backthere Posted October 27, 2014 Posted October 27, 2014 Sexlab Versioning: MCM add-on that queries registered Sexlab plugins for version data, compares strings to latest versions on Loverslab and notifies of updates available(blue version number) or incompatible version installations(red version number on out of date plugins), and up to date versioning (green version number). Runs once on UI load from game start, does not allow for refresh to cut down on potential overload to version string source. Due to the lack of penis or boobs in the above suggestion, the logo for the plugin should probably be a stylized pair of boobpenis unicorns locked in mortal combat. (that last bit makes far less sense than the first part, its not as funny as it thinks it is)....anyways the reason I'm adding this as a suggestion to the main Sexlab suite is because I don't think its responsible for a third party developer to design something that has the potential to query the LL site for data without that being designed with some strict controls that don't cause the Lab to roll over and die because of the amount of people pixel boinking in Skyrim that have Sexlab installed. Since Ashal presumably has the keys to the kingdom in reference to SQL string data that can be referenced remotely, it only makes sense that Sexlab itself could do this in the most efficient manner possible, since all Sexlab mods do register with it in some way after all. So overall I think it should probably be added as a page on the main Sexlab MCM as compared to a third party trying to do this and botching it up badly. Sorry if this is in the wrong thread, anyways the main deal here is that this could run string version check on UI load, main thing I'm not entirely sure of is whether MCM and SKSE can actually handle a non-local resource query or not.....something tells me if that was possible that mod managers would kind of be a thing of the past already since you could...in theory, keep a suite of mods updated via MCM itself, if this was a functional possibility...cause someone smarter than me has had to have already thought this out. So since this isn't already a standard there are probably extremely valid reasons why. Don't mind me, talking to myself here while sharing ideas.
Elizinator Posted October 29, 2014 Posted October 29, 2014 since installing 1.6, im having a pretty specific weird behaviour, and was wondering if it was on the list of known bugs. i followed the recommended updating procedure, and it worked fine except that, even with "auto advance stages" disabled, voice stages DO auto-advance, and cannot be reversed.
zemper Posted November 3, 2014 Posted November 3, 2014 Don't know where to ask this, don't want to start a new thread. Is there a mod that leaves your character on the ground after getting raped like face down or something? The default one just makes the character stay there sitting or something.
Pinegrapple Posted November 3, 2014 Posted November 3, 2014 ERROR(53): Could not find file 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior,hkx'. Anyone ever start getting these missing .hkx files? I'm struggling with how to fix it and wouldn't mind some sagely advise... (Ignore that coma at the end, its just there so it doesn't look like a link)
Heromaster Posted November 3, 2014 Posted November 3, 2014 Instead of 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior,hkx' rename it to 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior.hkx'.
Pinegrapple Posted November 3, 2014 Posted November 3, 2014 Yah, that coma at the end is just there because I can't post links...
Elizinator Posted November 6, 2014 Posted November 6, 2014 a week later, still no solution i can find. is anyone else having voices not revert to earlier stages when SHIFT+SPACE is used during an animation?
Kinky Posted November 7, 2014 Posted November 7, 2014 Would it be possible to make sexlab auto pick what voice to play depending on type of animation? I mean similar to how animation can be consensual or agressive sexlab could choose to play only consensual voices during consensual sex animations and agressive/victim voices during agressive animations.
Tearoth Posted November 8, 2014 Posted November 8, 2014 I'm having a problem with 1.59B's Expression/Mood stuff. Every time after my character has done an "Act" her facial expression/mood is stuck at the last used one, meaning it doesn't revert back to Neutral 50 like it should. Is this something that can be fixed in the next update? Perhaps something in the end of every act that tells it to revert to Neutral 50?
Uriel Posted November 8, 2014 Posted November 8, 2014 Current build from Git makes my character vanish whenever i exit the animation in free camera mode.
aravis7 Posted November 9, 2014 Posted November 9, 2014 Ed86 just renounced to add breastfeeding animation in his milk mod because he didn't want to add another requirement (for the external animation pack containing it) : / Perhaps you could let other peoples like rydin or dentarr directly work on sexlab.esm (as long as it's only for adding animations) or merge their work? I know I'me tiresome with this^^ but if the framework is no longer updated in terms of animations just because there are other external packs (which where just meant as something to wait before the updates of sexlab), it will become a real problem for both moders and users, adding plenty of useless requirements.
