rydin Posted January 27, 2016 Posted January 27, 2016 Here my load order and log also where do I find the FINS Log Active Mod Files: 00 Skyrim.esm 01 Update.esm 02 Unofficial Skyrim Patch.esp [Version 2.1.3a] 03 Dragonborn.esm 04 Unofficial Dragonborn Patch.esp [Version 2.1.3] 05 HearthFires.esm 06 Unofficial Hearthfire Patch.esp [Version 2.1.3] 07 Dawnguard.esm 08 Unofficial Dawnguard Patch.esp [Version 2.1.3] 09 hdtHighHeel.esm 0A ApachiiHair.esm 0B ApachiiHairFemales.esm 0C ApachiiHairMales.esm 0D Schlongs of Skyrim - Core.esm 0E paradise_halls.esm 0F ZaZAnimationPack.esm 10 SexLab.esm [Version 1.61] 11 SexLabAroused.esm [Version 2.6] 12 CreatureFramework.esm [Version 1.0.0] 13 EFFCore.esm 14 SexlabInteractiveArousal.esm 15 dcc-soulgem-oven-000.esm 16 GeneralStores.esm 17 MiasLair.esp [Version 5.2] 18 RaceCompatibility.esm 19 daymoyl.esm 1A Skyrim Adventurer's Tent.esm 1B dD - Realistic Ragdoll Force - Realistic.esp 1C Brawl Bugs CE.esp 1D CharmingHighHeels.esp 1E UIExtensions.esp 1F JaxonzDiagnostics.esp 20 Apropos.esp 21 SlaveTats.esp 22 Minou Wanhunyi CBBE TBBP.esp 23 Minou Aradia Gold Lady CBBE TBBP.esp 24 Minou Aradia Living Armor CBBE HDT.esp 25 Minou Aradia Lace Dress CBBE TBBP.esp 26 Minou Felicia Armor CBBE TBBP.esp 27 AzarHairPonyTail 03 - Havok.esp 28 KS Hairdo's.esp 29 Minou's Wigs.esp 2A EdhildilsVampireArmor.esp 2B BBD - Skimpy Assassin Outfit 7B.esp 2C BBD - Skimpy Assassin Outfit CBBE.esp 2D RutahTattooPack.esp 2E Blush When Aroused.esp 2F Blush When Aroused CE.esp 30 FSAP.esp 31 HearthfireMultiKid.esp 32 HearthfireMultiKid_LastName.esp 33 ColonolNutty - Ring Of Flaccid.esp 34 NippleRingsForMen.esp 35 NosPiercedEarsAll.esp 36 Purity.esp 37 Lakeview_Extended.esp 38 Llewellyn Dragonborn Comes.esp 39 RaceMenuPlugin.esp 3A RaceMenuOverlays.esp 3B RaceMenuMorphsCBBE.esp 3C RaceMenu.esp 3D Real Days.esp 3E Real Months.esp 3F SLIA - Skyrim.esp 40 SLIA - Dawnguard.esp 41 SLIA - Dragonborn.esp 42 SLAnimLoader.esp 43 zzLSAR.esp 44 SexLabSquirtR.esp 45 NewmillerPiercings2.esp 46 NewmillerPiercings3.esp 47 FNIS.esp 48 display-model.esp 49 dcc-furious-000.esp 4A TS_ECatsuit&Ballet.esp 4B Tel_Nalta.esp 4C Storefront.esp [Version 1.0.6] 4D SexLab_Solutions.esp 4E EFFDialogue.esp 4F HousecarlBeauties.esp 50 RealisticNeedsandDiseases.esp 51 submissivelola.esp 52 Earthmer.esp 53 paradise_halls_SLExtension.esp 54 paradise_halls_farengars_study.esp 55 paradise_halls_fellglow_slave_camp.esp 56 SexLabLeveling.esp [Version 1.02] 57 ADV HB-Style.esp 58 Purewaters.esp 59 RND_PureWaters-Patch.esp 5A RND_Dawnguard-Patch.esp 5B RND_Dragonborn-Patch.esp 5C Books of Skyrim Compilation.esp 5D SLIA - Books of Skyrim.esp 5E SkyUI.esp 5F SleepTight.esp 60 