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Sexlab not playing proper animations


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Posted

Hey guys, I have attempted searching this site and others for a solution to this, but have had not luck. Nothing I try seems to work.

 

My issue is that Sexlab seems to not be playing the proper animations for the proper tags. With ZAP, Sexlab, and NSAP installed, it always seems to pick a random animation regardless of the situation occurring. For example, if I bind someone using ZAP, the bound animation works properly, gag sounds work properly, but when I go to use a sex option, a random, non-aggressive or bound animation plays (such as Zyn licking). Or when I approach a sleeping NPC, it plays a random animation such as missionary. Even standard aggressive animations do not play properly, for example a regular, non-bound rape option just played tribidism.

 

I attempted rebuilding sexlab, resetting it and ZaZ, enabling and disabling animations, reinstalling mods, everything I could think of. Any ideas on what might be going on? Its almost as if Sexlab isn't responding to tags, or tags are not being properly given to sexlab.

 

EDIT: I'm blaming it being late when I posted, or maybe I'm blind, but I just saw the Tech Support sub-forum at the top. Sorry! Could this thread be moved?

Posted

Therein might lie the problem, because I am not sure what you mean. The inconsistencies I am experiencing come about after using the interactions menu to trigger sex. I.E. Interacting with a sleeping NPC gives the options to talk or the Sleeping option with things such as kill, rape, put in sack, etc. Same with the bound, I just use the interactions menu through Skyrim to trigger it. So i would go to tied up, rape, bound rape to attempt to trigger a bound animation. I did notice the console was outputting Apropos commands when starting animations, but I haven't had a chance to test with apropos disabled.

 

Edit: I have also noticed in the 1.6x compatible mods sticky ZaZ has had reports of issues with animation replacement, I have tried and had these issues with both 1.59c and 1.62

 

Edit 2: After reading a few other threads, it appears the menus I am going through are provided by the Defeat mod, so maybe that is the one I am using to trigger?

Posted

I had this problem before here's how i fix it install SexLab Animation Loader if u haven't already. In SLAL menu click on enable all animations then register all animations wait until a menu pops up saying all animations have been registered. Next click on reset sexlab registry wait until a menu pops up and open the console with ~ key and see if till is still registering animations. When the registration is finished click on reload json then updated json wait until it is updated. Now see if it has fixed the problem.

Also DO NOT register animations from ZAZ menu. 

Posted

Therein might lie the problem, because I am not sure what you mean. The inconsistencies I am experiencing come about after using the interactions menu to trigger sex. I.E. Interacting with a sleeping NPC gives the options to talk or the Sleeping option with things such as kill, rape, put in sack, etc. Same with the bound, I just use the interactions menu through Skyrim to trigger it. So i would go to tied up, rape, bound rape to attempt to trigger a bound animation. I did notice the console was outputting Apropos commands when starting animations, but I haven't had a chance to test with apropos disabled.

 

Edit: I have also noticed in the 1.6x compatible mods sticky ZaZ has had reports of issues with animation replacement, I have tried and had these issues with both 1.59c and 1.62

 

Edit 2: After reading a few other threads, it appears the menus I am going through are provided by the Defeat mod, so maybe that is the one I am using to trigger?

Ok, i'll start from scratch.

1. Sexlab is a framework, it doesn't do anything by it's own tha providing the options and animations for other mods. There are a lot of other mods using that framework, and some adding stuff to the framework. None of these mods have a common interactions menu, every mod has it's own and it's independent from sexlab (within the limits sexlab offers). What you describe sounds like Defeat, which has a lot of options for customization, like adding/removing tags, but still with some limits. Defeat does not know if anybody is bound or not.

What you could do if NPCs are always bound when you use Defeat is enforce the bound tag every time you start an animation (via Defeat).

 

2. Animations are independent from any equipment. Doesn't matter if they are from SLAL or anything else. What you can do if you have ZAP installed is activate the "override if needed" there, or in DDi if you have that installed, don't do it in both. That also means, if you start an animation with furniture the furniture will always be there. It doesn't matter if you use a table animation in the wild, or in a tavern. Or a rock animation in a tavern. The furniture is part of the animation.

I've never used ZAP alone i think, i've always used DDi, so i'm not sure where the limits of ZAP are. Not sure if it recognizes the bound options from Defeat.

 

3. If that doesn't satisfy you, register ZAP animations to sexlab, and use SL tools to switch animations. 

Posted

 

Therein might lie the problem, because I am not sure what you mean. The inconsistencies I am experiencing come about after using the interactions menu to trigger sex. I.E. Interacting with a sleeping NPC gives the options to talk or the Sleeping option with things such as kill, rape, put in sack, etc. Same with the bound, I just use the interactions menu through Skyrim to trigger it. So i would go to tied up, rape, bound rape to attempt to trigger a bound animation. I did notice the console was outputting Apropos commands when starting animations, but I haven't had a chance to test with apropos disabled.

 

Edit: I have also noticed in the 1.6x compatible mods sticky ZaZ has had reports of issues with animation replacement, I have tried and had these issues with both 1.59c and 1.62

 

Edit 2: After reading a few other threads, it appears the menus I am going through are provided by the Defeat mod, so maybe that is the one I am using to trigger?

Ok, i'll start from scratch.

