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Billyy's SLAL Animations (2026-6-4)


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Posted
On 8/31/2023 at 8:00 PM, ProblemXR said:

character stuck in idle position

Check you have used the correct version, SE version for Skyrim Special edition and LE Version for Skyrim Legendary Edition. Then run FNIS and create a mod from it. don't leave it in the overwrite folder.

Posted

Hello, i am facing a Problem when i use DD 5.2 and Billyy's SLAL animations together, there is no DD idles for pet suit or hobbleskirts but there is for armbinder.

yes, i do use DAR and the DD 5.2 to DAR patch, when i disable Billyy's SLAL animations; it works. i also tried disabling DAR but still it didn't work because of Billyy's SLAL animations. 

the problem arrises when i choose the HUMAN animations in teh FOMOD durin installation, so the creature animations are okay and run without problems along side DD.

Posted

 

On 8/31/2023 at 9:03 AM, Mister X said:

Heyho @Billyy

I don't know if you already heard about SL p+, Scrab's project to modernize the SL framework?

 

The thing is, this project soon will launch its second big stage of changes, which simply will be incompatible with existing SLAL packs.

Scrab released SLSB, an external tool, to build packs in the new format that will be supported by SL p+ Stage 2. The reason for this is explained in the linked post.

 

Now my question: do you consider porting your pack to be a SLSB pack, too? That would be really awesome! Thank you in advance!

 

On 9/1/2023 at 3:50 AM, Billyy said:

Maybe. I know very little about it. However it's no secret that Sexlab development has grind to a halt and will always have it's general slowness and bugs. The thought of needing to find time to fit in a bunch more back-end admin work does make want to curl up into a ball though.

 

On 9/1/2023 at 9:53 AM, MadMansGun said:

yea whatever this new thing is sounds like it may cause more problems than it would solve.

 

So much work for what? - Read through the SLSB thread. Faster maybe? - But what new features would compel us to change/port?

 

- Incompatible with SLAL. Major downside I would add. You can't find an easier tool to add new animations.

 

- Does not work with Furniture. Major downside i Would add. That's half of my animations and so many others.

 

 

Please tell us why we should spend so much time to port so many animations? - It would have to be a better reason that "faster response".

 

This is for SE. What about LE users. Do we completely ignore them? 

Posted
4 hours ago, NCK30 said:

- Incompatible with SLAL. Major downside I would add. You can't find an easier tool to add new animations.

apparently they are making there own tool, but i don't know what it's limitations are (eg: does it make the fnis lists txt files correctly/at all?, does it add AVbHumanoidFootIKDisable to the first stage of an animation and only the first stage?) , also it's a exe so you can't edit it to your needs like you can the SLAnimGenerate.pyw (case and point the edited pyw being used in mnc that added more races and commands)

 

4 hours ago, NCK30 said:

Please tell us why we should spend so much time to port so many animations? - It would have to be a better reason that "faster response".

indeed, Papyrus Tweaks NG already fixes the speed problem that SE/AE has.

 

4 hours ago, NCK30 said:

This is for SE. What about LE users. Do we completely ignore them? 

this is also a problem, all my work is done in LE and ported afterwords.

 

there is also the question of mods that add into/call on sexlab's scripts, Eg: the MoreNastyCrittersRaces.pex that registers races into sexlab, or the aaaDFQSL_System.pex that SLDragons uses to start animations.

Posted (edited)
31 minutes ago, MadMansGun said:

apparently they are making there own tool, but i don't know what it's limitations are (eg: does it make the fnis lists txt files correctly/at all?, does it add AVbHumanoidFootIKDisable to the first stage of an animation and only the first stage?) , also it's a exe so you can't edit it to your needs like you can the SLAnimGenerate.pyw (case and point the edited pyw being used in mnc that added more races and commands)

Im still here and probably will be for another few years and Im willing to make changes to the exe should there be reason to do so

The tool has support for canine and boar races inbuild, which i assume what you are after?

