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SexLab P+


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Posted

I've tried this mod several times and I still can't get it working on SE. I wonder what the original creator of Sexlab, Ashal think about this so-called Sexlab+ garbage?

Posted
58 minutes ago, Melissa_69 said:

I've tried this mod several times and I still can't get it working on SE. I wonder what the original creator of Sexlab, Ashal think about this so-called Sexlab+ garbage?

It's not garbage. But modders took Skyrim to its limits, and P+ assumes you will just do the easy stuff.

Posted
3 hours ago, Melissa_69 said:

I guess upgrading to AE will help get it working, am I right? As long as I have the converted animations installed too?

Lets just say its as easy as original sexlab with its basic setup.

Posted
7 hours ago, Melissa_69 said:

I've tried this mod several times and I still can't get it working on SE.

When you say SE, do you mean 1.5.9?

Did you use the 1.5.97 version of p+? Did you install the SLSB conversion patch?

 

Have you started a new game after installing it?

 

Cause if you already managed to get original SexLab to work SexLab p+ should be child's play.

 

Posted
2 hours ago, Someone92 said:

When you say SE, do you mean 1.5.9?

Did you use the 1.5.97 version of p+? Did you install the SLSB conversion patch?

 

Have you started a new game after installing it?

 

Cause if you already managed to get original SexLab to work SexLab p+ should be child's play.

 

I'm on SE 1.5.9.7 , I tried doing both and I get a popup saying the animations aren't registered. Sometimes MO2 will crash after starting through SKSE64.

Posted

This mod is a huge performance upgrade over the original.

I am having 1 issue though, ever since installing this mod, if I leave an interior cell well a sex scene is going on the game has a high chance of crashing to the desktop. When this happens not even Crashlog captures the event so no crash report is generated.

Has anyone else been experiencing this? Anyone know a fix?

Posted
17 hours ago, Melissa_69 said:

I'm on SE 1.5.9.7 , I tried doing both and I get a popup saying the animations aren't registered. Sometimes MO2 will crash after starting through SKSE64.

Did you installed SLAL animation packs? (Not SLAL itself, that is no longer needed)

Did you installed the SLSB conversion patch?

Posted
5 hours ago, Melissa_69 said:

I have installed SLAL animation packs and SLAL itself for awhile now. Do I have to remove the SLAL animation packs including SLAL too?

If I understand correctly, when using SexLab p+ v2.x you would not have SLAL in your load order at all. If you use the SLSB converter you would have the SLAL packs installed, then run the SLSB converter to convert them to a form usable by SL P+. Alternatively, some/most SLAL packs have been converted to SLSB format, so you could download them and use them directly. I believe the link to the packs and the converter are on the description page. Look there.

Posted

I've been following this mod for a while now, planning to install it some time in the near future. What's holding me back is a question. Can the latest version of yps - Immersive Fashion (6.8.4.1) run successfully under SL P+? I know that in the past there were some incompatibilities. Have they been addressed?

Posted
7 hours ago, KentuckyExpat said:

If I understand correctly, when using SexLab p+ v2.x you would not have SLAL in your load order at all. If you use the SLSB converter you would have the SLAL packs installed, then run the SLSB converter to convert them to a form usable by SL P+. Alternatively, some/most SLAL packs have been converted to SLSB format, so you could download them and use them directly. I believe the link to the packs and the converter are on the description page. Look there.

I took your advise and now everything works as intended. Thank you.

Posted
10 hours ago, KentuckyExpat said:

I've been following this mod for a while now, planning to install it some time in the near future. What's holding me back is a question. Can the latest version of yps - Immersive Fashion (6.8.4.1) run successfully under SL P+? I know that in the past there were some incompatibilities. Have they been addressed?

Im unaware of any incompatibilities with that project. Try it and if it doesnt work lmk which interaction with SL from that mod is broken

Posted

Is Sexlab P+ safe to update mid save or will future updates require a new save? Searching through the comments has given me some mixed messages.

Posted
On 7/19/2024 at 3:36 AM, RuinedRun said:

Struggling getting Fertility Mode v3 tweaks, fill her up and sexlab inflation framework to register the ejaculation.

Like, I can see the cum, but no mods can register the cum event to do their own stuff, i.e impregnation and/or inflation

Fertility Mode v3T works, you just need a dummy SLSO.esp active in your load order. This is because its written to only enable slso mode if the esp is present.

Posted (edited)

When I'm launching the game with this mod enabled Skyrim will not launch. Process is starting and using 409.2 mb of RAM and not changing over time. Disabling SLP+ fixing this problem even if patches for it still enabled. Nothing is rewriting SLP+.

 

I'm on skyrim 1.5.97, SLP+ is 2.12.0 - 1.5.97.

Sexlab is AE_v166b, Papyrus Version 3.9

Mfg Fix NG Date uploaded 18 Nov 2024, 7:45PM

I'm using MO2, FNIS and Nemesis.

