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SexLab P+


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Posted
8 minutes ago, Someone92 said:

still "wrong" animation are chosen.

What do you mean wrong?

Going by the log it was all correct this time

 

 

Posted

SexLab seriously needed some "Next-Gen" Update since SSE dropped. If you compare it to how advanced other parts of the Game are with Mods, old SexLab definitely always feels clunky as fuck. I hope this helps.

Posted

Using this with Skyrim SE 1.5.97. The first time starting the animation is really fast, but my animations stop playing no matter what scene is. I uninstall SLSO still get this problem. Really strange.

Posted

SE 1.5.97.
When I installed p+ for the first time, the game ran fine, but animations didn't work (though they worked before).
Since I'm using Matchmaker, I thought there was something wrong with it, so I tried to use SexLab Debug spells and faced CTD. After that, it became very difficult to even launch the game with SexLab, even a vanilla version. I created a new profile in MO and checked only the most necessary mods for SexLab, but it didn't help much - most of the time the game only starts when SexLab is off. After some tries (reboot, mods reinstall, check-uncheck), I finally got the log.

Papyrus.0.log

Posted (edited)

I know you answered to the 1.6.353 question already but there are still a lot of people who use .353 like me, my whole mods list is optimized for .353 and having this mod would be really nice. I don't know if it's a lot of work, I don't want to put too much work on you but if it's possible and not too tedious could you consider making it?

Edited by Kunoichi Shiro
Posted
3 hours ago, 6905790 said:

What does "p+ needs a new/clean save to be installed" means? Do i have to uninstall the sexlab, save then re-install sexlab and P+?

You need sexlab for this. Need a new save because that's how skyrim engine works. Try in a new savegame or isn't going to work properly.

Posted (edited)

SexLab p+ 1.2.2.4

(This is a fine version number)

  • Improved quality of key shifting (explanation below)
  • Failed shifting will now reset an actors data key
  • Disabled key shifting for lead-in animations
  • Added back-up animation search in case all to a thread given animations are invalid
  • Added a config file in SKSE/SexLabpp to list SoS addons which are NOT defining a futa actor, i.e. pube addons n similar
    There is a default blacklist, if you use such a SoS addon that does not mark a futa feel free to make me aware of it and Ill expand the default exclusion list with the next update
    By default, the following addons are blacklisted:
    • Bad Dogs Female "NONE" Schlong
    • BakaFactory Pubes including the add-on by Illana
  • A by-thread invoked "GetAnimation()" call will now properly recognizes and looks for creatures
  • Streamlined some key definitions
  • Actor Keys now also carry information on whether or not an actor was dead by the time the key was build
  • Removed an unnecessary delay on scene end
  • Fixed an issue causing tag matching to always fail
  • Fixed an issue causing crashes when using legacy animation-search functions
  • Fixed an issue with timings in 1.5.97
  • Fixed multiple issues causing crashes on 1.5.97

 

What is key shifting

Key shifting describes the ability to manipulate the composition of a given key array, allowing it to take on a different shape to be compatible with new sets of locks

Sounds super fancy and complicated, but consider the following:

 

Im sure all of you know of the pain that when starting a FF animation, default SL will just throw whatever fits a FF pair; this means FF, MF, FM and MM (FM is an invalid key in p+ so we only consider MF going forward)

The thing that makes p+ and SL so different here is that p+ doesnt allow "loose" matches, itll always try to match exactly as the key demands it, so if we start an animation with 2 females we get a key  [F/F] and this [F/F] key only matches a [F/F] animation, The advantage is that you as a user can get the full experience from your FF animations without asking the author to do annoyingly lengthy tag building based on gender and the author no longer needs to do annoying lengthy tag building based on gender which if the user doesnt have FF animations will cause the animation to fail to start we all wasted 4 seconds of our life waiting for an animation that never happens. FUN!

 

So, key matching is good, for both mod author and user! .. but there is still an issue. The "user has no FF animations" issue isnt resolved yet, is it? p+ will only waste ~0.5 seconds to figure out that you do not have FF animations, but then what? This is where key shifting becomes important:

We now have a [F/F] key and we know you dont have any [F/F] animations. What happens next is that p+ will shift your [F/F] key to fit a new lock type, in this case we take one of the F in [F/F] and change (shift) it to be a "M". The new key will then look like a [M/F] and this new key, while no longer being able to match a [F/F] animation, is now able to match a [M/F] one and you surely are going to have a [M/F] animation, right?

