alain31 Posted January 14, 2020 Posted January 14, 2020 2 hours ago, Sailing Rebel said: The file was included in the SL archive by mistake. Let MIC override SL or delete the file in SL. thanks for your reply
mauped Posted January 14, 2020 Posted January 14, 2020 On 1/12/2020 at 2:56 PM, mauped said: Hi! I'm doing a fresh install of Skyrim SE and I'm having issues starting SexLab animations. I get the following error: FATAL - Thread[0] - Unable to find valid default animations FNIS is working (Using XXL edition, idk if this is the issue) SkyUI is working SKSE is working Can someone please help me or tell me where to look for debugg options? I have tried everything and can't make it work 1
Vyxenne Posted January 15, 2020 Posted January 15, 2020 7 hours ago, ManOfWar_115 said: Is this all I need to have fun with sexlab in SE or is there other files i need to get? Cause i tried using the mod in game and i cant figure out how to start the animations. The first mod you should get is Oldrim Matchmaker, which works perfectly in SSE without conversion. This will allow you to initiate SexLab animations at will using spells on yourself and/or your intended victim lover, and, more importantly, get familiar with the SexLab options and set them up the way you want them before diving into the more complex SL mods. Since most available SexLab mods are ports of Oldrim mods, your best guide for what to get after Matchmaker is the SexLab Conversion Tracking thread.
Vyxenne Posted January 15, 2020 Posted January 15, 2020 2 hours ago, mauped said: On 1/12/2020 at 2:56 PM, mauped said: FNIS is working (Using XXL edition, idk if this is the issue) SkyUI is working SKSE is working Can someone please help me or tell me where to look for debugg options? I have tried everything and can't make it work You say "FNIS is working" but that is very vague- just installing it is not enough. If you do NOT mean "I have run GenerateFNISforUsers.exe and it found SexLab and generated behavior files for it," then your first step is to run GenerateFNISforUsers.exe, which should create the required "animation files" (behavior files). Be sure to check the "GENDER Specific Animations" and "SKELETON Arm Fix" patches when you run it. Your screen when you run it should look like a lot like this (without the red rectangles, which I added for emphasis): If it doesn't look like that, you will need to check your FNIS installation as well as reinstall SexLab Framework. If your skeleton is not identified as "XPMS2HDT (126 bones)" then you would need to reinstall XPMSSE and give it top priority over everything, and don't let anything else override it in the future*. You asked about "debug options" but that, too, is unclear- are you trying to initiate sex scenes using the included Sexlab Debug Spells? You should never do that. Use Matchmaker instead- that's what it's for. If you are looking to put SexLab into Debug mode so you can generate verbose logging (etc.) then check the "Rebuild and Clean" tab in the MCM: *There are some rare exceptions to this rule, but you won't need to know them when you are still struggling to get SL to work at all.
fred200 Posted January 15, 2020 Posted January 15, 2020 I would also always check HKX Compatibility Check if you are running Skyrim SE. There are still folks out there grabbing LE mods without converting them. They will kill your game - not just animations.
mauped Posted January 15, 2020 Posted January 15, 2020 Quote Hi Vyxenne, thanks for replying to my topic. I have indeed run "GenerateFNISForUsers.exe". I don't get any error and SexLab anims are recognized successfully. I'm using a "SexLab Romance" port to try out the animations as Matchmaker SE is only for SexLab Light SE and I still can't get the animations to work. In logs, the only error I get is the FATAL one, characters don't even undress and nothing starts. Any tips on how to fix?
DinoR00bus Posted January 16, 2020 Posted January 16, 2020 On 1/12/2020 at 9:58 PM, Pseudolord said: I was looking for the answer to this as well, having recently moved to SSE. Found an answer on the previous page by Vyxenne! This worked -- and I feel stupid. Thank you!
Vyxenne Posted January 16, 2020 Posted January 16, 2020 5 hours ago, mauped said: Matchmaker SE is only for SexLab Light SE Please use Oldrim Matchmaker. It needs no conversion whatsoever to work in SSE with Sexlab 1.63 Beta 8.