AwfulArchdemon Posted November 11, 2014 Posted November 11, 2014 ERROR(53): Could not find file 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior,hkx'. Anyone ever start getting these missing .hkx files? I'm struggling with how to fix it and wouldn't mind some sagely advise... (Ignore that coma at the end, its just there so it doesn't look like a link) Not the place to post that. Man, why is everyone having that error?? It's a FNIS thing. I don't have that error, but plenty of others do, and everyone using MO thinks it's a MO issue. It's not! I'm dealing with that exact issue via PM for someone else right now (dealing with a lot of things via PM right now...). Once I know wtf, I'll let you know. I'm gonna go bug fore... So you know, spelling that file path correctly shouldn't have anything to do with links. If you get some strange error, use "past as plain text", or type it out. It's not a site link. If LL considers that a link, I'd be rightly confused. Also, you should take Skyrim out of it's default installation path, and choose a place outside of it's Program files, like C:\Games (what I use), or Windows may give you stupid-ass errors, and screw up modding for you in general.
LaEspada Posted November 11, 2014 Posted November 11, 2014 ERROR(53): Could not find file 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior,hkx'. Anyone ever start getting these missing .hkx files? I'm struggling with how to fix it and wouldn't mind some sagely advise... (Ignore that coma at the end, its just there so it doesn't look like a link) Not the place to post that. Man, why is everyone having that error?? It's a FNIS thing. I don't have that error, but plenty of others do, and everyone using MO thinks it's a MO issue. It's not! I'm dealing with that exact issue via PM for someone else right now (dealing with a lot of things via PM right now...). Once I know wtf, I'll let you know. I'm gonna go bug fore... So you know, spelling that file path correctly shouldn't have anything to do with links. If you get some strange error, use "past as plain text", or type it out. It's not a site link. If LL considers that a link, I'd be rightly confused. Also, you should take Skyrim out of it's default installation path, and choose a place outside of it's Program files, like C:\Games (what I use), or Windows may give you stupid-ass errors, and screw up modding for you in general. I typically find that they didn't install FNIS creatures right after FNIS itself correctly. And directly into the data folder.
AwfulArchdemon Posted November 11, 2014 Posted November 11, 2014 DAMN that was a fast response!! But I've had people claim they did install Creatures right after. From the way some describe it, it sounded like a proper installation. Shall I declare 'Shenanigans'?
fore Posted November 12, 2014 Posted November 12, 2014 ERROR(53): Could not find file 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior,hkx'. Anyone ever start getting these missing .hkx files? I'm struggling with how to fix it and wouldn't mind some sagely advise... (Ignore that coma at the end, its just there so it doesn't look like a link) Not the place to post that. Man, why is everyone having that error?? It's a FNIS thing. I don't have that error, but plenty of others do, and everyone using MO thinks it's a MO issue. It's not! I'm dealing with that exact issue via PM for someone else right now (dealing with a lot of things via PM right now...). Once I know wtf, I'll let you know. I'm gonna go bug fore... So you know, spelling that file path correctly shouldn't have anything to do with links. If you get some strange error, use "past as plain text", or type it out. It's not a site link. If LL considers that a link, I'd be rightly confused. Also, you should take Skyrim out of it's default installation path, and choose a place outside of it's Program files, like C:\Games (what I use), or Windows may give you stupid-ass errors, and screw up modding for you in general. Why is this an FNIS bug, if it ALWAYS works under plain OS, and only fails under MO? What you see as Error 53 is message created after an OS return code was received, so there is an apparent difference between straight OS and MO's virtual file system. Long time ago, when this problem came up, I was still using MO. Unfortunately I was not able to reproduce the problem myself. So I posted in the MO comments section and offered my help for what I believe is a plain MO bug. But I never got any response. So I never got active. The strange thing is that although this error message appears, the file is still created. Creation takes place in a shell, so maybe some sort of race condition takes place here. But again, I have no intention to solve this on my own.