 

So the TL;DR is that key shifting allows a [F/F] actor combination to animate a [M/F] animation while still keeping priority on [F/F] type animations

 

Known issues:

  • Females sometimes equip a strapon despite not requiring one
  • Swapping an animation (using the 'O' key by default) causes animations to glitch out
  • Furniture animations are misaligned, this seems to be restricted to furniture framework animations tho?

 

About 1.6.353:

I will consider offering a compile for this version once issue 1) and 2) from the known issues section have been fixed

 

Edited by Scrab
Posted (edited)
On 1/11/2023 at 10:16 PM, Lebleuh8r said:

I assume the author of SLSO will have to make a patch for this hopefully he's still active. 

He's from Ukraine. Watch the news and draw conclusions.

Edited by belegost
Posted
29 minutes ago, Scrab said:

SexLab p+ 1.2.2.4

(This is a fine version number)

  • Improved quality of key shifting (explanation below)
  • Failed shifting will now reset an actors data key
  • Disabled key shifting for lead-in animations
  • Added back-up animation search in case all to a thread given animations are invalid
  • Added a config file in SKSE/SexLabpp to list SoS addons which are NOT defining a futa actor, i.e. pube addons n similar
    There is a default blacklist, if you use such a SoS addon that does not mark a futa feel free to make me aware of it and Ill expand the default exclusion list with the next update
    By default, the following addons are blacklisted:
    • Bad Dogs Female "NONE" Schlong
    • BakaFactory Pubes including the add-on by Illana
  • A by-thread invoked "GetAnimation()" call will now properly recognizes and looks for creatures
  • Streamlined some key definitions
  • Actor Keys now also carry information on whether or not an actor was dead by the time the key was build
  • Removed an unnecessary delay on scene end
  • Fixed an issue causing tag matching to always fail
  • Fixed an issue causing crashes when using legacy animation-search functions
  • Fixed an issue with timings in 1.5.97
  • Fixed multiple issues causing crashes on 1.5.97

 

What is key shifting

Key shifting describes the ability to manipulate the composition of a given key array, allowing it to take on a different shape to be compatible with new sets of locks

Sounds super fancy and complicated, but consider the following:

 

Im sure all of you know of the pain that when starting a FF animation, default SL will just throw whatever fits a FF pair; this means FF, MF, FM and MM (FM is a invalid key in p+ so we only consider MF going forward)

The thing that makes p+ and SL so different here is that p+ doesnt allow "loose" matches, itll always try to match exactly as the key demands it, so if we start an animation with 2 females we get a key  [F/F] and this [F/F] key only matches a [F/F] animation, The advantage is that you as a user can get the full experience from your FF animations without asking the author to do annoyingly lengthy tag building based on gender and the author no longer needs to do annoying lengthy tag building based on gender which if the user doesnt have FF animations will cause the animation to fail to start we all wasted 4 seconds of our life waiting for an animation that never happens. FUN!

 

So, key matching is good, for both mod author and user! .. but there is still an issue. The "user has no FF animations" issue isnt resolved yet, is it? p+ will only waste ~0.5 seconds to figure out that you do not have FF animations, but then what? This is where key shifting becomes important:

We now have a [F/F] key and we know you dont have any [F/F] animations. What happens next is that p+ will shift your [F/F] key to fit a new lock type, in this case we take the second F in [F/F] and change (shift) it to be a "M". The new key will then look like a [M/F] and this new key, while no longer being able to match a [F/F] animation, is now able to match a [M/F] one and you surely are going to have a [M/F] animation, right?

 

So the TL;DR is that key shifting allows a [F/F] actor combination to animate a [M/F] animation while still keeping priority on [F/F] type animations

 

Known issues:

  • Females sometimes equip a strapon despite not requiring one
  • Swapping an animation (using the 'O' key by default) causes animations to glitch out
  • Furniture animations are misaligned, this seems to be restricted to furniture framework animations tho?

 

About 1.6.353:

I will consider offering a compile for this version once issue 1) and 2) from the known issues section have been fixed

 

I use this mod for female pubic hair:

 

It adds for females pubic hair, that occupy slot 52, I think it works the same with a futa shlong. I do not know, if this mod is already in the exeption list, because for aplication it uses the SOS mod.

 

Is it possible to create a "Futa" keyword, like "SOSrevealing" and add it to all the available Futa schlongs and let sexlab look for that keyword. in order to know what NPC is a futa?