The tool also generates FNIS files on its own, the files themselves are different to what the python tool used tho, which is an essential changes to support the branching logic (and potentially fix some bugs that I somehow introduces in SL itself \o/)

The anim events, such as IKDisable and IsNPC are implemented by SL itself, not part of the animation (is that an issue?)

 

31 minutes ago, MadMansGun said:

indeed, Papyrus Tweaks NG already fixes the speed problem that SE/AE has.

Barely. Imo, People are too used to lag and delays that they dont realize it anymore but this doesnt mean that its not there anymore

 

31 minutes ago, MadMansGun said:

this is also a problem, all my work is done in LE and ported afterwords.

That is an issue I cannot fix, LE is too far behind to support P+ no matter how you want to twist it

This issue is more severe in regards to SLSB specifically, but P+ has a lot of things that arent backwards compatible that may or may not be reason for LE users to be left behind in projects which want to make use of it. Of course, in regards to most other things its more of a question about if these "p+ specific mods" will ever exist

Depending on how these early phases of SLSB go I may look into alternatives, but these alternatives may create some disruption in the new system, hence I settled on a hard split for the time being

 

31 minutes ago, MadMansGun said:

there is also the question of mods that add into/call on sexlab's scripts, Eg: the MoreNastyCrittersRaces.pex that registers races into sexlab, or the aaaDFQSL_System.pex that SLDragons uses to start animations.

Backwards compatibility is preserved as much as possible. Simply starting animations through the legacy API is fully supported

As for registering races into SL tho, that is no longer needed and no longer supported. SLP+ grabs RaceKey data from Havok specific information directly. All 52 RaceKeys that base SL and MNC add to the frame are fully supported, I made sure of that when first designing the system

 

Edited by Scrab
Posted
38 minutes ago, MadMansGun said:

apparently they are making there own tool, but i don't know what it's limitations are (eg: does it make the fnis lists txt files correctly/at all?, does it add AVbHumanoidFootIKDisable to the first stage of an animation and only the first stage?) , also it's a exe so you can't edit it to your needs like you can the SLAnimGenerate.pyw (case and point the edited pyw being used in mnc that added more races and commands)

 

indeed, Papyrus Tweaks NG already fixes the speed problem that SE/AE has.

 

this is also a problem, all my work is done in LE and ported afterwords.

 

there is also the question of mods that add into/call on sexlab's scripts, Eg: the MoreNastyCrittersRaces.pex that registers races into sexlab, or the aaaDFQSL_System.pex that SLDragons uses to start animations.

 

15 minutes ago, Scrab said:

Im still here and probably will be for another few years and Im willing to make changes to the exe should there be reason to do so

The tool has support for canine and boar races inbuild, which i assume what you are after?

The tool also generates FNIS files on its own, the files themselves are different to what the python tool used tho, which is an essential changes to support the branching logic (and potentially fix some bugs that I somehow introduces in SL itself \o/)

The anim events, such as IKDisable and IsNPC are implemented by SL itself, not part of the animation (is that an issue?)

 

Barely. Imo, People are too used to lag and delays that they dont realize it anymore but this doesnt mean that its not there anymore

 

That is an issue I cannot fix, LE is too far behind to support P+ no matter how you want to twist it

This issue is more severe in regards to SLSB specifically, but P+ has a lot of things that arent backwards compatible that may or may not be reason for LE users to be left behind in projects which want to make use of it. Of course, in regards to most other things its more of a question about if these "p+ specific mods" will ever exist

Depending on how these early phases of SLSB go I may look into alternatives, but these alternatives may create some disruption in the new system, hence I settled on a hard split for the time being

 

Backwards compatibility is preserved as much as possible. Simply starting animations through the legacy API is fully supported

As for registering races into SL tho, that is no longer needed and no longer supported. SLP+ grabs RaceKey data from Havok specific information directly. All 52 RaceKeys that base SL and MNC add to the frame are fully supported, I made sure of that when first designing the system

 

 

The essential thing here for me is that LE gets left behind. I can't stand behind that at all.

 

Furthermore my install is LE and I used 8 years modding it. Not about to change my workplan for small changes as I see it.