The Man in Black Posted January 16, 2020 Posted January 16, 2020 I'm working on a mod that will provide an alternative way to change positions during group sex. In cases of MFF, MFFF, or MFFFF, it will keep the male position in place but rotate which females are servicing him. In cases of MMF, MMMF, or MMMMF, it will keep the female in place and rotate which males are banging her various holes. I wrote the script, but there are two lines in the OnKeyDown event preventing me from compiling. I copied the lower half of the ChangePosition() function from sslThreadController, but I don't really understand what these lines do. Before just commenting them out, I need to understand whether they are important for SexLab's internal mechanics: ScriptName ShiftPlayerPosition Extends Quest SexLabFramework Property SexLab auto sslThreadController MyScene String SceneType Int Property kInputKey = 199 auto ; Home button Bool Function DetectSceneType() MyScene = SexLab.GetPlayerController() If MyScene.ActorCount < 3 Debug.Notification("Not enough actors") Return False ElseIf MyScene.ActorCount == 3 If SexLab.MaleCount(myScene.Positions) == 2 SceneType = "MMF" Else SceneType = "MFF" EndIf Return True ElseIf MyScene.ActorCount == 4 If SexLab.MaleCount(myScene.Positions) == 3 SceneType = "MMMF" Else SceneType = "MFFF" EndIf Return True ElseIf MyScene.ActorCount == 5 If SexLab.MaleCount(myScene.Positions) == 4 SceneType = "MMMMF" Else SceneType = "MFFFF" EndIf Return True EndIf EndFunction Function Initialize() RegisterForModEvent("PlayerTrack_Start", "ShiftPositionStart") RegisterForModEvent("PlayerTrack_End", "ShiftPositionEnd") EndFunction Event ShiftPositionStart(Form FormRef, int tid) Debug.Notification("Player Track Event - Start") If DetectSceneType() Debug.Notification("Detected SceneType " + SceneType) GoToState(SceneType) RegisterForKey(kInputKey) EndIf EndEvent Event OnKeyDown(Int KeyCode) If KeyCode == kInputKey Debug.Notification("Detected Keypress") Actor[] TempPositions = ShiftPositions() myScene.Positions = TempPositions ;The following is copied from sslThreadController's ChangePositions function myScene.UpdateAdjustKey() myScene.Log(AdjustKey, "Adjustment Profile") ; won't compile because AdjustKey is undefined ; Sync new positions myScene.AdjustPos = NewPos ; won't compile because AdjustPos and NewPos are undefined variables ; GoToState("Animating") - commented in original myScene.ResetPositions() myScene.SendThreadEvent("PositionChange") EndIf EndEvent Event ShiftPositionEnd(Form FormRef, int tid) GoToState("") UnregisterForKey(kInputKey) EndEvent ;---------------------------------------------------------------- Actor[] Function ShiftPositions() ;Empty EndFunction State MMF Actor[] Function ShiftPositions() Actor[] NewPositions = New Actor[3] NewPositions[0] = myScene.Positions[0] NewPositions[1] = myScene.Positions[2] NewPositions[2] = myScene.Positions[1] Return NewPositions EndFunction EndState State MMMF Actor[] Function ShiftPositions() Actor[] NewPositions = New Actor[4] NewPositions[0] = myScene.Positions[0] NewPositions[1] = myScene.Positions[3] NewPositions[2] = myScene.Positions[1] NewPositions[3] = myScene.Positions[2] Return NewPositions EndFunction EndState State MMMMF Actor[] Function ShiftPositions() Actor[] NewPositions = New Actor[5] NewPositions[0] = myScene.Positions[0] NewPositions[1] = myScene.Positions[4] NewPositions[2] = myScene.Positions[1] NewPositions[3] = myScene.Positions[2] NewPositions[4] = myScene.Positions[3] Return NewPositions EndFunction EndState State MFF Actor[] Function ShiftPositions() Actor[] NewPositions = New Actor[3] NewPositions[0] = myScene.Positions[1] NewPositions[1] = myScene.Positions[0] NewPositions[2] = myScene.Positions[2] Return NewPositions EndFunction EndState State MFFF Actor[] Function ShiftPositions() Actor[] NewPositions = New Actor[4] NewPositions[0] = myScene.Positions[1] NewPositions[1] = myScene.Positions[2] NewPositions[2] = myScene.Positions[0] NewPositions[3] = myScene.Positions[3] Return NewPositions EndFunction EndState State MFFFF Actor[] Function ShiftPositions() Actor[] NewPositions = New Actor[5] NewPositions[0] = myScene.Positions[1] NewPositions[1] = myScene.Positions[2] NewPositions[2] = myScene.Positions[3] NewPositions[3] = myScene.Positions[0] NewPositions[4] = myScene.Positions[4] Return NewPositions EndFunction EndState TL;DR - AdjustKey, NewPos, and AdjustPos are all variables used in the ChangePosition function of sslThreadController. I don't want to screw up SexLab's internal monitoring by changing actor positions if they are important and need a workaround. Please help.
