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animation queue problem?


kejiro

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Posted

Okay, just going to toss this out there, The problem I have is queued animations firing at the same time in sexlab using the same actors.

 

I'm using SD+ content at the moment, so I don't know if it is because of that, or really what could be causing it.

 

Basically, its something like a bunch of npcs get set to take turns, then after the first animation finishes, the rest start rapid firing, pulling the pc from one animation to another, leaving random npcs who had the bad luck to go earlier humping air.

 

Now, this may be an easy fix, or something, but have you ever tried using the site or google search for "sexlab animation problems?".

 

I did. Its not pretty. Sorry again if this is an easy one, i went through defeat and SD+ and the Framework posts, but didn't see anything. I might be blind though. if anyone needs log or other stuff, it really isn't difficult to reproduce, unfortunately, so I can provide those.

Posted

...

Basically, its something like a bunch of npcs get set to take turns, then after the first animation finishes, the rest start rapid firing, pulling the pc from one animation to another, leaving random npcs who had the bad luck to go earlier humping air.

...

That happens when two or more sex acts involving a single character are started close enough together that the Framework OK's the character for all the acts before any of them get started and mark the character as "busy".

 

If it is happening it usually means you have a seriously overloaded machine, you most likely have too many script heavy mods running at the same time which causes the "window" between the approval of the character for having sex and their being locked into the sex act to become a large amount of time.

Posted

That isn't what I was expecting, but you could be right. I disabled train run in SD+ and that fixed the issue pertaining to the mod, I'll have to test with defeat and the like.

 

I'm just a bit shocked, because the game runs at 60fps barring the middle of whiterun and other such areas, and these issues are taking place everywhere.

 

I'll have to look through my modlist, I swear I keep the crazy performance stuff down. thanks for the reply, I'll look at what I have running.

 

Appreciate your time, really.

Posted

That isn't what I was expecting, but you could be right. I disabled train run in SD+ and that fixed the issue pertaining to the mod, I'll have to test with defeat and the like.

 

I'm just a bit shocked, because the game runs at 60fps barring the middle of whiterun and other such areas, and these issues are taking place everywhere.

 

I'll have to look through my modlist, I swear I keep the crazy performance stuff down. thanks for the reply, I'll look at what I have running.

 

Appreciate your time, really.

Note that because of the way this game is built that all scripts run in the time BETWEEN frames, the higher the frame rate the LESS time scripts have to run.

 

You can test the overload theory then by dropping the frame rate to 30 FPS and seeing if the train run then works properly.

Posted

Thanks for the help, really.

 

I got things smoothed out a bit, and everything is working much better now. Removed some useless bits, reorganized and the like, clean saves, all the fun stuff.

 

Game running in top form, and not a bug in sight, for now.

 

appreciate it.

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