 

 

I give permission for others to port my animations and ONLY release them here at LoversLab. Please PM me first.

 

But I simply have too much stuff to do and we already have a working system in LE that works flawlessly. Never had any trouble that Ashal could not fix.

 

 

With Starfield coming on September 6th I will hopefully be busy for a long time. Bought the Standard edition.

 

Already seeing nude mods. Wonder how long before Bodyslide and Sexlab comes.

Posted

hey man, nice job so far, i really appreciate your work.

could you in the future improve animations for female giants? I would be very cool if you could.
  If you do, send me a message.

(sorry for my bad english)

 

thanks.

Posted
21 hours ago, spyke123 said:

small bugreport...

 

Date on update is a month off... says "08" instead of "09"  :) 

lol, thanks. Fixed.

Posted

That p+ will not be compatible with SLAL won't be much of an issue. Converting a SLAL pack to a functioning SLSB pack which the same functionality as the original SLAL pack takes like 60 seconds or so. It won't be able to use all the new feature SLSB packs can have, though.

 

21 hours ago, MadMansGun said:

indeed, Papyrus Tweaks NG already fixes the speed problem that SE/AE has.

Once you have played with the currently p+ version for some time and then switch back to the default SexLab you notice how much slower it is. Instead of almost instantly starting an animation it takes 2-3 seconds.

Posted
5 minutes ago, Someone92 said:

That p+ will not be compatible with SLAL won't be much of an issue. Converting a SLAL pack to a functioning SLSB pack which the same functionality as the original SLAL pack takes like 60 seconds or so. It won't be able to use all the new feature SLSB packs can have, though.

 

Once you have played with the currently p+ version for some time and then switch back to the default SexLab you notice how much slower it is. Instead of almost instantly starting an animation it takes 2-3 seconds.

 

And this should be the primary motivation for us animators. That we can save 2-3 seconds.

 

With SLAL it is so easy to add animations. Even a novice modder can do this. Find me an alternative that can add a new animation set in less than 5 minutes.

 

 

Still waiting for the reasons why we should switch. Being faster is no reason.

 

If we saw completely new exciting features that revolutionized Sexlab then I would be the first to switch.

 

But if it is only to satisfy the petty needs of the SE/AE community who have no respect for the LE community. Then I say "No thanks".

 

 

We still have many LE users who like me have spent 8+ years to mod our game to perfection.

Posted (edited)
1 hour ago, NCK30 said:

Still waiting for the reasons why we should switch. Being faster is no reason.

 

If we saw completely new exciting features that revolutionized Sexlab then I would be the first to switch.

 

But if it is only to satisfy the petty needs of the SE/AE community who have no respect for the LE community. Then I say "No thanks".

 

the speed and unlimited animations and automatic registration and all that isnt really important for you as an animator, indeed;

You are asking about the things SLSB introduces, that are not available to SLAL, that are of value to you as an animator:

  • access to branching animations, i.e. your animations no longer are linear multi stage animations but can branch into multiple directions. I intended this to be mostly used for small variations tho. "Keep in or pull out", "support with a hand during a bj or not", "add a rubbing scene between tighs before penetration", things like that
    You can also use this to create fully interactive spanking idles
  • inbuild, full support for bound actors and necrophilia, I primarily did this to split these archetypes from the default selection without having to rely on 3rd party mods, but also directly enables specific supported for them. Supported "bound poses" would be armbinder, yoke and legbinder
  • explicit definition of submissive actors in an animation - you may say SLAL works perfect but I as an author promise it doesnt. You constantly have people new to SL complaining about a male victim being treated as an aggressor or vice versa, this is rarely the authors fault
  • you can set the scale of your actors, e.g. when you animate your females with a 0.95 scale you can tell SLSB about this and SL will recognize this, this will severely improve alignment for your animations if you do not animate all actors at a scale of 1.0
  • optional positions, meaning you can make animations that are 5p, 4p and 3p and even 2p all at the same time, st "bystanding actors" in a 3p+ are no longer required when they arent necessary
  • vampire exclusive animations, so you can do neck biting anims that normal actors dont use
  • you can manually set when an actor should climax as part of your animation
  • multivariable sex definition allows you to make an animation that is both FF and MF at the same time
  • full support for futa actors on a per-actor basis
  • custom strip definitions, so you as an animator have some control about what should be stripped, so your kissing scene doesnt strip everything from the participants but only the helmet (so they dont get in the way), or maybe your quicky handjob scene doesnt require actors to strip fully but only needs the hands free (and maybe the helmet if your animation graph can escalate into a bj somewhere)

