Unknownflames Posted January 29, 2023 Posted January 29, 2023 All actors are failing to join the scene.
Furflz Posted February 9, 2023 Posted February 9, 2023 Can we please get the swap actor positions hotkey back? When you're a Futa player you sometimes want to be the bottom and sometimes want to be the top so being able to swap (sometimes mid scene) is very important to us kinky folk. Otherwise that is kind of a dealbreaker for me I gotta be able to switch.
sixth Posted February 12, 2023 Posted February 12, 2023 Now that automatic MCM saving and loading is a feature, I'd like to suggest this mod's auto-activate feature with the tweak of making auto activation toggleable. I haven't been using it for long but it was really helpful paired with a lot of mods and MCM Recorder, I could wait for all mods to initialize and then use MCM Recorder, instead of the added step of activating SexLab manually after mods initialize. This could be seen as redundant now that installation time has been drastically sped up, but seeing as though SexLab is a framework for so many mod's it'd make sense to add an auto activate feature since I doubt there's really many people that aren't wanting to activate it straight away.
Scrab Posted February 12, 2023 Author Posted February 12, 2023 (edited) 1 hour ago, sixth said: Now that automatic MCM saving and loading is a feature, I'd like to suggest this mod's auto-activate feature with the tweak of making auto activation toggleable. I haven't been using it for long but it was really helpful paired with a lot of mods and MCM Recorder, I could wait for all mods to initialize and then use MCM Recorder, instead of the added step of activating SexLab manually after mods initialize. This could be seen as redundant now that installation time has been drastically sped up, but seeing as though SexLab is a framework for so many mod's it'd make sense to add an auto activate feature since I doubt there's really many people that aren't wanting to activate it straight away. It is likely that the installation procedure for SL will be removed in its entirety once the Animation Registry has been overhauled The primary reason why you need this install procedure is to setup the current registry and prepare the "factories" to "create" animation "objects" but with the new registry all of this will no longer be necessary Edited February 12, 2023 by Scrab 2
sixth Posted February 12, 2023 Posted February 12, 2023 (edited) 1 hour ago, Scrab said: It is likely that the installation procedure for SL will be removed in its entirety once the Animation Registry has been overhauled The primary reason why you need this install procedure is to setup the current registry and prepare the "factories" to "create" animation "objects" but with the new registry all of this will no longer be necessary Damn P+ is sounding better and better by the day, that was my only issue with it since finding that Auto Activator besides some of the temporary mod incompatibilities. Quick (and likely obvious) Question, will this more or less be implemented into P+ at some point? Edited February 12, 2023 by sixth 1
Scrab Posted February 12, 2023 Author Posted February 12, 2023 (edited) 26 minutes ago, sixth said: Damn P+ is sounding better and better by the day, that was my only issue with it since finding that Auto Activator besides some of the temporary mod incompatibilities. Quick (and likely obvious) Question, will this more or less be implemented into P+ at some point? P+ already uses a much faster more efficient way of placing actors, hence the fix proposed in this mod is no longer needed Edited February 12, 2023 by Scrab 3
WaxenFigure Posted February 12, 2023 Posted February 12, 2023 We need a replacement for SLAL that allows for the full range of variables that Sexlab keeps for each animation, Ashal had one but SLAL beat him to the punch so it never got used. Beyond that though, the animations should be kept in a database of some sort where a new game can be started without having to register all the animations you like over again because the database has all the animations you have installed already noted so people don't have to go in an register all the animations they want every time they start a new game. Ideally the new SLAL could be built into Sexlab itself but the SLAL should also have MCM tools to allow an animator to declare new animations and build them in the MOD, test them, alter them and finally when ready release them in the new format. Also allow users to create mix and match animations based on existing animations. That way an existing animation where two or more NPCs are gathered around screwing one NPC and they all spend the whole animation in the same position, someone could make a new version where they take turns in each position. Also some positions could be marked as [Optional] so you could have a FMMM animation that's also a FMM animation because the third guy is just masturbating to one side the whole time anyway. A mix and match animation should be released as requiring the animation "packs" from the animation used so they themselves would not come with any animations, only references to animations by others. Whatever makes sense to you of course because it really looks like you may be taking Sexlab to a whole new level already. 3
CreatureRapeEnjoyer Posted February 13, 2023 Posted February 13, 2023 Hey, I dont know if you will see this but i am having a serious issue with this mod. When i have it installed i am unable to start any animations with my character and i get the error in console about "failing to initialize actor". Everything works just fine with npcs btw, its just PC that is affected. Once i disabled this mod and cleaned up sexlab it all works fine again. Is there anything you can do to look into this? 1
ablazebotogoske Posted February 14, 2023 Posted February 14, 2023 On 2/13/2023 at 10:45 AM, CreatureRapeEnjoyer said: Hey, I dont know if you will see this but i am having a serious issue with this mod. When i have it installed i am unable to start any animations with my character and i get the error in console about "failing to initialize actor". Everything works just fine with npcs btw, its just PC that is affected. Once i disabled this mod and cleaned up sexlab it all works fine again. Is there anything you can do to look into this? I am having the same issue. No animation works on PC
