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SexLab P+


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Posted
1 hour ago, Someone92 said:

Do these mods come with creature animations?

When you have installed the SLSB conversions patch, have you selected creature animations?

As far as I know only MoreNastyCrittersSE_v and HornyCreaturesofSkyrimSE have animations, but they are covered by the SLSB conversions patch. the human animation work for the most part but the animal one aren't working even when using the matchmaker spells from P+'s integrated matchmaker. When I used Pandora it said it load creature animations so I don't get why they aren't playing in-game.

Posted (edited)
3 hours ago, Someone92 said:

Do these mods come with creature animations?

When you have installed the SLSB conversions patch, have you selected creature animations?

never mind I found out after some digging that P+ doesn't let you have sex with creatures if you are male or futa only females can and only with male creature even if you have animations for male/futa x male or female creature or or male/female creatures x male or futa PC. I couldn't find if this has been fixed or not.

Edited by DragonkingKyo
Posted
11 hours ago, DragonkingKyo said:

I couldn't find if this has been fixed or not.

Currently the only way is to set your Filtering to NONE.

 

1 hour ago, Tylerja said:

Right but that doesnt cover all of them needed for certain mods, does it?

can SLP+ work with old Sexlab?

SexLab p+ is backward compatible with SexLab. Only mods that change SexLab scripts or use internal functions that they should have never used do not work with p+.

I am not 100% sure, but the SLSB conversion patch should cover all freely available animation packs. Some mods do not find animations because SexLab p+ actually enforced the set sex of a position in an animation.

 

1 hour ago, Tylerja said:

also is there a tool like this to convert to new P+

if not maybe someone could make on?

https://gist.github.com/MissCorruption/fc62e0b46e3652ad6a85fe903a6a9b37

Posted

Playing Skyrim 1.6.1170, trying to use Sexlab Aroused Creatures with Bakafactory's edited Sexlab Aroused Redux. On 1.5.97 SLP+, this combo worked just fine. However, I decided to redo my modlist for 1.6.1170 so I could have compatibility with a fresh install on my Steam Deck and share mod list + saves. Now, when Aroused Creatures would attempt to start an animation event from the automated interactions, I get an error in console  stating "cannot sort actors to active scene" after the character strips, and the animation fails and the character re-dresses. I can still have an animation occur if I manually invite the creature with SLAC's invite function.

 

How should I interpret this error, and what can I try to troubleshoot it?

 

I'm about to try upgrading Baka's older Sexlab Aroused Redux version to ponzipyramid's Sexlab Aroused NG in order to maintain Baka's added keywords, since my concern is that backend for aroused creatures is what's failing (because it's not updated for Skyrim AE), but I'm not certain if that's entirely the root cause.

Posted
31 minutes ago, Someone92 said:

Try if SexLab p+ finds an animation if you set Filtering to None.

when you say filtering do you mean the setting that says pick either strict/standard/loose in the sexlab animation settings menu?

Posted (edited)

I wish there was a mod (maybe an add-on to this mod) that let you choose the scenes that that plays before or after they start by any mod so you can search for the scene you wish to play or think fits the situation best.

Edited by DragonkingKyo
Posted

Yes. Seems I misremembered how the last option is named.

 

SexLab p+ actually enforces the sex of a position in an animation. Someone stated that p+ does not find any creature animations because most creature animations require a human female; if your sex is futa or male p+ won't find any animations with Strict / Standard.

Posted (edited)
6 hours ago, Someone92 said:

Try if SexLab p+ finds an animation if you set Filtering to None.

 

This was it! I was testing with a Dwarven Centurion, and it found four animations - two from Bakafactory 6.6, one from MNC 15.5, one from Billyy 7.9.

 

Now, the player character was stuck in a default T-pose while the centurion animated properly (the MNC animation was chosen). However, in SexlabUtil.log, I'm getting errors for all four animations that "Actor 14 has no compatible positions for scene...". I didn't get any errors pertaining to these animations when running FNIS XXL, so what else could be causing the player character to fail to animate?

 

Thanks again! At a minimum, this isn't completely mod-breaking so it's a step in the right direction.

 

EDIT: solved the above issue, too. Needed to update Creature Framework from the 1.1.0-pre2A SE version to the newer version on the MNC page. That fixed my issues.

Edited by TeamJimmyJohns
Posted

I thought of the following suggestion: In Ostim there is an option that, when checked, displays a checkbox asking which position you want at the beginning of the scene (active/dominant or passive/submissive). This allows women to be dominant and use the strapon on other women, on futa and also on men.
Perhaps something like this could be included in the SexLab P+ options :)

Posted

That's something the mod that starts a scene has to do, not the framework.

 

Though it might make sense that SexLab p+ randomly assigns an actor's sex and sexual orientation according to a config file.

Posted

The mod that starts a scene ideally has a setting to choose which tags the animation should have.

 

SexLab p+ itself will have a Tools like feature. It's currently in the works.

Posted
On 9/4/2024 at 5:15 AM, LearningNoob said:

I have a question regarding the built in High Heel effect removal during animations.

I looked at the source code and see it references hdtHighHeel.esm and uses the spell from that mod to remove the heel hight during animations.

I am currently using only Heels Fix https://www.nexusmods.com/skyrimspecialedition/mods/64442

This does not provide a hdtHighHeel.esm or a spell to manipulate the heel height and such my animations are not corrected atm.

I could not find a mod with hdtHighHeel.esm for SSE/AE that provides this spell. Only a fake mod.

