Guest Posted January 26, 2014 Posted January 26, 2014 Hi Ashal, any plans of adding wet/sweaty texture effects for sexlab in the next version like estrus does for pc/npcs?Thanks!
rerun1983 Posted January 27, 2014 Posted January 27, 2014 Hey there. Just a note to point out that there are some pretty fantastic new animations that have been added to the boards here recently. Are any new additions planned that way for upcoming Sexlab updates? Thanks for all the hard work.
Doraleus Posted January 27, 2014 Posted January 27, 2014 I have an idea for the framework. (I don't know if this could be possible.) I was thinking of having an option for the player to strip or modify their partners' clothing during animation. Maybe make their inventory pop up, just like when you're trying to steal from an npc. And instead of having their clothes go in your inventory, you can only choose to equip it on them, or have it dropped on the floor. I know there's already stripping options.. But I feel this will make it feel more like you're really in control. Especially when it comes to aggressive or rape animations.
WaxenFigure Posted January 27, 2014 Posted January 27, 2014 Hey there. Just a note to point out that there are some pretty fantastic new animations that have been added to the boards here recently. Are any new additions planned that way for upcoming Sexlab updates? Thanks for all the hard work. You didn't notice the new release in the last couple days with new animations?
gvman3670 Posted January 27, 2014 Posted January 27, 2014 Hey there. Just a note to point out that there are some pretty fantastic new animations that have been added to the boards here recently. Are any new additions planned that way for upcoming Sexlab updates? Thanks for all the hard work. You didn't notice the new release in the last couple days with new animations? I noticed. Is it worth updating it from 1.35 if it's been working flawlessy so far?
Someone92 Posted January 27, 2014 Posted January 27, 2014 What's the Controller equivalent command of "SexLab.HookStage()"? I've been looking through the scripts but I don't find it myself. edit: Bug: If you switch from an animation to another with less stages, and your current stage is above the maximum number of stages of the other animation you're teleported into the sky. Tested with Arrok Cowgirl stage 5 -> Reverse Cowgirl
WaxenFigure Posted January 28, 2014 Posted January 28, 2014 Hey there. Just a note to point out that there are some pretty fantastic new animations that have been added to the boards here recently. Are any new additions planned that way for upcoming Sexlab updates? Thanks for all the hard work. You didn't notice the new release in the last couple days with new animations? I noticed. Is it worth updating it from 1.35 if it's been working flawlessy so far? If you want support, use the latest version. If you don't need/want any support then use any version you like.
redshovel Posted January 28, 2014 Posted January 28, 2014 Before i try messing with the scripts, is it possible to have only one actor ragdoll at the end of the animations or is it obligatory both and neither ?
Rosaline Posted January 29, 2014 Posted January 29, 2014 Hey there. Just a note to point out that there are some pretty fantastic new animations that have been added to the boards here recently. Are any new additions planned that way for upcoming Sexlab updates? Thanks for all the hard work. I hope there is a Netch and Lurker (dragonborn creatures) animations coming soon, that's what i want to see, its my dream xD
Ashal Posted January 31, 2014 Author Posted January 31, 2014 Fair enough, I've seen issues with actors with negative IDs (0x80000000 and above), but I recall that was solved in SexiS somewhere so that the Actors could be retrieved correctly. It even worked with temporary (0xFFxxxxxx) actors. I'll dig around the code sometime and see if I can find it. SexiS doesn't do anything about it. SexiSSystemScr, line 1078: String args = offActors[id].GetFormID() + "," + defActors[id].GetFormID() + "," + rapi + "," + pairAnims[id] + "," + stage + "," + sexType[id] Debug.Trace( "SexiS: Pair " + id + " [" + offActors[id].GetFormID() + "," + defActors[id].GetFormID() + "] - SendModEvent( " + eventName + " ) = " + args ) SendModEvent( eventName, args, 6 ) Short of an SKSE plugin to handle the functionality GetFormID() and GetForm() differently, I very much doubt there is anything can be done about it simply due to the nature of Papyrus. And regardless, even if there were a solution I'd see little use in switching to it, as it'd still be a slower solution than simply returning them from the thread due to string parsing. Eat My Hat Edit: Actually looks like SexiS does handle it in a way, though I can't vouch for it's efficacy, the problem of slowness and poor trade off remains. SexiSUtilScr, line 109 int Function ParseInt( String str ) int sum = 0 int len = StringUtil.GetLength( str ) bool negative = len > 0 && StringUtil.GetNthChar( str, 0 ) == "-" int loop = 0 if negative loop = 1 EndIf String chr while loop < len chr = StringUtil.GetNthChar( str, loop ) sum = sum * 10 + ( StringUtil.AsOrd( chr ) - 48 ) loop += 1 EndWhile if negative sum = -sum EndIf return sum EndFunction No worries Ashal, I'll handle it on my side. Just a quick note on the subject, SKSE 1.7.0 alpha is out and provides a Game.GetFormEx() that solves the high load order problem natively. In other SKSE 1.7.0 news; it also provides a new interface for custom mod events that lets you customize the arguments of the receiving callback event, would really like to update SexLab to use, but implementing it would also likely result in breaking any sexlab mod that uses hooks events, so hesitant to do so.