JayeConcord Posted January 17, 2020 Posted January 17, 2020 I'm running into a strange issue since updating my game to 1.5.97. All mods are updated and I've run FNIS, only when the animation starts, my character just stands there idling. The other actor is partaking in the scene just fine, only now it looks as if they are having fun with a ghost whilst my character watches them.
Martimius Posted January 18, 2020 Posted January 18, 2020 What's the general consensus on the stability of this mod? As a framework alone, is it as polished as Flower Girls, or does it still have noticeable bugs that need squashing?
MadMansGun Posted January 18, 2020 Posted January 18, 2020 36 minutes ago, Martimius said: What's the general consensus on the stability of this mod? "Irrelevant" everything (Skyrim) on this site uses it.
AWHA Posted January 18, 2020 Posted January 18, 2020 The latest version of PapyrusUtil.dll seems to have a major bug, none of the data stored by mods like MME are saving properly. Is this a known issue? (tested on the latest SSE and SKSE64)
Martimius Posted January 18, 2020 Posted January 18, 2020 2 hours ago, MadMansGun said: "Irrelevant" everything (Skyrim) on this site uses it. Alright, I'm considering installing SexLab on this playthrough, but am just currently worried how it plays alongside Flower Girls. Is SexLab also safe to install mid-game?
Sailing Rebel Posted January 18, 2020 Posted January 18, 2020 3 hours ago, AWHA said: The latest version of PapyrusUtil.dll seems to have a major bug, none of the data stored by mods like MME are saving properly. Is this a known issue? (tested on the latest SSE and SKSE64) Check the Papyrus log as errors there may help identify the issue. If Skyrim is installed under Program Files then PU and other SKSE plugin mods may not be able to generate JSON files to record data. The Skyrim installation will need to be moved to a second Steam library in a less secure area of the file system.