 

whether or not any of these things are important to you, if they spark your interest or not, that is a decision you need to make for yourself

I am not going to force anyone into swapping and wont judge those not interested in these things. Im not supportive of any kind of continuous questioning about swapping, the least Im asking for is the allowance to host conversions of packs, which you already agreed on

 

The reason why I cannot implement them into SLAL is because.. well.. you simply cant. I would have to completely remake the way SLAL files are being parsed to allow for things like non-linear animations, which is basically what SLSB does

Im not pushing LE away without reason, you can believe me that if I could support it in any reasonable manner I would. But I cant. Its not feasible. And if that is a deal breaker for you, or anyone else, then I totally respect that

 

Edited by Scrab
Posted
2 hours ago, Scrab said:

 

the speed and unlimited animations and automatic registration and all that isnt really important for you as an animator, indeed;

You are asking about the things SLSB introduces, that are not available to SLAL, that are of value to you as an animator:

  • access to branching animations, i.e. your animations no longer are linear multi stage animations but can branch into multiple directions. I intended this to be mostly used for small variations tho. "Keep in or pull out", "support with a hand during a bj or not", "add a rubbing scene between tighs before penetration", things like that
    You can also use this to create fully interactive spanking idles
  • inbuild, full support for bound actors and necrophilia, I primarily did this to split these archetypes from the default selection without having to rely on 3rd party mods, but also directly enables specific supported for them. Supported "bound poses" would be armbinder, yoke and legbinder
  • explicit definition of submissive actors in an animation - you may say SLAL works perfect but I as an author promise it doesnt. You constantly have people new to SL complaining about a male victim being treated as an aggressor or vice versa, this is rarely the authors fault
  • you can set the scale of your actors, e.g. when you animate your females with a 0.95 scale you can tell SLSB about this and SL will recognize this, this will severely improve alignment for your animations if you do not animate all actors at a scale of 1.0
  • optional positions, meaning you can make animations that are 5p, 4p and 3p and even 2p all at the same time, st "bystanding actors" in a 3p+ are no longer required when they arent necessary
  • vampire exclusive animations, so you can do neck biting anims that normal actors dont use
  • you can manually set when an actor should climax as part of your animation
  • multivariable sex definition allows you to make an animation that is both FF and MF at the same time
  • full support for futa actors on a per-actor basis
  • custom strip definitions, so you as an animator have some control about what should be stripped, so your kissing scene doesnt strip everything from the participants but only the helmet (so they dont get in the way), or maybe your quicky handjob scene doesnt require actors to strip fully but only needs the hands free (and maybe the helmet if your animation graph can escalate into a bj somewhere)

 

whether or not any of these things are important to you, if they spark your interest or not, that is a decision you need to make for yourself

I am not going to force anyone into swapping and wont judge those not interested in these things. Im not supportive of any kind of continuous questioning about swapping, the least Im asking for is the allowance to host conversions of packs, which you already agreed on

 

The reason why I cannot implement them into SLAL is because.. well.. you simply cant. I would have to completely remake the way SLAL files are being parsed to allow for things like non-linear animations, which is basically what SLSB does

Im not pushing LE away without reason, you can believe me that if I could support it in any reasonable manner I would. But I cant. Its not feasible. And if that is a deal breaker for you, or anyone else, then I totally respect that

 

 

Okay. So now I know what it does. Seems like some good features. Probably interesting for some.

 

I personally don't use any of this in my game or animation work. But I can appreciate the work being done here.