Ashal Posted November 13, 2014 Author Posted November 13, 2014 Development Update/Rant: My current build of SexLab is incredibly fucked and will probably remain that way longer than I'd like... Spent a lot of time adding a new method of storing SexLab stats via the SexLabUtil SKSE plugin in preparation for integrating SexLabAroused, had it working perfectly. Rewrote a lot of PapyrusUtil to fix the package reliant mods such as SexLab Submit, while providing lots of new features which I updated my SexLab build to take advantage of. Only thing stopping me from releasing said update to the SKSE plugin is the alluded to mention of an update to SKSE happening very soon (with native provided variable sized papyrus array support included, woo!) Added an experimental addition to allow for animating ontop of tables similar to how you can animate on top of beds, it "worked" perfectly in the hilarious sense of seeing plates and bowls fly across the room as soon as sex starts on top of a table. Allow for animations that can't be played while not using a bed Added the ability to give individual animations custom alignment offsets to use while playing on a bed.aka proper support for Arrok Ledge Blowjob animation. It all worked incredibly... And then! I decided to redo the SexLab install/startup procedure in order to account for the idiots who try to use the mod without having SkyUI installed, previously people who DON'T have SkyUI installed but try to stupidly use SexLab anyway, saw absolutely nothing. No errors, no anything. The SexLab dependency checks thus far have depended on SkyUI being present to begin with, as SkyUI events are what start the dependency check to begin with. Which in retrospect has made the dependency check for SkyUI incredibly superfluous, and I'd wager nobody has ever been helped by. So going forward it makes sense to account for that and rewrite the initialization process to not depend on MCM's OnGameReaload() for dependency checks! Thus saving the world of idiots who try to use SexLab without first installed SkyUI! Much like the PapyrusUtil check has saved us from a world of people bitching about SexLab informing them that their PapyrusUtil/StorageUtil.dll is, in fact, outdated! (*cue painfully sarcastic laughter*) Fast forward 1-2 weeks. I haven't made a single meaningful god damned commit to the Git repository since 1.59c, despite all the large scale changes mentioned above. The mod is unusable at this point without switching branches back to 1.59c. I've spent a solid week trying to unfuck the build without regressing all my updates since 1.59c, I'm as confused by the issue as I was 2 weeks ago when it happened. If anything it's only gotten worse. Fuck my life.
Guest Posted November 13, 2014 Posted November 13, 2014 hello long time lurker here just wanted to say that you guys and Ashal are great!
Heromaster Posted November 13, 2014 Posted November 13, 2014 That is one of the only few complaints I have about MCM: It tries to initialize itself as soon as possible due to not taking into account the different triggers of the OnInit() Event. To make absolutely sure, that MCM is not being executed while your init quest is not running, you would have to write something like that in the OnInit() event Event OnInit() If(!Self.IsRunning()) Return EndIf Alias_Player.ForceRefTo(PlayerRef) Parent.OnInit() EndEventYou also need to create an empty alias with the OnPlayerGameReload() event because that also would try to execute the same code as the OnInit() event. You don't want to have this happen the first time while the MCM isn't initialized yet. After initialization and the player loading the game, the alias is filled and thus will work fine with the MCM script. Ohh and you may give our framework a try, because there the init process can now be started by the player and SexLab would profit from it because the init process can be isolated, ie your init process would be the only one running at the time and does not get disturbed by other mods trying to init too.
