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Posted

Recently I've reinstalled Skyrim, and this time with Mod Organizer.

The packs get installed without problems, however when I try to open the generate file from within Mod organizer I just get a blank file.

The animations work in game but I can't build my categories anymore like this.

 

Anyone with some experience within MO here knows what I'm doing wrong?

 

*Attached is an image with some better explanation:

 

 

d1bc3a5bac.jpg

 

 

 

I am very dumb but i thinks 

You Should Run it outside of MO

still waiting for you to make new animations the yours are perfect especially Cowgirls and Lotus i wish you could make more threesomes or swinging 4 way 

great job

 

 

 

Definitely agree with Freemason on this... Run it outside of MO.  It probably cannot handle the relative pathing that MO does when launching apps through MO.

Guest S0767
Posted

 

Total noob here, but how do I initiate threesomes? I know how to get everything else working

 

Hi. You need mods like this http://www.loverslab.com/topic/17343-sexlab-matchmaker-updated-09172014/ just cast a spell on self and 2 more participants and in few seconds random 3some animation will start.

 

 

 

You could also use the following mod; it's a staple of my SL setup..

http://www.loverslab.com/files/file/2182-sexlab-eager-npcs/

Posted

Okay, I can look at updating this guide in the near future if it needs it. So to any people who create (or want to create packs) let me know if there's something missing or needed and I can see about adding to it.

Posted

Any good mod to trigger animations with creatures? Without summoning them through console

 

Hi. To run creature animations you need to install More nasty critters and it includes hentai creatures. So you just go in Hentai creatures MCM  and check "add all spells (something like that)" box. And you can summon any creature with a spell (its conjucation school). And then use sexlab matchmaker mod (for example) to have fun with them.

 

Posted

 

Any good mod to trigger animations with creatures? Without summoning them through console

 

Hi. To run creature animations you need to install More nasty critters and it includes hentai creatures. So you just go in Hentai creatures MCM  and check "add all spells (something like that)" box. And you can summon any creature with a spell (its conjucation school). And then use sexlab matchmaker mod (for example) to have fun with them.

 

 

Ok thanks

 

I guess HDT Animation Pussy is enough because it includes More nasty critters

Posted

Hi where  i can check if i am going over the limit of 350 animation for my sexlab version?

 

Hi. You can check it in Sexlabs MCM in Rebuild&Clean tab on the right side of the menu  (im using Sexlab 1.62) post-972038-0-61169400-1467966819_thumb.jpg

 

Posted

 

Hi where  i can check if i am going over the limit of 350 animation for my sexlab version?

 

Hi. You can check it in Sexlabs MCM in Rebuild&Clean tab on the right side of the menu  (im using Sexlab 1.62) attachicon.gif20160708112515_1.jpg

 

 

 

Ok thx man

Posted

 

 

Hi where  i can check if i am going over the limit of 350 animation for my sexlab version?

 

Hi. You can check it in Sexlabs MCM in Rebuild&Clean tab on the right side of the menu  (im using Sexlab 1.62) attachicon.gif20160708112515_1.jpg

 

 

 

Ok thx man

 

 

Dam my version is 1.61b  and don't show those registry info :(

 

Posted

Having trouble getting a scene to rotate in the pack I'm making. I made a unique combo using scenes from Leito and Funnybizness, only issue is that they're oriented in opposite directions, making the scene turn 180 in the transition. So naturally I want to correct that, I added the rotate parameter for -180, and it seemed to be accepted by the SLAnimGenerate (says rotate none vs -180), yet nothing seems to have changed in-game.

 

Here is the Script in case I missed something (scene should be rotated in scenes 3-5, naturally).

 
Animation(
    id="Kissing",
    name="Kissing",
    tags="Sex,Vaginal,MF,Standing,Kissing,Loving",
    sound=Squishing,
    actor1=Female(add_cum=Vaginal),
    actor2=Male(strap_on=True),
 
a1_stage_params = [
Stage(3, rotate=-180),
Stage(4, rotate=-180),
Stage(5, rotate=-180),
 ],
 
 
a2_stage_params = [
Stage(3, rotate=-180),
Stage(4, rotate=-180),
Stage(5, rotate=-180),
 ],
 
 
)

 

 

Posted

Hello. I have reached the limit of animations for FNIS.

