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


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Posted
On 7/10/2019 at 10:58 PM, corn-hub said:

I need help with the instillation of this mod, When I start skyrim it says there is no skyrim util, and when I checked my folders there wasn't. I've tried reinstalling, how do I fix it. Thank you.

As Vyxenne pointed out, there is no file named "skyrim ultil" or anything close to it that's installed via SexLab. If you're trying to run SexLab on Skyrim Special Edition (Skyrim SE or sometimes SSE), then we need to know what mod(s) you have installed, how you installed them (via NMM, Vortex, Mod Organizer 2, or manually), and a screenshot of the exact error you're getting. If you are NOT running SSE, then you'll need the version posted here instead. You can tell what version of Skyrim you have when you start it: if you see something mentioning the Creation Club, then you're running SSE; otherwise you probably have regular Skyrim (what is sometimes called LE or legacy edition). Either way, your question is too vague for us to really give you any help with. Sorry.

Posted
On 7/11/2019 at 5:58 AM, corn-hub said:

When I start skyrim it says there is no skyrim util, and when I checked my folders there wasn't. I've tried reinstalling, how do I fix it

Sounds like  some other mod is overwriting the PapyrusUtil that SL comes with, If you are using MO drag SexLab all the way down in the left panel so it is the second last mod there - XPMSSE should always be the last in that list. If not using MO try reinstalling only SL and no other mods.

If this doesn't help you can try installing the standalone PapyrusUtil (Oldrim version here),

Posted
On 7/13/2019 at 12:02 AM, gcortez13 said:

Also that VR section here is not for SkyrimVR exclusively and ironically enough mods posted there get moved to the actual Skyrim SE section which fragments the community and causes confusion in the SE section.

I think that the most confusion comes from the VR section been way down in the list on the home page (several screen height scrolls). People look for SkyrimVR subsection under Skyrim (just like there is the subsection for SSE) and then they would post in the SSE section or just give up and decide there is nothing relevant on the site. On the other hand because there is no VR section in the Downloads the auto-created topics for mods end up in the SSE section as this is where the mod is posted.

 

On 7/13/2019 at 12:02 AM, gcortez13 said:

I don't even know how VRIK type functionality would work in Skyrim animations, they aren't dynamic outside of collision boxes. 

When it works VRIK works in an "optimal" way - the player character body is animating as usual, but your head and hands are not animated and are tracked - so you can look around freely and can grope or caress or pet the partner NPC if you want to. This also fixes the biggest problem that old style first person mods present in VR - the loss of control over the camera that would make many people sick. With 3 data points (hands and head) there is no way to have better IK than what VRIK already does. I have no idea if it's author has been experimenting with the HTC trackers.

Once some form of body tracking exists the solution in SL is quite simple - don't send animation events to the player character.

 

On 7/13/2019 at 12:02 AM, gcortez13 said:

SL Lite is not a good alternative because the (OLD) animations are baked into the scripts and take significant effort to change. 

I tried reenabling the SLAL support but failed. I got to a situation where SLAL would say the animations are registered, the MCM of SL would not show them but still show the hardcoded ones and SL itself would use only one animation in game. I spent several hours trying to find what line of code I'm missing somewhere but couldn't.  So I just recovered the backup I had from before making those changes and gave up for now.

 

Running the VR patch on top of the full SL in order to get SLAL support would not be easy - you would need to know which script filles to use from which archive and sometimes problems do not manifest themselves immediately in game so testing can be problematic.

Posted
15 minutes ago, Katie schnurr said:

sorry to bug you al but looking for a guide to install the sexlab framework.if any one has a link i would most apreciate it or do i follow the same one for sex lab light?

https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/

don't use SLLight. also skip the creature stuff if you don't want it.

Posted
On 7/14/2019 at 8:13 AM, prinyo said:

Sounds like  some other mod is overwriting the PapyrusUtil that SL comes with, If you are using MO drag SexLab all the way down in the left panel so it is the second last mod there - XPMSSE should always be the last in that list. If not using MO try reinstalling only SL and no other mods.

If this doesn't help you can try installing the standalone PapyrusUtil (Oldrim version here),

Well, I found at least one exception for XPSMSSE rule... You better dont let XPMSSE win over the newer MNC Versions. 

Posted
4 hours ago, Katie schnurr said:

sorry to bug you al but looking for a guide to install the sexlab framework.if any one has a link i would most apreciate it or do i follow the same one for sex lab light?

The SexLab Framework 1.63 Beta n archive is set up for FOMOD installation, which means it does not lend itself to easy manual installation. So you should use a FOMOD-capable mod manager to install it (and all your other mods too.) Use MO2, Vortex, NMM, Wrye Bash (etc.) and installing SL is a couple of mouse clicks. No tutorial or installation guide required.

Posted

Is there a way to disable the automatic third person, I have been using improved camera and for sl animations that are not started with the automatic third person they look fine. However when I get put into third person and try to go back into first it glitches the first person cam. Like I said earlier this doesnt happen if an sl animation starts in first person, for me this only seems to happen via defeat. So I was wondering if there was a way to disable the auto third person. 

