Ripcat Posted February 11, 2015 Posted February 11, 2015 Hi Ashal, I was wondering if the small mod: SexLab Hdt High Heels (http://www.loverslab.com/files/file/1528-sexlab-hdt-high-heels-handler/) will be included in the next version?
Ashal Posted February 11, 2015 Author Posted February 11, 2015 Hi Ashal, I was wondering if the small mod: SexLab Hdt High Heels (http://www.loverslab.com/files/file/1528-sexlab-hdt-high-heels-handler/) will be included in the next version? Sure. I've been meaning to add this and Frostfall support for awhile now, both are basic and useful compatibility issues. I just keep putting it off for other "more important" updates, but seeing as I'm now at the poke at things for a few hours unsure what to update phase of SexLab, no better time to add it then now I guess.
~magic~ Posted February 11, 2015 Posted February 11, 2015 Hi Ashal, i have a suggetion to you. How about adding defloration[hymen break] effect in 1.6 version? like cum effect. for the first time women, of course there will be a option to enable/disable. for reference : http://www.loverslab.com/topic/22243-tesiv-brutal-rape-skin-psd/ http://www.loverslab.com/topic/16174-vagina-defloration-mod-resource/ Please, let's not. http://www.iflscience.com/health-and-medicine/women-suffer-myths-hymen-and-virginity-test https://www.psychologytoday.com/blog/all-about-sex/201103/the-hymen-membrane-widely-misunderstood
Ashal Posted February 11, 2015 Author Posted February 11, 2015 Hi Ashal, i have a suggetion to you. How about adding defloration[hymen break] effect in 1.6 version? like cum effect. for the first time women, of course there will be a option to enable/disable. for reference : http://www.loverslab.com/topic/22243-tesiv-brutal-rape-skin-psd/ http://www.loverslab.com/topic/16174-vagina-defloration-mod-resource/ How about let's not? http://www.iflscience.com/health-and-medicine/women-suffer-myths-hymen-and-virginity-test https://www.psychologytoday.com/blog/all-about-sex/201103/the-hymen-membrane-widely-misunderstood A "Hymen" system is dumb; for the obvious reasons you mention. I don't think a "virgin" system is entirely without merit though. It's not my sort of thing personally, but to each their own. That's besides the point though, I don't think it fits into the scope of SexLab's framework regardless, which is why I made no reply to the suggestion. It's the sort of niche thing that doesn't fit with the basic functionality focus of the framework and it would be relatively easy for another modder to implement in a separate mod if that's the sort of thing they/others wanted.
servent9 Posted February 11, 2015 Posted February 11, 2015 Hi Ashal, i have a suggetion to you. How about adding defloration[hymen break] effect in 1.6 version? like cum effect. for the first time women, of course there will be a option to enable/disable. for reference : http://www.loverslab.com/topic/22243-tesiv-brutal-rape-skin-psd/ http://www.loverslab.com/topic/16174-vagina-defloration-mod-resource/ How about let's not? http://www.iflscience.com/health-and-medicine/women-suffer-myths-hymen-and-virginity-test https://www.psychologytoday.com/blog/all-about-sex/201103/the-hymen-membrane-widely-misunderstood A "Hymen" system is dumb; for the obvious reasons you mention. I don't think a "virgin" system is entirely without merit though. It's not my sort of thing personally, but to each their own. That's besides the point though, I don't think it fits into the scope of SexLab's framework regardless, which is why I made no reply to the suggestion. It's the sort of niche thing that doesn't fit with the basic functionality focus of the framework and it would be relatively easy for another modder to implement in a separate mod if that's the sort of thing they/others wanted. i understood. i just sugget this thing to you. anyway thanks for slab mod!
germanicus Posted February 13, 2015 Posted February 13, 2015 Ashal - please forgive me if my question is not related to SL framework but authors of the following issue said that it's is not from their mod. So, it's about keeping the sex record, journal. SL journal doesn't keep the sex records after uninstalling some mods like "Attraction", "Brothel", "Random sex" and similar mods. Whenever the sex was triggered by such a mods, the Journal records them, but after their uninstallation, it returns the the last record from, how to say, "recognized" mods. Is there any way to fix it in new release?