qq936686999 Posted February 18, 2023 Posted February 18, 2023 I hope you can patch for Furniture Framework,I do not want make a choice between Furniture Framework and sexlab p+ please 1
Gristle Posted February 18, 2023 Posted February 18, 2023 (edited) My feature request would be to expand on the Factions and/or Faction Ranks that SexLab generates during animations. My dialogue mod (SLSF Fame Comments) is designed to provide immersion by having NPCs actually notice (and remember) your SexLab events, including importantly giving NPC bystanders the ability to comment during the SexLab animation itself. Currently (unless I'm missing something), SexLab gives me only one tool for this, or at least only one tool accessible through standard dialogue conditions, which is that it puts SL participants in a "SexLabAnimatingFaction" with a rank of 1. Using this, I can turn off normal comments for an NPC in a SL animation, and I can have nearby NPCs comment on the PC when the PC is in a SL animation. Also, if the PC and an actor I identify with an actor ID are in close proximity and both in an SL animation, I can assume they are having sex and comment on that too. That's all fine and works, but also very limiting. For example, if the PC is in the SL animation faction with a rank of 1, they could be masturbating alone, they could be having sex with an NPC, or they could be being mounted by the local dog. It's *really* hard to come up with a set of comments for observers that covers all three of these cases. Something as simple as having the faction rank indicate the number of participants would be great. Even better would be to add something that passes along whether a creature is involved in the animation. For example, even a simple system like rank=1 means one participant in animation (i.e., masturbating), rank=2 means two or more NPC participants (i.e., sex with NPC), and rank=3 means at least one creature participant (i.e., sex with creature). With that, I could make comments on SL events much better. Thinking about it, my exact proposal would not be backward compatible, so I guess it would be best to introduce a new faction with the additional information as requested above, so as not to break my mod or others that use GetFactionRank - Faction: 'SexLabAnimatingFaction' == 1 to detect actor participation in SL events. Edited February 18, 2023 by Gristle
Scrab Posted February 18, 2023 Author Posted February 18, 2023 19 minutes ago, Gristle said: Currently (unless I'm missing something), SexLab gives me only one tool for this, or at least only one tool accessible through standard dialogue conditions, which is that it puts SL participants in a "SexLabAnimatingFaction" with a rank of 1. Using this, I can turn off normal comments for an NPC in a SL animation, and I can have nearby NPCs comment on the PC when the PC is in a SL animation. Also, if the PC and an actor I identify with an actor ID are in close proximity and both in an SL animation, I can assume they are having sex and comment on that too. That's all fine and works, but also very limiting. The animating faction is an for internal processes used faction to control NPC package conditions within an SL scene It isnt intended to give you any info on anything beyond "this actor is animating" by design 59 minutes ago, bjornk said: Two of my main complaints about SexLab Framework in general has always been: a. Tags that describe the whole animation set. b. The lack of granular control on animation stages. Once I begin introducing the physics based systems into p+, there will be an attempt to introduce new functions such as "IsBeingPenetrated()" which will give more detailed information on who is doing what when how in an animation in that exact moment What you are asking for in point b; to redesigning the entire architecture to be solely based on stages will create a massive disruption in the way animations are processed, forcing either a massive drop in quality of the animation playing or a massive downgrade in quantity of properly usable animations, neither of which I consider acceptable p+ will achieve a level of speed by the end of the next content block which will make switching an entire animation fast enough to make this suggestion seem unnecessarily complicated, there is certainly room for improvement, to make the idea of chaining scenes with different actors together more easily but I believe the approach Waxen suggested - having an animation marking "optional" positions - is much more efficient and can be stretched to create much more detailed and qualitative scenes than butchering individual stages together I should also note that there will be support for branching animations in p+ too at some point, hence a more detailed by-stage-definition will also be implement to properly support this step On 2/12/2023 at 8:54 PM, WaxenFigure said: Ideally the new SLAL could be built into Sexlab itself but the SLAL should also have MCM tools to allow an animator to declare new animations and build them in the MOD, test them, alter them and finally when ready release them in the new format. I guess I can announce as much as that the new registry will be runtime generated every time you start your game, the entire "animation registration" process SexLab currently does will be a thing of the past, all these pseudo "factories" SL uses will be made redundant The most challenging aspect of this change will be DD and ZAZ which actively try to make use of these pseudo factories As for the optional positions, I really like this idea tbh I will be looking into making some space for this, it definitely sounds like a pretty interesting feature 1
Gristle Posted February 19, 2023 Posted February 19, 2023 5 hours ago, Scrab said: The animating faction is an for internal processes used faction to control NPC package conditions within an SL scene It isnt intended to give you any info on anything beyond "this actor is animating" by design I understand but this animating faction is used externally by multiple mods and is very useful externally for triggering relevant dialogue for nearby NPCs in line of sight with animating actors and also for blocking inappropriate dialogue for animating actors. In any case, if a PC in an animation could also be placed in one or more similar "this actor is animating" factions where the faction or rank reflects the number of NPC and/or creature actors in the scene, that would be extremely helpful to producing more relevant and targeted comments.
