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SexLab P+


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Posted

Hello Scrab

 

any chance that u will make a slsb conversion for BakaMotion pack (Character is sliding during animation) and compatible patch for BattleFuck? Battlefuck cannot recognize animation files (it needs SLAL) but working without it. Sadly, BF's author is inactive more than one year.

 

Thank u for your time

Posted

Any input to this problem: I saw some posts with similar issues in the thread, but no solution. A scene will start with a female actor in the female position, but then as the scene advances the female actor takes the male position. I have PPlus set to strict in the animation filter and the player set as female. Nothing appears to be overwriting PPlus in ModOrganizer.

Posted (edited)

I see that the SLSB Packs section on Github has version attracted to SLAL packs. Does that mean if I use newer version of a SLAL pack, the new animations of that pack won't work?

 

Another thing, is there a way for me to test specific animation?

Edited by akadeadpool
Posted
On 2/17/2025 at 12:40 AM, Scrab said:

Tracking has been fixed a few versions ago, might be that its still on the WIP on my Discord

Do you recall which version has that fix? Is it available for 1.5.97?

Posted

I am having an issue where every time I load into a game, SL resets my animation selections and enables ALL of them. As much as I appreciate the work of the modders, I really pick and choose about half of the animations in a handful of packs.
 
Is anyone else having this issue? You make your selection, save game, play, etc. But next time you play, ALL animations are turned ON in Sexlab? And is there a fix for this?

Posted
On 2/14/2025 at 4:33 AM, fodz said:

also I have 1.6.640 version of Skyrim is that cool?

Version 1.6.640 is not supported.

Address Library 1.6.640 is missing some addresses, and it's unlikely to receive any updates.

 

On 2/14/2025 at 11:11 PM, xxxstupidfastxxx said:

Hey gang, having some issues with alignment with SLSB conversions. Using standard 3BA/Obody setup and some packs (mostly bakafactories/Billys I think) appear fine but the others range from slightly to extremely off. Anyway to realign other than manually through the SL in game editing during the animation?

Do you use a mod like Dynamic Collision Adjustment? It causes huge misalignment.

 

On 2/15/2025 at 2:15 AM, supernipsu said:

Hey!

 

Is there anyway to detect what animation is currently playing currently in the SexLab scene, so I can disable the non-functioning animations/packs?

 

The SexLab debug mode only gives some obscure ID value, not a file name or anything that I could reference with an external file?

 

I've had like 1/4 or 1/5 animations that do not work (the models just stand statically at the start point/position).

Try updating to a newer version from the discord.

Going into the console (^) should display it.

 

Do do perhaps use a newer SLSB patch than your SLAL pack?

Then the SLSB patch refers to animation files that do not exist, thus the characters stand idle in each other.

 

On 2/16/2025 at 4:11 AM, Vrion said:

How do we remove default SL animations from P+? For regular SL there was SL Default Animation Remover - does it still work for P+? I see a bunch of conflicting files.

There are no default animations in p+

 

On 2/19/2025 at 3:56 PM, akadeadpool said:

I see that the SLSB Packs section on Github has version attracted to SLAL packs. Does that mean if I use newer version of a SLAL pack, the new animations of that pack won't work?

 

Another thing, is there a way for me to test specific animation?

Yes, if your SLAL anim pack is newer than the SLSB patch you will not have the newly added SLAL animations.

If you SLSB patch is newer than your SLAL anim pack the new animations will result in characters standing each other in the idle positions (as the animations files the SLSB patch refers to simply do not exist).

 

Posted
9 minutes ago, Someone92 said:

Version 1.6.640 is not supported.

Address Library 1.6.640 is missing some addresses, and it's unlikely to receive any updates.

 

Do you use a mod like Dynamic Collision Adjustment? It causes huge misalignment.

 

Try updating to a newer version from the discord.

Going into the console (^) should display it.

 

Do do perhaps use a newer SLSB patch than your SLAL pack?

Then the SLSB patch refers to animation files that do not exist, thus the characters stand idle in each other.

 

There are no default animations in p+

 

Yes, if your SLAL anim pack is newer than the SLSB patch you will not have the newly added SLAL animations.

If you SLSB patch is newer than your SLAL anim pack the new animations will result in characters standing each other in the idle positions (as the animations files the SLSB patch refers to simply do not exist).

 

Do you think I could update skyrim to the current one without breaking the current live mods? Thanks for replying.

Posted (edited)

I'm still level 1 on my current playthrough so I'm considering on starting over with P+. A few questions come to mind though. Do you need to start a new game if you started with SexLab 1.66b? The old menus were still present but with no contents when I tried adding P+ to an existing game, so doesn't seem like a good idea.

Do you still have no ETA for the UI update and minigame? I was planning to wait, or will it be safe to update on a saved game? SLSO is a bit unimmersive without it.

Edited by Omnishade
Posted
11 hours ago, Someone92 said:

There are no default animations in p+

 

The base mod SL has a number of built-in animations. SLAL added animations on top, but we would still see those base SL anims.

 

Are these built-in anims from base SL properly ignored by P+/SLSB?