1. Sexlab is a framework, it doesn't do anything by it's own tha providing the options and animations for other mods. There are a lot of other mods using that framework, and some adding stuff to the framework. None of these mods have a common interactions menu, every mod has it's own and it's independent from sexlab (within the limits sexlab offers). What you describe sounds like Defeat, which has a lot of options for customization, like adding/removing tags, but still with some limits. Defeat does not know if anybody is bound or not.

What you could do if NPCs are always bound when you use Defeat is enforce the bound tag every time you start an animation (via Defeat).

 

2. Animations are independent from any equipment. Doesn't matter if they are from SLAL or anything else. What you can do if you have ZAP installed is activate the "override if needed" there, or in DDi if you have that installed, don't do it in both. That also means, if you start an animation with furniture the furniture will always be there. It doesn't matter if you use a table animation in the wild, or in a tavern. Or a rock animation in a tavern. The furniture is part of the animation.

I've never used ZAP alone i think, i've always used DDi, so i'm not sure where the limits of ZAP are. Not sure if it recognizes the bound options from Defeat.

 

3. If that doesn't satisfy you, register ZAP animations to sexlab, and use SL tools to switch animations. 

 

Thanks for the response! Once I realized Defeat was triggering the animations (Thanks to your post), I paid closer attention to the animation calls in the console and realized it was simply calling based on the tags in defeat for scenario and not ZAP. Oddly enough, if it was female on female, it would call the assault tags and then override it by calling the female-female tags(which is a defeat issue, not a sexlab issue). Anyway, thanks for the response, it helped me realize my incorrect notion that Sexlab and ZAP were interactive(rather than frameworks, I worded that horribly) Ill have to check out DDi and search for other mods that use ZAP.

Posted

 

 

Therein might lie the problem, because I am not sure what you mean. The inconsistencies I am experiencing come about after using the interactions menu to trigger sex. I.E. Interacting with a sleeping NPC gives the options to talk or the Sleeping option with things such as kill, rape, put in sack, etc. Same with the bound, I just use the interactions menu through Skyrim to trigger it. So i would go to tied up, rape, bound rape to attempt to trigger a bound animation. I did notice the console was outputting Apropos commands when starting animations, but I haven't had a chance to test with apropos disabled.

 

Edit: I have also noticed in the 1.6x compatible mods sticky ZaZ has had reports of issues with animation replacement, I have tried and had these issues with both 1.59c and 1.62

 

Edit 2: After reading a few other threads, it appears the menus I am going through are provided by the Defeat mod, so maybe that is the one I am using to trigger?

Ok, i'll start from scratch.

1. Sexlab is a framework, it doesn't do anything by it's own tha providing the options and animations for other mods. There are a lot of other mods using that framework, and some adding stuff to the framework. None of these mods have a common interactions menu, every mod has it's own and it's independent from sexlab (within the limits sexlab offers). What you describe sounds like Defeat, which has a lot of options for customization, like adding/removing tags, but still with some limits. Defeat does not know if anybody is bound or not.

What you could do if NPCs are always bound when you use Defeat is enforce the bound tag every time you start an animation (via Defeat).

 

2. Animations are independent from any equipment. Doesn't matter if they are from SLAL or anything else. What you can do if you have ZAP installed is activate the "override if needed" there, or in DDi if you have that installed, don't do it in both. That also means, if you start an animation with furniture the furniture will always be there. It doesn't matter if you use a table animation in the wild, or in a tavern. Or a rock animation in a tavern. The furniture is part of the animation.

I've never used ZAP alone i think, i've always used DDi, so i'm not sure where the limits of ZAP are. Not sure if it recognizes the bound options from Defeat.

 

3. If that doesn't satisfy you, register ZAP animations to sexlab, and use SL tools to switch animations. 

 

Thanks for the response! Once I realized Defeat was triggering the animations (Thanks to your post), I paid closer attention to the animation calls in the console and realized it was simply calling based on the tags in defeat for scenario and not ZAP. Oddly enough, if it was female on female, it would call the assault tags and then override it by calling the female-female tags(which is a defeat issue, not a sexlab issue). Anyway, thanks for the response, it helped me realize my incorrect notion that Sexlab and ZAP were interactive(rather than frameworks, I worded that horribly) Ill have to check out DDi and search for other mods that use ZAP.

 

DDi is quite script heavy if you really use it. Only to add it for that purpose would be a total overkill, besides you would need to equip your victims (or yourself) with devices ;)

 

And yes, the tags used are always determined by the mod triggering the animation. For FF i remember i had problems with Defeat too which can be changed by the tags again (you need to delete the tags set by default), there is an extra section for that. But make sure sexlab options don't restrict same sex animations, that could interfere. I think ZAP is kind of interactive similar to DDi under certain circumstances.

What you need to understand is that most things you see when you bind somebody is simply... hm, no expert either so i hope i don't explain that wrong:

I think most strings, chains etc are simply some textures and meshes attached to the character, or better to the bound animation. For the game there is no difference if you have some chains added or if the character is fucked on a table. Change the animation and you change the equipment. Where it is different is when you have stuff attached you can see in the inventory, like a yoke. Then ZAP can interfere and restrict your animations to the allowed list, which is limited, though. This list is hardcoded and it uses only animations included in ZAP. DDi works the same way.

 

One option that just came to my mind is Scent of Sex. I've never tried to use it to restrict the animations the way you want, but in terms of customization it's superior to all other mods by far, so that might be a good option to get what you want.

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