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Sex Lab problems


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Ok, here is the problem, I download almost all sex lab stuff but the animation part is not working, they dont do the woohoo if you know what i mean.  There is sex sounds  but no action.  they just stand there looking at each other making sex sounds. 

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First thing if the animations are not working I have a few questions.

 

1) What mods are you using? and are you using more than one mod to try and cause sex animations to play?

 

2) What is your FNIS text readout say? Run FNIS and copy and paste it here in a spoiler tag, there might be a error there.

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If no woohoo, I'm thinking you didnt run FINIS after you took out or added a mod, or you're trying to make COTS or something else forbidden in the SSlactorlibrary script do a woohoo. Of course, I'm a drunk fool so take anything I say with an entire bag of salt.

 

By the way WOOHOO forever and fuck EA for never properly patching World Adventures.

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Version V5.0.2
AnimVar FNISMajor INT32 5
AnimVar FNISMinor1 INT32 0
AnimVar FNISMinor2 INT32 2
AnimVar FNISFlags INT32 3

' Format:
'   <type> [-<option,option,...>] <AnimEvent> <AnimFile> [<AnimObject> ...]  (FNIS Animation)
'   AnimVar <AnimVar> [ BOOL | INT32 | REAL ] <numeric_value>     (Behavior Variable)
'   Version <VersionNumber>
'
' <type>:
'   b   basic: simple idle animation with one animation file
'   o  AnimObject: basic animation with one or more AnimObjects
'   s  sequenced animation (SA): first of at least 2 animation played as sequence
'   so  sequenced optimized: SA with AnimObjects and optimized Equip/UnEquip
'   fu  furniture animation: first of at least 3 animations played on a furniture object
'   fuo  furniture animation optimized: fu with AnimObjects and optimized Equip/UnEquip
'   +  second to last animation of a s/so/fu/fuo definition
'   ofa  offset arm animation: animations modifying arm position while other animations play 
'   pa  paired animation
'    km  killmove
'
' <option>:
'   a  acyclic animation: 1-time only (default: cyclic)
'   o  one or more AnimObjects
'   Tn  transition next: character keeps position after -a animation (no IdleForceDefaultState)
'   h  headtracking ON (default OFF)
'   Bn.m blendtime n.m sec
'   k  "known" animation file (part of vanilla or different mod) -> excl. from consistance check
'   bsa  animation file part of bsa file -> excluded from consistence check
'   st  sticky AO -> AO will not be unequipped at the end of animation (last animation only)
'   D<time> animation duration (pa and km only)
'   T<AnimEvent>/<time> triggered AnimEvents during pa/km animations
'
' <AnimEvent>  Animation Event, used for Idle Definition (CK) or SendAnimationEvent() (script)
' <AnimFile>  Animation File for this AnimEvent; path relative to "animations/<mod name>"
' <AnimObject>  any Animation Object defined in CK (can also be standard or from different mod)
' <AnimVar>   e.g. used for GetAnimationVariableInt() (Script) or GetGraphVariableInt condition (CK)
' <VersionNumber> e.g. V5.0
'
' For details please refer to "FNIS for Modders Documentation"
'
'Examples:
' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx
' o -h MyAnimEvent2 AnimationWithAO.hkx MyAnimObject01 MyAnimObject02
' s -a SA1entry SAanim1.hkx 
' + -h,o,k SA1loop ..\OtherMod\OtherModAnim.hkx MYAnimObject03
' + -a SA1exit SAanim3.hkx
' fu -a FURNITURE1_Enter FURNITURE1_Enter.hkx
' + FURNITURE1_Loop FURNITURE1_Loop.hkx
' + -a FURNITURE1_Exit FURNITURE1_Exit.hkx
' pa -D3.466667 HugB paired_hugb.hkx
' km -o,D4.000000,Tnpcsoundplay.npckillchop/2.555,T2_killactor/3.333 FNISKillmove FNIS_Killmove.hkx AnimObjectSword/1
'
' AnimEvents and Animation File names have to be unique through all mods (even for files in different folders)
' so it's a good idea to use mod specific abbreviations for all your names

