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


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Posted

So I'm having some really annoying issue right now. The mod installs correctly using Vortex, but when I go to install it from the MCM It shows it's "ready" to use but then when I go back into the MCM after initializing the mod it shows it's still not installed. When I reload the game it says my SexlabUtil is out of date or missing but it's CLEARLY there. I tried installing the latest papyrusUtil directly from Nexusmods and it STILL fails to properly initialize for the first time. I have NO CLUE what to do. Vortex is so much more frustrating than NMM ever was but NMM no longer supports mod downloads and log ins. So am I going to be forced to download my mods with Vortex, then drag them into NMM just to install this damn mod to get it to work correctly? :/ it's so frustrating! I need HELP!

Posted
4 hours ago, Ashal said:

Update for current Skyrim SE and SKSE versions is uploaded on main post now.

Thanks for the update and especially for getting around to it so quick! You are legendary.

Posted
31 minutes ago, Scholarly Badger said:

Thanks for the update and especially for getting around to it so quick! You are legendary.

Woah I just realized that it was updated. I only just downloaded the version I had what....like a few hours ago lol. That was FAST.

Posted
1 hour ago, silvernirvash said:

So I'm having some really annoying issue right now. The mod installs correctly using Vortex, but when I go to install it from the MCM It shows it's "ready" to use but then when I go back into the MCM after initializing the mod it shows it's still not installed. When I reload the game it says my SexlabUtil is out of date or missing but it's CLEARLY there. I tried installing the latest papyrusUtil directly from Nexusmods and it STILL fails to properly initialize for the first time. I have NO CLUE what to do. Vortex is so much more frustrating than NMM ever was but NMM no longer supports mod downloads and log ins. So am I going to be forced to download my mods with Vortex, then drag them into NMM just to install this damn mod to get it to work correctly? :/ it's so frustrating! I need HELP!

Try MO2 I use that and I have had no problems with sexlabs ....what is your skyrim version, SKSE64 version and sexlab version that might also hold the clue to what is happening.

Posted
2 hours ago, silvernirvash said:

So I'm having some really annoying issue right now. The mod installs correctly using Vortex, but when I go to install it from the MCM It shows it's "ready" to use but then when I go back into the MCM after initializing the mod it shows it's still not installed. When I reload the game it says my SexlabUtil is out of date or missing but it's CLEARLY there. I tried installing the latest papyrusUtil directly from Nexusmods and it STILL fails to properly initialize for the first time. I have NO CLUE what to do. Vortex is so much more frustrating than NMM ever was but NMM no longer supports mod downloads and log ins. So am I going to be forced to download my mods with Vortex, then drag them into NMM just to install this damn mod to get it to work correctly? :/ it's so frustrating! I need HELP!

There is so much misinformation here I hardly know where to start...

Go here:

https://www.loverslab.com/topic/94228-sse-conversion-tracking-jun-15-3585-sse-1580-skse-2016-no-sexlab-yet/?

 

It shows the status of all SKSE dependent mods, most of which have not been updated yet.

Wait for them - or roll back to the previous Skyrim SE update, where everything works.

NMM is still supported. You can do mod downloads and logins directly to it. If it will stop you complaining about Vortex - switch back to it.

I use Vortex with 10 different games, and over 400 mods total. Works for me.

Posted

Wow. That was fast. thank you, all you mod authors for keeping Skyrim an "Immersive" & fun world to roam. I really didn't expect so many mods to upgrade so fast, still downloading & fixing mods, I figure now is a good time to update / remove / try new mods & prepare for the future as mentioned in above stickies. again thank you for all the great info in this thread, & all the work you modders do!

WooT !

Posted

Holy fuck that was fast. Thanks man! Didn't expect it to be so soon, not that I was going to complain anyways. I always rather have modders focus on their priorities. Again, I appreciate what you've done for the community. ?

Posted

Getting back to updating this file and others after awhile of not playing the game. I don't think it's loading successfully in game when install is pressed in the MCM. I recall getting a full menu after the initial in game install in the menu's and now its never appearing. Additionally the only animations the game seems to see are from other mods. Also not sure if FNIS is seeing the animations either because its not giving a count when generating.

Posted

I'm having some issues locating the file for 1.63 BETA2. I made an individual post asking for some help in the SexLabs Technical Support section, but I figured I'd post here in case some kind hearted soul can help me find the file. Long story short, I'm new to modding but I found a mod that requires multiple pre-requisites... One of the pre-reqs is SexLab Framework for SE 1.63 BETA2. I'm not sure what will break if I can't find that version, so any help is appreciated!

Posted
On 1/13/2018 at 9:23 AM, Ashal said:

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: 

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

 

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 7 Archive:


UPDATE for beta 6 to beta 7:

 

 

 

 

 

Old version:

 

 

Thank you! Thank you! Thank you!?

Posted

Thank you so much for the update! I'm using beta 6 version and planning to upgrade to beta 7. Should I just download the update to beta 7 instead of full beta7 archive? I know this is a moron question but I still new at modding my game and I dont want to mess it because I know this mod is too much complicated for me. Thank you!

Posted
14 minutes ago, WarAcez said:

Thank you so much for the update! I'm using beta 6 version and planning to upgrade to beta 7. Should I just download the update to beta 7 instead of full beta7 archive? I know this is a moron question but I still new at modding my game and I dont want to mess it because I know this mod is too much complicated for me. Thank you!