Private Needs.esp 61 SexLabMatchMaker.esp [Version 7] 62 TTT_ArousedNips.esp 63 Schlongs of Skyrim.esp 64 SOSRaceMenu.esp 65 SOS - VectorPlexus Regular Addon.esp 66 SOS - Phygnos Default Addon.esp 67 SOS - B3lisario UNP Addon.esp 68 SOS - Pubic Hair for Females Addon.esp 69 SOS - SPG Schlong Protective Gear.esp 6A SOS - Male Vanila Armor Cloths Conversion Custom.esp 6B SOS - Revealing Armors.esp [Version ealing] 6C SOS - Revealing DLC1 Conversion.esp 6D SOS - Revealing DLC2 Conversion.esp 6E SAM - Dawnguard Patch.esp 6F SAM - Shape Atlas for Men.esp 70 SexLab_DibellaCult.esp 71 SexLab_DibellaCult_Sisters.esp 72 DVA - Dynamic Vampire Appearance.esp 73 AnimTester.esp 74 XPMSE.esp 75 Guard Build (HF) 1.esp 76 is4wh.esp 77 DW.esp 78 RewardYourFollowers.esp 79 SexLabSexBounty.esp 7A SimpleSlavery.esp 7B animal_mansion.esp 7C SexLab-Stories.esp 7D EstrusChaurus.esp 7E PuppetMaster.esp 7F PuppetMasterSwallow.esp 80 NonSexLabAnimationPack.esp 81 Tame Beast.esp 82 SMUTBDS.esp 83 AddItemMenu.esp 84 00SexyHouseVendors.esp 85 GoToBed.esp 86 Sleeping Innkeepers.esp [Version 1.0] 87 Slavewaymanor.esm.esp 88 RND_HearthFires-Patch.esp 89 Drinking Fountains of Skyrim.esp 8A RND_DrinkingFountains-Patch.esp 8B JaxonzEnhGrab.esp 8C JaxonzRenamer.esp 8D Solitude Combined.esp 8E Edhildils Sorceress Robes.esp 8F K2WorkingGirls.esp 90 LifeofLust.esp 91 ElysiumEstate.esp 92 ElysiumEstate-HF.esp 93 Brother's Keeper.esp 94 FloppySOS.esp 95 One With Nature - DG+DB.esp 96 BedUndressDLC.esp 97 Breast Size Scaling for NPCs.esp [Version ert] 98 mslVampiricThirst.esp 99 Sexual Vampire Feed.esp 9A R18pn - lingerie Set.esp 9B LPBards.esp 9C T71Books.esp 9D SexLab Eager NPCs.esp 9E Slutty Christmas Mashup.esp 9F XXJuriHH.esp A0 SexLab TDF Aggressive Prostitution.esp A1 TDF_AP_IndHookersPlug_In.esp A2 SOS - Shop.esp A3 iLuvLoading.esp A4 AnisesCabin(GS).esp A5 FishingInSkyrim.esp A6 MoreNastyCritters.esp A7 SexLabNudeCreatures.esp A8 SexLabNudeCreaturesDB.esp A9 SexLabNudeCreaturesDG.esp AA HentaiCreatures.esp AB SexLab More Creatures.esp AC Mannequin.esp AD manoose.esp AE wristbinder.esp AF Unicorn.esp B0 SexLabAnimalSex.esp B1 LoversComfort.esp B2 SummonsLion.esp B3 HorsePenis.esp B4 Namira'sGoat.esp B5 DragonboneBarbarianArmor.esp B6 Oral Only.esp [Version 2.1] B7 BDBigCats.esp B8 SexLab Aroused Creatures.esp B9 adcSexlife.esp BA MHIYH.esp BB SSLToys.esp BC SkystoneCastle.esp BD vlkAnimalFollower.esp BE SLIA - SMUT Books.esp BF SexLabAnimalSexDawn.esp C0 SexLabAnimalSexTame.esp C1 NoNakedComments.esp C2 Riding Styles.esp C3 SexLab-AmorousAdventures.esp C4 SexLab-AmorousAdventures-ArousalTriggers.esp You get that after you run FNIS, just copy and paste the full info from the window.
