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Weird problem with Sexlab/Defeat/MNC - Human males only able to do beast animations?


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Posted (edited)

I'm using Sexlab, Defeat, MNC and plenty more (Deadly drain SLSO SLA and more than that), But the problem seems to be with Sexlab and Creature animations. For some reason a Human male NPC is starting creature animation and when I try to change the scene, the only animations available are creature animations. Would anyone happen to know what is doing this? Im on the precipice of finishing testing and ACTUALLY playing, yay! Please help!

 

Edit: And by able (In the title) I mean thats the animation playing but it doesnt work right with the human skeleton and is all funky.

 

Edit 2: So everything seems to be working fine until I activate creatures in SL. Then all the animations are creatures even for humans.

Edited by Bunniie
Posted

updated any animation packs? Unregistered any animation sequences? In my experience, either can cause the SL registry to get muddled, resulting in incorrect animations playing or no animation playing at all. Not that that's the only way I suppose, but two reasons I've encountered  that I could source-identify, and fix (perform full cleanup on SL, re-select and re register animation sequences)

 

fyi, ymmv, fwiw

Posted (edited)

I sort of agree with @anjenthedog there. Re-registering animations in SLAL seem a bit hit-n-miss as in, I usually end up with a different numer of animations each time I do it. I find resetting the animation register and then letting SLAL start registering them itself is actually the most consistent way of doing it. Whether this actually corrupts the animation register in a way that would allow beast animations to be used on an actor with a humanoid skeleton I kind of doubt.

 

I seem to recall SL does some kind of skeleton matching when picking animations. As in, it can't run a wolf animation on a humanoid while this check is in place because their skeletons are different. Not sure the behavior files would allow it either but regardless. Assuming I haven't been imagining this skeleton check, I'd start by making sure nothing overrides SL' scripts.

 

Edit: Yeah no, quick search suggests there's no skeleton check in SL.

 

I know I'm always blaming P+, but this sort of smells like something P+ would do - you don't have that installed do you? Check your SL scripts.

Edited by traison
Posted
9 hours ago, traison said:

I sort of agree with @anjenthedog there. Re-registering animations in SLAL seem a bit hit-n-miss as in, I usually end up with a different numer of animations each time I do it. I find resetting the animation register and then letting SLAL start registering them itself is actually the most consistent way of doing it. Whether this actually corrupts the animation register in a way that would allow beast animations to be used on an actor with a humanoid skeleton I kind of doubt.

 

I seem to recall SL does some kind of skeleton matching when picking animations. As in, it can't run a wolf animation on a humanoid while this check is in place because their skeletons are different. Not sure the behavior files would allow it either but regardless. Assuming I haven't been imagining this skeleton check, I'd start by making sure nothing overrides SL' scripts.

 

Edit: Yeah no, quick search suggests there's no skeleton check in SL.

 

I know I'm always blaming P+, but this sort of smells like something P+ would do - you don't have that installed do you? Check your SL scripts.

I dont use P+. Right now I kinda forget what that even is but I dont know dont use it. I tried reregistering and rebuild json and all that jazz, keeping anims under 1000 but nothing seems to work. Everything is working just fine until I active creature animations. I just dont understand! hah

Posted
7 hours ago, Bunniie said:

I dont use P+.

 

Ok, but did you query your mod manager for other mods overriding SL's scripts?

 

In addition to that:

  1. Do a sanity check: Use More Informative Console to verify that the actors involved are actually one of the humanoid races: not werewolf, werebear, vampire lord, ...
  2. Start a scene using Matchmaker and test again.
Posted (edited)

What are you using for your male humanoid SOS bodies? Vanilla + SOS or one of the male body replacers (presumably + SOS)?

 

I suppose it's possible you have an issue there. IME, Vanilla and SOS should be fine, at least under "normal" circumstances (ie you haven't altered the male in some substantial way like changing or using a custom race), as for other bodies or schlongifiers (if they exist) idk.

 

I still kinda suspect a registry fuckup. I've had instances of animals getting assigned human animations (doesn't work) and humans being assigned beast animations (also doesn't work). In each case, it was either a temporary glitch, ( afaik the sort caused by one of those undiagnosable, intermittent accidents that leaves the player trailing astronach flames or draghur eyes or being locked in a defeat stance, etc,),  OR it was associated with a registry screwup after futzing with SLAL and trying to unregister animations or updating an animation pack.

 

I also haven't seen any FNIS output, to ascertain if the humanoid males are even recognized in your FNIS processing. I've seen many posts in the past where "male directory doesn't exist" came back from FNIS reports as an issue, that once resolved, fixed whatever problems the OPs were experiencing

 

Edited by anjenthedog
Missing Punked-You-Ation! (stupid closed parenthesis)
Posted
On 6/1/2024 at 3:24 AM, traison said:

 

Ok, but did you query your mod manager for other mods overriding SL's scripts?

 

In addition to that:

  1. Do a sanity check: Use More Informative Console to verify that the actors involved are actually one of the humanoid races: not werewolf, werebear, vampire lord, ...
  2. Start a scene using Matchmaker and test again.

 The only things overwriting SL in MO left pane are SL Utility Plus, SL Separate Orgasms, and SLAL Leito animations. I will try the matchmaker when I launch it back up! ty for the response!

Posted
15 hours ago, Bunniie said:

SL Utility Plus, SL Separate Orgasms

 

I'd disable those for this test, or at the very least make absolutely sure they're made specifically for the SL version you're using.

 

15 hours ago, Bunniie said:

SLAL Leito animations

 

This does not sound correct. SLAL animations should never need to override parts in SL. I'd disable this.

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