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SexLab Framework Development


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Posted

Ashal, I am having an issue trying to register animations using the method in the spoiler. Specifically, the first time the function LoadAnimation() is called, it does nothing. I have to call it twice for it to do its job! :blink:

 

 

 

scriptname RegisterAnimations2 extends Quest

; // Get access to the globals for the int flags for better readability

import sslObjectFactory

SexLabFramework property SexLab auto

;// Define the sslAnimationSlots script as a property so we can call its functions

sslAnimationSlots Property sslAnimSlots Auto



function LoadAnimation()

    ; // Create the empty animation and define it inline.

    sslBaseAnimation a = SexLab.RegisterAnimation("MyAnimation")

    if a != none        

        a.Name = "My Animation"

        ; // Access the Female and Vaginal flag from the sslObjectFactory global

        int a1 = a.AddPosition( Female, addCum = Vaginal )

        a.AddPositionStage(a1, "Missionary_A1_S1")

        ; // Other registrations stuff, closed off by a.Save(id)

        a.Save(sslAnimSlots.FindByName("MyAnimation"))

    endIf

endFunction

 

 

 

 

Heromaster traced the issue to a logical error in sslBaseAnimation.RegisterAnimation() function. Right now, the function does not return anything unless the animation has already been registered.

 

 

 

sslBaseAnimation function RegisterAnimation(string Registrar, Form CallbackForm = none, ReferenceAlias CallbackAlias = none)

    ; Return existing Animation

    if FindByRegistrar(Registrar) != -1

        return GetbyRegistrar(Registrar)

    endIf

    ; Get free Animation slot

    int id = Register(Registrar)

    if id != -1

        ; Get slot

        sslBaseAnimation Slot = GetNthAlias(id) as sslBaseAnimation

        Animations[id] = Slot

        ; Init Animation

        Slot.Initialize()

        Slot.Registry = Registrar

        Slot.Enabled = true

        ; Send load event

        sslObjectFactory.SendCallback(Registrar, id, CallbackForm, CallbackAlias)

    endIf

endFunction

 

 

 

If, however, we add a "return Slot" at the end of the second IF block, the function will return the sslBaseAnimation that it just registered. Solved!

 

 

 

sslBaseAnimation function RegisterAnimation(string Registrar, Form CallbackForm = none, ReferenceAlias CallbackAlias = none)

    ; Return existing Animation

    if FindByRegistrar(Registrar) != -1

        return GetbyRegistrar(Registrar)

    endIf

    ; Get free Animation slot

    int id = Register(Registrar)

    if id != -1

        ; Get slot

        sslBaseAnimation Slot = GetNthAlias(id) as sslBaseAnimation

        Animations[id] = Slot

        ; Init Animation

        Slot.Initialize()

        Slot.Registry = Registrar

        Slot.Enabled = true

        ; Send load event

        sslObjectFactory.SendCallback(Registrar, id, CallbackForm, CallbackAlias)

        return Slot

    endIf

endFunction

 

 

Posted

As I've said previously, the object factory stuff is all fairly haphazardly thrown together in the last minute and is probably going to see major overhauls and do-overs in the next major release. I don't recommend using them unless you're willing to work around some of it's errors and are willing to redo it all in 1.60.  Stick to the traditional animation registration methods, it works as expected and there is plenty of examples of how to use at this point.

Posted

Fair enough. :shy:

 

I was using this registration method because I like how it employs only one function instead of 2+callback (this has advantages for what I'm working on right now). So, it'd be wonderful if we could have a similar 1-function method for registering animations in the new version.

 

Cheers!

Posted

the GetSetAnimationObject() function is where the main appeal of the system is really, atleast that's how I intended it to be. That one lets you have just 1 callback function off in a registry dump script out of the way to setup the animation whenever it's needed and not cached yet, while also retrieving the animation all in a single function call.