 

Thanks for your work!

 

Posted
On 1/14/2023 at 1:06 AM, Andarus said:

SexLab seriously needed some "Next-Gen" Update since SSE dropped. If you compare it to how advanced other parts of the Game are with Mods, old SexLab definitely always feels clunky as fuck. I hope this helps.

hmm , feels clunky as fuck, you dont need the good old fuck style ?   ??Go to FO4

Posted
20 hours ago, Kunoichi Shiro said:

I know you answered to the 1.6.353 question already but there are still a lot of people who use .353 like me, my whole mods list is optimized for .353 and having this mod would be really nice. I don't know if it's a lot of work, I don't want to put too much work on you but if it's possible and not too tedious could you consider making it?

ill do a +1 on it :D

Posted

I have a problem with the mod. 
[SEXLAB]
Function 'FlagIndex' is an internal function made redundant.
No mod should ever be calling this. If you see this, the mod starting this scene integrates into SexLab in undesired ways.

Please report this to Scrab with a Papyrus Log attached

Animations don't start after it. Game version 1.6.640

Papyrus log

Papyrus.0.log.7z

Posted
43 minutes ago, stas2503 said:

I have a problem with the mod.

The function calling this is my own which is not calling this function going by my source code

 

Does this happen everytime you do w/e did when the message came up?

Which mod includes the script "RndSexAnimationQuest"?

 

48 minutes ago, BraveNewWorld721 said:

Updating this from 1.0.1 to 1.2.2.4. Do i need a clean save or i can just override it?

No, just overwrite

 

1 hour ago, Nikett7 said:

After the update, for some reason, the PC stopped undressing, only NPCs undress.

I didnt do any changes to the undressing script, are you sure its not your setting that exclude the PC in some way?

Posted

Hi there,

 

some remarks... I use 1.6.640 with new game and tried it, CTD. First SUM cannot recognise it (it needs for Devious Device Equip) and second when DD starting, it cause CTD. Is there any compatibility list for PP and other mods?

 

Have a nice day

Posted
54 minutes ago, Scrab said:

I didnt do any changes to the undressing script, are you sure its not your setting that exclude the PC in some way?

On the new game, the same thing, probably this is a conflict with something from other mods ...

Papyrus.0.log

Posted
57 minutes ago, stas2503 said:

Random Sex Mod NG

That mod should be fully compatible, its odd like you half of my own script and the other half from somewhere else in your game. Did you install p+ in a running game? Perhaps it was just a leftover stack from before you installed p+

 

You shouldnt just overwrite SL with p+, you need a clean save at the very least and make sure no mod is interacting with sexlab during the swap :)

 

1 hour ago, palracz said:

Hi there,

 

some remarks... I use 1.6.640 with new game and tried it, CTD. First SUM cannot recognise it (it needs for Devious Device Equip) and second when DD starting, it cause CTD. Is there any compatibility list for PP and other mods?

 

Have a nice day

I intend to be fully compatible with DD. I even checked which functions from SL it uses and have it installed in my own game during tests at all time without issues

 

When exactly does it crash for you & a crash log + papyrus log would be useful

 

29 minutes ago, Nikett7 said:

On the new game, the same thing, probably this is a conflict with something from other mods ...

The log tells me it stripped 3 items off of you:

[Armor < (000330BC)>], [Armor < (000261BD)>], [Armor < (000261C0)>]

and 1 weapon:

[WEAPON < (000001F4)>]

 

These are vanilla weapon/armor pieces, Id assume default gear from your alt start mod

 

 

Posted (edited)
4 minutes ago, casnos42 said:

crash at start of sexlab scene  , without mod no crash

game 1.5.9.7

only slal and sexlab 1.63

I need papyrus logs & crash logs + the mod that started the scene, ideally the circumstance in which it started the scene too

Edited by Scrab
Posted
3 hours ago, Scrab said:

You shouldnt just overwrite SL with p+, you need a clean save at the very least and make sure no mod is interacting with sexlab during the swap :)

That is, after installing the mod, I just need to clean up in Sexlab?

Posted
1 hour ago, stas2503 said:

That is, after installing the mod, I just need to clean up in Sexlab?

When installing p+ in a game that has SL already installed, you need to first remove SL from your save, clean that save, and then install SL again with p+ overwriting it

 

If you do not do that, you will end up with issues, such das outdated functions being called from remnants of the original SL installation. Cant think of any other explanation that would explain your error

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