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SexLab P+


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Posted
On 7/23/2026 at 4:06 PM, viasion said:

I had sexlab and animation packs installed, and I also had other necessary mods. I installed p+ with file replacement, installed animations with file replacement, and made a patch using fnis, but when I launch the game, nothing happens and the animations don't start. There are no messages or errors, and the character continues to move freely.


I had similar issue. You registered animations which you don't have and  P+ can't start them. You must install correct version of animations and Automated SLSB conversions for them. If you install wrong version or convert animation which you haven't installed, your characters will be frozen. When you do everything correctly start new game don't use old save.

Posted
On 4/9/2026 at 8:56 PM, BabyImpala said:

Do you have access to the Discord server? We need some active feedback like this on the VRIK stuff since none on the dev team currently has ready access to a VR headset. There is also a new VR dev build there too with new gesture controls which I can guide you through.

Also there are supposed to be three POV modes that you should be able to switch between to control the camera mode and whether view should be attached to body or headset etc.
 

The link to Discord: https://discord.com/invite/JPSHb4ebqj
Once you have joined the discord, you should be able to join the following thread to take part in the VRIK testing stuff: 
https://discord.com/channels/906462751101177886/1481282252167053395
 

What is status about VR?
I have installed MGO 4.0 beta, but I would love to add some SL-bassed mods. Will that work?

Posted
On 7/26/2026 at 2:46 PM, isocko said:

Hi, I have a problem where the NPC slides off to the side during an animation. How can I fix this?

I've also been noticing that issue, although it seems like its only on some furniture animations.

 

I've also had voices changing constantly, in the MCM it says that setting the voice will keep it consistent, but it always changes when I load the game.  Any ideas what might be causing these?

Posted

Is there by chance some addon that allows for actor positioning up / down and forward / back without the need to jump between menus? Like the original with ; / : and l / L that work at the same time? Legacy option is better than default, but it's a bit frustrating. I'd rather use old sexlab just for that. Sure this one loads animations faster by far, but it makes me waste about as much time as the old one if not more by screwing around in menus.

With complaints out of the way, I appreciate what the creator is trying to do here. The mod was in sore need of an update, and I can't imagine the time and knowledge needed for such an overhaul.

Posted
8 minutes ago, Umbra Nensei said:

Is there by chance some addon that allows for actor positioning up / down and forward / back without the need to jump between menus? Like the original with ; / : and l / L that work at the same time? Legacy option is better than default, but it's a bit frustrating. I'd rather use old sexlab just for that. Sure this one loads animations faster by far, but it makes me waste about as much time as the old one if not more by screwing around in menus.

With complaints out of the way, I appreciate what the creator is trying to do here. The mod was in sore need of an update, and I can't imagine the time and knowledge needed for such an overhaul.

 

I hope I'm doing a favor to everyone on this thread

https://dwemermods.com/mods/3140

Posted
Just now, Umbra Nensei said:

Huh, somehow I didn't know that site even existed. This looks great though. Thanks.

 

you are welcome. it's new, and very good.

less prone to discussion than LL, but doesn't have the clutter/failed mods all the way from 2013. LL feels like Verdun sometimes.

Posted

im very new to modding like this is my first real time actually doing it. Im 2 weeks into trying to get this to work and no matter what i do when i start an animation i get locked inside the npc player or beast in an a-pose with 0 animation or movement and the animal/beast has no movement or sound at all or is partially rendered. please help.

im using MO2 this is my current setup

https://loadorderlibrary.com/lists/mo2-sexlabp

Posted
4 hours ago, ckkime55 said:

im very new to modding like this is my first real time actually doing it. Im 2 weeks into trying to get this to work and no matter what i do when i start an animation i get locked inside the npc player or beast in an a-pose with 0 animation or movement and the animal/beast has no movement or sound at all or is partially rendered. please help.

im using MO2 this is my current setup

https://loadorderlibrary.com/lists/mo2-sexlabp

I looked through your mod list but I didn't see A-Pose Bug Fix - Universal Behavior Runtime, https://www.nexusmods.com/skyrimspecialedition/mods/168903 . Try adding this to your load order. I had a similar problem some time ago and this corrected it.

