BananaZombie Posted August 11 Posted August 11 (edited) [Beta] PrismaUI Sexlab P+ Animation Toggle View File If you're like me then you are very picky when it comes to animations. Nothing worse than trying to have a simple defeat system for losing a fight and suddenly you're doing acrobatics while pleasuring a bandit. You don't want to get rid of certain packs because of those one or two decent animations so you have to go through each animation to see what you like. This mod is here to help make your animation toggles much easier, faster and keep it across all your saves. Features A clean modern interface, no more sluggish flash menu. Toggle animations from the Sexlab registry at ease. Smart quick spawn, spawns the required actors for the scene. Preview system, scans for valid actors to use with the animation, can change who uses which slot. Spawn menu for basic humans and creatures. NPCs from this mod can be purged. Persistent saves, don't worry about re-doing all of your toggles when you end up breaking your game and need a restart. This mod is early development, once it reached the stage where it worked for my purposes is when I decided to release. That doesn't mean other people will find issues so please send feedback, logs etc.. to help me fix any issues. Preview 1 - Testing Animations.webm Preview 2 - UI Navigation.webm Submitter BananaZombie Submitted 08/11/26 Category Framework & Resources Requirements 1. Skyrim Script Extender (SKSE64) https://skse.silverlock.org 2. Prisma UI - Next-Gen Web UI Framework https://www.nexusmods.com/skyrimspecialedition/mods/148718 3. Address Library for SKSE Plugins https://www.nexusmods.com/skyrimspecialedition/mods/32444 4. SexLab Framework PPLUS (with valid SLSB animations) https://www.loverslab.com/files/file/25318-sexlab-p/ 5. Microsoft Visual C++ Redistributable (x64), 2015-2022 https://aka.ms/vs/17/release/vc_redist.x64.exe Regular Edition Compatible Not Applicable Install Instructions Edited August 15 by BananaZombie
BananaZombie Posted August 11 Author Posted August 11 (edited) Version 0.2.0 Changelog: Fixed major issue where starting a new game with saved toggles would toggle a bunch of animations to enabled. Mass toggles now lock the user behind a loading scene so that they can't break the sequence. Performance issue resolve: You now must manually start the catalogue on the first-time run, this is done to avoid making your new game lag in the background. SKSE Menu integration for hotkey management Risa's All In One Menu is now supported Edited August 13 by BananaZombie
Fraying9981 Posted August 11 Posted August 11 great stuff, thanks for sharing, did you include export of the configuration to an offline file? Will you consider tag edits as well?
BananaZombie Posted August 11 Author Posted August 11 (edited) 11 minutes ago, Fraying9981 said: great stuff, thanks for sharing, did you include export of the configuration to an offline file? Will you consider tag edits as well? All toggle states you make are found in your overwrite/data folder like so: \skse\plugins\PrismaUISexlabAnimationToggle\scene-state It's not very readable, it's just using id's to keep track of the animations and it (tries to) organise by author. Yes I can look into tag editing Edited August 11 by BananaZombie
Fraying9981 Posted August 11 Posted August 11 20 minutes ago, BananaZombie said: All toggle states you make are found in your overwrite/data folder like so: \skse\plugins\PrismaUISexlabAnimationToggle\scene-state It's not very readable, it's just using id's to keep track of the animations and it (tries to) organise by author. Yes I can look into tag editing that's awesome! for tags: great if the user can invent new tags as well/clear all tags directly. I want to do some cleaning in there 🧹
Commander_ Posted August 11 Posted August 11 This looks sick. How easy/possible would it be to make it available for regular SexLab (as opposed to P+)? Is there a technical reason it requires P+ (e.g., functions available only on P+)? 1
BananaZombie Posted August 11 Author Posted August 11 42 minutes ago, Commander_ said: This looks sick. How easy/possible would it be to make it available for regular SexLab (as opposed to P+)? Is there a technical reason it requires P+ (e.g., functions available only on P+)? It's more so a case that I wanted to focus on the most modern framework available with performance in mind, the technical difference would be the way animations are detected. I think the rest would be pretty much the same. For now my focus is to get make sure it is stable and perfect before I focus on backporting.