 

 

The one with scaling seems like the most interesting for me. I animate with scale 1.00 on both female and male.

 

But I have thought about making sets where the female is smaller like in real life.

 

My fix for this has been to scale the Nord female to 0.96 and my High Elf male to 0.93. Then they allign brilliantly. Also the perfect size for my Annekke.

 

Sexlab "Even Heights" would often CTD the game. Therefore I have a mod + Sexlab CTD fix. Never CTD when starting animations anymore.

 

 

I am also a little interested in the branching animations. Can You explain that some more.

Posted
2 hours ago, NCK30 said:

Still waiting for the reasons why we should switch. Being faster is no reason.

 

I'm kind of idling digesting things and arguments as I'm very out-of-the-loop on things, but for me the speed alone could almost make it worth it. I'm not mod expert, but it seems like how heavy/messy (probably script heavy) your load order is will affect the speed of Sexlab starting. My LE used to be giga slow, but now that I only use for testing I had removed a lot of extra stuff from it and now it starts pretty fast. My SE is painfully slow though. Opening SLAL MCM was a fucking chore, but I'll admit the 'Papyrus Tweaks NG' makes a big difference. However if I often use time waiting for sexlab scenes to start to alt-tab to do something then it frankly takes too fucking long. Probably at least partially my fault, but ya.

 

I'd of course have to see how P+ fares, but I recall testing an early build and it was essentially instant. Anything else it potentially does could just be a bonus. Assuming it covers the other weird stuff SL does that I don't think about as I take for granted or something. Better bug support could be nice too. As an animator I swear if I have to deal with creature Stage 1 de-sync when trying to test my animations alignment in-game for that stage one for time, then I'm going to lose my god damn mind. How is that even still a thing after how many years? Unless it's been fixed and I've just not updated or something, so I may have jumped the gun.

 

Admittingly, I don't really get to play, just animation testing. So speed and reliability are my highest points of contention, but may not be what the average user is looking for...

 

May also be worth noting that unless Starfield is a big game changer, we're stuck with 'just' Skyrim (for me anyway) for a long time coming. So while a huge framework swap this late in the game might look awkward, maybe it's good in the long run as we're gonna be here for at least a few more years.

Posted
4 minutes ago, Billyy said:

 

I'm kind of idling digesting things and arguments as I'm very out-of-the-loop on things, but for me the speed alone could almost make it worth it. I'm not mod expert, but it seems like how heavy/messy (probably script heavy) your load order is will affect the speed of Sexlab starting. My LE used to be giga slow, but now that I only use for testing I had removed a lot of extra stuff from it and now it starts pretty fast. My SE is painfully slow though. Opening SLAL MCM was a fucking chore, but I'll admit the 'Papyrus Tweaks NG' makes a big difference. However if I often use time waiting for sexlab scenes to start to alt-tab to do something then it frankly takes too fucking long. Probably at least partially my fault, but ya.

 

I'd of course have to see how P+ fares, but I recall testing an early build and it was essentially instant. Anything else it potentially does could just be a bonus. Assuming it covers the other weird stuff SL does that I don't think about as I take for granted or something. Better bug support could be nice too. As an animator I swear if I have to deal with creature Stage 1 de-sync when trying to test my animations alignment in-game for that stage one for time, then I'm going to lose my god damn mind. How is that even still a thing after how many years? Unless it's been fixed and I've just not updated or something, so I may have jumped the gun.

 

Admittingly, I don't really get to play, just animation testing. So speed and reliability are my highest points of contention, but may not be what the average user is looking for...

 

May also be worth noting that unless Starfield is a big game changer, we're stuck with 'just' Skyrim (for me anyway) for a long time coming. So while a huge framework swap this late in the game might look awkward, maybe it's good in the long run as we're gonna be here for at least a few more years.

 

You mention some of the things that really bugs me too. But enough to spend time starting all over? - I don't know.

 

The out of sync first stage is easily fixed by refresh button in Sexlab. Or by advance stage and going back. Sure it is iritating but I am used to it now.