Posted (edited)
On 7/29/2026 at 10:33 PM, Umbra Nensei said:

Huh, somehow I didn't know that site even existed. This looks great though. Thanks.


I don't recommend using that mod. The creator was already banned from Nexus for disturbing reasons. Besides, version 2.18 on the Citadel's Discord already has a new UI system built-in.

https://www.nexusmods.com/skyrimspecialedition/mods/185846
https://forums.nexusmods.com/topic/13541860-quantumvale-banned/

Edited by Sithrix
Posted
1 hour ago, Tiemphyx said:

Just a heads up: I've posted this with original Sexlab but thought to put it here as well for information and comment.

 

Sexlab v 1.66b is not recognizing the latest Racemenu version due to it lacking requirements for the SL script:   sslSystemConfig.psc


 Specifically, this file looks for NIOveride.esp's version, which file does not exist in the current version of Racemenu (it has recently been streamlined to not require it).  This results in an incomplete initialization of Sexlab v 1.66b and a red X for Racemenu in Sexlab's MCM.  I suspect this mostly effects morphs but there are likely broader consequences.

What version of RaceMenu are you using? I have version 0.4.20.0 installed, which is the latest version on Nexus. Do you have a more recent version than that?

Posted
4 hours ago, KentuckyExpat said:

What version of RaceMenu are you using? I have version 0.4.20.0 installed, which is the latest version on Nexus. Do you have a more recent version than that?

Same 4.20 Racemenu - are you not seeing an X in SL's MCM checklist?

Posted
9 hours ago, KentuckyExpat said:

To be honest, I don't see RaceMenu anywhere in the SL MCM. 

Had quick look at this, and it appears that warning can be ignored.

 

Right now RaceMenu's SKEE64.dll in 4.20 (and 4.19) is reported by SKSE with the name "skee" and a version number of 1, which doesn't really make any sense.
 

plugin skee64.dll (00000001 skee 00000001) loaded correctly

 

SLP+ MCM is looking for a more sensible "SKEE64" with a version number of 7 or grater, which is why there is an X displayed.

 

But this is presumably just a proxy for the NIOverride functions needed to apply overlays. It doesn't affect anything outside the MCM. Those functions are available in the current RaceMenu, and SLP+ uses them regardless of the check result.

Posted (edited)
20 hours ago, KentuckyExpat said:

To be honest, I don't see RaceMenu anywhere in the SL MCM. 

Because it has never used SkyUI.  It replaces Skyrim's internal character editor.

You call the character editor by console.  showracemenu

It is basic stuff.  You should know that without a patch, opening and exiting the racemenu will reset your character's gained attributes to race base values. There are patches for that. 

In Nexus there is a Racemenu "Skin" replacer using PrismaUI,  RaceMenu Prisma.  It looks nice, and the main sections are up\down instead of original left\right. 

Edited by safado
Posted (edited)
11 hours ago, Sailing Rebel said:

Had quick look at this, and it appears that warning can be ignored.

 

Right now RaceMenu's SKEE64.dll in 4.20 (and 4.19) is reported by SKSE with the name "skee" and a version number of 1, which doesn't really make any sense.
 

plugin skee64.dll (00000001 skee 00000001) loaded correctly

 

SLP+ MCM is looking for a more sensible "SKEE64" with a version number of 7 or grater, which is why there is an X displayed.

 

But this is presumably just a proxy for the NIOverride functions needed to apply overlays. It doesn't affect anything outside the MCM. Those functions are available in the current RaceMenu, and SLP+ uses them regardless of the check result.

 

SL PiPi copy-pasted the original Sexlab code and removed the NIOveride version check using scripts. That is why it is failing to find it.

