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SexLab Cumshot Addon - Now with transgender support


wpg97541

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Posted

Didn't Ashal mention he will include this in an upcoming SexLab update, or has it already been done?

 

I did install the .esp and assets that are integrated with SexLab, including scripts, still no auto-add-equip or remove.. Do you happen to know where I should put your plugin in my load order?

Posted

It will be included in an upcoming SexLab update, however, before this happens, a few things need to be addressed:

 

1. I need to fix the issue with body weights, where at certain body weights it looks wrong (SOS and others). I came up with a solution, but the fix will require me to add a new feature to NifSkope, which I'm working on. Basically, I need to be able to add or subtract a set value onto all "Y" values in the meshes. This could be done manually, but with several hundred vertices, I am unwilling to do it manually. Adding this feature into NifSkope will take up additional time. The instructions for compiling NifSkope are very outdated, and while adding the function is rather easy since there is a function that does something nearly identical, compiling even the standard NifSkope source is providing to be rather complicated.

2. It has to not be dependent on custom skeletons. For proper SOS support, I need to have it use the Gen06 bone, no way around it - however, the default standard non-SOS cumshot effect one should use only vanilla bones. This is to avoid CTD's, etc, for people who do not have a skeleton with that bone.

 

My plugin should be last in the load order. Did you compile the scripts as per the instructions? I only provided the source - you need to compile them for them to function. I would have included compiled scripts, but they are highly dependent on the SKYUI and SKSE versions.

Posted

If you want to move all the vertices in a mesh, just set the displacement in the translation vector of your NiTriStrips blocks, then right click in the Block List, Transform -> Apply. This will reset the translation vector and add the value to every vertex in NiTriStripsData. This method works for translation, rotation, and uniform scale. Actually, the "Scale vertices" function (the one you mentioned, I think) is only there because you can't do non-uniform scaling that way.

Posted

If you want to move all the vertices in a mesh, just set the displacement in the translation vector of your NiTriStrips blocks, then right click in the Block List, Transform -> Apply. This will reset the translation vector and add the value to every vertex in NiTriStripsData. This method works for translation, rotation, and uniform scale. Actually, the "Scale vertices" function (the one you mentioned, I think) is only there because you can't do non-uniform scaling that way.

 

Thank you!! This is exactly what I needed.. saves me from needing to customize NifTools.

Posted

When I try to compile the scripts, the status says "Failed".

 

The problem has got to be that you are missing some installed source files.. You need the SKSE source files, the SKYUI SDK (version has to match your installed SKYUI version), and of course the sexlab source to be able to compile these successfully. The sexlab source should have installed by default with Sexlab, but most people do not install the SKYUI or SKSE script source files.  In all cases, the relevant source files will be added to Data\Scripts\Source. If one of the required source files is missing, you will get a relevant error message in the compilation window besides the "failed".

 

It's a bit tricky right now.. In the final version, I will have a much easier method of doing this, but it will hopefully be built into sexlab by that point anyway.

Posted

 

Nope, the texture is a decal with a fade away effect over time. If more sex occurs during that time then a new decal is applied over the old one with a new fade out time. Since the new decal is always the same as the old decal it effectively replaces it.

 

Hmm... If this is how it works, there is something messed up at my end, it seems.

 

I tried Random Attack, put two participants into a room, lowered the timers and let them go like rabbits. They only managed to produce two cum effects simultanously. Even with 'oversplashing' there should be at least three.

 

Have to try it again with 1.01b, as 1.12 seems to be very resource demanding. Most sex scenes only work in interiors where exteriors often result in animation fails (sometimes including the debug notification, sometimes not). Tried with a new game and disabling most of the other mods.

 

Posted

 

 

Nope, the texture is a decal with a fade away effect over time. If more sex occurs during that time then a new decal is applied over the old one with a new fade out time. Since the new decal is always the same as the old decal it effectively replaces it.

 

Hmm... If this is how it works, there is something messed up at my end, it seems.

 

I tried Random Attack, put two participants into a room, lowered the timers and let them go like rabbits. They only managed to produce two cum effects simultanously. Even with 'oversplashing' there should be at least three.

 

Have to try it again with 1.01b, as 1.12 seems to be very resource demanding. Most sex scenes only work in interiors where exteriors often result in animation fails (sometimes including the debug notification, sometimes not). Tried with a new game and disabling most of the other mods.

 

 

 

Some of the settings you make in Steam can really reduce the number of decals or even eliminate them altogether (settings for low end machines).

 

Posted

I am just musing here,

I haven't even touched a 3d program in years,

but back in the day, Strata Studio pro had a modeling mode called metaballs where shapes could be formed by grouping spheres which would glob together 

like water in zero gravity. You could form very organic shapes with it, and animate. Does blender have anything like that? 3dsmax?

Could little nif meshes be linked like a chain to drool or squirt in a ragdolled havok behavior? Like throwing a bunch of sausage links.

Posted

Hi,

 

I tried the transform trick in niftools and it sorta worked except that the scaling is throwing off the positioning. When I made a test nif with an animated box this did not show up because I was not scaling the box. I am not sure why it is doing this.. it's like positioning it before the scaling is causing the scaling changes to amplify the positioning adjustment which is messing everything up. It isn't nearly as easy as I thought, and making the changes in blender seems really awkward as well, unless one knows a quick way of moving everything (all animation points) a fixed XYZ value away.

 

Any blender experts know how to accomplish that? Basically, I will need to move the world zero a certain XYZ value away from where it is right now and everything else looks the same and stays where it is (or put another way, everything moves by a certain XYZ value but world zero is in the same location). I tried just moving the objects, but the existing animation keyframes do not move relative to those changes.

 

I need to get it working with the different body weights before I spend time getting it working with sexlab 1.4.

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  • 2 weeks later...
Posted

Well ,we have a female ejaculation effect, let's hope we can get the boys in on the fun.

 

Yeah, female characters get all the fun in TES games.

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