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


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Posted

I have 3 questions.  I am a long time user of SexLab for both LE and SE, and for the first time this year I used animation packs ported to SE.  Forgetting that I was using them I suffered through a series of random crashes when in taverns and when initiating sex inside said taverns.  Recently I decided to uninstall SL and reinstall Flower Girls.  Since uninstalling SL I have experienced zero crashes.  For awhile this problem perplexed me.  Then I remembered the animation packs.  SexLab never crashed for me before using animation packs.

 

My questions are these.  Is there a limit to how many packs one can use?  Or is there a limit to how many animations SL can handle before crashing?

 

Here were the animation packs I was using:

Anub Human animations

K4 animations

Milky SLAL

NCK30 SLAL

Sexual Vampire Feed

Ayasato Anumations

SLAL- Animations by Leito

SLAL- Billy Human animations

SLAL- Mike24 animations

 

Could the problem had been that I was using too many packs?  Most of these packs their animations were converted by Pfiffy, and all I did was convert the esp file to Form 44.

 

Posted

When you run FNIS, make sure you check the box "Check for SE compatibility".

ALL LE .hkx files have to be converted for SE. And Bethesda provides a tool to do just that.

 

Note: most crashes like you describe relate to an unconverted / badly converted .nif file.

Check your mods for meshes; especially facegen ones.

Posted
3 hours ago, Kain82 said:

I have 3 questions.  I am a long time user of SexLab for both LE and SE, and for the first time this year I used animation packs ported to SE.  Forgetting that I was using them I suffered through a series of random crashes when in taverns and when initiating sex inside said taverns.  Recently I decided to uninstall SL and reinstall Flower Girls.  Since uninstalling SL I have experienced zero crashes.  For awhile this problem perplexed me.  Then I remembered the animation packs.  SexLab never crashed for me before using animation packs.

 

My questions are these.  Is there a limit to how many packs one can use?  Or is there a limit to how many animations SL can handle before crashing?

 

Here were the animation packs I was using:

Anub Human animations

K4 animations

Milky SLAL

NCK30 SLAL

Sexual Vampire Feed

Ayasato Anumations

SLAL- Animations by Leito

SLAL- Billy Human animations

SLAL- Mike24 animations

 

Could the problem had been that I was using too many packs?  Most of these packs their animations were converted by Pfiffy, and all I did was convert the esp file to Form 44.

 

As the previous commenter said.  Also, if you are using the latest version of FNIS, check out the CTD% in the final summary.  If you're over 100%, you will crash. There are ways to reduce that percentage.  Check out the article on the FNIS page on the Nexus.  I reduced my CTD% by some 14% points.

Posted

Thanks for the replies.  I am currently doing a playthrough with Flower Girls and OSex installed, and am using the same mods I use when using SL, and have experienced no crashes using FG and OSex.  Also I am using the latest FNIS and the final CTD summary is 29%  I have not though checked the "Check for SE Compatibility" in FNIS.  I will do that and test.

Posted

прерывание анимации в людных местах,началась анимация и тут же закончилась.

Posted

@MadMansGun I'm working on a patch to remove all default sexlab animations and have a question for you. Are ALL default creatures covered by MNC? Trying to decide if I should create 1 patch that removes both the default humanoid and creature animations, or two patches that remove the default animations for them individually? 

 

Also really unsure how I should handle the patches... I think leaving all current default animations in the main download as the default is best, for backwards compatibility. But provide an optional download to remove all the default animations as an option (empty behavior files and animation default scripts will just call the category registration events by default.) After that though, I'm not sure if offering another download that adds them back is necessary? Would they maybe be included in MNC instead by default?

 

In any case, let me know your thoughts. Trying to work out how I should handle a release of the framework with no default animations, while still maintaining compatibility and no confusing the average user with what they need to download...

Posted
9 hours ago, Ashal said:

Are ALL default creatures covered by MNC?

yes:

MoreNastyCrittersFactory.psc

at this point it's overriding everything in sslCreatureAnimationSlots's "function RegisterRaces" section.

 

9 hours ago, Ashal said:

Would they maybe be included in MNC instead by default?

yes, my plan is to move all creature animations into MNC/SLAL so that the end users have full (SLAL Pack Editing) control over them, this is why i made the "ExperimentalSexLabCreaturesV1-62ToSLALConversion.7z" that can be found on my MNC download page

( i removed the animations from sexlab's scripts and re-adds them with a SLAL json file, so far the only known side effect is that it seems to take a bit longer to rebuild the animation registry, i may have done something wrong in the sslCreatureAnimationDefaults script to cause that but i'm not sure )

 

so everything seems ready to go on my end.