 

 

The same problem with PPLUS - V2.10.2.0 - 1.5.97 and PPLUS - V2.11.8.0 - 1.5.97

 

 

SOLVED

My skse was v2.0.18 beta after installing v 2.0.20 game launched

 

 

Edited by hakto
Posted
On 11/15/2024 at 9:59 PM, Scrab said:

That might also just be an error in the animation definition, where in the creation the behavior of the first actor has been swapped with the ones of the second one. These mistakes happen, there are also quite a few animations which have incorrect tags and thus are picked incorrectly

 

Other than what Someone said, mods that overwrite SexLab P+ are usually ill willed, its better to just contact me to implement whatever you needs to be added. Theres also a chance that w/e you want to do is already possible without changing anything and I might justve forgotten to add the API entry (or you cannot find the respective feature youre looking for)

I also have this problem,and I put SLP+ at the last of all adult content,and make sure it won't be overwrited. However, swapping position still happened in every human-human scene no matter what scene,what should I do to fix it.

Posted
On 8/10/2024 at 6:31 AM, Riot445 said:

It might be different for you depending on your mods but mine was being caused by SL Achievements - for some reason

Oh!Thank you!I finally find this solution.After uninstalling SL Achievements everything becomes normal!

Posted
1 hour ago, Sora丶 said:

I also have this problem,and I put SLP+ at the last of all adult content,and make sure it won't be overwrited. However, swapping position still happened in every human-human scene no matter what scene,what should I do to fix it.

 

From the post you quoted:

Quote

That might also just be an error in the animation definition, where in the creation the behavior of the first actor has been swapped with the ones of the second one. These mistakes happen

The source for all currently available packs is public. Youre free to load them into SLSB, fix the respective animation and upload that again

Posted (edited)
On 11/24/2024 at 9:13 PM, TrollAutokill said:

It's mostly the events naming. DOM register for end of sex and orgasm Sexlab events. Which names are somehow changed by P+.

 

In short: Is there a quick way to know P+ is active and what are the relevant events to register for?

Currently investigating this, in my setup I get traces for handleSexOrgasm and handleSexEnd. Albeit I'm missing the notification for "squirms under your grasp as your orgasm submerges you", so I guess there are some issues there? I attached the Papy log with latest DoM and latest P+

EDIT: The notification "squirms under your grasp as your orgasm submerges you" will appear just fine if the orgasm type is set to "Legacy (Animation End)" instead of "Scene (Orgasm Stage)". So I don't see any incompatibility here, unless I'm looking for the wrong thing
 

Papyrus.0.log

Edited by Miss Corruption
Posted

Sorry for the simple question but this wasn't obvious to me: Why is this version so much faster than OG SL? Is it because a lot of stuff has been taken outside of papyrus? Or is there some other big change to the logic that brings the speed up?

 

Basically I'm wondering if I can interpret the huge speed gain here as a sign of how slow papyrus execution is, or if it's a combination of things.

Posted (edited)
2 hours ago, DayTri said:

Sorry for the simple question but this wasn't obvious to me: Why is this version so much faster than OG SL? Is it because a lot of stuff has been taken outside of papyrus? Or is there some other big change to the logic that brings the speed up?

 

Basically I'm wondering if I can interpret the huge speed gain here as a sign of how slow papyrus execution is, or if it's a combination of things.

Mixture of both

 

P+ still heavily relies on Papyrus, but this isnt really an issue. While its true that Papyrus is slower than C++, it is also a lot more stable and easier to work with since you get a lot of guarantees that the things you do are doing the things that you expect them to do. Its a trade off. Good programming isnt just about getting runtime down but also about making sure to the strengths and weaknesses of a language to your advantage

In our particular case, Papyrus is a lot more stable and secure than C++, but C++ is indeed a lot faster. Its impossible to write an entire frame like SL in C++ because you miss out on a lot of guarantees given to you by the papyrus functions. So we either do it like a certain competitor, tell the world that we are purely C++ because that so great for game performance while actually just calling all the papyrus functions via C++ anyway (meaning we overcomplicate the implementation to incredible levels with a childish ideology all for the sake of propaganda) or we invest months, potentially years, into reimplementing functions that are already available to us via Papyrus scripts anyway... OR we just use Papyrus directly

Thus P+ tries to find a balance between the two, and what we end up with is a well structured dynamic between 2 languages, that easily outclasses any other framework in speed, despite having a lot of Papyrus logic. As a matter of fact, I had to artificially slow down the project multiple times already (and will prbly need to do it again) in order to fix various issues with the mod caused by the engine requiring more time to update things

 

 

Edited by Scrab
Posted

Could someone explain, how it is possible to add more voices to pplus?
I've searched this topic, discord, and repo (just obvious files) and still have no clue what does <some_voice>.yaml is about
how sound records from plugins are referenced?
 

XXXXXX|plugin.name: YY

6 digit 'form id' is confusing, 
YY what this is about?

I've already seen here and on discord questions about Nusbie voices, and no answers so far

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