rydin Posted February 20, 2015 Author Posted February 20, 2015 no solution to this problem..? Â please read here.. http://www.loverslab.com/topic/17062-zaz-animation-pack-2015-02-10/page-149?do=findComment&comment=1088529 Â From the FAQ: Â Q. During animation registery, some animations from other mods disappear. Is this a bug?A, It has been confirmed that SexLab can only hold a total of 125 animations. If you go over this limit, some animations will be unregistered to accommodate. Currently these is no fix to this is. [source] Â Please be sure to read the FAQ and support post in the future. Â EDIT: Support post updated.
tonykiryu23 Posted February 22, 2015 Posted February 22, 2015 it notes there proplem when i one register zaz 604 it cant becous no idea
rydin Posted February 22, 2015 Author Posted February 22, 2015 it notes there proplem when i one register zaz 604 it cant becous no idea I think you are saying you are unable to load zaz animations? If it is then your answer is right above you two posts up. Â http://www.loverslab.com/topic/38870-non-sexlab-animation-pack/?p=1088602 Â If it isn't then I am afraid I do not understand the fault.
Guest Posted February 23, 2015 Posted February 23, 2015 Hello @rydin, just downloaded the last version of NSAF and, after some users of my mods reported bugs, we discovered that the "breastfeeding" animations have no more the "Oral" tag. I am Ok to remove this tag, but these animations should have a specific tag to address them. Like the "Footjob" tag for the footjob anims. Â What do you think in adding a "Breastfeeding" tag to the two animations for breast feeding? This will make some mods that rely only on these animations (JUGs, Oral Only, etc.) to avoid to do hard tricks to get them. Â Thanks,
rydin Posted February 23, 2015 Author Posted February 23, 2015 Hello @rydin, just downloaded the last version of NSAF and, after some users of my mods reported bugs, we discovered that the "breastfeeding" animations have no more the "Oral" tag. I am Ok to remove this tag, but these animations should have a specific tag to address them. Like the "Footjob" tag for the footjob anims. Â What do you think in adding a "Breastfeeding" tag to the two animations for breast feeding? This will make some mods that rely only on these animations (JUGs, Oral Only, etc.) to avoid to do hard tricks to get them. Â Thanks, Â Yeah, I used the Oral tag before but people who used another mod complained that that the oral tag wasn't suitable, which is why a couple of pages back there was a discussion over it. Â I was reluctant in adding new tags because I didn't want it to become a free for all where everyone would request a "specific" type of tag and before you knew it one animation had twenty tags. Â I cannot make any adjustments right now as I am away from home. But I will look at adding a breastfeeding tag as there is one for "foot" and one for "spanking" so I it falls within the pattern. I'll try get it done on the 26th when I briefly go home and if not it will be first week in March after my father's funeral and everything is back in order. Â Sorry for the issues.
Guest Posted February 23, 2015 Posted February 23, 2015 No issues at all, and thanks for your answer. Reading other posts on this topic I will offer to you my deepest condolences. Â Take care.
sharonasbar12 Posted February 28, 2015 Posted February 28, 2015 Love your mod. Will always use it. Just a suggestion- performing sex on a dead corpse, maybe take the body turn face down with butt in the air and arms at the side.
Guest Posted February 28, 2015 Posted February 28, 2015 Hello @sharonasbar12, that is not part of SexLab or NSAF. The "position" of the bodies is setup in the animation itself. There is no way to change it through a script or some configuration. You have to re-design the whole animation. SexLab usually filters dead bodies when you start a sex animation (trace log will be: "He's dead Jim" during the validation). Â Â But in some cases a body is not a dead body... At least for version 1.59c. For this version of SexLab a NPC is dead if it is dead [ActorRef.IsDead()] and the health is less than 1 [ActorRef.GetActorValue("Health") < 1.0] Â Â Â In all cases it is not possible to have specific animations right now for dead bodies (or similar conditions), the actor/humanoid races are all managed in the same way. Â
rydin Posted March 1, 2015 Author Posted March 1, 2015 Love your mod. Will always use it. Just a suggestion- performing sex on a dead corpse, maybe take the body turn face down with butt in the air and arms at the side. There is SexLab Necrophilia but it picks certain ones. NSAP only adds animations to SexLab. Nothing more. This request doesn't fit with what this mod.
sharonasbar12 Posted March 1, 2015 Posted March 1, 2015 Hello @sharonasbar12, that is not part of SexLab or NSAF. The "position" of the bodies is setup in the animation itself. There is no way to change it through a script or some configuration. You have to re-design the whole animation. SexLab usually filters dead bodies when you start a sex animation (trace log will be: "He's dead Jim" during the validation). Â Â But in some cases a body is not a dead body... At least for version 1.59c. For this version of SexLab a NPC is dead if it is dead [ActorRef.IsDead()] and the health is less than 1 [ActorRef.GetActorValue("Health") < 1.0] Â Â Â In all cases it is not possible to have specific animations right now for dead bodies (or similar conditions), the actor/humanoid races are all managed in the same way. I understand. It was just a suggestion.
foreveraloneguy Posted March 1, 2015 Posted March 1, 2015 @rydin Geez, that's horrible man. You have my deepest sympathies. Â For anyone else, I have run into an odd issue. If I enable all the animations except the furniture animations, I can't get the zaz animation pack to register with sexlab. I had to disable a few of the animations in the mitos and leitos sections, and then it worked. So is there a maximum number of animations that can be registered with sexlab?