 

9 hours ago, Ashal said:

In any case, let me know your thoughts. Trying to work out how I should handle a release of the framework with no default animations, while still maintaining compatibility and no confusing the average user with what they need to download...

in the case of creature animations i say just strip them out and let MNC & SLAL take care of them, they are kind of pointless without MNC anyways.

(also it would mean you could remove that annoying "Allow Creature Animation" setting since the only way to have creature animations would be to install & register them with SLAL, therefor one less thing to watch out for when setting things up)

 

 

Posted

There appears to be a bug in SKSE64 (2.0.13 and later) that prevents OnCrosshairRefChange() firing when the crosshair leaves a target. This means that the event never receives a None reference. For SexLab the result is that the OnCrosshairRefChange() event in sslSystemConfig.psc cannot clear the CrosshairRef variable when looking away, only when looking at another potentially activateable target.

 

The in-game effect of this is that if the last actor the player looked at starts an SL animation and the player hits the target select key they may be presented with the animation control pop-up even if the actor is now out of sight or across the map.

 

In my own mod I'm getting around this now by using Game.GetCurrentCrosshairRef() collected via OnKeyDown().

Posted

Hi guys, I'm having some problems with SLAL and didn't get a response in the SLAL thread, so I thought I might post here.

 

I finally bit the bullet and made a Skyrim SE installation, everything seems to (mostly) be working fine, but for some reason SLAL doesn't seem to properly register animations(?).

 

When I hit register, I press ~ and look at the logs of it registering animations, which seem to go fine. But when I go and test it, there seems to be missing animations.

 

For example, when testing with a horse, hitting H to bring up the Sexlab Tools menu to choose animations only lists Anub's horse animations, when there should be animations from Leito, Billy, etc thrown into the mix. Testing the masturbation animations however, seems to work as I can get what seems to be the full list of animations to show up with Sexlab Tools. 

 

Did anyone get this issue before? 

 

Things that I've tried/observed so far:

 

1) Checking the 'Toggle Animations' tab in Sexlab MCM shows that the animations are all registered, but most don't seem to show up when actually performing the animations (at least for horses that I've tested so far).

 

2) The number of animations registered is below the 750/750 limit in Sexlab.

 

3) De-registering, rebuilding the registry, reloading JSON and then re-registering the animations doesn't resolve this issue.

 

4) Seems like this issue I'm having only affects creatures (?). Just spawned a dog to test and only 1 animation shows up 'Dog (Dominate)', although there are many more registered in Sexlab itself, which I verified by looking at the Toggle Animations tab.

 

Additionally, Skyrim LE had this tool called SexLab Animation Tag Editor (SLATE) which I found immensely helpful to add tags (as I play a futa character :P), anyone know if something similar exists in SE? 

 

Thanks :)

Posted
2 hours ago, imafaget said:

Hi guys, I'm having some problems with SLAL and didn't get a response in the SLAL thread, so I thought I might post here.

 

I finally bit the bullet and made a Skyrim SE installation, everything seems to (mostly) be working fine, but for some reason SLAL doesn't seem to properly register animations(?).

 

When I hit register, I press ~ and look at the logs of it registering animations, which seem to go fine. But when I go and test it, there seems to be missing animations.

 

For example, when testing with a horse, hitting H to bring up the Sexlab Tools menu to choose animations only lists Anub's horse animations, when there should be animations from Leito, Billy, etc thrown into the mix. Testing the masturbation animations however, seems to work as I can get what seems to be the full list of animations to show up with Sexlab Tools. 

 

Did anyone get this issue before? 

 

Things that I've tried/observed so far:

 

1) Checking the 'Toggle Animations' tab in Sexlab MCM shows that the animations are all registered, but most don't seem to show up when actually performing the animations (at least for horses that I've tested so far).

 

2) The number of animations registered is below the 750/750 limit in Sexlab.

 

3) De-registering, rebuilding the registry, reloading JSON and then re-registering the animations doesn't resolve this issue.

 

4) Seems like this issue I'm having only affects creatures (?). Just spawned a dog to test and only 1 animation shows up 'Dog (Dominate)', although there are many more registered in Sexlab itself, which I verified by looking at the Toggle Animations tab.

 

Additionally, Skyrim LE had this tool called SexLab Animation Tag Editor (SLATE) which I found immensely helpful to add tags (as I play a futa character :P), anyone know if something similar exists in SE? 

