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expressions don't work (SOLVED)


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Hello, I had a problem with the pc and I had to reinstall everything again, before the problem the facial expressions of sexlab worked perfectly, I never had any problem, but now that I have reinstalled the mods they no longer work, I have tried to reinstall the mods, including the female facial expressions and the sexlab, I have created a new game only with these mods and nothing, would anyone know what would be happening?

Edited by zarza
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2 minutes ago, anjenthedog said:

The only thing I can think of off hand is to check the settings in ske64.ini to make sure facial overlays are enabled and have a sufficient # of layers assigned.

you leave me a little lost, I don't understand much about it, but I'll leave you the skse files, cro, these are the ones you say

skee64.log skse64.log

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29 minutes ago, anjenthedog said:

/Skyrim Special Edition/Data/SKSE/Plugins >>>> skee64.ini

mmmm I don't get any .ini file
just the presets folder

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If you're running under Skyrim 1.6 or above, you may need to check another ini file. Skee64.ini is present on my install (1.5.97). I don't recall what it came with. Possibly Racemenu, or maybe SKSE.  Or maybe it's wrapped into either SKyrim.ini or SkyrimPrefs.ini for "AE", so it's not needed anymore. idk

 

this is a copy of mine, so you can see the kinds of entries such a file includes.

- scroll down about half way to the [Overlays] sections

 

Spoiler
[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1

; Enables exporting actor heads from menu
bEnableHeadExport=1

; Enables layering textures ontop of the player
bEnableOverlays=1

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=0

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0 ;[0]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the 
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; setting to zero allows Sha_Sayah's eye to work
bEnableFaceOverlays=0 ; Default[1]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=18 ; Default[3] [23]
iSpellOverlays=1 ; Default[1]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

 

btw, if you have highpoly head, you *might need/want a special version of facial expressions to go with it. (idk, I'm still using an older head model). 

Edited by anjenthedog
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17 minutes ago, anjenthedog said:

If you're running under Skyrim 1.6 or above, you may need to check another ini file. Skee64.ini is present on my install (1.5.97). I don't recall what it came with. Possibly Racemenu, or maybe SKSE.  Or maybe it's wrapped into either SKyrim.ini or SkyrimPrefs.ini for "AE", so it's not needed anymore. idk

 

this is a copy of mine, so you can see the kinds of entries such a file includes.

- scroll down about half way to the [Overlays] sections

 

  Reveal hidden contents
[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1

; Enables exporting actor heads from menu
bEnableHeadExport=1

; Enables layering textures ontop of the player
bEnableOverlays=1

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=0

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0 ;[0]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the 
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; setting to zero allows Sha_Sayah's eye to work
bEnableFaceOverlays=0 ; Default[1]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=18 ; Default[3] [23]
iSpellOverlays=1 ; Default[1]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

 

btw, if you have highpoly head, you *might need/want a special version of facial expressions to go with it. (idk, I'm still using an older head model). 

mmm if I'm using the high polygon head, do you think that's why?, but I remember that before I also used it and there was no problem and if so, what file would I need?

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11 minutes ago, zarza said:

mmm if I'm using the high polygon head, do you think that's why?, but I remember that before I also used it and there was no problem and if so, what file would I need?

Honestly, I couldn't say if using HPH would cause it, although it's a possibility. I was simply offering a potential explanation. There have been a few posts along the way while AE was emerging that talked about issues with the high-poly head and various things (eyebrows, wigs, etc) so it's possible that expressions have also been altered in some way. I don't use HPH, so I can't comment from personal experience.

 

As far as special expressions mods, I have no idea what "the right" answer is, but idk, at a guess, stuff like 

https://www.nexusmods.com/skyrimspecialedition/mods/71235/?tab=description

or

https://www.nexusmods.com/skyrimspecialedition/mods/70691

 

which are afaik both highpoly compatible.

 

Good luck. I got nuffin more for you.

Edited by anjenthedog
Link to comment
6 minutes ago, anjenthedog said:

Honestly, I couldn't say if using HPH would cause it, although it's a possibility. I was simply offering a potential explanation. There have been a few posts along the way while AE was emerging that talked about issues with the high-poly head and various things (eyebrows, wigs, etc) so it's possible that expressions have also been altered in some way. I don't use HPH, so I can't comment from personal experience.

 

As far as special expressions mods, I have no idea what "the right" answer is, but idk, at a guess, stuff like 

https://www.nexusmods.com/skyrimspecialedition/mods/71235/?tab=description

or

https://www.nexusmods.com/skyrimspecialedition/mods/70691

 

which are afaik both highpoly compatible.

 

Good luck. I got nuffin more for you.

I'm going to try these mods, I'm giving up, I don't know how to make my character express himself haha

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I give up, none of them worked, in sexlab in the mcm it does not let me activate this option, the one to refresh the expressions and in the expressions they come out like this

ScreenShot0.png

ScreenShot1.png

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On 8/3/2022 at 1:22 PM, adle said:

i will follow this thread. 

how do i get sl expressions to work when have mods like random emotions and mfg fix etc.

I have found a solution, I have uninstalled and reinstalled sexlab, and I have left it last in the load order (I don't think that will affect if it is changed to another place),
1- Verify that the expressions are activated in general settings and in the expression settings tab.
2- in expression settings I have changed the values of the expressions that appear there and of open mouth (put your favorite values, but they are not 0%).
3- in expression settings on the right you will see an open mouth click button that opens another tab
4- once there look for the alternative expression option or something that says alternative and activate it.
5- Ready, try and let us know if it works for you.

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  • Guest changed the title to expressions don't work (SOLVED)
  • 1 year later...
  • 4 weeks later...
On 2/29/2024 at 9:51 PM, chowsingsing3008 said:

i have the same problem, but i found that it is cause by my smp hair, if i equip not smp hair, the expression start working, it's weird.

 

Finally, this also fixed this problem for me. I am not sure why this is happening as nothing those mods are overwriting anything expression related.

Going to deep dive into this tomorrow again to see if I can find a solution where it is possible to use SMP hair and facial expressions.

 

Edit:
When it comes to Dint999's hair packs the only way to 'solve' this as far as I could find is to use a normal non SMP hair style in racemenu. Then spawn in the wig version of the SMP hair you want to use.

This way facial expressions do work with the SMP hair wig.
Then make it so that the wig is never taken off during the strip animation.

Edited by Bioloog
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