 

My "Bedtime Breeding" set with the Double Bed was making me scream, as it was out of sync all the time.

 

 

Thank God that You Billyy taught me the Alt+Tab trick. I would never have made it to around 30 sets without that.

 

 

I have currently about 140 animations and my game is playing like a dream. For those that have 1000+ animations it might be worse.

 

I stopped modding my SE install. Mod Organizer 2 was great in some things. But fucking horrible with animations and FNIS.

 

In LE I have my old reliable Nexus Mod Manager, and it just works. Also anybody with just a little modding skill knows how to manually run your Skyrim folder.

 

 

Just waiting for Starfield myself coming Wednesday. First things to do. Remove the Fucking Ugly green tint.

 

Script Extender is out now. That is the first step to better mods. 

 

Also Gopher and Fudgemuppet from Youtube says that Starfield is the best Bethesda game for years. Then I start to get hyped.

Posted (edited)
1 hour ago, NCK30 said:

The one with scaling seems like the most interesting for me. I animate with scale 1.00 on both female and male.

 

But I have thought about making sets where the female is smaller like in real life.

 

My fix for this has been to scale the Nord female to 0.96 and my High Elf male to 0.93. Then they allign brilliantly. Also the perfect size for my Annekke.

I completely reworked the scaling is being done in SL for p+, I havent had any issues with crashing and could even do some extreme stress testing with this new method, including scaling the actor to point where they too big/too small for the engine to consider rendering them (were talking "big" in sizes st the players foot is the size of Helgen)

The scaling also works on absolute scale, st it recognizes p much all variables that affect scale/height of an actor, :nod nod:

 

1 hour ago, NCK30 said:

I am also a little interested in the branching animations. Can You explain that some more.

The concepts for the branching stuff I got when I was with the OSuite, while Sairon was still around, which is also where Im taking the changes to the FNIS.txt from, mimicking what Ceo did back then

 

However I dislike the way the branching was implemented there, in these big graphs that basically did everything. Not a fan, as for me as an author it literally kills any option I have in implementing scenes to push a story forward, the idea of a "quicky" gets ruined as scene context broadens, it also creates a massive workload on the animator. Imagine you would no longer do 2 hkx per stage for 5 stages, but 2 hkx for 20, 30 and even 40 stages and it just never ends. Not only will you go under in competition which doesnt do that, as you only provide 1 animation where other will provide 3, 4, 5, or even 6, youll also cripple the author because I can no longer ask for a handjob and then get a handjob. Id get a handjob that escalates into a loving penetration scene, like a doggy. Very far away, eh? You can read more on my thoughts on this design here

 

So, while I left the branching in SLSB mostly open (so you could in theory copy Ceo) my idea with the branching is to create a interactive experience that still follows an authors wishes but allows some variation in execution (that the author could again react to); Consider some basic examples:

  • In SLS there is this "Spit or Swallow" feature, imagine if this option would no longer be a text box, but instead a conscious choice by the player, and with the animation defined orgasm behavior, you could only make the male actor orgasm and have that final scene really be a 1-time idle so you could demonstrate this "act of orgasm" instead of being forced to make a loop out of it that SL would just cancel (you could also add an outro stage after, where the taker is looking up to the male and wait for the scene end from there to give it some extra detail). Putting all this together, a blowjob animation in SLP+ could look like so:
    image.png.0bb446201deea268162cba75b0ee7a4e.png
  • Or consider a spanking animation where instead of you simply looping a spank animation, you would instead give the player a conscious choice for every time they do "spank" the submissive and leave them to conscious choice to stop when they feel the submissive "had enough", without relying on debug options:
    image.png.3caeca97e7fc73f46d2711850f3d322b.png
  • Finally, maybe consider something more romantic, youd have scene a female oral one, cunnilingus, both partners start standing, and you can branch into a short kissing intro, or go straight down to it, maybe once youre down you can alternate between "supporting with fingers" or do it only through the mouth. This is also a perfect example where the active position/the "giving partner" can be any sex, so you could have this be a MF, FF and FH (Futa) animation at the same time, doing this a lot could completely obliterate the lack of Futa and Homosexual animations without any animator actually doing a new animation
    image.png.dce40a9fc9e331395869df32995a865d.png
    ^ This is also an ideal example of how Id love animations to look when SLSB were to be fully adapted. I dont like the BJ one personally; while it does offer a choice where its important, if lacks interactivity otherwise. Here you got some interactivity to lead the scene in your personal preference but still have a somewhat linear structure that allows me, the mod author, to request an oral and get an oral