 

Thanks :)

If it is only creature animations that aren't working, go to MCM > Sexlab > Animation Settings > Enable Creature Animations.

 

Edit:  Tried out SLATE in SE.  Seems to work fine after you convert the BSA.

Posted
21 hours ago, 4nk8r said:

If it is only creature animations that aren't working, go to MCM > Sexlab > Animation Settings > Enable Creature Animations.

 

Edit:  Tried out SLATE in SE.  Seems to work fine after you convert the BSA.

Creature animations work, and I already have that option enabled. It's just that only a small portion of registered creature animations show up in the rotation when animating, instead of all of them.

 

Also, could you share your converted SLATE file with me, please? :D

Posted
3 hours ago, imafaget said:

Creature animations work, and I already have that option enabled. It's just that only a small portion of registered creature animations show up in the rotation when animating, instead of all of them.

 

Also, could you share your converted SLATE file with me, please? :D

What are you using to trigger the animations? It's possible that the triggering mod is filtering the selected animations.

Posted

I use Sexlab Survival to trigger.  It handles consensual with non-aggressive creatures by kneeling and interacting with them (E).  H worked to bring up the list of available animations. 

Posted
11 hours ago, Sailing Rebel said:

What are you using to trigger the animations? It's possible that the triggering mod is filtering the selected animations.

I was using Sexlab Aroused Creatures, either by inviting them using the hotkey, or by getting attacked by horny creatures.

 

The thing is, even if the mod is filtering animations, how is it possible that only 1 'vanilla' animation + Anub animations show up? Surely Leito's, Billy's animations also share some tags with Anub's.

Posted
4 hours ago, imafaget said:

I was using Sexlab Aroused Creatures, either by inviting them using the hotkey, or by getting attacked by horny creatures.

 

The thing is, even if the mod is filtering animations, how is it possible that only 1 'vanilla' animation + Anub animations show up? Surely Leito's, Billy's animations also share some tags with Anub's.

Under Aroused Creatures MCM -> PC/NPC Settings disable both Restrict Aggressive and Restrict Consensual animation options and see if that changes anything.

 

SexLab does not provide automatic aggressive animation filtering for creatures so many creature animations do not come with default aggressive tagging. AC auto-tags some common animations as aggressive but only two of these are for dogs - "(Dog) Dominate" and "(Dog) Panicnew". Other animations can be tagged manually under AC MCM -> Aggressive Animation Toggles.

 

If there are still issues then re-run Generate FNIS for Users then in-game go to SexLab MCM -> Rebuild & Clean, click on Clean System and follow the instructions in the pop-ups. You may need to check your configuration afterwards.

Posted
2 hours ago, imafaget said:

I was using Sexlab Aroused Creatures, either by inviting them using the hotkey, or by getting attacked by horny creatures.

 

The thing is, even if the mod is filtering animations, how is it possible that only 1 'vanilla' animation + Anub animations show up? Surely Leito's, Billy's animations also share some tags with Anub's.

Not sure about SAC.  I don't have it installed.  The SL Survival dialog is either tied to arousal, or is random (or both).  Oral and anal start options had a very short list of animations available, but the vaginal animation choices were huge (via H), and included something from nearly every pack I have installed (including Anubs and Billyy).  Based on that, I'd say your animations are being filtered by "entry point" (oral/vaginal/anal).

If you suspect SL Framework as the cause, try a full Clean and Rebuild from the MCM.  If that doesn't work, try a new game for test purposes.  In my testing, I started from a Alternative Start prison save, chose camping as my start via the statue, then spawned a horse via console once I'd appeared at the initial camp site.  I didn't test other animal animations.

Posted
6 hours ago, Sailing Rebel said:

Under Aroused Creatures MCM -> PC/NPC Settings disable both Restrict Aggressive and Restrict Consensual animation options and see if that changes anything.

 

SexLab does not provide automatic aggressive animation filtering for creatures so many creature animations do not come with default aggressive tagging. AC auto-tags some common animations as aggressive but only two of these are for dogs - "(Dog) Dominate" and "(Dog) Panicnew". Other animations can be tagged manually under AC MCM -> Aggressive Animation Toggles.

 

If there are still issues then re-run Generate FNIS for Users then in-game go to SexLab MCM -> Rebuild & Clean, click on Clean System and follow the instructions in the pop-ups. You may need to check your configuration afterwards.

Ah, that seemed to work, more animations showed up when testing. 