If you can handle extracting the update archive on top of your existing SexLab install then go for that.

Posted

Question , I can't find the thread with a definitive answerer, should SL be at the very top of load order above ussep fix or just below it? I've read conflicting info, and was reading a thread somewhere on LL that it should be at the VERY top?

Also is it better to use SL papyrus or the papyrus utility, should it overwrite SL or should SL over write it?

I decided since im rebuilding my mods and starting a new game to just install beta 7 instead of just updating it, and yup going to have to re enable and re register animations etc etc...

Again thanks to all you modders making things happen.

oh was looking at the tracking thread, and it looks like SL aroused redux is still okay to use with beta 7, did I read that correctly?

Have a good morning, just got off work and have to zonk out for a few :)

 

 

Posted
21 minutes ago, Misteryodahippie said:

Question , I can't find the thread with a definitive answerer, should SL be at the very top of load order above ussep fix or just below it? I've read conflicting info, and was reading a thread somewhere on LL that it should be at the VERY top?

Also is it better to use SL papyrus or the papyrus utility, should it overwrite SL or should SL over write it?

I decided since im rebuilding my mods and starting a new game to just install beta 7 instead of just updating it, and yup going to have to re enable and re register animations etc etc...

Again thanks to all you modders making things happen.

oh was looking at the tracking thread, and it looks like SL aroused redux is still okay to use with beta 7, did I read that correctly?

Have a good morning, just got off work and have to zonk out for a few :)

 

 

SexLab is a master plugin (esm file).  It automatically goes to the top with the other masters.

Posted

Fucking Assthesda... thanks alot kupo *grumbles* Can you not figure out some way to update your game without pissing off so many people?
And fuck Steam too for removing the simple option to disable updates, best we can do now is update only when launching which is a POS.

Posted
On 1/13/2018 at 2:23 AM, Ashal said:

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: 

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

 

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 7 Archive:


UPDATE for beta 6 to beta 7:

 

 

 

 

 

Old version:

 

 

Thank you very much guy !

Posted
7 hours ago, Misteryodahippie said:

Question , I can't find the thread with a definitive answerer, should SL be at the very top of load order above ussep fix or just below it? I've read conflicting info, and was reading a thread somewhere on LL that it should be at the VERY top?

Also is it better to use SL papyrus or the papyrus utility, should it overwrite SL or should SL over write it?

I decided since im rebuilding my mods and starting a new game to just install beta 7 instead of just updating it, and yup going to have to re enable and re register animations etc etc...

Again thanks to all you modders making things happen.

oh was looking at the tracking thread, and it looks like SL aroused redux is still okay to use with beta 7, did I read that correctly?

Have a good morning, just got off work and have to zonk out for a few :)

 

 

LOOT will put it where it belongs, but SL should be below USSEP, which should be right below Skyrim and all of its DLCs, including update.esm.

I don't think it really matters as long as you have either version loaded. I'd check the Nexus to see if anything changed outside of updating for the new SKSE64.

Any mod that doesn't require SKSE64, like SLA, shouldn't need to be updated unless SL itself receives a major change/update that requires mods dependent on it to be updated.

Posted

Is there a compiled list of downloads for the previous versions?

 

I'm specifically looking for the sexlab build that works with 1.5.53/2.00.10

Posted

Did I majorly screw up my game when I upgraded to Beta 7?

 

All my add-on animations are gone. Billly, FunBiz, et al. Only have the ones that come with SL.  I've ran FNIS. 

 

Any advice?

Posted
On 6/17/2019 at 4:43 AM, pseudobio said:

we all need tp patiently wait until the mod authors can get the updates done.

No, we don't. We can block updates, thereby taking control of our own destiny.

Posted
On 6/17/2019 at 4:45 AM, Shep67 said:

i made a backup directory and stored the SkyrimSE.exe.

Even if un update comes i can copy the last [SkyrimSE.]exe into Skyrim SE root [...] Problem solved for me.

Nope. Problem NOT solved for you- it has been reported that Bethesda modified (an unspecified number of) shaders (breaking current ENB binaries), and in addition added some Necromancy quest(s) and/or items (sorry, I wasn't paying attention when the prof went over that part because I'm blocking updates so I don't effing care about updates :classic_biggrin: ). If items (weapons, effects, apparel, etc.) were added, Skyrim.esm and at least two of the BSAs will have been updated (Meshes and one or more of the Texture BSAs.) So the game executable is not necessarily the only file being modified by SSE (and presumably FO4) updates.

 

You must have a backup of at least your Skyrim Special Edition folder and the Data folder under that before your backup will be of sufficient depth to justify saying "problem solved for me."

 

Just so much  easier to simply block updates. I truly don't understand why everybody doesn't block them, and I especially don't understand why, after reading all the buzz about blocking updates for the past year or more, and yet steadfastly refusing to do so, people jump on all the forums and whine that they can't play when they, through their own inaction, are the only ones responsible for their inability to play ... and many of the entitled brats even resort to shaming mod authors ("Endorsement and patronage withdrawn until you update this" was one of the more egregious examples I saw this week.) It's just mind-boggling. :classic_wacko:

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