blueballbob Posted February 14, 2015 Posted February 14, 2015 The new framework arousal system meant as a replacement for Sexlab Aroused Redux? Just curious if I install the alpha if I should remove Aroused Redux.
shadow866 Posted February 14, 2015 Posted February 14, 2015 Just figure i would post that the fix for crushed fingers works if your planning to include them in next release. Animations works like they are suppose to and fingers are fixed. http://www.loverslab.com/topic/37848-squishedcrachedshortfat-fingers-solved/
Suke Posted February 20, 2015 Posted February 20, 2015 Hmm Ashal, I seem to be having a similar issue to what JDough is suffering from and nothing is over writing my Sexlab Alpha 2 Patch either. For whatever reason sexlab says it's constantly updating and the registry for animations, voices and expressions are empty.
JDough Posted February 20, 2015 Posted February 20, 2015 Hmm Ashal, I seem to be having a similar issue to what JDough is suffering from and nothing is over writing my Sexlab Alpha 2 Patch either. For whatever reason sexlab says it's constantly updating and the registry for animations, voices and expressions are empty. After I removed the separate [EDIT] JContainer Papyrus Utils 2.8 mod (sry), as Ashal suggested, resetting the animations would fill the list but once in game, none of the animations would work as it still showed on the main page "updating, please wait"... I worked around that by installing SexLab Alpha2 on its own, no other mod at the same time. Only then I installed Zaz, More Nasty Critters and then all the other mods. It used to have no problem with all or at least many SL mods activated at the same time. Now it consistently fails (though I have not verified if it is Zaz or MNC causing the "hang" or any of the others (though the latter I guess less likely as they don't register within SexLab)... hope that helps.
Suke Posted February 20, 2015 Posted February 20, 2015 Hmm Ashal, I seem to be having a similar issue to what JDough is suffering from and nothing is over writing my Sexlab Alpha 2 Patch either. For whatever reason sexlab says it's constantly updating and the registry for animations, voices and expressions are empty. After I removed the separate JContainer mod, as Ashal suggested, resetting the animations would fill the list but once in game, none of the animations would work as it still showed on the main page "updating, please wait"... I worked around that by installing SexLab Alpha2 on its own, no other mod at the same time. Only then I installed Zaz, More Nasty Critters and then all the other mods. It used to have no problem with all or at least many SL mods activated at the same time. Now it consistently fails (though I have not verified if it is Zaz or MNC causing the "hang" or any of the others (though the latter I guess less likely as they don't register within SexLab)... hope that helps. Yeah I was thinking it may be an issue with multiple mods, because earlier when I started a new game with the first alpha it worked perfectly fine when I had less SL mods now when it comes to installing Alpha 2 Is does this. I figured it might be due to some other SL mods I installed but I wasn't sure.
JDough Posted February 21, 2015 Posted February 21, 2015 Hi Ashal, I noticed the following while building a new char: Three of the Devious Devices and various (all?) of the Milking Mod fail to register new animations ("no slots available") As you can see I have not even left the Abandoned Prison, so there should not be much interfering... Have you seen that before? Currently I have 188 ESP's loaded. As far as I can see, none of them should really be causing problems (well, no errors I haven't seen in other configurations, most of them I suspect related to me not yet being "in Game"). On the animation side there are the usual suspects: MNC, Zaz, EstrusChaurus, all properly registered, else there are some gender specific running/walking/etc animations. Is this related to a change in how animations have to register in SL 1.6x? Papyrus.0.log [EDIT] Just had a thought: Are these maybe just false-positives as these animations should not register with SL anyway? I have not yet ventured into Tamriel to verify. Maybe I let myself be fooled by the verbose logging...