 

Important is that scenes should always follow a specific theme, dont lean out too much into unrelated topics which is the main difference to Ceos design. This way we can support the author writing stories with SL the same we did before, while allowing you as the animator to have more control and detail in your scenes AND allow the end user a more interactive experience, which is still fully optional as the scene still follows a clear start-to-end structure

 

Edited by Scrab
Posted (edited)
35 minutes ago, Billyy said:

Better bug support could be nice too. As an animator I swear if I have to deal with creature Stage 1 de-sync when trying to test my animations alignment in-game for that stage one for time, then I'm going to lose my god damn mind. How is that even still a thing after how many years? Unless it's been fixed and I've just not updated or something, so I may have jumped the gun.

That isnt fixed yet, no
Im currently working on a really big update to p+ which introduces compatibility with all the stuff Im talking about here, this update will hopefully fix the issue tho, and I do plan on being more concerned about bug reports from thereon out

 

Edited by Scrab
Posted
1 hour ago, NCK30 said:

 

The out of sync first stage is easily fixed by refresh button in Sexlab. Or by advance stage and going back. Sure it is iritating but I am used to it now.

 

...

 

Thank God that You Billyy taught me the Alt+Tab trick. I would never have made it to around 30 sets without that.

 

 

Mine doesn't, it does every single time even on the refreshes/stage forward and back. It's totally RNG if it'll align after repeated attempts. I'll often just copy Stage 1 anims over to stage 2 to test because it's that bad.

 

And ya, I couldn't imagine having to relaunch the game over and over again to test alignments, lol.

 

55 minutes ago, Scrab said:

That isnt fixed yet, no

Oof.

Posted
52 minutes ago, Billyy said:

Oof.

I recommend following p+ development if that bug is the only major issue you encountered

The next update should be within the next few weeks and should fix that issue

Posted
2 hours ago, Scrab said:

I completely reworked the scaling is being done in SL for p+, I havent had any issues with crashing and could even do some extreme stress testing with this new method, including scaling the actor to point where they too big/too small for the engine to consider rendering them (were talking "big" in sizes st the players foot is the size of Helgen)

The scaling also works on absolute scale, st it recognizes p much all variables that affect scale/height of an actor, :nod nod:

 

The concepts for the branching stuff I got when I was with the OSuite, while Sairon was still around, which is also where Im taking the changes to the FNIS.txt from, mimicking what Ceo did back then

 

However I dislike the way the branching was implemented there, in these big graphs that basically did everything. Not a fan, as for me as an author it literally kills any option I have in implementing scenes to push a story forward, the idea of a "quicky" gets ruined as scene context broadens, it also creates a massive workload on the animator. Imagine you would no longer do 2 hkx per stage for 5 stages, but 2 hkx for 20, 30 and even 40 stages and it just never ends. Not only will you go under in competition which doesnt do that, as you only provide 1 animation where other will provide 3, 4, 5, or even 6, youll also cripple the author because I can no longer ask for a handjob and then get a handjob. Id get a handjob that escalates into a loving penetration scene, like a doggy. Very far away, eh? You can read more on my thoughts on this design here

 

So, while I left the branching in SLSB mostly open (so you could in theory copy Ceo) my idea with the branching is to create a interactive experience that still follows an authors wishes but allows some variation in execution (that the author could again react to); Consider some basic examples:

