wapi Posted April 18, 2014 Posted April 18, 2014 And if I should'nt use things I'm not used to, I probably would have never learnt a damn thing in my life ^^ thank you for pointing out the OP although.
Deathmaw Posted April 18, 2014 Posted April 18, 2014 Question Ashal. Is it likely to be safe to upgrade a running save from 1.39b to 1.50 when it is released? Looking to start a new game and not sure to hold off or not.
Arizona_Steve Posted April 19, 2014 Posted April 19, 2014 Would it be possible to fire off a global event off the OnVersionUpdate() function in sslConfigMenu.psc? There's a bunch of stuff in Random Sex that I wouldn't have to evaluate every time it runs if I know that the user hasn't updated SexLab to a new version, not to mention some additional optimizations I could include.
IJF1492 Posted April 19, 2014 Posted April 19, 2014 Still wondering if I'm the only one who cannot get correct lipsync/custom facial expression working yet. lip sync have been broken in the beta for any character using one of the voice types included in the the vanilla "PlayerVoiceTypes" form list, it's been fixed for awhile in current Git builds. Expressions you're on your own, I wanted to remove them from SexLab for a reason; they are very hit or miss depending on the mods you have installed. It looks like some animations (or the scripts that play them) have facial modification built into them already while others do not. Consistently, I see facial sets play correctly on certain animations, not at all on others, and some seem to try and overlap with a facial expression that's already there, making very funny looking faces. Maybe future animations should omit adding their own facial expressions so people can just use the features in the new framework? Or have an alternate set of animations people can install if they want to turn them off. Would be way too much to go back and do that to all the existing ones, but it might help streamline things going forward. I think so, anyway. But I'm new here.
Ashal Posted April 19, 2014 Author Posted April 19, 2014 Would it be possible to fire off a global event off the OnVersionUpdate() function in sslConfigMenu.psc? There's a bunch of stuff in Random Sex that I wouldn't have to evaluate every time it runs if I know that the user hasn't updated SexLab to a new version, not to mention some additional optimizations I could include. I'm planning on adding a lot of global events to give modders cues to do certain things, I was planning on having just a "SexLabSetup" event that fires both after install and update, but I can split it up in 2 different events if preferred. Currently I have, or am planning to add before next release (soon-ish), global events set to fire off for these actions: Register animations Register creatures Register voices Register expressions SexLab installed SexLab updated Sexlab reset to default state from MCM option Quick stop all active animations SexLab enters a disabled state (such as if they toggle it from mcm or it's automatically disabled from failed dependency check) SexLab enters an enabled state Player enters/exits an animation thread A modder chosen tracked actor enters/exits an animation thread ?Maybe a modder chosen tracked faction enters/exits a thread as well?
Arizona_Steve Posted April 20, 2014 Posted April 20, 2014 Would it be possible to fire off a global event off the OnVersionUpdate() function in sslConfigMenu.psc? There's a bunch of stuff in Random Sex that I wouldn't have to evaluate every time it runs if I know that the user hasn't updated SexLab to a new version, not to mention some additional optimizations I could include. I'm planning on adding a lot of global events to give modders cues to do certain things, I was planning on having just a "SexLabSetup" event that fires both after install and update, but I can split it up in 2 different events if preferred. Sounds good to me. I can work with either set-up.
Min Posted April 21, 2014 Posted April 21, 2014 Is there a way to replicate the functionality from ChangeActors (Aside from aborting the current scene, then starting a new one with the reduced / increased number of actors), now that the function has been removed?
Cranky Cat Posted April 21, 2014 Posted April 21, 2014 Do the gender specific positions saved also take into account which actor is the "aggressor"? i.e. is male.female different than female.male? There are some animations, like one of the "boob job" animations, which can work for femdom if the roles are reversed and positions changed.
