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SexLab SE - Sex Animation Framework v1.66b - 01/18/2024


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Posted
30 minutes ago, fred200 said:

In my PAHE version that works, including MCM, I have installed both JContainers and Netimmerse Override. Both these are the 32 bit versions and are not functional.

I don't think Racemenu is usable yet. I do not have it installed. Display model works perfectly when converted. I have not tried Soulgem.

I did all the converting stuff. HKX and nif conversion, CK override and so on... Ui extensions is installed and worked for Additem menu, but i deinstalled Additem for testing the SGO and DM.

 

Pahe says, that it has started, but the MCM is empty. HSH seems to work but without the PAHE Menu....

It looks like this:

20180123175853_1.jpg

 

 

I really don't know what went wrong. Can you send me your Pahe and DM package?

 

Posted
59 minutes ago, Pfiffy said:

 

 

 

I really don't know what went wrong. Can you send me your Pahe and DM package?

 

 

Lets not go there yet. If the PAHE menu is not working, the mod is not successfully initialized and will not work.

Also lets go with the assumption your conversion was correct; it is a pretty mechanical process.

General rule: Never convert more than one mod at a time. Add another when the last one works or is removed.

PAHE lists 4 prereqs: Sexlab, SKSE, SKYUI, and ZazAnimationPack. The first three have official SE conversions. Make sure you have the latest.

You have to convert ZazAnimationPack yourself. I used 7.0 and it works fine. Convert Zaz Craft 2.0 and use it for testing.

Convert ONLY pahe_lives_on-7.2.4_full install.7z. No other versions or optional files.

Then add just your PAHE and let us know what happens.

I also suggest converting ApachiiSkyHair Full and Female if there are not ports yet. Lots of mods use those.

Posted

Anyone here got More Nasty Creatures working? I only need the meshes for the animals, but that requires Creature Framework, which then requires Jcontainer. Is it safe to just delete the master file dependency and use it as it is without configuring anything with CF?

Posted
1 hour ago, Pfiffy said:

I did all the converting stuff. HKX and nif conversion, CK override and so on... Ui extensions is installed and worked for Additem menu, but i deinstalled Additem for testing the SGO and DM.

 

Pahe says, that it has started, but the MCM is empty. HSH seems to work but without the PAHE Menu....

It looks like this:

20180123175853_1.jpg

 

 

I really don't know what went wrong. Can you send me your Pahe and DM package?

 

Did you convert the ESM?

Posted
9 minutes ago, Apollo04 said:

Anyone here got More Nasty Creatures working? I only need the meshes for the animals, but that requires Creature Framework, which then requires Jcontainer. Is it safe to just delete the master file dependency and use it as it is without configuring anything with CF?

Mods that need JContainer - tend to really need JContainer.

If it were me - I would put MNC on a shelf until we have a replacement.

That being said - you can install the 32 bit version of JContainer to resolve the dependency. It won't work as designed, but it should not break anything.

Posted

Hm.. I did a port of zaz 8... It is working. Have appachii for SE installed, SKSE 2.06, SkyUI 5.2_SE and the 1.63 beta1 from here. 

Posted

I posted this over in Home Sweet Home - this might be a more appropriate place:

 

Now the work-flow for all mods:

 

1) Download the mod to a convenient spot, like a folder on the desktop.

2) Use 7zip to unpack the archive to a folder of the same name.

3) Unpack any included BSA - then delete it. There are several tools around that make it easy.

4) If the mod includes any animations - the hkx files must be converted. Skyrim SE includes the conversion tool, and a batch file is available to do them all.

5) If the mod includes any NIF files - convert them There is a convenient conversion tool. DO NOT TOUCH THE FACEGEN DIRECTORY!

6) Use 7zip to zip the updated mod back up'

7) Use NMM to install the mod.

8) If the moid includes an ESM, use SSEedit to remove the ESM flag, then rename the ESM to ESP.

