wabuke Posted September 8, 2025 Author Posted September 8, 2025 (edited) 46 minutes ago, Elizinator said: im not sure if this is a problem with updating, or just the nature of the distance attenuation, but the volume settings i was using went from 0.25 in v3, to 1.0 in v4, but the sounds are still incredibly quiet. are they linked to the SL sound settings? yes they are linked. I should probably unlink them so you can mute default SL voices Quote Oral doesnt make sound but Vagina and Anal produce normal sexlab sounds in 0.4. oral doesnt work for now Edited September 8, 2025 by wabuke
Betridnord Posted September 8, 2025 Posted September 8, 2025 0.4.0 Works perfectly with P+. Thank you!
DarkRavage Posted September 8, 2025 Posted September 8, 2025 (edited) 1 hour ago, wabuke said: oral doesnt work for now That's not what I meant. Oral is not working by design means the mod is still somewhat functioning. The problem, with version 0.4, is the mod is not overriding the normal Vagina and Anal sound from Sexlab sound. Version 0.3 did not have this issue on my end. Edit: The mod is working but the sound in 0.4 is incredibly quiet. I couldn't tell if the mod is not working initially. Edited September 8, 2025 by DarkRavage
RedTelephone8 Posted September 8, 2025 Posted September 8, 2025 On 9/4/2025 at 7:37 AM, wabuke said: @WhatTheElf hi, I didn't test this mod on 1.5.97 at all. Can you look into these things for me? 1) do you use SexLab Framework or SexLab Framework P+? 2) in Skyrim.ini set these options: [Papyrus] bEnableLogging=1 bEnableTrace=1 then save and try to start sexlab scene again. After that open Papyrus.0.log (located in C:\Users\<username>\Documents\My Games\Skyrim Special Edition\Logs\Script\), search for text "SexLabSexSound" - post lines with this text in this thread if there are any 3) check if event listener quest is running: - open console - type "help SexLabSexSound 4" - you should see line like "QUST: SexLabSexSound_Quest (XXXXXXXX)" - type "sqv XXXXXXXX" (copy XXXXXXXX from line above) - it should say Enabled = Yes and State = Running 4) check if event listener script is attached to the player: - type in console: - prid 14 - showvars - look for "SexLabSexSound_PlayerScript" text, if it doesn't exist then it script is not attached (if there are too many scripts then you won't be able to look at all scripts because there is scroll back limit in console) What should I do if the event listener script isn't attached to the player? I tried the 3rd step and got the Enabled = Yes and State = Running response, but when I try to do prid 14 showvars there are too many scripts to see if its attached. How should I go about checking if I can't scroll up?
wabuke Posted September 9, 2025 Author Posted September 9, 2025 10 hours ago, RedTelephone8 said: What should I do if the event listener script isn't attached to the player? I tried the 3rd step and got the Enabled = Yes and State = Running response, but when I try to do prid 14 showvars there are too many scripts to see if its attached. How should I go about checking if I can't scroll up? this means your game is fucked in some way so script doesn't get attached to the player. Honestly no clue how to fix this from my side, some people have this for some reason and I don't know why
Bullfye Posted September 9, 2025 Posted September 9, 2025 (edited) Great Mod ... Finally someone made this thanks ... A question is it possible to raise the sound level a little more cause at least with voices installed its sound level is so low that almost can't be heard !? PS: Never mind I manage to edit it with online volume changer editor ! Incredible Mod really and even its synchronised with all the Scene... Great Mod Edited September 9, 2025 by Bullfye
Iolya Posted September 9, 2025 Posted September 9, 2025 Awesome mod! About time someone replaced the original SL sound system with something immersive.
WhatTheElf Posted September 10, 2025 Posted September 10, 2025 (edited) On 9/8/2025 at 10:02 PM, DarkRavage said: That's not what I meant. Oral is not working by design means the mod is still somewhat functioning. The problem, with version 0.4, is the mod is not overriding the normal Vagina and Anal sound from Sexlab sound. Version 0.3 did not have this issue on my end. Edit: The mod is working but the sound in 0.4 is incredibly quiet. I couldn't tell if the mod is not working initially. I had to roll back to 0.3 too for now. On 0.4 the sounds from this mod and the Sexlab sounds overlap each other and play at the same time. Edit: On Sexlab Framework (Not Sexlab P+) Edited September 10, 2025 by WhatTheElf
wabuke Posted September 10, 2025 Author Posted September 10, 2025 (edited) Spoiler Sharing some updates for next version (0.5.0): Currently, sound is played based on the distance between two actors' bones. This system is inherently inaccurate, especially for more complex animations. The new system (which can work alongside the old one) functions by annotating SexLab animation files with timestamps that tell the game when to play the sound during the animation. This enables scenes with multiple actors to work correctly, removes the need to run Papyrus scripts in-game, allows sound playback for handjob/blowjob/etc scenes, makes it possible to remove SexLab integration and run it on OStim, etc. At the moment, the biggest downside is the need to manually annotate every single animation file (there are more than 10000 animation files if we count all SLAL packs) and the requirement to run a custom animation patcher (think something like Pandora or Nemesis). Edited September 10, 2025 by wabuke 3