I think Sexlab P+ reference this old mod: https://www.nexusmods.com/skyrim/mods/36213

 

What is the current recommended setup for this to work?

 

I am also curious if it would be possible to only use NiOverride calls to detect applied heel hight effects independant from other mods.

 

Many thanks ❤️

 

Same issue.  The original HDT High Heels (that provides the esm) isn't even available for AE, and why would anyone install it when RaceMenu/NiOverride provides the functionality without eating an extra plugin slot?

 

P+ also doesn't give me an option in its MCM to clear HH height.  Like, the checkbox isn't even there.  I assume this means it's "always on" but without the esm/script I guess it just does nothing.

 

I wonder if I manually install the esm alone, how much is that going to break?  Obviously I don't want the dll that won't work with AE.

Posted (edited)
12 hours ago, chuckdm said:

I wonder if I manually install the esm alone, how much is that going to break?  Obviously I don't want the dll that won't work with AE.

I think I tried that and it didn't load on 1.6.1170.

I thought I might try this as my first tiny scripting project to toggle the height just manually with a hotkey 😬

I hope this works during a scene.

 

The coolest thing ever would be an algorithm like Heels Fix and MuJoint that bends or adjusts body parts

to compensate for the corrected  height so that the Heels touch the floor again.

The script would need to calculate the current position and rotation of the feet  against the floor and correct accordingly.

Maybe a hack with skeleton data, colission boxes or FSMP information.

I have no idea if such a thing would be possible.

Edited by LearningNoob
Posted
1 hour ago, LearningNoob said:

I think I tried that and it didn't load on 1.6.1170.

I thought I might try this as my first tiny scripting project to toggle the height just manually with a hotkey 😬

I hope this works during a scene.

 

The coolest thing ever would be an algorithm like Heels Fix and MuJoint that bends or adjusts body parts

to compensate for the corrected  height so that the Heels touch the floor again.

The script would need to calculate the current position and rotation of the feet  against the floor and correct accordingly.

Maybe a hack with skeleton data, colission boxes or FSMP information.

I have no idea if such a thing would be possible.

 

Not sure if you know this already or not, but either way: high heels have been added to Bethesda games by modders for ages.  Before things like HDT High Heels existed, the standard practice was just to shorten the character's thigh or calf (or less of both) so that from the hips up, everything was in the same place.  Of course, this has the inherent issue that you would expect a 5'10" woman standing beside a 6'2" man to suddenly be the same height when she puts on 4" heels, but with the old method, her height didn't change.

 

Personally, it never bothered me.  I mainly like high heels mods for High Heels Sound because I love the change in audio.  I could care less if the character model gets shortened slightly.  It's still far less immersion-breaking than every single animation becoming a thighjob due to misalignment.

 

For now I just swapped the DD Restrictive Boots my character was wearing for a Iron Ball & Chain, which provides a slowdown without a heels effect.  The downside, aside from losing the sound, is that it also implements its slowdown differently (-750 carry weight penalty instead of a speed multiplier) which in turn disables things like Ordinator's Dimensional Door power.  I was relying on that to exit a city in a hurry and now it's busted.  I guess I'm going to have to grab one of the many Mark & Recall spell mods and use that instead, idk.  I might just use the related Summermyst enchantment on a ring.

 

Either way it's just annoying.  I still like P+ (and OSAroused, and DD NG) and I love how fast and smooth this new generation of mods are.  In time I'm sure P+ will get heels working right again but I think most of all, I wonder where the toggle in the MCM went?  Is that intended to be gone in P+ or not?

Posted

I got problem, The sex animation don't working but the scene is started

 

v.1.6.1170 / Nemesis / Sexlab Aroused NG (SLANG) 

I only use M2M for testing (use autoconvince to make slsb M2M)

 

so basically sex animation don't work but the scene is start, the moaning is run / the shaking screen is also happen when its climax , its not go to T-pose . another animation look working fine , the d is get hard and soft

its not warning that sexlab p+ don't register animation when SKSE boot up

I already do run Nemesis after install the animation pack but still not working


mod list

skyrim.ini

skyrimprefs.ini

Posted
6 hours ago, Kimon0 said:

I got problem, The sex animation don't working but the scene is started

 

v.1.6.1170 / Nemesis / Sexlab Aroused NG (SLANG) 

I only use M2M for testing (use autoconvince to make slsb M2M)

 

so basically sex animation don't work but the scene is start, the moaning is run / the shaking screen is also happen when its climax , its not go to T-pose . another animation look working fine , the d is get hard and soft

its not warning that sexlab p+ don't register animation when SKSE boot up

I already do run Nemesis after install the animation pack but still not working


mod list

skyrim.ini

skyrimprefs.ini

 

you need to download 

Automated.SLSB.Conversions.v0.8d.7z

 

this mod allow to inject the animations into Sexlab p+

without it the mod do not work

Posted
17 minutes ago, abinisa said:

 

you need to download 

Automated.SLSB.Conversions.v0.8d.7z

 

this mod allow to inject the animations into Sexlab p+

without it the mod do not work

I already install this mod and all ,if not it will warning me that Sexlab p+ is empthy or unregisters when i run SKSE

or Do i have to install SLSB that another creator/moder already convince  instant of just SLAL pack + Autoconvince mod? 

Screenshot 2024-09-27 002705s.png

Posted

You need the animation files for the original SLAL animation packs AND the SLSB conversion patch

or / and

the SLAB animation pack an animation author provides (though I do not know of one who has already switched).

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