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


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Posted

I can't / won't distribute CliftonJD's work, but I would feel comfortable handing off a copy of my version of PAHE (known to work) to one of you that has

a pretty clean / controlled test environment, so we can see if we can isolate what is broken.

 

Also note: Make sure you run Bodyslide or you may have bondage gear missing meshes.

Posted
3 minutes ago, fred200 said:

I can't / won't distribute CliftonJD's work, but I would feel comfortable handing off a copy of my version (known to work) to one of you that has

a pretty clean / controlled test environment, so we can see if we can isolate what is broken.

Would not expect you to distribute someone elses work. If you wish to pm me your version I can compare my version to yours and try to spot the problem on my end. If you dont its no problem I have plenty of other mods to test.

Posted
12 minutes ago, Watchman35 said:

Would not expect you to distribute someone elses work. If you wish to pm me your version I can compare my version to yours and try to spot the problem on my end. If you dont its no problem I have plenty of other mods to test.

Give me an hour. I am uninstalling / reinstalling PAHE through NMM to make sure what I give you is good.

 

Posted
7 minutes ago, fred200 said:

Give me an hour. I am uninstalling / reinstalling PAHE through NMM to make sure what I give you is good.

 

No rush im still at work.

Posted
1 minute ago, fred200 said:

I can't / won't distribute CliftonJD's work, but I would feel comfortable handing off a copy of my version (known to work) to one of you that has

a pretty clean / controlled test environment, so we can see if we can isolate what is broken.

If I don't get anything to work right now, I will be starting from scratch... 

Just to get the same Base i have installed Zaz 7 and reconverted PAHE. No change. 

Posted

Test copies of PAHE passed over to Watchman35 and Pfiffy. They are not to go any further.

I think it is going to come down to something higher in the load order...

Skyrim SE is prettry durable though. My test setup has 55 mods loaded. I miss MO Profiles that only load what I am testing...

 

Initial test, don't load any save.

Use the console, and enter "coc qasmoke".

Let all menus initialize, then check Paradise Halls in the MCM. Will take a few minutes.

Posted
On 23/01/2018 at 6:44 PM, fred200 said:

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?

I think I got the Jansson code files working (missing jansson_private_config.h which I found else where) but the Boost dependency stumped me, a 1.5Gb archive of all the libraries compiled into lib files for various versions of C++ and versions of Boost is available for download but it took some finding and I haven't plugged it in to test it. It's available from github https://sourceforge.net/projects/boost/files/boost-binaries/1.59.0/

 

Downloading the source code to Boost to recompile would be pointless and over 4.5Gb but I think the lib and .h files should be enough, just got to work out how to change the boost_filesystem_vc120-mt-gd-1_59.lib reference to boost_filesystem_vc140 32bit version and then finally the 64bit version.

 

 

Switching the skse references to skse64 should only cause a few issues as the file names have changed. I was working on an under powered laptop with a small screen and after 4 hours I wasn't in the mood to carry on, at one point I resorted to manually editing the project files to fix the folder references.

 

I normally write code for .Net which has a much simpler structure and most of the time I write code for AnyCPU to avoid the 32 / 64bit issue entirely.

 

If I feel up to it I'll have another crack at it at the weekend.

Posted
1 hour ago, fred200 said:

Test copies of PAHE passed over to Watchman35 and Pfiffy. They are not to go any further.

I think it is going to come down to something higher in the load order...

Skyrim SE is prettry durable though. My test setup has 55 mods loaded. I miss MO Profiles that only load what I am testing...

 

Initial test, don't load any save.

Use the console, and enter "coc qasmoke".

Let all menus initialize, then check Paradise Halls in the MCM. Will take a few minutes.

Used a savegame I made in Helgen just after Ralof cutted of my ropes and my first travel to qasmoke: pahe initializes perfectly. Will test it tomorrow on my first two victims: The Imperial officer and the female Stormcloak in the cellar.

I usually use this save for configuring mods on a new game. 

