jalingon3011 Posted July 10, 2024 Posted July 10, 2024 I have watched thisSexlab Scripting and Modding Tutorials and learned how to initiate sex animation via dialogue: However I want to make something a little more than that: I want to make 2 or sex animations to play consecutively after a dialogue. For example, my character would do a blowjob animation, then an anal animation with the NPC she talks to. Does anyone know how to do that? Here's the code I'm using now: Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor SexLab.Quickstart(Game.GetPlayer(), akSpeaker, victim = Game.GetPlayer(), Hook = None, AnimationTags = "Anal") EndFunction SexLabFramework Property SexLab Auto Also, does anyone know how to make your follower play sex animation with an NPC? Thank you for your help.
Qviddhartha Posted July 10, 2024 Posted July 10, 2024 (edited) If you only want to play two animations with the same actors, use "leadin" for the 1st and "main" for the second. sslBaseAnimation[] sslbaLeadin = new sslBaseAnimation[1] sslbaLeadin[0] = SexLab.getAnimationByRegistry( registryLeadin) sslBaseAnimation[] sslbaMain = new sslBaseAnimation[1] sslbaMain[0] = SexLab.getAnimationByRegistry( registryMain) Actor[] actors = new Actor[2] actors[0] = actor1 actors[1] = actor2 sslThreadModel th = SexLab.NewThread() th.AddActors( actors) th.SetLeadAnimations( sslbaLeadin) th.SetAnimations( sslbaMain) th.StartThread() If you want more than two animations or need to change the actors, you may run into some issues. In my own WIP mod, I've had to patch two base sexlab scripts to make it work seamlessly (some actor reset actions occur some time after the 1st animation finishes, interfering with the 2nd, when running two separate SL threads back to back with the same actors). I'm on LE; the SE version of sexlab may not have the same issues I bumped into. Edited July 10, 2024 by pfB6cs
jalingon3011 Posted July 10, 2024 Author Posted July 10, 2024 1 hour ago, pfB6cs said: If you only want to play two animations with the same actors, use "leadin" for the 1st and "main" for the second. sslBaseAnimation[] sslbaLeadin = new sslBaseAnimation[1] sslbaLeadin[0] = SexLab.getAnimationByRegistry( registryLeadin) sslBaseAnimation[] sslbaMain = new sslBaseAnimation[1] sslbaMain[0] = SexLab.getAnimationByRegistry( registryMain) Actor[] actors = new Actor[2] actors[0] = actor1 actors[1] = actor2 sslThreadModel th = SexLab.NewThread() th.AddActors( actors) th.SetLeadAnimations( sslbaLeadin) th.SetAnimations( sslbaMain) th.StartThread() If you want more than two animations or need to change the actors, you may run into some issues. In my own WIP mod, I've had to patch two base sexlab scripts to make it work seamlessly (some actor reset actions occur some time after the 1st animation finishes, interfering with the 2nd, when running two separate SL threads back to back with the same actors). I'm on LE; the SE version of sexlab may not have the same issues I bumped into. Thank you. Do you also happen to know how to make my follower do sex animation with NPC? If yes, can you show me the code for it?
Qviddhartha Posted July 11, 2024 Posted July 11, 2024 Just use one in place of "actor1" and the other in place of "actor2". It don't matter if the actors are the player or not. Just that they are valid sexlab targets (ActorTypeNPC, not child, not mannequin, not in exclusion Faction, in an attached cell, with 3D loaded). Note that with the code I suggested, you need to put the actors in the right order. Unlike using quickStart, this method does not reorder the actors to fit the animation's gender restrictions; though it will put strapons on females when the animation expects a male if your MCM settings allow for it.
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