Popular Post Ashal Posted January 12, 2018 Popular Post Share Posted January 12, 2018 Beta build is for Skyrim Special Edition only More details on the version/beta coming later when I have more time. For now, I just want to get the beta out there for testing. So here it is. Non-SE users will likely have to wait until release for 1.63. I have no plans right now to release a non-SE version of the beta. Requirements: Skyrim SE 1.5.97 SKSE SE v2.0.17 SkyUI SE Changes since 1.62: Added a caching system to animation searches Increased animation slots to 750, decreased voice/expression slots to 375. A new scaling fix that finally solves the issue with some actors/creatures randomly changing sizes when animating (enabled by default) (partially implemented) a new hook system for developers that don't work on events, allowing them to fully complete their hook function before the thread continues. Solves some sync issues with more complicated or timing sensitive hooks. Some other stuff I'm surely forgetting because it's been a long time. Beta 2 Hotfix: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.7) Removed references to Oldrim scripts (NiOverride and MfgConsoleFunc) to fix compile issues Some minor tweaks here and there Beta 3: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.8) Fixed most of the slowdown at animation startup Fixed disabled animations still getting used for awhile afterward Some minor tweaks here and there Beta 4: Updated SexLabUtil.dll and PapyrusUtil.dll to the SKSE 2.0.10 Beta 5: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.11 or 2.0.12) Skyrim SE, version 1.5.62 only Re-added all high heel options in the MCM. Beta 6: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.15) Skyrim SE, version 1.5.73 only Beta 7: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.16) Skyrim SE, version 1.5.80 only Re-enabled HDT Heels detection A few minor bug fixes Beta 8: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.17) Skyrim SE, version 1.5.97 only Known Issues: Animations take longer to start than normal right now. Other Notes: Animation packs from non-SE version have to have their animations converted to 64 bit in order to work. This can be easily automated and done quickly by the pack developers. All existing basic mods should work as is as far as I know. As long as they don't require any other SKSE plugins that haven't yet been converted. This means Devious Devices and its mods won't work until DD gets its SKSE plugin updated. I haven't fully tested a lot of the plugin in SE beyond making sure basic functionality works. So submitting bug reports are critical here. Download: FULL Beta 8 Archive: (MEGA Mirror) SexLabFrameworkSE_v163_BETA8.7z UPDATE for beta 7 to beta 8: (MEGA Mirror) SexLab_v163_UPGRADE_beta7_TO_beta8.zip Old version: For Skyrim 1.5.80 (MEGA Mirror) SexLabFrameworkSE_v163_BETA7.7z For Skyrim 1.5.73 (MEGA Mirror) SexLabFrameworkSE_v163_BETA6.7z For Skyrim 1.5.62 SexLabFrameworkSE_v163_BETA5.7z 529 Link to post
whowasphone Posted January 12, 2018 Share Posted January 12, 2018 Holy fuck, I've been waiting for this for so long, thank you Ashal. 5 Link to post
tuxagent7 Posted January 12, 2018 Share Posted January 12, 2018 Oh yeah ! thank you Ashal ! Link to post
squirrellydood Posted January 12, 2018 Share Posted January 12, 2018 How do I add the animations? I still have the Lite version of Sexlab, do I just have this one overwrite it? Do I need more mods to add the animations from the Lite Version or will having it overwrite be enough? Link to post
Painbow69 Posted January 12, 2018 Share Posted January 12, 2018 can't get any animations to work using matchmaker light. remade all my patches, cleaned/rebuilt sexlab ingame after installation, but no scene animations play. 2 Link to post
tuxagent7 Posted January 12, 2018 Share Posted January 12, 2018 26 minutes ago, squirrellydood said: How do I add the animations? I still have the Lite version of Sexlab, do I just have this one overwrite it? Do I need more mods to add the animations from the Lite Version or will having it overwrite be enough? Sexlabs lite is not sexlabs 1.63, you will have to deinstall the former and install the full mod 1.63 2 Link to post
squirrellydood Posted January 12, 2018 Share Posted January 12, 2018 17 minutes ago, tuxagent7 said: Sexlabs lite is not sexlabs 1.63, you will have to deinstall the former and install the full mod 1.63 I know that but this one doesn't have any animations and there are no animation packs for it on SE. So the options are an empty framework or overwrite Sexlab Lite. Link to post
tuxagent7 Posted January 12, 2018 Share Posted January 12, 2018 8 minutes ago, squirrellydood said: I know that but this one doesn't have any animations and there are no animation packs for it on SE. So the options are an empty framework or overwrite Sexlab Lite. Well i think the original animations are supposed to be in sexlabs 1.63 sure you wont have the nibbles or the billyy or the others because they have to be converted and there has to be a slal AnimLoaded converted But Sexlabs normally come with somes animations Link to post
LesboIsBesto Posted January 12, 2018 Share Posted January 12, 2018 Koolio, but I am not ready to risk my saves on beta or alpha mods yet so I can wait some more Link to post
bonnysn Posted January 12, 2018 Share Posted January 12, 2018 Godbless Ashal, Renaissance comes again 2 Link to post