 

 

19ab9417c6b48a682a7ec3535d7feb1d.png

 

 

Is the any short guide how to remove some animations from packs?

 

Not really a short guide, but it's....fairly simple, way simpler if you follow the pack creation guide and reverse it. Also I am not an expert, so if there's a better way that's totally possible.

 

First of all, make a backup of the pack you're editing naturally, as it's possible something may unintentionally get deleted.

 

Essentially you need to go into the text file located in the SLAnims->Source, will have a name probably the same as the mod title. In the document you there are scripts for each animation in the pack, you want to find the ones you want to remove and...remove them. These will look something like this:

 

Animation(
    id="LoversStand",
    name="Lovers Stand",
    tags="Sex,Vaginal,MF,Standing,Doggy,Doggystyle,Behind,Loving",
    sound=Squishing,
    actor1=Female(add_cum=Vaginal),
    actor2=Male(strap_on=True),
)
 
You want to remove everything from the Animation( to the end parenthesis.
 
Then, after doing this you want to use the SLAnimGenerate tool located in the SLAL mod (SLAnimLoader->SLAnims->SLAnimateGenerate.pyw), which requires you to download python for it to run. I copied the application into the SLAnims folder of the pack I'm editing, and assuming you just deleted the correct animation text, in the top window it should just say (NEEDS BUILD) next to the pack name. If something's wrong then there will be a big error message there instead. Assuming it says (NEEDS BUILD), then select the "Build Category" button.
 
Lastly, you want to use the GenerateFNISforModders tool in the FNIS mod, using that app you want to find the FNIS List file located in the pack (meshes->actors->character->animations->"Pack name"->FNIS_"Pack Name"_List). If that is successful then you should be done and the pack just won't have those animations anymore.
 
Again I am just learning this myself so there could be a better way, but I believe this works, I'm also probably not going to be a huge help if there are any errors, although I do recommend launching the FNIS app outside of MO, as it created errors for me otherwise.
Posted

 

Hello. I have reached the limit of animations for FNIS.

 

 

19ab9417c6b48a682a7ec3535d7feb1d.png

 

 

Is the any short guide how to remove some animations from packs?

 

Not really a short guide, but it's....fairly simple, way simpler if you follow the pack creation guide and reverse it. Also I am not an expert, so if there's a better way that's totally possible.

 

First of all, make a backup of the pack you're editing naturally, as it's possible something may unintentionally get deleted.

 

Essentially you need to go into the text file located in the SLAnims->Source, will have a name probably the same as the mod title. In the document you there are scripts for each animation in the pack, you want to find the ones you want to remove and...remove them. These will look something like this:

 

Animation(
    id="LoversStand",
    name="Lovers Stand",
    tags="Sex,Vaginal,MF,Standing,Doggy,Doggystyle,Behind,Loving",
    sound=Squishing,
    actor1=Female(add_cum=Vaginal),
    actor2=Male(strap_on=True),
)
 
You want to remove everything from the Animation( to the end parenthesis.
 
Then, after doing this you want to use the SLAnimGenerate tool located in the SLAL mod (SLAnimLoader->SLAnims->SLAnimateGenerate.pyw), which requires you to download python for it to run. I copied the application into the SLAnims folder of the pack I'm editing, and assuming you just deleted the correct animation text, in the top window it should just say (NEEDS BUILD) next to the pack name. If something's wrong then there will be a big error message there instead. Assuming it says (NEEDS BUILD), then select the "Build Category" button.
 
Lastly, you want to use the GenerateFNISforModders tool in the FNIS mod, using that app you want to find the FNIS List file located in the pack (meshes->actors->character->animations->"Pack name"->FNIS_"Pack Name"_List). If that is successful then you should be done and the pack just won't have those animations anymore.
 
Again I am just learning this myself so there could be a better way, but I believe this works, I'm also probably not going to be a huge help if there are any errors, although I do recommend launching the FNIS app outside of MO, as it created errors for me otherwise.