Skyrimlover4ever Posted February 22, 2015 Posted February 22, 2015 Hello Ashal, first off all, a BIG THANK YOU for your work and spending so much time to SexLab for our fun and pleasure. Now as I`m using SeLa since some month, using some animationes from SexLab-animation and NSLA, I have a question or also as request. Maybe somebody ask this before, maybe not, - but sometimes is very confusing to see all this animationes. I wann know the animation and not only a random surprise what my followers will show me. ;-) A.) Would it be possible, to give a alphabetic order in the animations, or B.) maybe not only to choose between creatures/foreplays/agressive/, but also only for the species, dog/horse/wolf(throll... and for human solo,pair,threesome/foursome? And last question: If I play my char, and be part of the animation, I can see (by opening the console) which animation was activ. If I let do some followers the animation, we don`t see the typ of animation which was on. Is it not possible, to let this seen when we open the console? Sorry that I bother you with this, but I think this can be advantageous applications for all Sexlab-users. Maybe for one of the future coming updates? Thanks again and fun4all
Ashal Posted February 23, 2015 Author Posted February 23, 2015 A quick status update on development: Added a new "stripping editor" where you can manually tag individual armors on the player or target as being either "Never Strip", "Always Strip", or "Default" Added a new check for a "AlwaysStrip" keyword sub-string on armor, works exactly the same as the current SexLab's "NoStrip" check, just in the opposite direction. Added compatibility for HDT High Heels, if the heels effect is detected during animation, it will be disabled until afterwards so their increased height won't affect alignment. "half-way" done with implementing male/female creature separation. I really don't like the current implementation, but sadly I'm not entirely certain I care about the feature enough personally to spend much time on redesigning it. Some more optimizations and crash fixes in SexLabUtil and PapyrusUtil. Will release another alpha version once I decide what to do with and finish the creature gender stuff.
Seijin8 Posted February 23, 2015 Posted February 23, 2015 There is a modification of the HDT system that works with SexLab by enabling it only for "standing" animations. In the event that the new 1.6 system does not utilize it in the same way, can that effect be toggled to retain the system provided by the HDT/SSL mod?
Arizona_Steve Posted February 24, 2015 Posted February 24, 2015 Shouldn't be a problem. The plugin I created works on all animations (not just standing) as the HDT high heel mod always applies an adjustment in the Z direction causing the actors to be misaligned. My plugin was always intended to be a temporary fix until Ashal incorporated it into his framework, and I am happy to see this happen.
Seijin8 Posted February 24, 2015 Posted February 24, 2015 Thanks for the info Arizona Steve, but now I am more confused than usual... with many animations, the adjustments I have saved for some custom races are based on HH use, and with animation sets that had both standing and non-standing animations, the HH system initially acted as you describe raisiing height regardless of position), but the SSL variant seems to recognize standing/non-standing and selectively applies the HDT HH effect (taller when standing, normal height for animation when not). My principal concern was in retaining that functionality... which might be an aberration? (If so it is a beneficial one for me.) Anyway, thanks for the reply.