9) Load the ESP into the Creation Kit and make a minor change in the ESP. Then undo the change and save it.

10) Rename the ESP back to ESM and set the ESM flag - if it was an ESM.

11) Fire up the game and see if the mod works.

12) If all is good, copy the ESM / ESP back to your mod folder.

13) Repack it and use NMM to delete his version and reinstall it

14) Move on to the next mod - you are done here...

 

Posted
6 minutes ago, fred200 said:

Mods that need JContainer - tend to really need JContainer.

If it were me - I would put MNC on a shelf until we have a replacement.

That being said - you can install the 32 bit version of JContainer to resolve the dependency. It won't work as designed, but it should not break anything.

What I want to say is that is it possible to NOT use Creature Framework at all. It means no configuration for Nude Creatures, but will the meshes still work?

Posted

We need some collaboration on how to convert some of these 32 bit DLLs. JContainer is at the top of the list.

 

Pretty much all of them are set up as Visual Studio projects.

Pretty much all of them have quirks that exceed my Visual Studio knowledge. JContainer, for example, uses  Jansson utilities, which is sort of Linux based.

All of them use a fairly old Visual Studio and an old Windows SDK. Visual Studio seems to be really good at upgrading them.

 

Once you get a clean build in Visual Studio, switching from 32 bit to 64 bit may be as simple as flipping a flag in the project settings.

Yes, there are some coding differences in specific situations, but these mods are not likely to hit them.

 

Any Visual Studio experts in the house?

Posted
9 minutes ago, Apollo04 said:

What I want to say is that is it possible to NOT use Creature Framework at all. It means no configuration for Nude Creatures, but will the meshes still work?

Meshes are just meshes. They will always work if you convert the NIFs. No code involved.

Posted
3 hours ago, fred200 said:

I posted this over in Home Sweet Home - this might be a more appropriate place:

 

Now the work-flow for all mods:

 

1) Download the mod to a convenient spot, like a folder on the desktop.

2) Use 7zip to unpack the archive to a folder of the same name.

3) Unpack any included BSA - then delete it. There are several tools around that make it easy.

4) If the mod includes any animations - the hkx files must be converted. Skyrim SE includes the conversion tool, and a batch file is available to do them all.

5) If the mod includes any NIF files - convert them There is a convenient conversion tool. DO NOT TOUCH THE FACEGEN DIRECTORY!

6) Use 7zip to zip the updated mod back up'

7) Use NMM to install the mod.

8) If the moid includes an ESM, use SSEedit to remove the ESM flag, then rename the ESM to ESP.

9) Load the ESP into the Creation Kit and make a minor change in the ESP. Then undo the change and save it.

10) Rename the ESP back to ESM and set the ESM flag - if it was an ESM.

11) Fire up the game and see if the mod works.

12) If all is good, copy the ESM / ESP back to your mod folder.

13) Repack it and use NMM to delete his version and reinstall it

14) Move on to the next mod - you are done here...

 

This is great help to me, thank you. I am looking at a mod with an Seq folder, scripts and an xml file, do I need to do anything with these?

Posted
7 minutes ago, Vuulgar said:

This is great help to me, thank you. I am looking at a mod with an Seq folder, scripts and an xml file, do I need to do anything with these?

Those should all be fine as is.

Posted
5 hours ago, Pfiffy said:

I have some strange problems here while converting mods. Paradise Hall seems to start, but the MCM menu is empty. As soon as Soul gem oven or Displaymodel are activated I get stuck in the magic menu. And even if I have race menu installead the are complaining that Niooveride is not installed, even if race mnu is running.

 

Any Ideas?

 

You need to get the SSE versions of the plugins, link is in the first post on the page.  Note, chargen.dll and nioverride.dll have been replaced by skee64.dll.  You can delete the plugins you get from the Racemenu mod.