dragenx Posted January 27, 2016 Posted January 27, 2016 FNIS Behavior V6.2 1/27/2016 3:44:58 PM Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading AnimTester V0.01 ... Reading Anubs V1.0 ... Reading dcc-soulgem-oven-000 V300 ... Reading EstrusChaurus V4.20a ... Reading FNISBase V6.2 ... Reading FNISCreatureVersion V6.1 ... Reading FSAPAnimations V1.01 ... Reading FSAPCreatures V1.01 ... Reading FunnyBiz V1.0 ... Reading Manoose V1.00 ... Reading MiasLair V4.0 ... Reading MNC V?.? ... Reading mslVampiricThirst V?.? ... Reading NonSexLabAnimationPack V3.1 ... Reading Private Needs V?.? ... Reading RidingStyles V?.? ... Reading SAMPoses V?.? ... Reading SexLab V1.61 ... Reading SexLabAroused V?.? ... Reading SexLabCreature V1.61 ... Reading SexLabTDFAggressiveProstitution V?.? ... Reading XPMSE V6.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... Reading ZaZAnimationPack V6.07 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading zzEstrus V1.2 ... All Anim Lists scanned. Generating Behavior Files ... No GENDER directory male 12 GENDER modifications for Animations\female mt_behavior usage: 22.0 % ( 26 furniture, 29 offset, 0 chair, 0 alternate animations) 0_master usage: 5.3 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 24 added file slots: 156 alternate files: 152 Create Creature Behaviors ... Reading MNC V?.? ... Reading Anubs V1.0 ... Reading SexLabCreature V1.60 ... Reading FSAPCreatures V?.? ... Reading AnimTester V?.? ... Reading FunnyBiz V1.0 ... 4813 animations for 24 mods successfully included (character) 1197 animations for 6 mods and 45 creatures successfully included. I have FunnyBiz mod installed but not active same go for NSAP
rydin Posted January 27, 2016 Posted January 27, 2016 Is it a specific animation? or all animations in SLAL? Is there a common trend (ie a speific animator's animations don't work?) I'm not seeing any issues in your setup hus far.
dragenx Posted January 27, 2016 Posted January 27, 2016 Is it a specific animation? or all animations in SLAL? Is there a common trend (ie a speific animator's animations don't work?) I'm not seeing any issues in your setup hus far. I will load my game and see which one is doing it
dragenx Posted January 28, 2016 Posted January 28, 2016 Still having problem with the mod most are the Leito animations so I'm going disable the mod and go back to NSAP I never had trouble with it
rydin Posted January 28, 2016 Posted January 28, 2016 Any Instruction? Read the main page. Has all the instruction and where to find further instructions should you need it.
Tweens Posted January 31, 2016 Posted January 31, 2016 I posted this in the Guide thread and didn't receive a response, so I thought I would post it here. Maybe more appropriate here. I noticed in the FunnyBiz example pack that there is a Timer syntax available for SLAL. I can't find any information on it, either in the example or the guide (unless that changed recently). i have a heck of a time getting FNIS syntax to work with Sexlab on multi-actor animations. For some reason, it skips the actor 1 animation. It works fine on solo, though. I have used the Timer on my anims, and it seems to be working, except for the solo. I had to use the FNIS syntax on that one, which did work. (-a,Tn) I just have to remember to add it whenever I generate a FNIS.txt. After I posted this, I have been working on another animation and with that one I cannot get the Timer to work at all. Are there some parameters to using it that I am not aware of? For example: The solo anim is 3.3 sec for first scene and 16.5 sec for the final (the middle 2 loop). Is the scene too short or is there some multiple that is required? Does this override the Sexlab timing? That would be great. To be able to set the timing for each scene.