Ashal Posted April 21, 2014 Author Posted April 21, 2014 Is there a way to replicate the functionality from ChangeActors (Aside from aborting the current scene, then starting a new one with the reduced / increased number of actors), now that the function has been removed? Not currently, I forgot to add the function back when I rewrote the thread scripts, I'll make sure to add it back in 1.51. Do the gender specific positions saved also take into account which actor is the "aggressor"? i.e. is male.female different than female.male? There are some animations, like one of the "boob job" animations, which can work for femdom if the roles are reversed and positions changed. Yes, the gender/race specific position saves is saved as "NordRaceF.NordRaceM" for a female+male nord, if it was the other way around as male+female nord, it would save the positions under "NordRaceM.NordRaceF"
Teruke Posted April 21, 2014 Posted April 21, 2014 I don't know if this was mentioned already, but how about being able to also modify the schlong's bending during animations :| You can use Page Up/Page Down for that (Use Shift Page Up/Down to adjust the PCs schlong if PC is male or herm) uhuh, yeah i'm not talking about this, there are some animations where the scholng is just staying wrong, like on top of the butt cheeks, sandwiched between them and the male's belly, and the pg up, pg down keys don't do anything about that
Cranky Cat Posted April 21, 2014 Posted April 21, 2014 uhuh, yeah i'm not talking about this, there are some animations where the scholng is just staying wrong, like on top of the butt cheeks, sandwiched between them and the male's belly, and the pg up, pg down keys don't do anything about that I believe the default is shift + pgUP, etc. for your own PC. Also, I think I saw the ability to save SoS positions per animation in the new SL release but haven't tried it yet.
Min Posted April 21, 2014 Posted April 21, 2014 Is there a way to replicate the functionality from ChangeActors (Aside from aborting the current scene, then starting a new one with the reduced / increased number of actors), now that the function has been removed? Not currently, I forgot to add the function back when I rewrote the thread scripts, I'll make sure to add it back in 1.51. Okay, will advise my users not to update for the time being. Thanks for the information.
aravis7 Posted April 22, 2014 Posted April 22, 2014 Thanks for the update, could you add the new animations from dayelyte and panicforever too : )
Grande Posted April 22, 2014 Posted April 22, 2014 help sexlab1.39b 1.51 am updating all goes well for THE INSTALLATION but when I save the game and then recall the saved game I get rescue corrupt, aiutoooo.
MeMe Posted April 22, 2014 Posted April 22, 2014 Hum, would a way to easily select a voice for selected NPCs be too big a feature to ask for right now?
Heromaster Posted April 23, 2014 Posted April 23, 2014 Ashal, I think I found a bug in your sslActorLibrary script. In your StripActor function you return the result of StripSlots(). return StripSlots(ActorRef, Config.GetStrip((GetGender(ActorRef) == 1), LeadIn, (VictimRef != none), (VictimRef != none && ActorRef == VictimRef)), DoAnimate) Now the function StripSlots expects as third parameter DoAnimate but you submit the LeadIn bool. form[] function StripSlots(Actor ActorRef, bool[] Strip, bool DoAnimate = false, bool AllowNudesuit = true) Also it seems LeadIn has no functionality atm. I also have a question (which might be related to this bug). When I call SexLab.StripActor(Game.GetPlayer()) the undress animation is looping endlessly. If this is not related to this bug I mentioned, how can I prevent the looping of the undress animation?
Ashal Posted April 23, 2014 Author Posted April 23, 2014 Ashal, I think I found a bug in your sslActorLibrary script. In your StripActor function you return the result of StripSlots(). return StripSlots(ActorRef, Config.GetStrip((GetGender(ActorRef) == 1), LeadIn, (VictimRef != none), (VictimRef != none && ActorRef == VictimRef)), DoAnimate) Now the function StripSlots expects as third parameter DoAnimate but you submit the LeadIn bool. form[] function StripSlots(Actor ActorRef, bool[] Strip, bool DoAnimate = false, bool AllowNudesuit = true) Also it seems LeadIn has no functionality atm. I also have a question (which might be related to this bug). When I call SexLab.StripActor(Game.GetPlayer()) the undress animation is looping endlessly. If this is not related to this bug I mentioned, how can I prevent the looping of the undress animation? You're misreading the StripSlots() call. It's doing a lot stuff inline which makes it hard to read at a glance. This should help clear it up, each argument of the StripSlots() function is on a separate line and labeled: form[] function StripActor(Actor ActorRef, Actor VictimRef = none, bool DoAnimate = true, bool LeadIn = false) return StripSlots( Actor ActorRef = ActorRef, bool[] Strip = Config.GetStrip((GetGender(ActorRef) == 1), LeadIn, (VictimRef != none), (VictimRef != none && ActorRef == VictimRef)), bool DoAnimate = DoAnimate ) endFunction And the the undress animation loops because it is a looped animation, if SexLab stopped it at the end of the StripSlots(), it would only play half the animation most of the time because the actual unequipping doesn't always take very long. The intention is for it to start stripping, and then let it continue playing until SexLab finishes other preparation stuff for starting a sex animation, at which point their undress animation is overridden with something else. If you wanna stop the animation yourself, just do Debug.SendAnimationEvent(ActorRef, "IdleForceDefaultState") to reset them.