HannoJojo Posted August 11 Posted August 11 Not sure if its an actual bug of your mod (and not caused by external factors), still wanted to report it. Default hotkey is 65 - F7 I changed it to 68 - F10 using Prisma MCM Redux. After that I was able to open the UI using F10 just fine. When I restarted the game I had to use F7 again which was also shown in the settings of the UI itself. In Prisma MCM Redux it still showed key id 68 as the setting. After applying that again, I was then able to open the UI using F10 again. So the keybind was saved to file / savegame properly, but it loaded the default value on loading the savegame (or something like that)
BananaZombie Posted August 11 Author Posted August 11 (edited) 22 minutes ago, HannoJojo said: Not sure if its an actual bug of your mod (and not caused by external factors), still wanted to report it. Default hotkey is 65 - F7 I changed it to 68 - F10 using Prisma MCM Redux. After that I was able to open the UI using F10 just fine. When I restarted the game I had to use F7 again which was also shown in the settings of the UI itself. In Prisma MCM Redux it still showed key id 68 as the setting. After applying that again, I was then able to open the UI using F10 again. So the keybind was saved to file / savegame properly, but it loaded the default value on loading the savegame (or something like that) I wasn't able to replicate the issue on my side, I couldn't use F10 at all though (might something holding it hostage lol), I used ; saved and loaded, still worked, restart whole game and still worked. I will be taking a deeper look into menu integrations anyways so we'll see how it might change things in the future Edited August 11 by BananaZombie
WolfyLune Posted August 13 Posted August 13 does this also replace the normal sexlab P+ UI or no, i know theres one on nexus but its broken and the dev was banned so I cant get support either so wondering if this is a replacement for that too or no
Fraying9981 Posted August 13 Posted August 13 33 minutes ago, WolfyLune said: does this also replace the normal sexlab P+ UI or no, i know theres one on nexus but its broken and the dev was banned so I cant get support either so wondering if this is a replacement for that too or no here you go: https://dwemermods.com/mods/3140
BananaZombie Posted August 13 Author Posted August 13 1 hour ago, WolfyLune said: does this also replace the normal sexlab P+ UI or no, i know theres one on nexus but its broken and the dev was banned so I cant get support either so wondering if this is a replacement for that too or no No this isn't a general UI replacer for the whole framework, this just focuses on the Animation toggling from Sexlab Plus with the ability to preview animations easily under most conditions
cafiero Posted August 13 Posted August 13 Very Nice ! Just a silly question .... Is possible to add an edging mechanism ? like "SexLab Plus tools" Sorry for my english ... |<afhir
BananaZombie Posted August 13 Author Posted August 13 44 minutes ago, cafiero said: Very Nice ! Just a silly question .... Is possible to add an edging mechanism ? like "SexLab Plus tools" Sorry for my english ... |<afhir I don't really plan on changing/adding features on the actual framework with this mod. I want it to be specific to toggling animations, does Sexlab Plus Tools not work alongside this anyways?
BananaZombie Posted August 13 Author Posted August 13 (edited) new update, check first comment for details Edited August 13 by BananaZombie
Fraying9981 Posted August 13 Posted August 13 thanks again for the mod. After a day of deactivating all recent mods in my mod list (991 mods), however, I came to the conclusion this one was the cause of my game crashing on {save -> reload}. So I hope you can fix it. FYI my save has ~10 hours, 991 mods, so I installed this mod v1 mid save. Then even with the new version 0.2, reloading to a clean slave without this mod at all, still crashes when doing a simple save -> reload (without quitting the game). 1
Yuuen Posted August 13 Posted August 13 SLP+ is driving me insane for how bad it is for picking animations, gonna try this out 1
BananaZombie Posted August 13 Author Posted August 13 1 hour ago, Fraying9981 said: thanks again for the mod. After a day of deactivating all recent mods in my mod list (991 mods), however, I came to the conclusion this one was the cause of my game crashing on {save -> reload}. So I hope you can fix it. FYI my save has ~10 hours, 991 mods, so I installed this mod v1 mid save. Then even with the new version 0.2, reloading to a clean slave without this mod at all, still crashes when doing a simple save -> reload (without quitting the game). I'm sorry to hear that, I mostly test on new games but I can't think of a reason it wouldn't work mid-game unless there's a crash-out with papyrus, I have been testing with 1500+ animations installed but it safely chunk loads 200 at a time to avoid just this. I want to investigate further so can you give me your latest crash log affected by my mod: (Documents/My Games/Skyrim Special Edition/SKSE/crash-*.log) and the log files from the mod: Documents/My Games/Skyrim Special Edition/SKSE/PrismaUISexlabAnimationToggle.log
Fraying9981 Posted August 13 Posted August 13 50 minutes ago, BananaZombie said: I'm sorry to hear that, I mostly test on new games but I can't think of a reason it wouldn't work mid-game unless there's a crash-out with papyrus, I have been testing with 1500+ animations installed but it safely chunk loads 200 at a time to avoid just this. I want to investigate further so can you give me your latest crash log affected by my mod: (Documents/My Games/Skyrim Special Edition/SKSE/crash-*.log) and the log files from the mod: Documents/My Games/Skyrim Special Edition/SKSE/PrismaUISexlabAnimationToggle.log ok i will try again and share the report. the crash logs themselves are not helpful which is the reason why it took me so long to pinpoint. had to deselect one by one.