JustifiedSnails Posted September 10, 2025 Posted September 10, 2025 3 hours ago, wabuke said: Reveal hidden contents At the moment, the biggest downside is the need to manually annotate every single animation file (there are more than 10000 animation files if we count all SLAL packs) and the requirement to run a custom animation patcher (think something like Pandora or Nemesis). theoretically, one would only need to annotate once and then be good to go. Right? given that we all kinda share the same animation pool. this update sounds great, I'm eager to give it another shot
asdt123123 Posted September 11, 2025 Posted September 11, 2025 3 hours ago, JustifiedSnails said: theoretically, one would only need to annotate once and then be good to go. Right? given that we all kinda share the same animation pool. this update sounds great, I'm eager to give it another shot Yes. One of the SLAL animation makers annotates his animations. Forgot who it was though, maybe Billyy. Surprised it's not more common 1
Moonpaw Posted September 11, 2025 Posted September 11, 2025 On Skyrim AE with latest SKSE and game version 1670 the plugin refuses to even load. And avast antivirus says AnimationPatcher.exe is a virus/malware
Elizinator Posted September 11, 2025 Posted September 11, 2025 0.5, i get an error saying the DLL cannot be loaded, and the mod will not function. which naturally it does not. 1.5.97 version
GusCrow Posted September 11, 2025 Posted September 11, 2025 (edited) 0.5 Is treated as a virus by the system and can't be installed. I think it's better to separate that patcher in another download. Edited September 11, 2025 by GusCrow 1
wabuke Posted September 11, 2025 Author Posted September 11, 2025 45 minutes ago, GusCrow said: 0.5 Is treated as a virus by the system and can't be installed. I think it's better to separate that patcher in another download. 1 hour ago, Elizinator said: 0.5, i get an error saying the DLL cannot be loaded, and the mod will not function. which naturally it does not. 1.5.97 version 1 hour ago, Moonpaw said: On Skyrim AE with latest SKSE and game version 1670 the plugin refuses to even load. And avast antivirus says AnimationPatcher.exe is a virus/malware should be fixed in 0.5.1 also split AnimationPatcher in seperate zip. Don't know why AV flags it as malware 2
DarkRavage Posted September 12, 2025 Posted September 12, 2025 Is there a way to manually edit the animation file for non-vortex users?
friendlygaint Posted September 12, 2025 Posted September 12, 2025 Would it be possible to include nodes used in the live journal? it would make trial and error a lot easier
elzee Posted September 15, 2025 Posted September 15, 2025 (edited) May I ask if it’s possible to disable those sounds during the orgasm stage? Because my character’s “physical properties” cause certain body parts to tremble, and at that moment those sounds keep stacking and play rapidly in quick succession. Thank you for this great mod! Edited September 15, 2025 by elzee
wabuke Posted September 15, 2025 Author Posted September 15, 2025 (edited) Posted big update today (0.6.0), removed need to patch .hkx animations (removes need to run AnimationPatcher.exe), also manually adding annotating animations with sounds is a lot easier (added animation editor for this purpose directly into the game). Now mod hooks into game loop and runs code every frame, people who have SE please check if mod even works now. 3 hours ago, elzee said: May I ask if it’s possible to disable those sounds during the orgasm stage? Because my character’s “physical properties” cause certain body parts to tremble, and at that moment those sounds keep stacking and play rapidly in quick succession. Thank you for this great mod! What animation is that? Edited September 15, 2025 by wabuke
Ameridaw Posted September 16, 2025 Posted September 16, 2025 Curious, if the annotations can be used to play sound regardless of bone distance, does that mean one could annotate a threesome animation as an ad-hoc workaround for the "only 2 actors supported" issue?
whyy? Posted September 16, 2025 Posted September 16, 2025 (edited) SSE 1.5.9.7. No SL P+. Handlers seem to work fine, but there is an issue with markers. They don't seem to be saved properly. I've been doing it manually, no automod. S1 was not supposed to have any markers, yet markers from S2 moved to S1, S3 moved to S2 and so on. Only last stage had markers saved correctly, as it duplicated them both on S4 and S3. EDIT: Ok I managed to replicate bug, it happens if scene tag is changed in a process. Like, first I've been playing anims with Vaginal/Anal tag to check handlers, and then switched animation set to spank for trying markers system. After doing so markers saving was broken. If I start up spank animation first, then it is saved properly. Also managed to fix broken ones by manually editing Json files and restarting game. Edit 2: Also saves markers for a completely wrong animation. Somehow it crated Json file for male mt_idle [O_O] and now I hear spanks all the time while just standing there with no SL anims running. It does detect animation name properly in Framework menu though. Edited September 16, 2025 by whyy?
wabuke Posted September 16, 2025 Author Posted September 16, 2025 29 minutes ago, whyy? said: SSE 1.5.9.7. No SL P+. Handlers seem to work fine, but there is an issue with markers. They don't seem to be saved properly. I've been doing it manually, no automod. S1 was not supposed to have any markers, yet markers from S2 moved to S1, S3 moved to S2 and so on. Only last stage had markers saved correctly, as it duplicated them both on S4 and S3. send logs 1 hour ago, Ameridaw said: Curious, if the annotations can be used to play sound regardless of bone distance, does that mean one could annotate a threesome animation as an ad-hoc workaround for the "only 2 actors supported" issue? yes but I need to add support for more than 2 actors in code
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