Ashal Posted February 27, 2015 Author Posted February 27, 2015 SexLab 1.60 alpha 3 patch is posted now, get it here: http://www.loverslab.com/topic/18708-sexlab-framework-development-160-alpha-2-patch-available-feb-8/?p=1066209 Changelog for alpha 2 -> alpha 3: Yet even more performance improvements, ranging from major to incredibly minor. Added a compatibility check for HDT High Heels If the heel effect is detected on an actor during animation startup, the effect will be removed and reapplied after animation. Should work with both regular HDT-HH supported armors, as well as Device Devices Expansion's "faux-soft-compatibility-support" boots. Currently this is force enabled on/off if you have the HDT-HH mod enabled - I am considering changing it to a toggle instead since some people may have built up their animation adjustment profiles specifically compensating for the height difference. I haven't tested this extensively as I don't have a lot of HDT enabled mods to test it with, so feedback here is welcome. Added new "Strip Item Editor" menu. Lets you flag specific items the player and/or targeted actor have equipped or in inventory as being "Always Strip" or "Never Strip" If items flagged in this way are found during SexLab stripping, they will react accordingly, regardless of any normal/foreplay/aggressive strip settings or custom strip settings by other mods using SexLab's functions. Items that have a CreationKit keyword attached that contains the substring "NoStrip" or "AlwaysStrip", such as restrictive gear added by Devious Devices are excluded from this new editor in order to prevent breaking them, keywords supercede these overrides. Added preliminary support for Male/Female creature gender separation. Can be enabled/disabled from the SexLab MCM (defaults to disabled). If enabled, when sexlab is selecting creature animations to use, it will restrict the search to the creature genders present. If disabled (default), all creatures are treated as the same gender, exactly the same as SexLab 1.59c and older. Added new check for "NoGenders" tag on creature animations, this disables the gender check on a per animation basis, regardless of user setting. This has been placed on all the default SexLab creature animations that don't involve "humanoid" type creatures. Support must be implemented in any mods adding new Creature animations, otherwise the animations will only be useable with the gender option disabled, or with all male creatures. Just do "AddPosition(CreatureFemale)" during animation registration to mark a position as female, and do NOT include the NoGenders tag. Will only affect animations selected by SexLab by default or by a modder specifically using the new creature gender search functions. SexLab.GetGender() will now return a "3" for female creatures when the option is enabled, instead of the usual "2" for all creatures which now specifically indicates male creatures. I'm somewhat concerned this change will break any existing creature mods that identify creatures by using GetGender() == 2, as they will now become incompatible with any female creatures unless they change it to GetGender() >= 2. Hasn't been to extensively tested, I've only implemented it everywhere I thought relevant and tested it using a fake test animation flagged for female werewolves.
Expired6978 Posted February 27, 2015 Posted February 27, 2015 FYI all of these functions: float[] function PushFloat(float[] ArrayValues, float push) global native int[] function PushInt(int[] ArrayValues, int push) global native bool[] function PushBool(bool[] ArrayValues, bool push) global return ResizeBoolArray(ArrayValues, ArrayValues.Length + 1, push) endFunction string[] function PushString(string[] ArrayValues, string push) global native Form[] function PushForm(Form[] ArrayValues, Form push) global native Alias[] function PushAlias(Alias[] ArrayValues, Alias push) global native Actor[] function PushActor(Actor[] ArrayValues, Actor push) global native ; ObjectReference[] function PushObjectRef(ObjectReference[] ArrayValues, ObjectReference push) global native float[] function RemoveFloat(float[] ArrayValues, float ToRemove) global native int[] function RemoveInt(int[] ArrayValues, int ToRemove) global native bool[] function RemoveBool(bool[] ArrayValues, bool ToRemove) global native string[] function RemoveString(string[] ArrayValues, string ToRemove) global native Form[] function RemoveForm(Form[] ArrayValues, Form ToRemove) global native Alias[] function RemoveAlias(Alias[] ArrayValues, Alias ToRemove) global native Actor[] function RemoveActor(Actor[] ArrayValues, Actor ToRemove) global native Are going to cause major fragmentation issues, the arrays are really not meant to be manipulated this way. They are only meant to be used as "I need a big list of objects and I shouldn't have to iterate 0-N to get them