 

 

Posted
12 minutes ago, Pfiffy said:

Used a savegame I made in Helgen just after Ralof cutted of my ropes and my first travel to qasmoke: pahe initializes perfectly. Will test it tomorrow on my first two victims: The Imperial officer and the female Stormcloak in the cellar.

I usually use this save for configuring mods on a new game. 

 

 

Thank you both for testing.

CliftonJD has asked me to give him and Musje my conversion of PAHE and HSH if all is still working well by the end of the month.

We might get official releases sooner than later!

Posted

For those that missed it, the author of AddItemMenu posted a 64 bit DLL on his download page, so this works on Skyrim SE. Very useful for testing.

Posted
7 hours ago, fred200 said:

For those that missed it, the author of AddItemMenu posted a 64 bit DLL on his download page, so this works on Skyrim SE. Very useful for testing.

It is working fine. But Ui extensions seems to be a bit buggy. At least my conversion. The mouse is not working.

Posted

As long as there is no working port of Jcontainers: does anybody have an idea how to add SLAL animations to sexlab SE?

I added those that have been in sexlab light. But I'm missing the newer Billys creature anims.

Posted
51 minutes ago, Pfiffy said:

It is working fine. But Ui extensions seems to be a bit buggy. At least my conversion. The mouse is not working.

Going through the menus, I step up and down with the arrow keys. Mouse seems to work fine selecting items. No idea if this is the way it is supposed to work...

Posted
30 minutes ago, Pfiffy said:

As long as there is no working port of Jcontainers: does anybody have an idea how to add SLAL animations to sexlab SE?

I added those that have been in sexlab light. But I'm missing the newer Billys creature anims.

JContainers source is in Github. But we need someone better with Visual Studio than me...

That is the DLL I most want a working copy of...

Posted

wont install.  get a sexlabutil.dll  out of date or over written. i have only skse and this installed to test.  the dll is dated 12/17/17 is that right ?  it worked last week with hundreds of mods installed. i bricked my rx 490 and  decided to do a new install on a diff computer .  i hit install. it says ready and when i look it only has the install up. then if i load it tells me its outdated or over written. 

Posted

Sexlab sexlife will not trigger Animation for some reason (but some results did occur). Haven't tried sexlab pleasure yet.

Edit: Solution works fine, the problem is with sexlife.

Posted
9 hours ago, fred200 said:

Going through the menus, I step up and down with the arrow keys. Mouse seems to work fine selecting items. No idea if this is the way it is supposed to work...

Same here. So its not only me. 

Posted

I'm trying to port zaz animation pack v8.0 (because is a requirement for other mod I want to convert). I have optimized the NIFs, have converted the animations using the havok tool, but when tried to open the file in creation kit, I realized the mod uses an .esm not a .esp. 

My question is: Do I need to convert .esm files too?. I guess I would need to convert the esm to esp using xedit or wyrebash, load the esp in creation kit, save, and finally convert again to esm?

Can anybody share what have you done on these cases?

Posted

Can we get an official list thread detailing all the mods that are confirmed working for SSE?
Some mods from the original apparently work with this beta and some don't.
It would be good, for the sake of clarity to make such a list.

Posted
27 minutes ago, hey_danielx said:

I'm trying to port zaz animation pack v8.0 (because is a requirement for other mod I want to convert). I have optimized the NIFs, have converted the animations using the havok tool, but when tried to open the file in creation kit, I realized the mod uses an .esm not a .esp. 

My question is: Do I need to convert .esm files too?. I guess I would need to convert the esm to esp using xedit or wyrebash, load the esp in creation kit, save, and finally convert again to esm?

Can anybody share what have you done on these cases?

Yes to all your questions. Zaz 7.0 runs perfectly, given that you convert the ESM, HKX files, and NIFs. No idea about Zaz 8.0; I would not want to try it.

Posted
2 hours ago, XeroZex said:

Does SexLab Romance work with this? and does it require any conversions?

Not tested it yet but tou should convert any oldrim mod to sse anyway just to be safe.

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