 

Many thanks to Sailing Rebel and 4n8kr for your help! :D

Posted
On 11/1/2019 at 10:41 AM, Vyxenne said:

It sounds to me as though you need to revisit the Sexclab MCM and notcie that you must set body-slot based stripping for Foreplay separately from the settings you make for normal sex. I didn't notice it at all for the first few months I used Sexlab (back in Oldrim) and so I was baffled by why NPCs were ignoring my slots-to-strip settings.

 

There is a "View" dropdown at the top left you need to use to switch between three scene scenarios.

20191101093350_1.jpg.f4737b6fb7f14f6dcbfc86e5a5abd2f9.jpg

Just setting (for example) Biped Slot 37 (Feet) to be stripped by males with the dropdown at the default "Normal" setting does not make them strip during the foreplay stages.

Thanks for the question and answer you two. Been trying to fix this for some time. 
 

Still have two issues however...

1) Cum textures are not visible after girl-girl scenes. 
2) Eye blinks stop working after the animation. Can be fixed with player.mfg reset...but it must be done after every Sexlab animation.

 

Any ideas??

TY

Posted

So I finally got around to setting up a SE install, I should have done this years ago! The stability is so much better even with a heavy mod list. 

 

Anyway, I've run into an issue with my SL install. I can't provide the exact numbers, as I'm on my phone at the moment, but I have quite a few SLAL packs installed. This works fine, I'm under the 750 limit and it seems like everything should be happy.

 

The problem is this: Even with all animation limiting turned off (aggressive and restrict same sex), when I start a scene either via dialog, defeat, or MM I get a fixed list of animations. What I mean is that, using either SexLab Tools or Defeat's animation browser, I get the same set of animation choices. If I exit the game and reload, the animation choices change, but only then. It does not change between scenes. This is annoying and I remember it repopulating the list between scenes in LE. I suspect this is the new animation caching system doing something that I don't want it to do.

 

Does anyone know a way around this? It's annoying. I've got all these awesome animations that I can't get too!

 

Also, I second getting a SL installer without included animations. I've just been disabling them in the menu, but it's annoying to do so.

Posted
11 hours ago, wg171 said:

Still have two issues however...

1) Cum textures are not visible after girl-girl scenes. 
2) Eye blinks stop working after the animation. Can be fixed with player.mfg reset...but it must be done after every Sexlab animation.

 

Any ideas??

TY

Cum textures are not normally applied after FF scenes... due to the impossibility of any cum being produced or emitted in such scenes :classic_wacko:

 

I made a bat file to invoke player.mfg expression 7 100 because player.mfg reset was not working reliably for me- but explicitly setting the expression works every time.

Posted
On 6/15/2019 at 4:16 PM, yaboiwut said:

You can rollback Skyrim back to the previous patch. I'll put everything here cuz I had to do it to get SMP, additemmenu, and Race Menu working for me again:

 

(I'll assume y'all are on Windows due to the few Linux or Mac skyrim players.)

Click Win+R

This will pop up the Run app window

Paste "steam://open/console" or "steam://nav/console" inside the parenthesis and hit enter.

I've uploaded an image of what my steam looks like. This is the Console window.

Type in "download_depot 489830 489833 6411417958676685207" inside the parenthesis in the box at the bottom of the console.

This will have you download a copy of the SkyrimSE.exe file for version 1.5.73. 

Next, copy the place it tells you it put the file and place in your SkyrimSE root.  (ie /SteamApps/Common/Skyrim Special Edition/)

Let it overwrite the previous exe file, and everything should be working again.

Also, don't forget to bring back SKSE64 to the version that works with 1.5.73

Screenshot (49).png

 

 

Hi,

 

I have a question, today, Skyrim SE has been upgraded, so its break all SKSE stuff.

 

 How do I know which is right number for recover that?

(I`m quotting an old comentary, so it's no the right version   [6411417958676685207]  ).

 

Thanks for any help.

 

Edit: I found it (download_depot 489830 489833 2486778358967039909 ) -> 1.5.80 (last SKSE compatible for now). have a good nite :)

Posted

I have update done for new SE/SKSE release. I'm unable to test it though so won't be releasing it till sometime tomorrow.

Posted
20 minutes ago, Ashal said:

I have update done for new SE/SKSE release. I'm unable to test it though so won't be releasing it till sometime tomorrow.

Indeed the mod is broken by another "glorious" update made by money-greedy Todd the Godd (aka Todd Howard) probably. But its great that you have the update ready, if only other modders were as active in mod maintenance as you are..

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