nadroj713 Posted July 7, 2016 Posted July 7, 2016 So I've been creating new animations and trying to get a handle on the code side of things, but lately whenever sexlab tries to play some of my newely added animations, I just get two actors standing idle. At first I thought it was my fault, but the animations themselves work as mt_idle.hkx just fine and the same problem happens if I add a LoversLab community set of animations as a separate mod (In this case FurrySpirit's acrobatic blowjob) which I assume would work just fine under normal conditions. Out of curiosity I removed a couple register animation function calls from sslAnimationDefaults and suddenly it worked! The question I have is why I seem to be capping out so early. Other people who've complained about too many animations have 5000 to 6000 while the Generate Fnis tool only counts 2052 animations plus 322 creature animations. Is there any way I can raise the cap on Sexlab animations because this doesn't seem to be coming from the FNIS side of things.
TanookiTamaTachi Posted July 7, 2016 Posted July 7, 2016 The current version of SexLab has a cap of 500 animations for humans and creatures each. Raising this limit is possible, but requires tedious manual work by Ashal for each additional slot. So ask yourself: do you really need all of those animations? (note that with animations, I mean an entire multi-stage scene. FNIS counts animations differently.)
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