Posted
19 hours ago, fodz said:

Do you think I could update skyrim to the current one without breaking the current live mods? Thanks for replying.

Do you mean on a current playthrough? You're talking updating the game from 2 versions ago plus skse, plus any mod with a .dll, and possibly some other (assuming they all can be updated). That's a lot of updating for one game. Also, some mods require you starting a new game to update so, imo you're asking for a series of migraines if you don't just start fresh with a new setup for a new game.

If you want to know if you can use your current mods with a new game / skse setup, some of those will probably need updating. You'll have to read the mod descriptions and maybe the changelogs to know what else you might need to change.

Posted
34 minutes ago, Seeker999 said:

Do you mean on a current playthrough? You're talking updating the game from 2 versions ago plus skse, plus any mod with a .dll, and possibly some other (assuming they all can be updated). That's a lot of updating for one game. Also, some mods require you starting a new game to update so, imo you're asking for a series of migraines if you don't just start fresh with a new setup for a new game.

If you want to know if you can use your current mods with a new game / skse setup, some of those will probably need updating. You'll have to read the mod descriptions and maybe the changelogs to know what else you might need to change.

I don't care about the play through, I can start over, but as of now, not one mod required me to update skyrim, even the most recent mod versions still work. All but sexlab p+ and by extension the mods that require it. But what i am thinking is maybe a newer version of skyrim might work better and there might be features that are missing in some mods that I haven't noticed. I just wanted to ask whether you think I need to update skyrim or not. Thanks :)

Posted
On 2/22/2025 at 5:59 PM, fodz said:

Do you think I could update skyrim to the current one without breaking the current live mods? Thanks for replying.

I strongly advice against updating to a newer Skyrim version if you already have a working mod list.

Getting it work again is most likely about the same amount of work as creating a new mod list.

 

As storage space is cheap these days I advice you to simply copy paste your current mod list (easy with MO2, not idea if and how it works with Vortex), thus creating what the community has apparently labeled a stock game, then update your game and create your new mod list (for which you can re-use most of the mods from your old mod list).

 

This allows you to play your old mod list whenever you want while building your new mod list.

 

21 hours ago, Omnishade said:

I'm still level 1 on my current playthrough so I'm considering on starting over with P+. A few questions come to mind though. Do you need to start a new game if you started with SexLab 1.66b? The old menus were still present but with no contents when I tried adding P+ to an existing game, so doesn't seem like a good idea.

Do you still have no ETA for the UI update and minigame? I was planning to wait, or will it be safe to update on a saved game? SLSO is a bit unimmersive without it.

p+ requires a new game.

Check the discord and the WIP releases for how far the UI updates are.

Scrab mentioned previously that updates from versions past the first release here (iirc 2.10) most likely won't require a new game.

 

16 hours ago, Vrion said:

The base mod SL has a number of built-in animations. SLAL added animations on top, but we would still see those base SL anims.

 

Are these built-in anims from base SL properly ignored by P+/SLSB?

Yes. Also, I do not know if any SLSB conversion patch makes those default animations usable as they are seen as old and outdated.

Posted
23 hours ago, fodz said:

I just wanted to ask whether you think I need to update skyrim or not.

Got it. That's up to you. I resisted updating for a while, so I understand. I don't use it, but I know others use BEES so they can use older versions of Skyrim, so that could be a plus if you want to update but be able to go back - I'm not sure if that's exactly how it works but it could be something for you to look into. Older mods will receive less and less support over time; and by older I don't mean mods that are getting updated and are version independent but mods that haven't been updated in a long time. They might still work fine, but that doesn't mean they won't get creaky with newer mods/game version.  And some mod authors won't provide any support at all for older versions. And I can understand that, especially if their mod has a lot of moving parts, so to speak.

 

If you want to try new mods, I recommend creating a folder for older/not-currently-used archives. I do that because sometimes mods disappear or I need to downgrade a mod and I like to keep my active archives folder clean to avoid confusion. That way if any of your current mods won't work well with any new mod you want to try then you have them safely stored to the side for future reference.

 

Yes, I think you're right to be concerned about missing features if you don't update your game. I don't recall which ones but I'm sure that some mods, even if they have older versions available, do have new features on the versions created with the newer game engine. And considering how long the current SSE has been around, mods that have been around for a bit should be pretty stable.

 

It's going to be some work to use p+ or any other version-dependent mod (and sometimes other non-version dependent mods), whether you update your game version or not. That's just the nature of modding. IMO, you might as well update your game if you're going to try newer mods. Just take whatever precautions make sense to you. Good luck, whatever you decide.

Posted (edited)
1 hour ago, Seeker999 said:

Got it. That's up to you. I resisted updating for a while, so I understand. I don't use it, but I know others use BEES so they can use older versions of Skyrim, so that could be a plus if you want to update but be able to go back - I'm not sure if that's exactly how it works but it could be something for you to look into. Older mods will receive less and less support over time; and by older I don't mean mods that are getting updated and are version independent but mods that haven't been updated in a long time. They might still work fine, but that doesn't mean they won't get creaky with newer mods/game version.  And some mod authors won't provide any support at all for older versions. And I can understand that, especially if their mod has a lot of moving parts, so to speak.