AWHA Posted January 18, 2020 Posted January 18, 2020 15 minutes ago, Sailing Rebel said: Check the Papyrus log as errors there may help identify the issue. If Skyrim is installed under Program Files then PU and other SKSE plugin mods may not be able to generate JSON files to record data. The Skyrim installation will need to be moved to a second Steam library in a less secure area of the file system. I don't think it's a write permission issue, my other mods can still write JSON files, and this problem only started when I updated to the latest SKSE64 and SL (with papyrusutil). Someone already made a bug report on the papyrusutil mod page on the nexus: https://www.nexusmods.com/skyrimspecialedition/mods/13048?tab=bugs
mauped Posted January 18, 2020 Posted January 18, 2020 On 1/15/2020 at 10:25 PM, Vyxenne said: Please use Oldrim Matchmaker. It needs no conversion whatsoever to work in SSE with Sexlab 1.63 Beta 8. The error persists with Oldrim MatchMaker as well. this is the full log: [01/18/2020 - 07:54:07AM] SexLabDebug log opened (PC) [01/18/2020 - 07:54:07AM] SexLab Debug/Development Mode Deactivated [01/18/2020 - 07:54:08AM] SexLab Debug/Development Mode Deactivated [01/18/2020 - 07:54:08AM] Config Reloading... [01/18/2020 - 07:54:09AM] NOTICE: Adding Dragonborn beds to formlist... [01/18/2020 - 07:54:09AM] Config Reloading... [01/18/2020 - 07:56:53AM] SexLab Debug/Development Mode Deactivated [01/18/2020 - 07:56:53AM] Config Reloading... [01/18/2020 - 07:56:58AM] AnimCache: Cleared! [01/18/2020 - 07:57:06AM] RegisterSlots() Creature: Creatures not enabled, skipping registration. [01/18/2020 - 07:57:07AM] Thread[14] Setup - [sslthreadcontroller <SexLabThread14 (0A06C638)>] [01/18/2020 - 07:57:07AM] Thread[13] Setup - [sslthreadcontroller <SexLabThread13 (0A06C637)>] [01/18/2020 - 07:57:08AM] Thread[12] Setup - [sslthreadcontroller <SexLabThread12 (0A06C636)>] [01/18/2020 - 07:57:08AM] Thread[11] Setup - [sslthreadcontroller <SexLabThread11 (0A06C635)>] [01/18/2020 - 07:57:08AM] Thread[10] Setup - [sslthreadcontroller <SexLabThread10 (0A06C634)>] [01/18/2020 - 07:57:08AM] Thread[9] Setup - [sslthreadcontroller <SexLabThread09 (0A06C633)>] [01/18/2020 - 07:57:08AM] Thread[8] Setup - [sslthreadcontroller <SexLabThread08 (0A06C632)>] [01/18/2020 - 07:57:08AM] Thread[7] Setup - [sslthreadcontroller <SexLabThread07 (0A06C631)>] [01/18/2020 - 07:57:08AM] Thread[6] Setup - [sslthreadcontroller <SexLabThread06 (0A06C630)>] [01/18/2020 - 07:57:08AM] Thread[5] Setup - [sslthreadcontroller <SexLabThread05 (0A06C62F)>] [01/18/2020 - 07:57:08AM] Thread[4] Setup - [sslthreadcontroller <SexLabThread04 (0A06C62E)>] [01/18/2020 - 07:57:08AM] Thread[3] Setup - [sslthreadcontroller <SexLabThread03 (0A06C62D)>] [01/18/2020 - 07:57:09AM] Thread[2] Setup - [sslthreadcontroller <SexLabThread02 (0A06C62C)>] [01/18/2020 - 07:57:09AM] Thread[1] Setup - [sslthreadcontroller <SexLabThread01 (0A062452)>] [01/18/2020 - 07:57:09AM] Thread[0] Setup - [sslthreadcontroller <SexLabThread00 (0A061EEF)>] [01/18/2020 - 07:57:32AM] SexLab.AnimationTags finished caching (49) tags in (0.005997) seconds -- [01/18/2020 - 07:58:11AM] NOTICE: ValidateActor(Camilla Valerius) -- TRUE -- MISS [01/18/2020 - 07:58:13AM] NOTICE: ValidateActor(Prisoner) -- TRUE -- MISS [01/18/2020 - 07:58:16AM] Thread[0] - Entering Making State [01/18/2020 - 07:58:16AM] NOTICE: ValidateActor(Camilla Valerius) -- TRUE -- HIT [01/18/2020 - 07:58:16AM] NOTICE: Camilla Valerius Seeded Stats: [26.992348, 61.010376, 38.467384, 50.857307, 53.191422, 1.378804, 7.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 7.000000, 0.000000, 80.000000, 71.596184, 29.212122, 0.026246] [01/18/2020 - 07:58:16AM] ActorAlias[Camilla Valerius] SetActor([WIDeadBodyCleanupScript < (00013488)>]) - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0A061EEF)>] [01/18/2020 - 07:58:17AM] NOTICE: ValidateActor(Prisoner) -- TRUE -- HIT [01/18/2020 - 07:58:17AM] ActorAlias[Prisoner] SetActor([Actor < (00000014)>]) - [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0A061EEF)>] [01/18/2020 - 07:58:17AM] Thread[0] - HookAnimationStarting() - [] [01/18/2020 - 07:58:17AM] Thread[0] Event Hook - AnimationStarting [01/18/2020 - 07:58:18AM] GetByDefault(Males=1, Females=1, IsAggressive=False, UsingBed=False, RestrictAggressive=TRUE) [01/18/2020 - 07:58:18AM] AnimCache: INVALIDATED! 