Scrab Posted February 19, 2023 Author Posted February 19, 2023 8 hours ago, Gristle said: I understand but this animating faction is used externally by multiple mods and is very useful externally for triggering relevant dialogue for nearby NPCs in line of sight with animating actors and also for blocking inappropriate dialogue for animating actors. In any case, if a PC in an animation could also be placed in one or more similar "this actor is animating" factions where the faction or rank reflects the number of NPC and/or creature actors in the scene, that would be extremely helpful to producing more relevant and targeted comments. Im not saying you shouldnt reference this faction, Im saying its ranks are used internally and hence I cant change their behavior Adjusting the faction/faction rank for every actor in a scene every time the positions are changed is rather inefficient, it might be useful to get more insight in the behavior of that mod of yours to think about a way of implementation that doesnt create notable overhead in SL itself
ThatOtherGuy69 Posted February 19, 2023 Posted February 19, 2023 Loving this mod. It's so much faster which makes a huge difference. My only issue I found is that 1/5 of the scenes that play the characters won't be locked in place. Like they will start spacing out of alignment and when I press the realign key they will realign correctly for a second and then space out again. Also found a compatibily issue with Sexlab tools. I can't seem to change scenes/stages/animations with it anymore, character will either just start standing or the animation will just remain the same. Great work on the imrpovements!
ravensm785 Posted February 19, 2023 Posted February 19, 2023 @Scrab i love the idea of this mod and am installing it right now. couple of questions though about your statement on backwards compatability. two mods in question, Default Animation Remover and sslanimationslots-2000-se. are they needed? and or compatible?
Scrab Posted February 19, 2023 Author Posted February 19, 2023 (edited) 18 hours ago, bjornk said: Since a SexLab animation is nothing but a set of individual animations (often don't even have any contextual relation) played in a successive order, you wouldn't be butchering anything by simply rearranging the content of that set, or even by changing the size of it My problem is that you seem to go by the exposition that because there are animations which have no chronological order it would be alright to assume that all animations lack this chronological ordering and thus stages can be treated as standalone snippets From how I understand you, you would acquire new functionality by enforcing a sub optimal - low qualitative - behavior My goal however is to treat animations as a well defined "cherry picked" collection of ordered stages Now, this is different to what SL does right now, where SL animations are collections of individual animations as you say, and perhaps I will cover your expectation to a certain degree: The new registry that I am designing right now for SLp+ will act on stages as opposed to "sets of animations", the registry will support branching animations after all, so some redesign of the common behavior is necessary. These stages will as you request have their own data associated with them but this new design does NOT treat stages as loose objects, they are well defined as part of a larger animation, a scene, which follows a tree or graph like structure to navigate stages. SL will not be able to swap between two stages that arent connect with one another without a user manually changing the stage I also wish to motivate the active creation and implementation of animations that follow a detailed chronological ordering, a loose one is already standard for more advanced animators so going against that just seems contradicting to me 1 hour ago, ravensm785 said: @Scrab i love the idea of this mod and am installing it right now. couple of questions though about your statement on backwards compatability. two mods in question, Default Animation Remover and sslanimationslots-2000-se. are they needed? and or compatible? SLp+ allows you to not install default animations, so the Default Animation Remover one is essentially redundant. The new registry will go one step further with that For the time being, you will have to live with the limit of 1k animations. I plan on increasing this cap to 4k/4k once the new registry stands. I cant uncap this limit entirely unfortunately as I need to look out for backwards compatibility with mods using the sslBaseAnimation class (which is pretty much every mod integrating into SL). The registry itself would theoretically be able to handle an infinite amount of animations so I can easily increase this limit if it should ever become necessary Edited February 19, 2023 by Scrab
Scrab Posted February 19, 2023 Author Posted February 19, 2023 (edited) 5 hours ago, RedNick54 said: Also found a compatibily issue with Sexlab tools. I can't seem to change scenes/stages/animations with it anymore, character will either just start standing or the animation will just remain the same. SL Tools is a known incompatibility, I assume it integrates into SL in a way that isnt openly supported. The mod will eventually be made redundant There are a few compromises you have to make to use p+, this is something I unfortunately cant avoid entirely. I only focus on backwards compatibility with content mods Edited February 19, 2023 by Scrab