all" The fundamental type isn't meant to be dynamically sized at all, it has no additional data to prevent frequent reallocation. I would recommend avoiding doing this and instead opting for a growth on request method (allocating more than you need, then filling the empty entries). The fragmentation here is going to be unreal. The method of creating an array already allocates at least twice per array due to the vector wrapper (more since you are likely pushing into the vector, which will have to reallocate to grow itself eventually). Now it's going to reallocate it twice per call and if you replace the previous array it also has to destroy that. Also not a good idea to flag any of these functions as NoWait (I haven't looked to see if this was done). Flagging a function as NoWait implies that the operation you are about to do is threadsafe and will not be queued to the callstack (this is why NoWait functions are faster, they are not queued and are ran immediately instead). There is also a bug with the VMResultArray wrapper in the current release, the bug is relevant to any VMResultArrays that Pack objects rather than primitives. Elements that are initialized as NULL will be broken at runtime and can't be assigned The fix is already in the next SKSE version, but you will need to rebuild your plugins, since this is a template wrapper and the code is actually compiled into your plugin. PapyrusArgs.h template<typename T> class VMResultArray : public std::vector<T> { public: void PackArray(VMValue::ArrayData * data, VMClassRegistry * registry) { // Copy the contents from the reference array to the VM array UInt32 i = 0; for(std::vector<T>::iterator it = begin(); it != end(); ++it, i++) { VMValue * value = data->GetData() + i; PackValue(value, (T*)&(*it), registry); value->type = GetTypeID<T>(registry); // Always pack the type, even if empty data } } }; There are some new functions in the next SKSE version that might be of use. These functions involve batch operations on Arrays of References that can move and/or rotate all the objects in a single frame (Custom Latent functions)
dragonborn_s20 Posted February 27, 2015 Posted February 27, 2015 Hey Ashal , Please help having ctd or repeated animation for sexlab defeat. 1. Three some animation wont work only Arrok devils threeway is activating. Even after unmarking the same animation no other animation will start. but only devils threeway will start. 2. Sexlab submit also having the same problem but is more unstable then defeat. It starts ctd. But if I use sexlab matchmaker spells like 2 guys and 1 gal it will activate the nonsexlab group animations. Thanks in advance. My NMM mod list. Alternate Start - Live Another Life Realistic Ragdolls and Force Brawl Bugs Patch - Plugins - Modder Resource Building new Addons ShowRaceMenu Precache Killer Flying Mod Beta Animated Dragon Wings Fores New Idles in Skyrim - FNIS FNIS Behavior V5_2 -- ALWAYS necessary-11811-5-2 VioLens - A Killmove Mod SOS - Schlongs of Skyrim - 2.05.040 Ring of Ultra Vision w/ Uber Ponytail Hairstyles v3_0-31797-3-0 DYNAVISION Dynamic Depth of Field v 2_2-12525-2-2 HD Enhanced Terrain PRO - Blended Version-29782-PRO mjy crossbow v2-28555-v2 Van Helsing Crossbow Textures 2048 x 2048 hd stand alone mod-28555-1 Static Mesh Improvement Mod SMIM Bridge 1-74 update-40512-1-0 Skyrim HD - 2K Textures Skyrim HD - 2K Textures Skyrim HD - 2K Textures Skyrim HD - 2K Textures 1_Pure Waters Legendary 5.0-1111-5-0 BodySlide 2 and Outfit Studio RaceMenu v3-0-0-29624-3-0-0 HDT BodySlide 1.5 Dragon Soul Fix-31685-1 HDT Havok Object v1.2 Fuz Ro Doh 60-14884-6-0 HDT Female Hairstyles v1.1-57179-v1-1 SexLabFramework.v159c SexLabMatchMaker.Rev7 AutomaticCrossbows021-26329-0-2-1 Skyrim HD - 2K Textures Non SexLab Animations Pack ver. 2.1a Non SexLab Animations Pack ver. 2.2 SexLab Submit 01SEP14 1133 Pretty Face-7887-1-9 HDT Physics Extensions 【Skeleton】XP32 Maximum Skeleton Extended Calientes Beautiful Bodies Edition -CBBE- Remodeled Armor for CBBE Bodyslide TBBP HDT Trepleen-Daie HDT CBBE body + Vagina2.2 + XPMSE v2.44 Collision XML XP32 Ponytail 14.28 version (edit 2 by Daie)