Not yet released, SL PPlus 2.18.1 resolved the issue.

 

new code for racemenu detection in 2.18.1, it also detects racemenu for Skyrim VR.

Spoiler
  elseIf CheckSystem == "RaceMenu"

    return ((SKSE.GetPluginVersion("skee64") > -1) || (SKSE.GetPluginVersion("skeevr") > -1) || (NiOverride.GetScriptVersion() >= 7))

 

Original sexlab racemenu SKEE\NIO check that works.

Spoiler
	elseIf CheckSystem == "NiOverride"
		return SKSE.GetPluginVersion("SKEE64") >= 7 || NiOverride.GetScriptVersion() >= 7 ;SSE

 

The first check using SKSE fails (likely response is 1, or 0 because it is registered as SKEE not SKEE64), second using Papyrus is successful (response is 8).   Pipi only has the first check with the wrong value of 7, instead of 1 meaning "true, im here" in binary lingo. Maybe also call it SKEE instead of SKE64.

 

NIOverride is renamed SKEE for Racemenu SE\AE and everything special in Racemenu is from the SKEE\NIO backend. Scaling\morphs\overlays.

 

The checks in original sexlab are for making available the character rescaling functions for the alignments and it resets after the animation. For those using "lore" race height mods and "heels" NIO offset. 

 

racemenu's NIOverride script snip of version function

Spoiler
Scriptname NiOverride Hidden

int Function GetScriptVersion() global
	return 8
EndFunction

 

 

Edited by safado
Posted

hi. i am having an issue where sexlab is visible in mcm menu but when clicked, it is blank. i have tried a new save and it has the same issue. i made sure that no mod is overwriting sexlab p+ ng

Posted (edited)
On 8/9/2026 at 3:45 PM, johntrine said:

hi. i am having an issue where sexlab is visible in mcm menu but when clicked, it is blank. i have tried a new save and it has the same issue. i made sure that no mod is overwriting sexlab p+ ng

anyone?

edit- nvm. i think i fixed it

Edited by johntrine
Posted (edited)

Not sure what's causing it but I never encountered this specific instance/issue when using just SLAL and base SLab prior. Sometimes NPC will slide off/teleport halfway across an entire instance/room, teleport/phase underneath area's floor/ground, teleport so far away somewhere I can't see them (yet their sounds are like they're still in the correct area placement), or will be randomly rotated 45/90 degrees out of the correct positioning for an animation while still being "attached" to their paired animation actor.


- I've run Pandora and it finishes without any errors.
- Unlike a previous comment, I don't think it was specifically tied to a furniture animation and it was seemingly happening to random animations randomly occurring at times? Sometimes an animation from various mods would start/play fine, and other times it would have the aforementioned issues.
- I've made certain (to my knowledge) that all of the SLSB conversion patches match up to the version of the SLAL I have for that animation pack. I tried having Billyy's SLSB patch both before and after the main/official SLSB patch and it still occurred for both.

- Can I not have the SLAL (Loader itself) installed at all? I have had them both side by side for awhile now and didn't seemingly have issues prior but only recently noticed the animation alignment issues of this extreme degree mentioned above. I also had not had PPA until much more recently (was it always a dependency? Pretty sure I had P+ prior to ever knowing of PPA's existence but it has been awhile so idr).

 

Also, is there somehow a way to set a delay for an animation starting? I have randomized invite animations and they barely play now (or for like 0.5-1 seconds) because the animation starts too fast to give it time to play before starting up the animation.

Edited by Wishkeeper3456
Posted (edited)

Is enabling Automatic Free Camera, supposed to hide the health, magicka, and stamina bars?  If I disable this auto feature and use the hotkey instead to toggle the free camera, the HMS bars stay visible.

 

Never mind.  It was doing this because of PapyrusUtil TFC Fix.

Edited by Assmandu
Posted

Does this mod make it so I can actually view and select any animation I want? Traditionally it's been that you are only shown 150 animations because of some limitation within Skyrim

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