Posted
34 minutes ago, perrymwt said:

You need to get the SSE versions of the plugins, link is in the first post on the page.  Note, chargen.dll and nioverride.dll have been replaced by skee64.dll.  You can delete the plugins you get from the Racemenu mod.

Based on your post, I did some research. I have to quote Ousnius from Reddit:

 

1.) Download Oldrim RaceMenu.
2.) Extract its BSA archive using B.A.E. into your Data folder.
3.) Delete the DLL files it came with.
4.) Download skee64.dll (merged NiOverride/CharGen) from here: https://github.com/expired6978/SKSE64Plugins/releases
5.) Copy its DLL and INI file into your SKSE\Plugins folder.
6.) Have a RaceMenu in SE with the only missing features being sculpting, overlays and body morphs.

 

Posted
31 minutes ago, fred200 said:

Based on your post, I did some research. I have to quote Ousnius from Reddit:

 

1.) Download Oldrim RaceMenu.
2.) Extract its BSA archive using B.A.E. into your Data folder.
3.) Delete the DLL files it came with.
4.) Download skee64.dll (merged NiOverride/CharGen) from here: https://github.com/expired6978/SKSE64Plugins/releases
5.) Copy its DLL and INI file into your SKSE\Plugins folder.
6.) Have a RaceMenu in SE with the only missing features being sculpting, overlays and body morphs.

 

Can confirm this works been using RaceMenu for the last few weeks.

Posted
14 hours ago, fred200 said:

Based on your post, I did some research. I have to quote Ousnius from Reddit:

 

1.) Download Oldrim RaceMenu.
2.) Extract its BSA archive using B.A.E. into your Data folder.
3.) Delete the DLL files it came with.
4.) Download skee64.dll (merged NiOverride/CharGen) from here: https://github.com/expired6978/SKSE64Plugins/releases
5.) Copy its DLL and INI file into your SKSE\Plugins folder.
6.) Have a RaceMenu in SE with the only missing features being sculpting, overlays and body morphs.

 

just did it and it works! 

Posted
19 hours ago, Pfiffy said:

I did all the converting stuff. HKX and nif conversion, CK override and so on... Ui extensions is installed and worked for Additem menu, but i deinstalled Additem for testing the SGO and DM.

 

Pahe says, that it has started, but the MCM is empty. HSH seems to work but without the PAHE Menu....

It looks like this:

20180123175853_1.jpg

 

 

I really don't know what went wrong. Can you send me your Pahe and DM package?

 

Having the same issue only get the option to start the mod in mcm but it doesnt work. Ah well it happens this all is trial and error. Managed to get prison overhaul working though.

Posted

FF changing animation doesnt work it just loops the same anim over againg MF seems to work normally

 

EDIT  FF while in bed changin the animation does work when not in bed it doesnt

 

Posted
2 hours ago, Watchman35 said:

Having the same issue only get the option to start the mod in mcm but it doesnt work. Ah well it happens this all is trial and error. Managed to get prison overhaul working though.

And I thought that I have been too stupid... 

 

Well It says, that pahe has started and the Quest are in the journal, so it seems like it is just the MCM that is not working correctly. Going to test this...

also going to test weather NioOverride is recognized by SGO. 

Posted
21 minutes ago, Pfiffy said:

And I thought that I have been too stupid... 

 

Well It says, that pahe has started and the Quest are in the journal, so it seems like it is just the MCM that is not working correctly. Going to test this...

also going to test weather NioOverride is recognized by SGO. 

None of you folks with problems mention if you converted zazanimation (required) and what version you are using.

Posted
3 minutes ago, fred200 said:

None of you folks with problems mention if you converted zazanimation (required) and what version you are using.

Converted installed and registered with sexlab and all in the animations list. Using version 7.0

Posted
10 minutes ago, fred200 said:

None of you folks with problems mention if you converted zazanimation (required) and what version you are using.

I did Zaz 8... It reegistered and the Anim worked, as far as I have tested them... 

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