rydin Posted January 31, 2016 Posted January 31, 2016 I posted this in the Guide thread and didn't receive a response, so I thought I would post it here. Maybe more appropriate here. I noticed in the FunnyBiz example pack that there is a Timer syntax available for SLAL. I can't find any information on it, either in the example or the guide (unless that changed recently). i have a heck of a time getting FNIS syntax to work with Sexlab on multi-actor animations. For some reason, it skips the actor 1 animation. It works fine on solo, though. I have used the Timer on my anims, and it seems to be working, except for the solo. I had to use the FNIS syntax on that one, which did work. (-a,Tn) I just have to remember to add it whenever I generate a FNIS.txt. After I posted this, I have been working on another animation and with that one I cannot get the Timer to work at all. Are there some parameters to using it that I am not aware of? For example: The solo anim is 3.3 sec for first scene and 16.5 sec for the final (the middle 2 loop). Is the scene too short or is there some multiple that is required? Does this override the Sexlab timing? That would be great. To be able to set the timing for each scene. Sorry bout that Tweens, I didn't answer before cause I honestly had no clue how to at the time. You are right, maybe @orxx could help you out a bit more. I use to force times on stages by scripting in Set.Timer in the animation fuction when I did NSAP. I haven't look at the FunnyBiz pack but if you tell me which animation it appears on I can take a look at clear it up for you?
Tweens Posted January 31, 2016 Posted January 31, 2016 Sorry bout that Tweens, I didn't answer before cause I honestly had no clue how to at the time. You are right, maybe @orxx could help you out a bit more. I use to force times on stages by scripting in Set.Timer in the animation fuction when I did NSAP. I haven't look at the FunnyBiz pack but if you tell me which animation it appears on I can take a look at clear it up for you? NP, Rydin. I thought maybe it was just over-looked. I've done that myself. From FunnyBizness.txt in the Example Pack: Animation( id="NecroSpitRoast", name="Necro Spit Roast", tags="Necro,Forced,Sex,Standing,Threesome,Vaginal,Oral,Dirty,Aggressive,AggressiveDefault,MMF", sound=SexMix, actor1=Female(add_cum=VaginalOralAnal, open_mouth=True, silent=True), a1_stage_params=[ Stage(4, open_mouth=False, silent=False), ], actor2=Male(), actor3=Male(), stage_params=[ Stage(4, sound=NoSound, timer=26.0), ] I have the timer on my animations, so it compiles ok and it's listed in the .json file. From my .json file: "id": "M2M_MaleMasturbation", "name": "M2M Male Masturbation", "sound": "none", "stage_params": [ { "timer": 3.3 }, { "timer": 16.7 } ], "tags": "M2M,Sex,Solo,Penis,Hands,Masturbation,Standing,Kneeling,AirCum,Dirty" }, I really would like this to work. It would be very nice to be able to set the time for each stage.
rydin Posted February 1, 2016 Posted February 1, 2016 Snipped Sorry bout that Tweens, I didn't answer before cause I honestly had no clue how to at the time. You are right, maybe @orxx could help you out a bit more. I use to force times on stages by scripting in Set.Timer in the animation fuction when I did NSAP. I haven't look at the FunnyBiz pack but if you tell me which animation it appears on I can take a look at clear it up for you? NP, Rydin. I thought maybe it was just over-looked. I've done that myself. From FunnyBizness.txt in the Example Pack: Animation( id="NecroSpitRoast", name="Necro Spit Roast", tags="Necro,Forced,Sex,Standing,Threesome,Vaginal,Oral,Dirty,Aggressive,AggressiveDefault,MMF", sound=SexMix, actor1=Female(add_cum=VaginalOralAnal, open_mouth=True, silent=True), a1_stage_params=[ Stage(4, open_mouth=False, silent=False), ], actor2=Male(), actor3=Male(), stage_params=[ Stage(4, sound=NoSound, timer=26.0), ] I have the timer on my animations, so it compiles ok and it's listed in the .json file. From my .json file: "id": "M2M_MaleMasturbation", "name": "M2M Male Masturbation", "sound": "none", "stage_params": [ { "timer": 3.3 }, { "timer": 16.7 } ], "tags": "M2M,Sex,Solo,Penis,Hands,Masturbation,Standing,Kneeling,AirCum,Dirty" }, I really would like this to work. It would be very nice to be able to set the time for each stage. I don't have the file on my computer (I'm on my media PC and my install modding version of Skyrim is on my gaming PC and I'm getting ready for work) but looking at your JSON it's not setting up the actors and stages. That doesn't look quite right to me what you have posted. I could be wrong but I'd need to have a better look. The coding from the FunnyBiz animation looks right; the python script is setting up so that stage 4 has a forced timer to move to the next stage. You would duplicate the line but change the number 4 to whatever stage you are looking to amend. It is possible you have missed the number? So say you wanted to set a forced time for stages 1, 3 and 5: stage_params=[ Stage(1, timer=5.0), Stage(3, timer=11.5), Stage(5, timer=8.0), ] Note that if you make the scene change too quick that it can unnaturally loop before switching to the next scene (we had this problem with one of Leito's kissing animations when I was asked to use the 3-staged version instead of the one full stage version). I would try and keep animations to no less than 2 seconds if it's going to be really short and you are going to set a forced timer. 