Gristle Posted February 20, 2023 Posted February 20, 2023 (edited) 18 hours ago, Scrab said: Im not saying you shouldnt reference this faction, Im saying its ranks are used internally and hence I cant change their behavior That makes perfect sense. I never should have suggested changing the behavior of the SexLabAnimatingFaction. 18 hours ago, Scrab said: Adjusting the faction/faction rank for every actor in a scene every time the positions are changed is rather inefficient, it might be useful to get more insight in the behavior of that mod of yours to think about a way of implementation that doesnt create notable overhead in SL itself Reading individual actor or position information is actually way more detailed than what the comments mod would ever need or use. I could, however, improve my mod greatly with just a few simple pieces of information that -- I believe -- are already tracked, specifically, (i) number of non-creature actors in a scene involving the PC, and (ii) number of creature actors in a scene involving the PC. With that information, my mod could, for example, distinguish between a PC masturbating solo, a PC having sex with one person, a PC having sex with multiple people, a PC having sex with a creature, and a PC having sex with multiple creatures. These two pieces of information would allow me to vastly improve observer comments on SL events in which the PC is participating. The Fame Comments mod is really simple. It doesn't use any scripts to trigger comments. In fact, it has no running scripts, unless you count the MCM. It just makes use of the vanilla Hello and Idle comment systems, combined with a ton of dialogue conditions to trigger appropriate comments in appropriate scenarios. The most important external information that these dialogue conditions get from other mods is (1) the sexual fame levels that it gets from the underlying SLSF mod, which it reads via GetGlobalVariable conditions, (2) the SLA arousal levels of the PC and other actors, which it reads via a GetFactionRank condition on the 'sla_Arousal' faction, and (3) whether the PC or speaker is in the 'SexLabAnimatingFaction', which it also reads via a GetFactionRank condition. Then it combines this with a ton of vanilla input conditions (on gender, race, relationship rank, location, time, weather, speaker type, quest status, talked to before, clothing/armor keywords, etc.) to generate appropriate comments. So, for example, if it were possible to put the information that is available via the SL GenderCount function into two global variables (the sum of array items 0 and 1 would total non-creature actors, and the sum of array items 2 and 3 would total creature actors) for any scene the PC is in (the mod has no comments on NPC-NPC scenes), I could easily read those global variables with dialogue conditions and make good use of that information. Edited February 20, 2023 by Gristle
kaxat Posted February 28, 2023 Posted February 28, 2023 (edited) For me a huge QoL improvement would be to adjust the animations center position so that the actors are less likely to clip through nearby objects. My mod starts sex between random NPCs in cities and towns. Frequently one of the NPCs will be sitting, leaning against a pillar, at their market stall, etc. When an animation starts these NPCs will almost universally end up clipping through furniture or other objects. But in other situations too NPCs will clip through objects during animations. Perhaps I am missing something. I am have not found a good method for fixing this in Papyrus. Best I have come up with is a brief package override that has two NPCs walk toward each other. Halts after a couple seconds and then starts the scene. NPCs tend to be in more open areas after pathing for a couple seconds. If I was not limited to Papyrus I can imagine it would be much easier to detect clipping and try to find a nearby open spot. Most animations stay within 1.5u of the center position. So if a you create a cylinder around the starting position it can check for collisions. That would help prevent clipping in the extreme majority of animations. I can imagine this being implemented two ways. Either the mod author has to specify it per SSL thread. Calls a function or sets a flag that indicates it is okay to recenter this scene in an open space. Or perhaps it could be a user setting that applies to all animations. As others noted the Furniture Framework is also nice and helps solve a different but similar problem. A patch or a replacement would be awesome. Massive thanks for this mod. It is an exciting improvement to the mod scene. Edited February 28, 2023 by kaxat
pxd2050 Posted March 22, 2023 Posted March 22, 2023 Can we break the limit on the number of animations that can be sorted (128)? 1
b7b Posted April 4, 2023 Posted April 4, 2023 I'm unsure why, but this mod seems to be messing with this version of cursed loot. The MCM disappears and it's features stop working whenever I've got SexLab p+ enabled. SUM also throws an error whenever I've got it enabled also. Everything else works fine, just confused as to what the issue would be here? Whether it's something p+'s mod author has to fix or something cursed loot's author has to fix.
Someone92 Posted April 4, 2023 Posted April 4, 2023 It seems the error SUM throws it is simply because it hasn't been updated yet to treat p+ as a legit SexLab version. Below is a possible fix: https://www.loverslab.com/topic/115377-skyrim-utility-mod/?do=findComment&comment=4011346 Does Cursed Loot overwrite native SexLab files?
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