libertyordeath Posted September 26, 2024 Posted September 26, 2024 (edited) This bug appears to have been fixed in Sexlab 1.66, most likely in the threadcontroller script. I am running SL 1.65, and the sexlab devs clearly state they only support the latest version. This is purely an ideological (progressivism) decision. It has nothing to do with them saving work. Two examples: 1. They actively delete older versions from the download page, and actively discourage users from downloading older versions. That's not saving them work. It's just ideological bullying. At least they provide a GIT archive page, but said page doesn't even say which SL version works with which skyrim version. 2. The version change from SL 1.65 to 1.66 consists of two seperate things: A) Actual fixes and changed features. B) Purely formal changes to make SL work with latest skyrim. Here's the important part: A and B are totally seperate files. There's no interdependencies. The fixes in 1.66 work in 1.65 "AS IS": All you need to do is, copy two scriptfiles from 1.66 to 1.65, and that's all! This is the "support" SLDev won't do: Copying two files. No, there is no catch. It really is this simple. So here it is for anyone to download: SL 1.66 fixes for SL 1.65 Pstch SL166 Fixes for 165.zip ______________________________ Old Post: I'm almost finished making offset corrections for all my animations. In the process someone warned me to do this only on perfectly even terrain, because apparently on uneven terrain SL is too stupid to place two actors on equal elevation. I also know when this issue happens, it can usually fixed by pressing the "realign" hotkey. Well, i now have the exact opposite problem: All my offsets are perfect, because of the bug i'm about to describe. But they regularily get out of alignment for the same reason. And it happens regarless of terrain - be it a perfectly flat housefloor or wilderness. What happens is: At scene start actors have wrong Z-offsets. The actor in slot 1 usually is correct, but the actors in other slots sometimes have different Z positions than what my offsets say. Pressing the realign key does nothing (because it is not in fact an alignment bug). BUT: If i move a single actor by just 0,5 units, everything suddenly snaps to the right z-offsets (because it is in fact the offset code conflicting with the alignment code, see next post). So basically it's like Sexlab sometimes "forgets" to apply the Z-part of my offsets. And if i press one of the alignment keys, it suddenly "remebers". Yes, the behavior is exactly as retarded as it sounds. Maybe i should just switch to OStim already. I have excluded SL Tools as the troublemaker. Here's my list of sexlab mods - excluding only animpacks (those are in the "pre-bash override" category visible at the bottom of the screenshot). Edited September 29, 2024 by libertyordeath
libertyordeath Posted September 27, 2024 Author Posted September 27, 2024 (edited) After some more experimentation, i finally have an understanding of the internal logic that causes this. What happens is: On scene start some part of the code (let's call it "alignment code") uses logic "A" to determine the Z position of characters. When pressing one of the offset-buttons, a different part of code (let's call it "offset code") uses logic "B" to determine the "reference/zero" Z-position. So sexlab has two redundant implementations for what is "Z-Offset 0", and they fight against each other, PER ACTOR. I can reproduce this step by step, on a perfectly flat surface: On scene-begin Actors are at a certain elevation. If i then go to actor 1 and press an offset key, her Z-position changes to a different elevation, but the other actors stay the same. Go to actor 2, and repeat: Now actor 2 uses the "offset-code logic" for Z-position. Go to actor 3 and repeat: Now all actors use the same reference elevation in a 3P anim. Sexlab is how old? Why does crap like this still exist in the codebase? Edited September 27, 2024 by libertyordeath
libertyordeath Posted September 27, 2024 Author Posted September 27, 2024 (edited) So, i have a theory for why i might be the first one noticing this bug. Most people likely design their offset corrections to align with the floor. I do the opposite: ALL of my animations are elevated above the floor via offset corrections, by 2-3 skyrim units. I do this because i'd rather have "floaty" anims than ground clipping everywhere. The SL "alignment code" mentioned in the prior post likely tries to align actors with the ground, regardless of what the offsets say. And then when the user presses an offset modification key, sexlab suddenly notices "Whoops! , Z-alignment is totally wrong according to offset-values. Lemme fix that real quick. I wonder who placed the actor wrong in the first place. Certainly not myself." So yeah, the sexlab alignment code ignores/violates user offset corrections when the scene is initialized. And it only fixes that mistake when the user tries to change offsets. Since most people design their offsets to match the floor, they don't notice this bug - or if they do, the discrepancy is minor enough they believe it's just normal skyrim being buggy as usual. If sexlab was a person, i would slap it across the face right now. First it doesn't offer a feature to let me elevate sexscenes to avoid ground clipping. Then i spend over 100 hours to do it myself for every animation, and it turns out selab has a bug that prevents me from doing that. Seriously, GO FUCK YOURSELF SEXLAB! Edited September 27, 2024 by libertyordeath
libertyordeath Posted September 29, 2024 Author Posted September 29, 2024 Bug likely fixed. See the beginning of the first post for explanation and patch file.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now