1 second I think is pushing it, but too small means it may not switch quick enough. Any timer you set should force the animation to change/end regardless to what the user has set in the timers within SexLab. I'll try get time to dllook it more if this doesn;t work/clear it up as I should make a start on getting a Skyrim test system up on the media PC as it's where I do my animating (running between two rooms gets old and remote access is just a wasye of power and money, ><)
Tweens Posted February 1, 2016 Posted February 1, 2016 I don't have the file on my computer (I'm on my media PC and my install modding version of Skyrim is on my gaming PC and I'm getting ready for work) but looking at your JSON it's not setting up the actors and stages. That doesn't look quite right to me what you have posted. I could be wrong but I'd need to have a better look. The coding from the FunnyBiz animation looks right; the python script is setting up so that stage 4 has a forced timer to move to the next stage. You would duplicate the line but change the number 4 to whatever stage you are looking to amend. It is possible you have missed the number? So say you wanted to set a forced time for stages 1, 3 and 5: stage_params=[ Stage(1, timer=5.0), Stage(3, timer=11.5), Stage(5, timer=8.0), ] Note that if you make the scene change too quick that it can unnaturally loop before switching to the next scene (we had this problem with one of Leito's kissing animations when I was asked to use the 3-staged version instead of the one full stage version). I would try and keep animations to no less than 2 seconds if it's going to be really short and you are going to set a forced timer. 1 second I think is pushing it, but too small means it may not switch quick enough. Any timer you set should force the animation to change/end regardless to what the user has set in the timers within SexLab. I'll try get time to dllook it more if this doesn;t work/clear it up as I should make a start on getting a Skyrim test system up on the media PC as it's where I do my animating (running between two rooms gets old and remote access is just a wasye of power and money, ><) My apologies, I should have included my txt since i referenced my .json file. Looking at what I quoted I can see where it would be confusing. This is what I have in my .txt file: Animation( id="MaleMasturbation", name="Male Masturbation", tags="Sex,Solo,Penis,Hands,Masturbation,Standing,Kneeling,AirCum,Dirty", sound=NoSound, actor1=Male(), stage_params=[ Stage(1, timer=3.3), Stage(4, timer=16.7), ] ) This is the .json: { "animations": [ { "actors": [ { "stages": [ { "id": "M2M_MaleMasturbation_A1_S1" }, { "id": "M2M_MaleMasturbation_A1_S2" }, { "id": "M2M_MaleMasturbation_A1_S3" }, { "id": "M2M_MaleMasturbation_A1_S4" } ], "type": "Male" } ], "id": "M2M_MaleMasturbation", "name": "M2M Male Masturbation", "sound": "none", "stage_params": [ { "timer": 3.3 }, { "timer": 16.7 } ], "tags": "M2M,Sex,Solo,Penis,Hands,Masturbation,Standing,Kneeling,AirCum,Dirty" }, 3.3 sec is the shortest scene I have. This was my first animation and I wasn't thinking about the timing.
asianboy345 Posted February 1, 2016 Posted February 1, 2016 Hmm, not sure if i'm doing something wrong. I installed the loader and a FunnyBiz animation pack. Made sure that all are in the correct folders. Ran Fnis for user and I saw that it did recognized FunnyBiz 1.0 pack. Everything went smoothly there. But when I entered the game, the animation Loader MCM menu doesn't show any animations. I can try to click enable all and register new anims, but it'll say that 0 new animations are registered. Is there something I'm missing or is something up with my installation? Using latest version of Sexlab, btw
rydin Posted February 2, 2016 Posted February 2, 2016 Hmm, not sure if i'm doing something wrong. I installed the loader and a FunnyBiz animation pack. Made sure that all are in the correct folders. Ran Fnis for user and I saw that it did recognized FunnyBiz 1.0 pack. Everything went smoothly there. But when I entered the game, the animation Loader MCM menu doesn't show any animations. I can try to click enable all and register new anims, but it'll say that 0 new animations are registered. Is there something I'm missing or is something up with my installation? Using latest version of Sexlab, btw Make sure the .JSON file is in the SLAnims folder. Some people have said this gets lost on installation. Also make sure that you have the requirement JContainers installed.