Guest Jezzy Posted November 13, 2014 Posted November 13, 2014 Wrong forum for this but just move your fnis update down in the mod list. ERROR(53): Could not find file 'C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\data\meshes\actors\canine\behaviors\dogbehavior,hkx'. Anyone ever start getting these missing .hkx files? I'm struggling with how to fix it and wouldn't mind some sagely advise... (Ignore that coma at the end, its just there so it doesn't look like a link) Not the place to post that. Man, why is everyone having that error?? It's a FNIS thing. I don't have that error, but plenty of others do, and everyone using MO thinks it's a MO issue. It's not! I'm dealing with that exact issue via PM for someone else right now (dealing with a lot of things via PM right now...). Once I know wtf, I'll let you know. I'm gonna go bug fore... So you know, spelling that file path correctly shouldn't have anything to do with links. If you get some strange error, use "past as plain text", or type it out. It's not a site link. If LL considers that a link, I'd be rightly confused. Also, you should take Skyrim out of it's default installation path, and choose a place outside of it's Program files, like C:\Games (what I use), or Windows may give you stupid-ass errors, and screw up modding for you in general.
Princessity Posted November 14, 2014 Posted November 14, 2014 Development Update/Rant: My current build of SexLab is incredibly fucked and will probably remain that way longer than I'd like... Spent a lot of time adding a new method of storing SexLab stats via the SexLabUtil SKSE plugin in preparation for integrating SexLabAroused, had it working perfectly. Rewrote a lot of PapyrusUtil to fix the package reliant mods such as SexLab Submit, while providing lots of new features which I updated my SexLab build to take advantage of. Only thing stopping me from releasing said update to the SKSE plugin is the alluded to mention of an update to SKSE happening very soon (with native provided variable sized papyrus array support included, woo!) Added an experimental addition to allow for animating ontop of tables similar to how you can animate on top of beds, it "worked" perfectly in the hilarious sense of seeing plates and bowls fly across the room as soon as sex starts on top of a table. Allow for animations that can't be played while not using a bed Added the ability to give individual animations custom alignment offsets to use while playing on a bed.aka proper support for Arrok Ledge Blowjob animation. It all worked incredibly... And then! I decided to redo the SexLab install/startup procedure in order to account for the idiots who try to use the mod without having SkyUI installed, previously people who DON'T have SkyUI installed but try to stupidly use SexLab anyway, saw absolutely nothing. No errors, no anything. The SexLab dependency checks thus far have depended on SkyUI being present to begin with, as SkyUI events are what start the dependency check to begin with. Which in retrospect has made the dependency check for SkyUI incredibly superfluous, and I'd wager nobody has ever been helped by. So going forward it makes sense to account for that and rewrite the initialization process to not depend on MCM's OnGameReaload() for dependency checks! Thus saving the world of idiots who try to use SexLab without first installed SkyUI! Much like the PapyrusUtil check has saved us from a world of people bitching about SexLab informing them that their PapyrusUtil/StorageUtil.dll is, in fact, outdated! (*cue painfully sarcastic laughter*) Fast forward 1-2 weeks. I haven't made a single meaningful god damned commit to the Git repository since 1.59c, despite all the large scale changes mentioned above. The mod is unusable at this point without switching branches back to 1.59c. I've spent a solid week trying to unfuck the build without regressing all my updates since 1.59c, I'm as confused by the issue as I was 2 weeks ago when it happened. If anything it's only gotten worse. Fuck my life. Hugs Ashal! I'm so sorry I can't help you, I'd like to but SexLab is waaaaaay beyond my scripting skills!
Bazzal Posted November 15, 2014 Posted November 15, 2014 With coming back from a long time of doing stuff in RL I think a new tutorial with many of todays changes of mods needs to be addressed. As I and many others are getting frustrated with all the stuff thats up but not knowing what conflicts with what and having to read every forum post of every mod were installing and getting confused with what goes with what. I literally put Crazy Critters along with Nude creatures etc with Beasiality extraa and all those old mods completely killing my game and load order and having to re-do from scratch. Not knowing I only needed one. :\ And sorry Ashal I havent been in here for a looooong time.
Ashal Posted November 15, 2014 Author Posted November 15, 2014 This is not a tech support thread. http://www.loverslab.com/forum/50-technical-support-sexlab-framework/ Read the pinned threads.
holtof55 Posted November 15, 2014 Posted November 15, 2014 Hi, I find it hard to read the 100 pages of text, so if this was discussed apologize Ashal, could you put in SexLab check gender player, that would play a passive animation for male players with creatures? And so you can adjust it in the menu? After all, there are already a lot of animation where the male player active?
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