BananaZombie Posted August 14 Author Posted August 14 15 hours ago, Yuuen said: SLP+ is driving me insane for how bad it is for picking animations, gonna try this out I would love to know what you think of it so far, this is exactly why I made it
Fraying9981 Posted August 14 Posted August 14 23 minutes ago, BananaZombie said: PrismaUI QTE Framework - [Unreleased] QTE framework for 3rd party mods, featuring multiple game modes i would dream to see this come to sexlab. sex qtes
BananaZombie Posted August 14 Author Posted August 14 5 hours ago, Fraying9981 said: i would dream to see this come to sexlab. sex qtes Yep, I'm aware there's already a resource available here and so I'm hesitant to release anything in case I might cause community conflict for taking ideas but I feel like it needs more options and I wanted to do something with PrismaUI too, so for now I want to see how far I can take the idea and maybe get an okay from the authors of original mods. Here's some of the progress I've made so far: This is the "Break Free" mod utilising my QTE framework, it takes control of Sexlab's separate orgasms and ties the game to it, so the aggressor gets more enjoyment if they win the QTE games and the stages are tied to the aggressors enjoyment too, so they can only orgasm on the final stage In the video I intentionally failed the first few and then try win to showcase how it works so far Preview.webm
Fraying9981 Posted August 14 Posted August 14 (edited) 6 minutes ago, BananaZombie said: Yep, I'm aware there's already a resource available here and so I'm hesitant to release anything in case I might cause community conflict for taking ideas but I feel like it needs more options and I wanted to do something with PrismaUI too, so for now I want to see how far I can take the idea and maybe get an okay from the authors of original mods. Here's some of the progress I've made so far: This is the "Break Free" mod utilising my QTE framework, it takes control of Sexlab's separate orgasms and ties the game to it, so the aggressor gets more enjoyment if they win the QTE games and the stages are tied to the aggressors enjoyment too, so they can only orgasm on the final stage In the video I intentionally failed the first few and then try win to showcase how it works so far Preview.webm 13.61 MB · 0 downloads omg this is the future. dude i'm speechless. so many possibilities. also correct me if im wrong, but it can map nicely into the existing SL infra right? qte to maintain or adjust speed qte conditions to trigger the next stage so you would not need to change animations. all you would need to do is to release compatiblity files for each animation and animation pack (which users could submit like so many other mods) with an optional difficulty setting that would control frequence/difficulty of each qte. = "this is the qte system for that animation X" in building the infra, some suggestions in addition to the catching qtes and pressing qtes you showed: long press a system so that the animation ends if you miss too many Edited August 14 by Fraying9981
BananaZombie Posted August 14 Author Posted August 14 23 minutes ago, Fraying9981 said: omg this is the future. dude i'm speechless. so many possibilities. also correct me if im wrong, but it can map nicely into the existing SL infra right? qte to maintain or adjust speed qte conditions to trigger the next stage so you would not need to change animations. all you would need to do is to release compatiblity files for each animation and animation pack (which users could submit like so many other mods) with an optional difficulty setting that would control frequence/difficulty of each qte. = "this is the qte system for that animation X" in building the infra, some suggestions in addition to the catching qtes and pressing qtes you showed: long press a system so that the animation ends if you miss too many Yes I could change animation speeds with it, although unless we made specific settings per-animation like you suggested, it probably could look bad if it was done with any animation. For doing "per animation" infrastructure, I would keep that on the back burner for now. Yes stage management is easily done as you can see in the preview, I've done it so number of stages are derived as a percentage against the aggressors "enjoyment" so the stages are mapped to the aggressor, but as per the QTE framework, any modder could do anything with the pass/fail events. Always happy to take onboard ideas for QTE games, I'll consider the long press but can you think of any games that have this so I can work off the idea? Here's what I have so far: Charge Meter - Press button while the meter is in the sweet spot Mash - Alternate mash between 2 keys Precision - Timed key prompts In break free for example, it allows you to decide which of the games can be activated and change some difficulty settings. On the Break Free mod, I didn't get to show the "Harsh Beginning" option, basically if you are started in a scene and are good at the QTEs, this options makes it so you have to wait until (random, config) a stage before you can QTE, this gives the aggressor a head start and it feels more immersive in the sense that your character wouldn't have energy after a "defeat"
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