Guest Posted March 1, 2015 Posted March 1, 2015 To @foreveraloneguy: The animation registry is about 128 entries, the same size for the creature animations. At least for version 1.59c. In version 1.60 this may increase (but mods directly accessing to the animation registry will may not find more animations.) Â
foreveraloneguy Posted March 1, 2015 Posted March 1, 2015 That might be what's happening then. The animations I disabled weren't ones I was especially interested in any way. I may try disabling a few of the worst of the default sexlab animations then see if I can add more from NSLAB and still register zaz. Â Thanks for the answer.
Guest Posted March 1, 2015 Posted March 1, 2015 Sadly disabling an animation does not make free space in the animation registry. The only way I found is to disable all the mods with animations, reset the SexLab animation registry. Then reactivating first the mods I want, then the others. Â
rydin Posted March 1, 2015 Author Posted March 1, 2015 That might be what's happening then. The animations I disabled weren't ones I was especially interested in any way. I may try disabling a few of the worst of the default sexlab animations then see if I can add more from NSLAB and still register zaz. Â Thanks for the answer. Unfortunately disabling default SexLab animations will not give more space. It is amount of animations registered in total, not what is enabled or disabled. If you understand scripting and compiling you can remove them from the scripts.
chajapa Posted March 1, 2015 Posted March 1, 2015 Is there a way to see how many animations are registered? Like.... in console? Â
foreveraloneguy Posted March 1, 2015 Posted March 1, 2015 Â That might be what's happening then. The animations I disabled weren't ones I was especially interested in any way. I may try disabling a few of the worst of the default sexlab animations then see if I can add more from NSLAB and still register zaz. Â Thanks for the answer. Unfortunately disabling default SexLab animations will not give more space. It is amount of animations registered in total, not what is enabled or disabled. If you understand scripting and compiling you can remove them from the scripts. Â Â Well, then the previous answer doesn't explain why I had to disable certain animations in NSLAB to get the zaz pack to register itself.
rydin Posted March 1, 2015 Author Posted March 1, 2015 Â Â Â That might be what's happening then. The animations I disabled weren't ones I was especially interested in any way. I may try disabling a few of the worst of the default sexlab animations then see if I can add more from NSLAB and still register zaz. Â Thanks for the answer. Unfortunately disabling default SexLab animations will not give more space. It is amount of animations registered in total, not what is enabled or disabled. If you understand scripting and compiling you can remove them from the scripts. Well, then the previous answer doesn't explain why I had to disable certain animations in NSLAB to get the zaz pack to register itself. Actually, this us all in the support post which I update with issues so... Â Anyways, to explain the difference in NSAP and SexLab/ZAP, the limit is a total of 125ish animation for humans and 125 for creatures. NSAP has a MCM which functions as an optional register where you can select which animations you want to register to SexLab. You select 10, you add 10. You select 50, you add 50 to the grand total registered. ZAP doesn't do this. It adds all its animation if selected to be registered. You cannot individually register them. Â Say there are 60 SexLab animations and 30 ZAP. This is 90 animations. You want to add 40 NSAP animations. In order to register.them it needs to make room as you are 5 over the limit. SexLab gets registered without choice so ZAP is sacrificed. Same viceversa.
rydin Posted March 1, 2015 Author Posted March 1, 2015 Is there a way to see how many animations are registered? Like.... in console? Â Not in console, no.
WaxenFigure Posted March 2, 2015 Posted March 2, 2015  Is there a way to see how many animations are registered? Like.... in console?  Not in console, no.  Actually, I chased this down. In the console enter "sqv SexlabQuestAnimations", scroll back above the long list of animations and look for a line labeled:  ::Slotted_Var = xxx  xxx will be the number of registered animations.
foreveraloneguy Posted March 2, 2015 Posted March 2, 2015 Well, now I'm more confused than ever. I did the same thing in the NSLAP that I was going to do in sexlab: deselect some animations then do a reset of the animations. Would that unregister the animations with sexlab the way it does when I deselect animations in the NSLAP MCM menu? Or is this two completely different mechanisms?
Claysson2 Posted March 2, 2015 Posted March 2, 2015 Well, now I'm more confused than ever. I did the same thing in the NSLAP that I was going to do in sexlab: deselect some animations then do a reset of the animations. Would that unregister the animations with sexlab the way it does when I deselect animations in the NSLAP MCM menu? Or is this two completely different mechanisms? Welcome to the Club. NSAP is the only mod which gives the User control of the animations registered, Sexlab & ZAZ (ZAP) are either all or none. In Sexlab, you have the "Classic", but redundent , AP stuff, with ZAZ you have mostly remakes of Sexlab animations. There may be some relief when Sexlab 1.60 comes out, as the "PIE" (Total may increase to 350, instead of 125).
Quisling Posted March 2, 2015 Posted March 2, 2015 I thought it wasn't recommended to register ZAP animations any more? It just makes them available to be randomly selected - which can look weird when a pillory appears in the wild. Mods that require them will/should play them without registration.
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