Posted

Feature request: Camera mode as seen in Lovers with PK, random placement and rotating, to add some illusion of more variety to scenes.

Posted

Hello,

 

When I'm making a pregnancy mod, there is a need to identify who has ejaculated into the vagina. 
But only "vaginal" tag cannot be identified who cums, where cums actually. 
So, could you add a tag like "A2CumIntoA1Vagina"(and anal, oral) to animation default?
Posted

Feature request: Camera mode as seen in Lovers with PK, random placement and rotating, to add some illusion of more variety to scenes.

 

+1 to this and another idea - being able to assign camera positions to different scenes / stages.

Posted

I can't find this mentioned when I search, so: I'm trying to start a scene with a script attached to an actor in a test cell:

 

Scriptname QAYL_Warehouse_Fucker extends ObjectReference  SexLabFramework property SexLab autoactor property player autoevent OnActivate(objectreference me)	debug.messagebox("let's make some whoopee with " + self)	actor girl = (self as objectreference) as actor	SexLab.QuickStart(player, girl, victim = girl)endevent
From reading the documentation on QuickStart, I'd have expected my (female) toon to start a scene with the girl, with my toon taking the aggressive role. But for some reason my gal is the one on the receiving end. So I changed it to this:

 

SexLab.QuickStart(player, girl, victim = player)
And exactly the same thing happened. My gal in the victim role, both times.

 

I also tried this:

 

SexLab.QuickStart(player, victim = player)
Which gave me a solo scene with my toon.

 

So I'm not sure how to proceed here. Did I find a bug? Did I misunderstand something basic? Or is the documentation just a little out of date.

 

Apologies if I'm asking silly questions, it's been a year since I last tried to do this :)

Posted

I can't find this mentioned when I search, so: I'm trying to start a scene with a script attached to an actor in a test cell:

 

Scriptname QAYL_Warehouse_Fucker extends ObjectReference  SexLabFramework property SexLab autoactor property player autoevent OnActivate(objectreference me)	debug.messagebox("let's make some whoopee with " + self)	actor girl = (self as objectreference) as actor	SexLab.QuickStart(player, girl, victim = girl)endevent
From reading the documentation on QuickStart, I'd have expected my (female) toon to start a scene with the girl, with my toon taking the aggressive role. But for some reason my gal is the one on the receiving end. So I changed it to this:

 

SexLab.QuickStart(player, girl, victim = player)
And exactly the same thing happened. My gal in the victim role, both times.

 

I also tried this:

 

SexLab.QuickStart(player, victim = player)
Which gave me a solo scene with my toon.

 

So I'm not sure how to proceed here. Did I find a bug? Did I misunderstand something basic? Or is the documentation just a little out of date.

 

Apologies if I'm asking silly questions, it's been a year since I last tried to do this :)

 

 

The person on the receiving end is determined by order. The first person given is slotted into the "female" position of the animation, and the second is slotted into the "male" position, assuming it's a 1 male 1 female animation, if it was 2 female and 1 male animation, it would be female->female->male, the female in animations are always listed first.

Posted

Is there a place to download some of the older versions to test? I was running framework+defeat fine several months ago (like, february), but now I've reinstalled Skyrim and is completely unable to get it to work... 1.58b and the latest defeat, animations wont fire. The character do get knocked down/stripped, the NPCs just wont do anything. Sometimes they stare at you, sometimes they just get bored and walk away. Tried the submit mod as well - same exact behaviour. It seems to be the framework. 

The interesting thing however - if I hit escape and go into the menu and back again the animations do start O.o

 

When I do that, everything continue as normal (heh), character get down, gets to escape, sometimes they steal some stuff etc. I'd tried a clean and reinstall but same thing. What could be wrong?

Posted

Is there a place to download some of the older versions to test? I was running framework+defeat fine several months ago (like, february), but now I've reinstalled Skyrim and is completely unable to get it to work... 1.58b and the latest defeat, animations wont fire. The character do get knocked down/stripped, the NPCs just wont do anything. Sometimes they stare at you, sometimes they just get bored and walk away. Tried the submit mod as well - same exact behaviour. It seems to be the framework. 