jackbewitch Posted April 26, 2014 Posted April 26, 2014 Loaded 153b and using the your handsome introduction to sex stalled out and then started again, but went to the bed and left the viewpoint at where the dialogue took place. Iwas able to shift the location, but once the sex animation was done my player character froze in place. Reinstalled the earlier 153 and it worked just fine. Not sure if this was a fault on my part or the newest build. Just thought you would like to know.
Ashal Posted April 26, 2014 Author Posted April 26, 2014 However this is not a thread for bug reports or technical support on the current version of SexLab; this thread if for things related to the current development and nothing else.
jianshi051 Posted April 29, 2014 Posted April 29, 2014 Custom non-registered animation, voice & expressions. It sounds great... Thank you for your work... then I have a suggestion, whether the framework can check if the shoes or boot have real height heel effect(Vipx), if so then disable for the period time, when animation is done then enable the height heel effect, otherwise when the animation is played, all female position will be offset( move UP)... I don't know whether it hard to realize, it's just my thinking.... Thanks again to read this....
nutluck Posted April 29, 2014 Posted April 29, 2014 Ok maybe I missed it like I almost missed all the animations being changed to under a drop down menu. But anyways in the future would it be possible to add more strip options? I would like to be able to set the stripping depending on the type of sex. Like consensual would have a strip all for both genders. For forced sex I would like the option for the victim to be completely stripped but leaving the aggressor partially dressed, again regardless of gender. So ultimately I would like to see consensual male and female strip options and then forced aggressor and victim options so I can set all 4 to different stripping. My other suggestion/request is with voices. Would it be possible where we can select voices based on the scene? By that I mean again consensual and forced. Some voices work better with consensual and some work better for forced and letting them be set for each I think would be better.
D_ManXX2 Posted April 30, 2014 Posted April 30, 2014 Does anyone know what scripts are responsible for animations and rotations ?? Right now i wanted to give some test animations a try that replaces some of the animated prostitution but somehow in game 1 animation part set right but the second is rotated 180 in the wrong angle ?? I think i saw some place someone mention about a part rotate to 180 in one the scripts but i can't remember if it even was script of sexlab or the part for fnis.
EternalDamned Posted April 30, 2014 Posted April 30, 2014 Would it be possible to have SL consider a female with UNP schlong as not needing a strap on?
WaxenFigure Posted April 30, 2014 Posted April 30, 2014 Does anyone know what scripts are responsible for animations and rotations ?? Right now i wanted to give some test animations a try that replaces some of the animated prostitution but somehow in game 1 animation part set right but the second is rotated 180 in the wrong angle ?? I think i saw some place someone mention about a part rotate to 180 in one the scripts but i can't remember if it even was script of sexlab or the part for fnis. sslBaseAnimation.psc -- You need to look at the AddPositionStage function to see what the parameters are but they are called from sslAnimationDefaults.psc where the animations themselves get declared to the code.
Dayelyte Posted April 30, 2014 Posted April 30, 2014 Does anyone know what scripts are responsible for animations and rotations ?? Right now i wanted to give some test animations a try that replaces some of the animated prostitution but somehow in game 1 animation part set right but the second is rotated 180 in the wrong angle ?? I think i saw some place someone mention about a part rotate to 180 in one the scripts but i can't remember if it even was script of sexlab or the part for fnis. sslBaseAnimation.psc -- You need to look at the AddPositionStage function to see what the parameters are but they are called from sslAnimationDefaults.psc where the animations themselves get declared to the code. Also found in sslcreatureanimationdefaults.psc if you're doing critters. ( <= v1.39 SL, I haven't downloaded the newer versions yet, so I can't swear if the scripts are there in the newer variants )
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