' FNISBase: animation names for common use
' c1-c20 a1-a20 o1-o9 b1-b9
b -bsa zFNISc001 FNISc001.hkx
b -bsa zFNISc002 FNISc002.hkx
b -bsa zFNISc003 FNISc003.hkx
b -bsa zFNISc004 FNISc004.hkx
b -bsa zFNISc005 FNISc005.hkx
b -bsa zFNISc006 FNISc006.hkx
b -bsa zFNISc007 FNISc007.hkx
b -bsa zFNISc008 FNISc008.hkx
b -bsa zFNISc009 FNISc009.hkx
b -bsa zFNISc010 FNISc010.hkx
b -bsa zFNISc011 FNISc011.hkx
b -bsa zFNISc012 FNISc012.hkx
b -bsa zFNISc013 FNISc013.hkx
b -bsa zFNISc014 FNISc014.hkx
b -bsa zFNISc015 FNISc015.hkx
b -bsa zFNISc016 FNISc016.hkx
b -bsa zFNISc017 FNISc017.hkx
b -bsa zFNISc018 FNISc018.hkx
b -bsa zFNISc019 FNISc019.hkx
b -bsa zFNISc020 FNISc020.hkx

b -a,bsa zFNISa001 FNISa001.hkx
b -a,bsa zFNISa002 FNISa002.hkx
b -a,bsa zFNISa003 FNISa003.hkx
b -a,bsa zFNISa004 FNISa004.hkx
b -a,bsa zFNISa005 FNISa005.hkx
b -a,bsa zFNISa006 FNISa006.hkx
b -a,bsa zFNISa007 FNISa007.hkx
b -a,bsa zFNISa008 FNISa008.hkx
b -a,bsa zFNISa009 FNISa009.hkx

o -bsa zFNISo001 FNISo001.hkx AnimObjectFNISo001
o -bsa zFNISo002 FNISo002.hkx AnimObjectFNISo002
o -bsa zFNISo003 FNISo003.hkx AnimObjectFNISo003
o -bsa zFNISo004 FNISo004.hkx AnimObjectFNISo004
o -bsa zFNISo005 FNISo005.hkx AnimObjectFNISo005
o -bsa zFNISo006 FNISo006.hkx AnimObjectFNISo006
o -bsa zFNISo007 FNISo007.hkx AnimObjectFNISo007
o -bsa zFNISo008 FNISo008.hkx AnimObjectFNISo008
o -bsa zFNISo009 FNISo009.hkx AnimObjectFNISo009

o -a,bsa zFNISb001 FNISb001.hkx AnimObjectFNISb001
o -a,bsa zFNISb002 FNISb002.hkx AnimObjectFNISb002
o -a,bsa zFNISb003 FNISb003.hkx AnimObjectFNISb003
o -a,bsa zFNISb004 FNISb004.hkx AnimObjectFNISb004
o -a,bsa zFNISb005 FNISb005.hkx AnimObjectFNISb005
o -a,bsa zFNISb006 FNISb006.hkx AnimObjectFNISb006
o -a,bsa zFNISb007 FNISb007.hkx AnimObjectFNISb007
o -a,bsa zFNISb008 FNISb008.hkx AnimObjectFNISb008
o -a,bsa zFNISb009 FNISb009.hkx AnimObjectFNISb009

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Looks like animations not working is a common problem with Sexlab. I had a situation that my toon and an NPC he wanted to get down with did not move at all though the console said animation ** is working. This also applied to mods like Free Hug and so on.

I found the culprit in the latest version of "Bodytypes of Skyrim" (file number 40280) that adds race specific animations in separates ESP files for each race. If those are unchecked SL and the like run fine.

Any solution to this???

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