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Sexlab scenes starting but after a few minutes


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Posted

Hello,

I've tried finding support for this issue but couldn't figure anything out. For some reason when I go to let my character start a scene it takes a few minutes and in the meantime the characters partner will walk away. After a few minutes my character will be teleported to the partner and the animations will proceed to play after about 5 seconds of the characters clipping inside each other. I've tried reinstalling sexlabs, running fnis and evening checking for compatibility issues in ssee. I'm new to modding so any help is appreciated. (if you need any files or my modlist please let me know) 

Posted

There is no Issue. LL needs time, the scripts need time, the game however will proceed with while the scripts are firing.

Depending on the Mod that triggers the scenes and how bad/good modded and how heavy scripted your game is it can take longer and shorter.

Posted
17 minutes ago, Akinine9 said:

Okay. Thank you.

Wasn't sure because i couldn't find any info on this.

 

Open the console and wait for the messages from SexLab. That's what I usually do to fasten the process.

Posted

Script induced lag. Get ReSaver and look for Active Scripts, get rid of the worst offenders. SL SSE is slow compared to its LE equivalent, however 10-20 second startup times is "bad" on a reasonably modded (~450 mods) game. If you're sitting there 5 mins waiting for things to happen, SL is not going to be your only problem.

Posted
5 minutes ago, Tron91 said:

It's am issue with the implementation of SexLab itself. SLAVE animations start instantly.

 

Don't know what SLAVE is, but perhaps SLAVE doesn't have massive animation lists and all the features of SL. Still, me and the OP have the same software here. Mine starts after 20 seconds on a bad day, OP is waiting "minutes". The issue still lies somewhere outside of SL.

Posted (edited)

AFAIK the function used to start SL animations gets wonky if you're on an exterior cell (for some reason it does things like loading and unloading the grass 2-3 times before starting the animation itself) which can take considerably more time if you use things like precached grass. There is an edited script that replaced said function with another one that doesn't suffer such delays and performance hit in exterior cells. I can't find it though...

edit: found it, give it a try.

Edited by Just Don't

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