merryMalfunctioning Posted February 12, 2016 Posted February 12, 2016 hi trying to narrow down an issue. I recently start test set up deviously cursed loot. for some reason whenever I have this mod in the load order. the first time I register animations using sexlab animation loader, the next save file i make is always corrupted. not sure what kind of conflict i am looking for to resolve this, Sounds like the Too-Many-Animations bug. This bug shows up in heavily modded games when you try to register animations. Deviously Cursed Loot includes some animations, so it may be pushing you almost to the line. As soon as you register some animations in SLAL, you're over the line and your saves start being corrupted.
merryMalfunctioning Posted February 13, 2016 Posted February 13, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference.
rydin Posted February 13, 2016 Posted February 13, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference. i tested what the framework is doing. I guess people have asked before, but is there a way I can remove default sexlab framework 1.61 bundled animations? do i simply delete the json files? deleting those i can certainly make more room for new animation packs. No. The JSON files for SexLab are the settings you select in game. You would need to delete them view removing them from the scripts and recompiling them.
barak43 Posted February 13, 2016 Posted February 13, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference. i tested what the framework is doing. I guess people have asked before, but is there a way I can remove default sexlab framework 1.61 bundled animations? do i simply delete the json files? deleting those i can certainly make more room for new animation packs. no, you can see all the animations in sexlab's MCM, and uninstall them there. it's the best way
rydin Posted February 13, 2016 Posted February 13, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference. i tested what the framework is doing. I guess people have asked before, but is there a way I can remove default sexlab framework 1.61 bundled animations? do i simply delete the json files? deleting those i can certainly make more room for new animation packs. no, you can see all the animations in sexlab's MCM, and uninstall them there. it's the best way Barak43, you cannot uninstall the animations in SexLab, only disable them. What the user wants is to remove them from SexLab altogether as if they were never there in the first place.
Photonix Posted February 17, 2016 Posted February 17, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference. i tested what the framework is doing. I guess people have asked before, but is there a way I can remove default sexlab framework 1.61 bundled animations? do i simply delete the json files? deleting those i can certainly make more room for new animation packs. no, you can see all the animations in sexlab's MCM, and uninstall them there. it's the best way Barak43, you cannot uninstall the animations in SexLab, only disable them. What the user wants is to remove them from SexLab altogether as if they were never there in the first place. I have a question about NSAP animation counter, its says 105/375, but doesn't the newest sexlab only support 250? Also is that 250 animal and person animations combine or 250 of each? Finally if you install a pack via SLAL or one of the NSAP but only choose to install one animation from that pack, does that take up an animation slot like if you untick an animation from sexlabs? Sorry if this is a little off topic, I wasn't sure where to post my question and it kind of relates to the OP's question.
rydin Posted February 17, 2016 Posted February 17, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference. i tested what the framework is doing. I guess people have asked before, but is there a way I can remove default sexlab framework 1.61 bundled animations? do i simply delete the json files? deleting those i can certainly make more room for new animation packs. no, you can see all the animations in sexlab's MCM, and uninstall them there. it's the best way Barak43, you cannot uninstall the animations in SexLab, only disable them. What the user wants is to remove them from SexLab altogether as if they were never there in the first place. I have a question about NSAP animation counter, its says 105/375, but doesn't the newest sexlab only support 250? Also is that 250 animal and person animations combine or 250 of each? Finally if you install a pack via SLAL or one of the NSAP but only choose to install one animation from that pack, does that take up an animation slot like if you untick an animation from sexlabs? Sorry if this is a little off topic, I wasn't sure where to post my question and it kind of relates to the OP's question. It's more about 350, not 250. And it's 350 human-human animations and 350 creature-human animations. They are two individual lists. What you register to be added to SexLab will take up a single slot. So if a pack has 40 animations and you select to register 20, only 20 slots will be taken. Once registered, you can only enable or disable the animation frm playing in SexLab. Disabling an animation will not unregister it and make a free slot. You will need to unselect it in SLAL/NSAP and then reregister the animation reigistry. Hope this answerd your questions.