Posted

Okay there are over a hundred pages on this thread so I'm probably asking a question that has been asked before. What MatchMaker should I be running for this. MatchMaker Lite does not seem to trigger the animations or actors. Should I be using the old MatchMaker or is there one related to this Beta version of the full SexLab Framework? 

Posted
9 hours ago, Criaa said:

Okay there are over a hundred pages on this thread so I'm probably asking a question that has been asked before. What MatchMaker should I be running for this. MatchMaker Lite does not seem to trigger the animations or actors. Should I be using the old MatchMaker or is there one related to this Beta version of the full SexLab Framework? 

Oldrim Matchmaker works fine in SSE without conversion. Matchmaker Lite was designed for SexLab Lite, which preceded SexLab 1.63 Beta n (actually it was an alpha for a while) and it will not work with SexLab at all.

 

You can find this info and much more in the SSE Conversion Tracking thread, for future reference... it's a good idea to always check there first for any questions about SexLab-related mods.

Posted
On 7/15/2019 at 10:15 PM, Katie schnurr said:

ohhh it was not that i was not sure if it was like skyrim and dependancy heavy 

The requirements for SexLab Framework are clearly listed on the first page of the mod's thread. Here is what it says there since it seems you haven't read it:

Requirements: 

 

I played Oldrim SexLab for years and don't recall any "dependency heaviness" there either. I guess what I'm saying is I don't understand your posts- asking about what is already clearly listed on Page 1 and referring to oldrim SL as "dependency-heavy" when I don't think it is/was.

Posted

i kinda said it wrong it needs the skeleton and all and at the time i figured this did im so sorry. lol and thats just one thing it needed thats why what i was tryintg to say is i thought this would be heavier.

Posted

Do you guys have any advice regarding being trapped on the double bed with borders? I searched for some mesh replacement mods, but nothing came up.

 

EDIT: Bilion of mods came up ofc, but none of them removed the border.

Posted
6 hours ago, mosiah said:

Do you guys have any advice regarding being trapped on the double bed with borders? I searched for some mesh replacement mods, but nothing came up.

 

EDIT: Bilion of mods came up ofc, but none of them removed the border.

This is a well-known issue, easily fixed by installing

 

SSE Version here.

Posted
6 hours ago, mosiah said:

Do you guys have any advice regarding being trapped on the double bed with borders? I searched for some mesh replacement mods, but nothing came up.

 

EDIT: Bilion of mods came up ofc, but none of them removed the border.

This one works for me, choose the second option.

 

Posted
16 hours ago, Katie schnurr said:

i kinda said it wrong it needs the skeleton and all and at the time i figured this did im so sorry. lol and thats just one thing it needed thats why what i was tryintg to say is i thought this would be heavier.

Well, hold on- any animation mod needs XPMSSE (or similar, although the XP32 skeleton is the best by far) as well as FNIS- perhaps those are the "dependency-heavy" requirements you are referring to? I personally don't count those as "SL requirements" because they were already requirements of practically everything else I use in my game long before SL 1.63 Beta x was released. Even Dual Wielding requires XPMSSE and of course so does any body-physics engine such as CBPC and HDT-SMP and so do 99% of all my outfits...

 

...pretty much the only thing in my game that doesn't require XMPSSE+FNIS is my ENB... :classic_biggrin::classic_tongue::classic_rolleyes:

Posted
30 minutes ago, Vyxenne said:

This is a well-known issue, easily fixed by installing

 

SSE Version here.

 

23 minutes ago, LukeDuke said:

This one works for me, choose the second option.

 

So are we saying that Sailing Rebel pirated Guest Robo00's mod? From the descriptions, they are identical.

Posted
39 minutes ago, Vyxenne said:

So are we saying that Sailing Rebel pirated Guest Robo00's mod? From the descriptions, they are identical.

Scroll to the bottom of the description ;)

Posted
13 minutes ago, Sailing Rebel said:
53 minutes ago, Vyxenne said:

So are we saying that Sailing Rebel pirated Guest Robo00's mod? From the descriptions, they are identical.

Scroll to the bottom of the description ;)

Yeah, that wasn't intended as an accusation, just an incredulous question.

 

I guess the part you wanted me to look at is where you say we might prefer Guest Robo 00's earlier mod if we don't like the 3p camera bouncing off the bedposts, implying that you accomplished the same overall result as Guest Robo 00 (allowing PC/NPC to escape from the Noble Bed 02 model) using slightly different techniques as to which collision meshes you removed, resulting in slightly different in-game results? Fair enough, and thanks for the clarification. :classic_heart:

Posted

Is there way to get rid of delay in SL animation starting other than cutting down on animation mods? My FNIS says I have 10K animations. 

It takes like 3-7 seconds for actors to start SL Animating. They stand clipping each other bodies in one place and then after few seconds animation starts.

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