squirrellydood Posted January 13, 2018 Share Posted January 13, 2018 1 hour ago, tuxagent7 said: Well i think the original animations are supposed to be in sexlabs 1.63 sure you wont have the nibbles or the billyy or the others because they have to be converted and there has to be a slal AnimLoaded converted But Sexlabs normally come with somes animations There are literally over 8 thousand files that this does not conflict with in Sexlab Lite, its more than just a few animations. There are over 800 separate animations in the other Lite version, including all the creature animations. Link to post
Ashal Posted January 13, 2018 Author Share Posted January 13, 2018 Animation packs that work with SexLab Lite should work with this as far as I know. 1 Link to post
squirrellydood Posted January 13, 2018 Share Posted January 13, 2018 46 minutes ago, Ashal said: Animation packs that work with SexLab Lite should work with this as far as I know. There are no animation packs for Lite, all the animations were already included because the program that was needed to include animations en mass doesn't work in 64 bit requiring them to individually be added to sexlab itself by the modder, in this case Vinfamy. or at least tht's how it was explained in the development thread. Link to post
perrymwt Posted January 13, 2018 Share Posted January 13, 2018 3 hours ago, squirrellydood said: There are no animation packs for Lite, all the animations were already included because the program that was needed to include animations en mass doesn't work in 64 bit requiring them to individually be added to sexlab itself by the modder, in this case Vinfamy. or at least tht's how it was explained in the development thread. Would it be possible to add the animations from Lite, as well as the script that registers those animations to this Beta, without blowing up the universe? I believe it's one script, sslAnimationDefaults.pex. Just wondering. Link to post
Revanswe Posted January 13, 2018 Share Posted January 13, 2018 Seems like upgrading to sexlabs 1.63 broke the sex animations for my custom race (Succubus). It worked fine with sexlabs lite 0.1.1 (after I used sexlab register custom race spell) but 1.63 doesn't seem to have that function. At least not yet 1 Link to post
Ashal Posted January 13, 2018 Author Share Posted January 13, 2018 4 hours ago, perrymwt said: Would it be possible to add the animations from Lite, as well as the script that registers those animations to this Beta, without blowing up the universe? I believe it's one script, sslAnimationDefaults.pex. Just wondering. I haven't looked at how modified lite's version of the relevant scripts is, but that should work fine as far as I know. You may need to recompile the copied sslAnimationDefaults from lite under the full version though. 1 hour ago, Revanswe said: Seems like upgrading to sexlabs 1.63 broke the sex animations for my custom race (Succubus). It worked fine with sexlabs lite 0.1.1 (after I used sexlab register custom race spell) but 1.63 doesn't seem to have that function. At least not yet Make sure the custom race has the ActorTypeNPC keyword. Other than that, I'd have to see a debug log from an animation attempt using the race to know more. 1 Link to post
AnubiSs2167 Posted January 13, 2018 Share Posted January 13, 2018 14 hours ago, Ashal said: A new scaling fix that finally solves the issue with some actors/creatures randomly changing sizes when animating (enabled by default) (Wasnt that fixed already by madmangun?) (partially implemented) a new hook system for developers that don't work on events, allowing them to fully complete their hook function before the thread continues. Solves some sync issues with more complicated or timing sensitive hooks. (Will that fix desychronization between actors, especially if more then 2 actors animation is playing?) Link to post
Arizona_Steve Posted January 13, 2018 Share Posted January 13, 2018 Finally... I can stop playing ESO and go back to Skyrim. Will have to revisit the Random Sex mod at some point... 3 Link to post
squirrellydood Posted January 13, 2018 Share Posted January 13, 2018 3 hours ago, Ashal said: I haven't looked at how modified lite's version of the relevant scripts is, but that should work fine as far as I know. You may need to recompile the copied sslAnimationDefaults from lite under the full version though. Make sure the custom race has the ActorTypeNPC keyword. Other than that, I'd have to see a debug log from an animation attempt using the race to know more. I'm not sure how this is done, is there a guide telling how to do these things manually? Link to post
Valehyena Posted January 13, 2018 Share Posted January 13, 2018 "you've done well, Here this is for you." 1 Link to post
mosiah Posted January 13, 2018 Share Posted January 13, 2018 May the porn-god bless your kind soul Ashal. 2 Link to post
perrymwt Posted January 13, 2018 Share Posted January 13, 2018 7 hours ago, Ashal said: I haven't looked at how modified lite's version of the relevant scripts is, but that should work fine as far as I know. You may need to recompile the copied sslAnimationDefaults from lite under the full version though. Make sure the custom race has the ActorTypeNPC keyword. Other than that, I'd have to see a debug log from an animation attempt using the race to know more. Well, I gave it a try and it does work. All you need to do is copy the actors directory from the lite version to the Beta version. THen copy sslAnimationDefaults.pex and sslCreatureAnimationDefaults.pex from the Lite version to the Beta version. Install. Rerun FNIS. Run the game and reset the animation registry. I've tried a dozen or so human animations and they all work. So no real need to wait for JContainers to be converted to use with SLAL. A big thanks to vinfamy for all the work putting together the animations. Edit: Be patient. It takes a while for 800+ animations to register. 4 Link to post