Photonix Posted February 17, 2016 Posted February 17, 2016 It's more about 350, not 250. And it's 350 human-human animations and 350 creature-human animations. They are two individual lists. What you register to be added to SexLab will take up a single slot. So if a pack has 40 animations and you select to register 20, only 20 slots will be taken. Once registered, you can only enable or disable the animation frm playing in SexLab. Disabling an animation will not unregister it and make a free slot. You will need to unselect it in SLAL/NSAP and then reregister the animation reigistry. Hope this answerd your questions. That is exactly the answer I was looking for perfect! I wanted to install most of the NSAP and SLAL animations but pick and choose, Funnyb has a TON of animations but not all of them are what I was after, and I was worried that if I added the pack it would take up slots from animations I didn't want to register, thanks again!
barak43 Posted February 18, 2016 Posted February 18, 2016 i got similar reply in DCL forum. the thing is how do i check the total animation? I am currently using nsap mod's counter. it shows 299 slots used. So try unregistering some animations that you don't need, maybe get down to 250. Then add a few of the new ones that you're interested in. Getting rid of creature animations can make a HUGE difference. i tested what the framework is doing. I guess people have asked before, but is there a way I can remove default sexlab framework 1.61 bundled animations? do i simply delete the json files? deleting those i can certainly make more room for new animation packs. no, you can see all the animations in sexlab's MCM, and uninstall them there. it's the best way Barak43, you cannot uninstall the animations in SexLab, only disable them. What the user wants is to remove them from SexLab altogether as if they were never there in the first place. ok thanks for correcting me ^^
bogus123 Posted February 19, 2016 Posted February 19, 2016 Alrighty. I've now spent a few hours monkeying with this and still no luck. Like others, everything is set up correctly but none of the anims show up in MCM. FNIS installs them. SLAnimGenerate.pyw says everything is registered and up to date. I'm using current versions of SL and Jcontainers. I've pretty much run out of things to try. One thing I have figured out is that when it's all installed through Mod Organizer, the SLAnimGenerate.PYW doesn't see the packs, as they're scattered about in different folders (separate folder for each mod). One of the things I tried was installing SLAninmLoader alone, and then manually installing Jcontainers and the packs into the SLAL folder in MO/mods/SLAnimloader. With this configuration FNIS worked and SLAnimGenenerate worked just as [i presume] it should; all anims listed, registered and up to date. Still, nothing doing in MCM. With that said, I also tried installing all of this manually in the actual game folder, and still no joy. Anything else to suggest?
Tweens Posted February 19, 2016 Posted February 19, 2016 Alrighty. I've now spent a few hours monkeying with this and still no luck. Like others, everything is set up correctly but none of the anims show up in MCM. FNIS installs them. SLAnimGenerate.pyw says everything is registered and up to date. I'm using current versions of SL and Jcontainers. I've pretty much run out of things to try. One thing I have figured out is that when it's all installed through Mod Organizer, the SLAnimGenerate.PYW doesn't see the packs, as they're scattered about in different folders (separate folder for each mod). One of the things I tried was installing SLAninmLoader alone, and then manually installing Jcontainers and the packs into the SLAL folder in MO/mods/SLAnimloader. With this configuration FNIS worked and SLAnimGenenerate worked just as [i presume] it should; all anims listed, registered and up to date. Still, nothing doing in MCM. With that said, I also tried installing all of this manually in the actual game folder, and still no joy. Anything else to suggest? Please excuse my ignorance; but I don't understand what you are trying to do. The SLAnimGenerate.pyw is for modders who are setting up a new pack. It takes the .txt file in the source folder (that the modder writes) and compiles it in the json folder in the .json format. This file, as well as the animation HKX, the FNIS.txt and the behavior file (written by FNIS for Modders) are bundled together and distributed. For users, the SLAG.pyw is not used. The packs are simply installed using what ever method the user chooses (the same as any other mod); and then the animations are registered with SexLab in the SLAL MCM menu. ETA: Are you building a new mod; or are you just trying to install existing ones?
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