 

The interesting thing however - if I hit escape and go into the menu and back again the animations do start O.o

 

When I do that, everything continue as normal (heh), character get down, gets to escape, sometimes they steal some stuff etc. I'd tried a clean and reinstall but same thing. What could be wrong?

 

http://www.loverslab.com/topic/22241-sexlab-support-troubleshooting-guide-read-me-before-posting/

Posted

My recommendation, and it's only that, is to keep a copy of the mods on a backup or network drive.  To take it one step further, download a fresh install of vanilla Skyrim with all it's DLC's you may have and keep a copy of THAT on a backup or network drive as well. 

 

Makes it much easier to start from scratch and load in older mods if it becomes necessary. 

Posted

 

The person on the receiving end is determined by order. The first person given is slotted into the "female" position of the animation, and the second is slotted into the "male" position, assuming it's a 1 male 1 female animation, if it was 2 female and 1 male animation, it would be female->female->male, the female in animations are always listed first.

 

 

Yep, I should have known that. I think I saw "victim" and that was it. Thanks for the help.

 

Posted

 

  • Animation start/end sequences in place of ragdolling and instantly standing up
  • Custom non-registered animation, voice & expressions. 
  • Unified SexLab dialog system
    • Allow modders to easily force an NPC to start dialog with player, inside and outside of animation
    • Maybe some sort of "registration" system that allows a mod to register certain categories of dialogs for NPCs like prostitution, romance, and such. May be a good way to improve compatibility between similar mods.

 

Ashal will probably virtually kill me for asking, but I'm too curious: which one will be the next feature? :blush:

Posted

I was getting some crashes and thought they might be coming one of my sexlab mods, so i created an MO profile with a very stripped down load order, started a new game, and had sex until it crashed. I was wrong about the cause it seems, but it did eventually crash with a pure virtual function call warning. Thought I would post up my logs here on the offchance they were useful, there was a bit of funkiness there.

 

http://pastebin.com/gkHWe45Q

 

I am on the git version and my load order was 

    • Skyrim.esm
    • Update.esm
    • Unofficial Skyrim Patch.esp
    • Dawnguard.esm
    • Unofficial Dawnguard Patch.esp
    • HearthFires.esm
    • Unofficial Hearthfire Patch.esp
    • Dragonborn.esm
    • Unofficial Dragonborn Patch.esp
    • RaceCompatibility.esm
    • Schlongs of Skyrim - Core.esm
    • SexLab.esm
    • HentaiPregnancy.esm
    • EFFCore.esm
    • EFFDialogue.esp
    • RaceCompatibilityUSKPOverride.esp
    • SexLabMatchMaker.esp
    • RaceMenu.esp
    • RaceMenuPlugin.esp
    • UIExtensions.esp
    • SkyUI.esp
    • Schlongs of Skyrim.esp
    • HPSoulGemBirth.esp
    • SOS - B3lisario UNP Addon.esp
    • SOS addons.esp
    • SOS - VectorPlexus Muscular Addon.esp
    • SOS - VectorPlexus Regular Addon.esp
    • SOS - Smurf Average Addon.esp
    • SexLab Submit.esp
    • SSv2.esp
    • FemaleWerewolf.esp

Posted

*EDIT*

Turn out that the problem is StorageUtil.dll.

Revert it to older one from SL 1.57 let the game start but get notifiy about outdated papyrusutil.   :exclamation:

 

 

I just finished up a rewriting of PapyrusUtil that should fix this problem, as well as any lingering past corruption issue.

 

So if you are still having a problem with the version of PapyrusUtil included in SexLab 1.58b, do me a big favor and try the version of it that I've posted here: http://www.loverslab.com/topic/23713-papyrusutil/?p=866793 and let me know your results.