  • In SLS there is this "Spit or Swallow" feature, imagine if this option would no longer be a text box, but instead a conscious choice by the player, and with the animation defined orgasm behavior, you could only make the male actor orgasm and have that final scene really be a 1-time idle so you could demonstrate this "act of orgasm" instead of being forced to make a loop out of it that SL would just cancel (you could also add an outro stage after, where the taker is looking up to the male and wait for the scene end from there to give it some extra detail). Putting all this together, a blowjob animation in SLP+ could look like so:
    image.png.0bb446201deea268162cba75b0ee7a4e.png
  • Or consider a spanking animation where instead of you simply looping a spank animation, you would instead give the player a conscious choice for every time they do "spank" the submissive and leave them to conscious choice to stop when they feel the submissive "had enough", without relying on debug options:
    image.png.3caeca97e7fc73f46d2711850f3d322b.png
  • Finally, maybe consider something more romantic, youd have scene a female oral one, cunnilingus, both partners start standing, and you can branch into a short kissing intro, or go straight down to it, maybe once youre down you can alternate between "supporting with fingers" or do it only through the mouth. This is also a perfect example where the active position/the "giving partner" can be any sex, so you could have this be a MF, FF and FH (Futa) animation at the same time, doing this a lot could completely obliterate the lack of Futa and Homosexual animations without any animator actually doing a new animation
    image.png.dce40a9fc9e331395869df32995a865d.png
    ^ This is also an ideal example of how Id love animations to look when SLSB were to be fully adapted. I dont like the BJ one personally; while it does offer a choice where its important, if lacks interactivity otherwise. Here you got some interactivity to lead the scene in your personal preference but still have a somewhat linear structure that allows me, the mod author, to request an oral and get an oral

 

Important is that scenes should always follow a specific theme, dont lean out too much into unrelated topics which is the main difference to Ceos design. This way we can support the author writing stories with SL the same we did before, while allowing you as the animator to have more control and detail in your scenes AND allow the end user a more interactive experience, which is still fully optional as the scene still follows a clear start-to-end structure

 

 

Okay. So to conclude.

 

It is kind of like 0sex as I remember it. Where You could choose what to do next instead of having the same scene play every time.

 

More interactivity. Like a real sex simulator with choices.

 

 

Great possibilities in that. But it would require many animations. This is what excites me most.

 

In theory You could take stages from multiple sets and mix and match.

 

 

But we still lack the furniture use. That's half my stuff... 

Posted
1 hour ago, Billyy said:

 

Mine doesn't, it does every single time even on the refreshes/stage forward and back. It's totally RNG if it'll align after repeated attempts. I'll often just copy Stage 1 anims over to stage 2 to test because it's that bad.

 

And ya, I couldn't imagine having to relaunch the game over and over again to test alignments, lol.

 

Oof.

 

You said that your install was slow as hell. Could explain why refresh does not work.

 

Stage forward/back should work 100 %.

 

- How many animations do You have?

- Many script heavy mods?

- How many mods total?

Posted
17 minutes ago, NCK30 said:

But we still lack the furniture use. That's half my stuff... 

Thats inbuilt

 

If you download the version I posted in that post (which has some bugs that are fixed in my discord build) youll find furniture settings there as well, more in depth than what Furniture Framework offered you. Altough the offsets still need some work

Posted
On 9/4/2023 at 5:41 PM, Scrab said:

I recommend following p+ development if that bug is the only major issue you encountered

The next update should be within the next few weeks and should fix that issue

For branching animations. Would all animation stages get registered uniquely with FNIS similar to how it would in sexlab? Also maybe more importantly, is there like an optional final 'outro' stage? I ask as some years back I made a set of like what I refereed to as 'post-sex' animations, which was just a set of various kind of laying together/cuddling animations, but they never fit anywhere. I feel like they aren't always necessarily fitting to end with, but my larger concern was just FNIS bloat. As Billyy, destroyer of animation-limits, I already have a ton of bloat and am reluctant to add more.

 

Hence my question how FNIS registers them. I feel like it may be outside the scope of what's possible for, but it'd be nice if I could just pick a fitting 'post-sex' scene from an existing list of outro stages and register it to a stage to be optionally played without bloating FNIS more.

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