 

 

Above is correct. You reverse the process. but remember if you do this, you will need to do this again if any modder updates. The easier thing might be:

 

  • make your own personal pack that has the aniamtions you want to use or
  • get rid of packs/mods where you actually don;t use the animations
  • use mod organizer for different play types.

 

The one thing I see a lot is that people seem to want to have every animation that is made, but even from my own play throughs, I can say that I only use certain animations in certain packs. Consider your requirements. If there is only one animation in a pack or twenty that you use a lot, do you need it? Can you make your own? I have taken all the ones I like and enjoy and put them directly into the SexLab scritpt (I find SLAL can sometimes lag the loading switching of animations for me). Building your own packs isn;t too hard and is rewarding if you do it, and stops issues like these happening. Just remember if you build your own, it should be for personal use.

 

Posted

is anyone converting the Non SexLab Animations Pack (NSAP) pack to slal?

 

Will there be any advantage?

 

I use NSAP and SLAL. They both work fine aside each other.

Posted

 

is anyone converting the Non SexLab Animations Pack (NSAP) pack to slal?

 

Will there be any advantage?

 

I use NSAP and SLAL. They both work fine aside each other.

 

 

There is one advantage.  FNIS does have a limit for the number of animations (somewhere between 8000-9000) and people have hit this limit (usually due to people having pose mods in addition to all of the sexlab packs and NSAP).  This is not the limit bug that the FNIS 6.3 version fixed, this is an enforced limit in FNIS.  Even if you only use a small number of animations from NSAP, ALL of them count against the FNIS limit.  If they are in a SLAL pack, people can easily (without use of the CK) modify a pack to remove unwanted animations, and they will not count against the FNIS limit.  I do this with the FB animations (not a fan of necro or sleep anis, so I remove them from the pack) in addition to removing any draugr/skeleton/undead animations across many packs.

 

Plus it frees up an esp slot if you can remove NSAP - although since there are anim objects in NSAP, there would be still be an esp needed for the anim objects, so this pt may not be valid unless these can be included in one of the other animobject.esp (FB/Anub).

Posted

 

 

is anyone converting the Non SexLab Animations Pack (NSAP) pack to slal?

 

Will there be any advantage?

 

I use NSAP and SLAL. They both work fine aside each other.

 

 

There is one advantage.  FNIS does have a limit for the number of animations (somewhere between 8000-9000) and people have hit this limit (usually due to people having pose mods in addition to all of the sexlab packs and NSAP).  This is not the limit bug that the FNIS 6.3 version fixed, this is an enforced limit in FNIS.  Even if you only use a small number of animations from NSAP, ALL of them count against the FNIS limit.  If they are in a SLAL pack, people can easily (without use of the CK) modify a pack to remove unwanted animations, and they will not count against the FNIS limit.  I do this with the FB animations (not a fan of necro or sleep anis, so I remove them from the pack) in addition to removing any draugr/skeleton/undead animations across many packs.

 

Plus it frees up an esp slot if you can remove NSAP - although since there are anim objects in NSAP, there would be still be an esp needed for the anim objects, so this pt may not be valid unless these can be included in one of the other animobject.esp (FB/Anub).

 

 

Good to know.

 

Yeah, freeing up Esp slot is already a good reason.

 

 

Posted

Hello all.  Is there a guide to properly remove a SLAL pack once it has been installed ? I have a couple of packs that have a significant overlap in animations, and I want to safely remove them without buggering my game up.  Thanks in advance.

Posted

Hello all.  Is there a guide to properly remove a SLAL pack once it has been installed ? I have a couple of packs that have a significant overlap in animations, and I want to safely remove them without buggering my game up.  Thanks in advance.

huh? just remove the slal pack and run fnis, and run the reset animations from the slal mcm menu, don't think it will break anything

Posted

OK, did that.  FNIS shows a reduction in animations with no consistency errors, but the SLAL MCM menu still shows the pack I removed. Any way to remove the MCM instance?

 

Edit: Ok, you have to delete the json file in the SLAL json folder as well, something i missed.

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