Posted

 

*EDIT*

Turn out that the problem is StorageUtil.dll.

Revert it to older one from SL 1.57 let the game start but get notifiy about outdated papyrusutil.   :exclamation:

 

 

I just finished up a rewriting of PapyrusUtil that should fix this problem, as well as any lingering past corruption issue.

 

Ashal knows C++. Be afraid.

Posted

 

 

  • Animation start/end sequences in place of ragdolling and instantly standing up
  • Custom non-registered animation, voice & expressions.
  • Unified SexLab dialog system
  • Allow modders to easily force an NPC to start dialog with player, inside and outside of animation
  • Maybe some sort of "registration" system that allows a mod to register certain categories of dialogs for NPCs like prostitution, romance, and such. May be a good way to improve compatibility between similar mods.

Ashal will probably virtually kill me for asking, but I'm too curious: which one will be the next feature? :blush:

From an animation point of view, it would be very difficult to create a generic transition sequence since each of the animations finds the actors in varying positions during the final stage. Standing, sitting, kneeling, laying down, facing different directions, etc.

 

Not sure how I would even approach it considering the multiple variants to try and cover while still making sense.

Posted

 

 

 

  • Animation start/end sequences in place of ragdolling and instantly standing up
  • Custom non-registered animation, voice & expressions.
  • Unified SexLab dialog system
  • Allow modders to easily force an NPC to start dialog with player, inside and outside of animation
  • Maybe some sort of "registration" system that allows a mod to register certain categories of dialogs for NPCs like prostitution, romance, and such. May be a good way to improve compatibility between similar mods.

Ashal will probably virtually kill me for asking, but I'm too curious: which one will be the next feature? :blush:

From an animation point of view, it would be very difficult to create a generic transition sequence since each of the animations finds the actors in varying positions during the final stage. Standing, sitting, kneeling, laying down, facing different directions, etc.

 

Not sure how I would even approach it considering the multiple variants to try and cover while still making sense.

 

 

Are there any "sleep"  animations out there?  Sleep Poses, like in AFT?  After "Sex", switch to one of the "Foreplay" animations, then to "Sleep" animation. Doing that instead of  being "Kicked" out of bed 300 feet in the air would be a plus.

Posted

 

 

 

 

  • Animation start/end sequences in place of ragdolling and instantly standing up
  • Custom non-registered animation, voice & expressions.
  • Unified SexLab dialog system
  • Allow modders to easily force an NPC to start dialog with player, inside and outside of animation
  • Maybe some sort of "registration" system that allows a mod to register certain categories of dialogs for NPCs like prostitution, romance, and such. May be a good way to improve compatibility between similar mods.

Ashal will probably virtually kill me for asking, but I'm too curious: which one will be the next feature? :blush:

From an animation point of view, it would be very difficult to create a generic transition sequence since each of the animations finds the actors in varying positions during the final stage. Standing, sitting, kneeling, laying down, facing different directions, etc.

 

Not sure how I would even approach it considering the multiple variants to try and cover while still making sense.

 

 

Are there any "sleep"  animations out there?  Sleep Poses, like in AFT?  After "Sex", switch to one of the "Foreplay" animations, then to "Sleep" animation. Doing that instead of  being "Kicked" out of bed 300 feet in the air would be a plus.

 

Are there any "sleep"  animations out there?  Sleep Poses, like in AFT?  After "Sex", switch to one of the "Foreplay" animations, then to "Sleep" animation. Doing that instead of  being "Kicked" out of bed 300 feet in the air would be a plus.

 

I'll second that ,  it should be essential....

Or animation showing the effect of being spent.....

 

Posted

Moin,

 

Some questions:

 

If i have an Actor on a given postition(static furniture/ZaZ Pillory etc.) and i want to start the furniture specific animation without having changed the Actors/furnitures position... is this possible.

 

Moin

oli

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