 

If you want to try new mods, I recommend creating a folder for older/not-currently-used archives. I do that because sometimes mods disappear or I need to downgrade a mod and I like to keep my active archives folder clean to avoid confusion. That way if any of your current mods won't work well with any new mod you want to try then you have them safely stored to the side for future reference.

 

Yes, I think you're right to be concerned about missing features if you don't update your game. I don't recall which ones but I'm sure that some mods, even if they have older versions available, do have new features on the versions created with the newer game engine. And considering how long the current SSE has been around, mods that have been around for a bit should be pretty stable.

 

It's going to be some work to use p+ or any other version-dependent mod (and sometimes other non-version dependent mods), whether you update your game version or not. That's just the nature of modding. IMO, you might as well update your game if you're going to try newer mods. Just take whatever precautions make sense to you. Good luck, whatever you decide.

Thanks for the well thought response, my version is 1.6.640 it isn't that old and it runs pretty much every except for what I mentioned. I will backup everything though and try from to upgrade. I went back to the mods, it is only things like sse engine fix and some plugins, as well as some mods that i picked out for specifically  1.6.640 , I can just reinstall. If i had an older one pre 1.6X i think that would be a much bigger issue in both updating and in running current mods.

 I forgot to say that everyone told me to stay at 1.6.640, you seem like an expert I actually remember now, I remember you from the tutorials, thanks for your service :) would you agree btw? is 1.6.640 a good place to stay? To be honest I have yet to see mod descriptions that advise to upgrade or anything. Except for sexlab p+.

I feel that there are a bit older mods that I want that might not work on a new version, and since my modlist currently is working on new ones and older ones, it makes it a sweet spot. This is why I will stay where I am until I see that a lot of mods requires an upgrade, but thus far most Loverslab NSFW mods do not require an upgrade. I might update Skyrim to find out that the older mods are now broken and for what, just because of a "might have more features that I haven't noticed"... unlikely.



Edit: If it’s not broken, don’t fix it is my stance. Don't care about Sexlab p+. Thanks for humoring me boss, I actually got to decide by reading what you wrote.

Edited by fodz
Posted
1 hour ago, fodz said:

 I forgot to say that everyone told me to stay at 1.6.640, you seem like an expert I actually remember now, I remember you from the tutorials, thanks for your service :) would you agree btw? is 1.6.640 a good place to stay?

I appreciate your kind words :). I was on 1.6.640 for a long time before I upgraded to, wait for it, 1.6.1130! I was happy at .640 for a long time. I suppose one advantage to taking a year to get through one playthrough is that the game/mod/skse updates have plenty of time to settle down and stabilize, lol.

I think .640 is fine to stay until you're ready to upgrade (or not). If it's working for you, then that's the important thing.

Have fun! Back to killing dragons and bandits ...

Posted

So I'm playing as a futa character and I'm primarily using Billyy's SLAL Animations which I have converted over to SLSB and I've got the animation filter set to loose, but I can't seem to get the creature animations to work unless I set my player characters gender to female instead of futa in the MCM. Is there any way I can fix this or is my only option to set my gender to female in the MCM each time I want to use any creature animation?

Posted
On 2/18/2025 at 2:48 PM, vitaearishi said:

Any input to this problem: I saw some posts with similar issues in the thread, but no solution. A scene will start with a female actor in the female position, but then as the scene advances the female actor takes the male position. I have PPlus set to strict in the animation filter and the player set as female. Nothing appears to be overwriting PPlus in ModOrganizer.

 

Having the same issue. Set to strict and everything.

Posted

It's sad this project is so clunky, there seems to be a lot of potential here. With the way it's split up and because you can't use already created animation packs pretty much means no one is going to use this if they want to keep their animations up to date.

Posted

There is a script that converts the config file of a SLAL animation pack to the config file of a SLSB animation pack within a few minutes.

Even if you do not want to do it yourself, usually withing a few days to weeks someone has uploaded a conversion patch for the newest free / paid SLAL pack to the discord.

Posted (edited)

Potential bug I wanted to report:

When progressing through the Dragonborn DLC side quest Experimental Subject, Neloth asks you to test a spell that boosts your health and to watch for side effects.  Once you discover the side effect (by touching water either through rain or a body of water), SexLab P+ will fail to create any scenes that involve the player (I did not test scenes between NPCs) until you remove the spell by returning to Neloth to complete the quest.  Because many players will leave Solstheim by the time they learn of this side effect, they likely will have a long period where they won't be able to start scenes and not know why they stopped working or how to fix it.  As I recall, I received an Error Code -16 when attempting to start scenes.  I had initially believed I'd broken my save and would have to revert to an earlier save to keep SexLab P+ happy.

Edited by Defective Life
Posted
2 hours ago, erikken14 said:

How do i get it to work with added voices? It doesn't seems to work with:

 

 

Yeah I have the same problem as well, can't add new voices. I suspect it's either a bug or the feature is just not fully implemented yet. But if someone knows how to get it to work we'd really appreciate it!

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