seem to take on the collision layer of whatever they are interacting with. ie with said mod enabled you can walk through free-standing actors but not ones who are leaning against a bar.

 

this could be used to implement something like the poseballs that they use to do kinky stuff in second life, i.e., instead of doing everything with the actors, spawn an invisible, collisionless scene object and then force the actors involved to interact with it to trigger the animation. The actor positions would be fixed to their parented object and they world theoretically inherit the object's collision as well, i.e., none. it's more technical than the stage idea but it does a lot more than simply checking for cleared space.

 

also, I'm trying to poke around the scripts but the compiler's giving me a list of "not a function or does not exist" errors. looks like I'm missing a dependency somewhere?

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Sounds like a mess to work out.

Looking forward to 1.2 my suggestions/wishes really are for more scenes. A workaround to that opping would also be wonderful but I can see how difficult that might turn out to be considering the ideas you have already tried out.

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one thing maybe worth looking into is using collision layers in conjunction with furniture-type objects.

 

there's a mod out there ("out of the way" or something like that) that completely removes collisions between actors by modifying the actorcontroller collision layer. it's not useful for the purposes of sexlab though, since it would impact all actors and not just the ones in a scene.

 

the interesting thing is that actors that are interacting with furniture don't actually fall into the actorcontroller collision layer and seem to take on the collision layer of whatever they are interacting with. ie with said mod enabled you can walk through free-standing actors but not ones who are leaning against a bar.

 

this could be used to implement something like the poseballs that they use to do kinky stuff in second life, i.e., instead of doing everything with the actors, spawn an invisible, collisionless scene object and then force the actors involved to interact with it to trigger the animation. The actor positions would be fixed to their parented object and they world theoretically inherit the object's collision as well, i.e., none. it's more technical than the stage idea but it does a lot more than simply checking for cleared space.

 

also, I'm trying to poke around the scripts but the compiler's giving me a list of "not a function or does not exist" errors. looks like I'm missing a dependency somewhere?

 

Assuming you have the SKSE scripts, most likely it's the SkyUI source scripts, which you need to compile any script connected to the config script in anyway. You can download the scripts here: https://github.com/schlangster/skyui/wiki

 

One idea I had for the collision thing was maybe spawning an item item that's affected by the navmesh, and then centering the animations there. Not entirely of the feasibility though.

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I've also tried doing an "actor moved" type check in the animation loop, that checks if the actor's current coords doesn't match up with what their coords should be for the animation, incase they get moved by a walking npcs for example.

 

Good idea in theory, but all the implementations I've tried ran into the same problem:

 

Where an actor is "offset" to for an animation is usually ~100 units away from the other actor, which the animation itself compensates by having the animation animate the actor those ~100 units away from their 0 point. The result of the animation animating the actor away from their center, is what lets 2+ actors animate together without pushing each other away physically.

 

That's all well and good, but with the implementations I've tried, Skyrim's functions for getting an actors position seems to be getting their models physical location, rather than where their centered offset is, so trying to compare their current coordinates is always off to what their offset location coords are, at least not by any easily done methods, calculating it based on their current coords and offsets may work if you factor some fancy trigonometry in the equation; but that is far and away from strong suit.

I did a simpler check in SexAddicts, I just stored the X,Y and Z offsets (updated stored values when moved via keys) and when they changed by more than a small amount I moved the actors back into position. Screw the heavy math, do it the easy way.

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I've also tried doing an "actor moved" type check in the animation loop, that checks if the actor's current coords doesn't match up with what their coords should be for the animation, incase they get moved by a walking npcs for example.

 

Good idea in theory, but all the implementations I've tried ran into the same problem:

 

Where an actor is "offset" to for an animation is usually ~100 units away from the other actor, which the animation itself compensates by having the animation animate the actor those ~100 units away from their 0 point. The result of the animation animating the actor away from their center, is what lets 2+ actors animate together without pushing each other away physically.

 

That's all well and good, but with the implementations I've tried, Skyrim's functions for getting an actors position seems to be getting their models physical location, rather than where their centered offset is, so trying to compare their current coordinates is always off to what their offset location coords are, at least not by any easily done methods, calculating it based on their current coords and offsets may work if you factor some fancy trigonometry in the equation; but that is far and away from strong suit.

I did a simpler check in SexAddicts, I just stored the X,Y and Z offsets (updated stored values when moved via keys) and when they changed by more than a small amount I moved the actors back into position. Screw the heavy math, do it the easy way.

 

 

were you using the same animations? I think the problem ashal was refering to getting that solution to work for sexlab was the animations themselves are off-center to eliminate actor collisions.

 

though now that I think about it, couldn't you bypass the need for the trig calculations if the built-in offsets are y-axis only? the only rotations we're dealing with here are along the y-axis anyway unless side-ways perpendicular sex is a feature in the works.

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I've also tried doing an "actor moved" type check in the animation loop, that checks if the actor's current coords doesn't match up with what their coords should be for the animation, incase they get moved by a walking npcs for example.

 

Good idea in theory, but all the implementations I've tried ran into the same problem:

 

Where an actor is "offset" to for an animation is usually ~100 units away from the other actor, which the animation itself compensates by having the animation animate the actor those ~100 units away from their 0 point. The result of the animation animating the actor away from their center, is what lets 2+ actors animate together without pushing each other away physically.

 

That's all well and good, but with the implementations I've tried, Skyrim's functions for getting an actors position seems to be getting their models physical location, rather than where their centered offset is, so trying to compare their current coordinates is always off to what their offset location coords are, at least not by any easily done methods, calculating it based on their current coords and offsets may work if you factor some fancy trigonometry in the equation; but that is far and away from strong suit.

I did a simpler check in SexAddicts, I just stored the X,Y and Z offsets (updated stored values when moved via keys) and when they changed by more than a small amount I moved the actors back into position. Screw the heavy math, do it the easy way.

 

 

were you using the same animations? I think the problem ashal was refering to getting that solution to work for sexlab was the animations themselves are off-center to eliminate actor collisions.

 

though now that I think about it, couldn't you bypass the need for the trig calculations if the built-in offsets are y-axis only? the only rotations we're dealing with here are along the y-axis anyway unless side-ways perpendicular sex is a feature in the works.

 

 

The idea he's suggesting is that instead of trying to calculate expected location, just save their starting location after they've been offset for the animation then check against that. Which is stupidly simple enough to work. I'm clearly trying to make it harder than it need be.

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So i'm using this but it always resizes my character.. and it always redresses my character into robes, which is damn annoying, even if i throw out the robes it just spawns new ones.

 

Did you ever use ASX. Thats a feature used with ASX (The robes that is).

 

Not sure why (if you did a clean uninstall) your game would still be doing it. but You should try to use a new character to test and see if its still doing this. If you have not used ASX before I dont have a clue.

 

Also if you used ASX and uninstalled Try to check and make sure all the Script files from ASX where uninstalled however some scripts do get tied to your save.

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