Ashal Posted February 27, 2015 Author Posted February 27, 2015 FYI all of these functions: float[] function PushFloat(float[] ArrayValues, float push) global native int[] function PushInt(int[] ArrayValues, int push) global native bool[] function PushBool(bool[] ArrayValues, bool push) global return ResizeBoolArray(ArrayValues, ArrayValues.Length + 1, push) endFunction string[] function PushString(string[] ArrayValues, string push) global native Form[] function PushForm(Form[] ArrayValues, Form push) global native Alias[] function PushAlias(Alias[] ArrayValues, Alias push) global native Actor[] function PushActor(Actor[] ArrayValues, Actor push) global native ; ObjectReference[] function PushObjectRef(ObjectReference[] ArrayValues, ObjectReference push) global native float[] function RemoveFloat(float[] ArrayValues, float ToRemove) global native int[] function RemoveInt(int[] ArrayValues, int ToRemove) global native bool[] function RemoveBool(bool[] ArrayValues, bool ToRemove) global native string[] function RemoveString(string[] ArrayValues, string ToRemove) global native Form[] function RemoveForm(Form[] ArrayValues, Form ToRemove) global native Alias[] function RemoveAlias(Alias[] ArrayValues, Alias ToRemove) global native Actor[] function RemoveActor(Actor[] ArrayValues, Actor ToRemove) global native Are going to cause major fragmentation issues, the arrays are really not meant to be manipulated this way. They are only meant to be used as "I need a big list of objects and I shouldn't have to iterate 0-N to get them all" The fundamental type isn't meant to be dynamically sized at all, it has no additional data to prevent frequent reallocation. I would recommend avoiding doing this and instead opting for a growth on request method (allocating more than you need, then filling the empty entries). The fragmentation here is going to be unreal. The method of creating an array already allocates at least twice per array due to the vector wrapper (more since you are likely pushing into the vector, which will have to reallocate to grow itself eventually). Now it's going to reallocate it twice per call and if you replace the previous array it also has to destroy that. Also not a good idea to flag any of these functions as NoWait (I haven't looked to see if this was done). Flagging a function as NoWait implies that the operation you are about to do is threadsafe and will not be queued to the callstack (this is why NoWait functions are faster, they are not queued and are ran immediately instead). There is also a bug with the VMResultArray wrapper in the current release, the bug is relevant to any VMResultArrays that Pack objects rather than primitives. Elements that are initialized as NULL will be broken at runtime and can't be assigned The fix is already in the next SKSE version, but you will need to rebuild your plugins, since this is a template wrapper and the code is actually compiled into your plugin. PapyrusArgs.h template<typename T> class VMResultArray : public std::vector<T> { public: void PackArray(VMValue::ArrayData * data, VMClassRegistry * registry) { // Copy the contents from the reference array to the VM array UInt32 i = 0; for(std::vector<T>::iterator it = begin(); it != end(); ++it, i++) { VMValue * value = data->GetData() + i; PackValue(value, (T*)&(*it), registry); value->type = GetTypeID<T>(registry); // Always pack the type, even if empty data } } }; There are some new functions in the next SKSE version that might be of use. These functions involve batch operations on Arrays of References that can move and/or rotate all the objects in a single frame (Custom Latent functions) I'm aware of how "dirty" it is to use such functions, as such they are actually rarely used in SexLab in general. All of those functions have more or less been used in SexLab for nearly 2 years now without any noteable ill-effects, the only difference now is SKSE has enabled me to recreate them as native's rather than using long, slow, if/else lookups for array sizing in Papyrus. You no doubt know more about SKSE and Skyrim's coding than myself, I would argue in my defense though that that their use and any resulting fragmentation is rather negligible in the grand scheme of things, when used cautiously with reasonable length data sets, the coding convenience and provided ease of use for the API far and beyond outweighs the negatives