Jezzerat Posted January 31, 2014 Posted January 31, 2014 In other SKSE 1.7.0 news; it also provides a new interface for custom mod events that lets you customize the arguments of the receiving callback event, would really like to update SexLab to use, but implementing it would also likely result in breaking any sexlab mod that uses hooks events, so hesitant to do so. Maybe you could work it up and let the hook mod creators get a first peek at it, so they can have a chance to work on a compatible version before release?
Guest Jenova23 Posted January 31, 2014 Posted January 31, 2014 It would be really cool if someone could add the crawling cum pool effect from this mod after sex it would make it that much more better. Enemas!
Uriel Posted February 1, 2014 Posted February 1, 2014 I might be a complete slow here, but does papyrus modders use PapyrusSpeedTester? Looks like an interesting thing. For example the Game.GetPlayer() function takes approximately 1000 times longer to run than just accessing a property set to PlayerRef.
Ashal Posted February 1, 2014 Author Posted February 1, 2014 I've been using it for awhile and use regularly to test the speed of various ways to do stuff in sexlab.
Uriel Posted February 1, 2014 Posted February 1, 2014 Oh, good to hear. I was just kinda amazed that this thing exists for so long, and i never heard about it. Is it possible to change the way sound sets work? I remember back in LpK it was very convinient - just throw a bunch of files into an appropriate directory, no need to name them accordingly. Very simple and user friendly.
Heromaster Posted February 2, 2014 Posted February 2, 2014 Just another suggestion: I would like to see an MCM option to disable gender preference calculations while you are a victim so that we have a more accurate way to check for the player's gender preference. Also I would like to have a function call or as an optional parameter for the ThreadController to disable calculations toward gender preferences (For the current sex animation scene).
Ashal Posted February 2, 2014 Author Posted February 2, 2014 SexLab doesn't do anything with gender preferences other than provide mods a means to access it. Any sexuality restrictions that are happening on any animation is being done purely by other modders.
shinji72 Posted February 2, 2014 Posted February 2, 2014 Does the stats page include non consensual sex also? Maybe that should not count toward one's sexual preference.
Arizona_Steve Posted February 2, 2014 Posted February 2, 2014 I might be a complete slow here, but does papyrus modders use PapyrusSpeedTester? Looks like an interesting thing. Hmm... First I've heard of this one. Might have to try it on Random Sex (although I've optimized it as best I can based on best practices I've acquired over a quarter century of programming).
Guest Wizard Posted February 2, 2014 Posted February 2, 2014 HI, Ashal Can you please comment on Native NPC stats? I am planning mod, that heavily uses stats, and i want some stats to be preset and changed during game. By lurking inside scripts i see that some similar job is already done inside sslActorStats. How to better adjust "skills"?
Ashal Posted February 2, 2014 Author Posted February 2, 2014 I'm not sure what the question is exactly, can you give me an example of what you want to do?
Someone92 Posted February 2, 2014 Posted February 2, 2014 SexLab doesn't do anything with gender preferences other than provide mods a means to access it. Any sexuality restrictions that are happening on any animation is being done purely by other modders. I think he meant that being raped by a male shouldn't turn a male heterosexual PC bi-/homosexual (dunno if SexLab does that at the moment, can't figure it out by your answer).
Guest Wizard Posted February 2, 2014 Posted February 2, 2014 I am kinda newb in programming, so explain me even if it's obvious. At the moment I am talking about CalcSexuality() and GetSexuality(). They both use "Males" and "Females" skills ratio, I am unsure how to modify these skills. In that script they were set by other functions like Adjustskill() and SetInt(). What i need to do to call these in my script?
Ashal Posted February 2, 2014 Author Posted February 2, 2014 "Males" and "Females" are the names of the skills for sex partner counts used in sexuality calculation. If you wanted to for example decrease the number of Male partners an actor has had by 1: AdjustSkill(ActorRef, "Males", -1) Or increase their female partner count by 5 AdjustSkill(ActorRef, "Females", 5) AdjustSkill() increases/decreases an established skill by the given amount, SetInt() will override their skill count with whatever you put. The available native skills are: Females Males Creatures Anal Vaginal Oral Victim Aggressor Masturbation
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