of any assumed fragmentation in my opinion. They also aren't pushing onto the vector as you suggest, they are initializing+resizing the VMResultArray vector to their final length, then copying the VMArray's elements over to the existing indexes in the vector. So I'd assume the only reallocation is during the resize(), though I may be wrong there. PapyrusUtil.cpp template <typename T> VMResultArray<T> ResizeArray(StaticFunctionTag*, VMArray<T> arr, UInt32 size, T filler) { VMResultArray<T> Output; Output.resize(size, filler); VMResultArray<T>::iterator itr = Output.begin(); for (UInt32 idx = 0; itr != Output.end() && idx < arr.Length(); ++itr, ++idx) arr.Get(&(*itr), idx); return Output; } template <typename T> VMResultArray<T> PushArray(StaticFunctionTag*, VMArray<T> arr, T push) { return ResizeArray(NULL, arr, (arr.Length() + 1), push); }
dragonborn_s20 Posted February 27, 2015 Posted February 27, 2015 Hey Ashal, Here papyrus log. Please need your help. Papyrus.0.log
Ashal Posted February 27, 2015 Author Posted February 27, 2015 Hey Ashal , Please help having ctd or repeated animation for sexlab defeat. 1. Three some animation wont work only Arrok devils threeway is activating. Even after unmarking the same animation no other animation will start. but only devils threeway will start. 2. Sexlab submit also having the same problem but is more unstable then defeat. It starts ctd. But if I use sexlab matchmaker spells like 2 guys and 1 gal it will activate the nonsexlab group animations. Thanks in advance. My NMM mod list. Alternate Start - Live Another Life Realistic Ragdolls and Force Brawl Bugs Patch - Plugins - Modder Resource Building new Addons ShowRaceMenu Precache Killer Flying Mod Beta Animated Dragon Wings Fores New Idles in Skyrim - FNIS FNIS Behavior V5_2 -- ALWAYS necessary-11811-5-2 VioLens - A Killmove Mod SOS - Schlongs of Skyrim - 2.05.040 Ring of Ultra Vision w/ Uber Ponytail Hairstyles v3_0-31797-3-0 DYNAVISION Dynamic Depth of Field v 2_2-12525-2-2 HD Enhanced Terrain PRO - Blended Version-29782-PRO mjy crossbow v2-28555-v2 Van Helsing Crossbow Textures 2048 x 2048 hd stand alone mod-28555-1 Static Mesh Improvement Mod SMIM Bridge 1-74 update-40512-1-0 Skyrim HD - 2K Textures Skyrim HD - 2K Textures Skyrim HD - 2K Textures Skyrim HD - 2K Textures 1_Pure Waters Legendary 5.0-1111-5-0 BodySlide 2 and Outfit Studio RaceMenu v3-0-0-29624-3-0-0 HDT BodySlide 1.5 Dragon Soul Fix-31685-1 HDT Havok Object v1.2 Fuz Ro Doh 60-14884-6-0 HDT Female Hairstyles v1.1-57179-v1-1 SexLabFramework.v159c SexLabMatchMaker.Rev7 AutomaticCrossbows021-26329-0-2-1 Skyrim HD - 2K Textures Non SexLab Animations Pack ver. 2.1a Non SexLab Animations Pack ver. 2.2 SexLab Submit 01SEP14 1133 Pretty Face-7887-1-9 HDT Physics Extensions 【Skeleton】XP32 Maximum Skeleton Extended Calientes Beautiful Bodies Edition -CBBE- Remodeled Armor for CBBE Bodyslide TBBP HDT Trepleen-Daie HDT CBBE body + Vagina2.2 + XPMSE v2.44 Collision XML XP32 Ponytail 14.28 version (edit 2 by Daie) Hey Ashal, Here papyrus log. Please need your help. This is not a tech support thread. Unless your problem is direclty related to the recent alpha 3 release, take it over to http://www.loverslab.com/forum/50-technical-support-sexlab-framework/ and read the pinned threads.
q337krew Posted February 28, 2015 Posted February 28, 2015 when try to recompile sslanimationdefaults script end with this; \Data\scripts\Source\sslThreadLibrary.psc(101,26): GetGendersAll is not a function or does not exist\Data\scripts\Source\sslActorAlias.psc(788,26): IsAlwaysStrip is not a function or does not exist have latest skse+skyuisdk scripts tried other ssl...psc (without changes) ended with the same err. In game no problem for now
Ashal Posted February 28, 2015 Author Posted February 28, 2015 when try to recompile sslanimationdefaults script end with this; \Data\scripts\Source\sslThreadLibrary.psc(101,26): GetGendersAll is not a function or does not exist \Data\scripts\Source\sslActorAlias.psc(788,26): IsAlwaysStrip is not a function or does not exist have latest skse+skyuisdk scripts tried other ssl...psc (without changes) ended with the same err. In game no problem for now Your missing updated scripts.
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