0 -> 110 [01/18/2020 - 07:58:18AM] AnimCache: Cleared! [01/18/2020 - 07:58:18AM] FATAL - Thread[0] - Unable to find valid default animations [01/18/2020 - 07:58:18AM] ActorAlias[Camilla Valerius] ClearAlias([WIDeadBodyCleanupScript < (00013488)>] / [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0A061EEF)>]) - Actor present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly. [01/18/2020 - 07:58:19AM] ActorAlias[Prisoner] ClearAlias([Actor < (00000014)>] / [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0A061EEF)>]) - Actor present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly. How do I fix it? 1
Sailing Rebel Posted January 18, 2020 Posted January 18, 2020 2 hours ago, AWHA said: I don't think it's a write permission issue, my other mods can still write JSON files, and this problem only started when I updated to the latest SKSE64 and SL (with papyrusutil). Someone already made a bug report on the papyrusutil mod page on the nexus: https://www.nexusmods.com/skyrimspecialedition/mods/13048?tab=bugs Ah, so the issue is with forms stored on other forms rather than in files. In 1.5.97 (2.0.17) I did a quick test and was able to store one actor form on another with no trouble. I was then able to save, quit to desktop, relaunch, reload the last save and the form was still stored on the actor. This was specifically storing actor refs using SetFormValue and GetFormValue as mentioned in the bug report. Are either the target forms or stored forms from an ESL? That was another thing mentioned by the bug report. Not in a position to test that right now.
VIGIIGIV Posted January 19, 2020 Posted January 19, 2020 Im in a bit of a pickle here. I have downloaded the latest Sexlab 1.63 (beta 8), updated SKSE, Skyrim exe, Racemenu, papyrus etc etc. All works fine. Sexlab works fine. FNIS works fine. But for some reason SLAL wont register my animations that worked well before that update. Is there some tweaks I need to do on those animation packs for SLAL or is it SLAL it self? Edit: Got it to work. Needed an update on jcontainer.
VIGIIGIV Posted January 19, 2020 Posted January 19, 2020 Where do I find rough gag sounds for sexlab? Or others that might do better than the regular one?
AWHA Posted January 19, 2020 Posted January 19, 2020 13 hours ago, Sailing Rebel said: Ah, so the issue is with forms stored on other forms rather than in files. In 1.5.97 (2.0.17) I did a quick test and was able to store one actor form on another with no trouble. I was then able to save, quit to desktop, relaunch, reload the last save and the form was still stored on the actor. This was specifically storing actor refs using SetFormValue and GetFormValue as mentioned in the bug report. Are either the target forms or stored forms from an ESL? That was another thing mentioned by the bug report. Not in a position to test that right now. Neither are from an ESL to the best of my knowledge. The bug occurs when using the MME mod (https://www.loverslab.com/topic/101166-milk-mod-economy-se/). I have tested it with both custom followers and default Skyrim NPCs. The data for my own character seems to save without issues, but not for any NPCs. Could you elaborate on what you mean by "forms stored on other forms"? Is this how Papyrusutil stores data inside a skse co-save?
4nk8r Posted January 19, 2020 Posted January 19, 2020 23 hours ago, Martimius said: Alright, I'm considering installing SexLab on this playthrough, but am just currently worried how it plays alongside Flower Girls. Is SexLab also safe to install mid-game? There is no interoperability between the frameworks. They are separate and self-contained, providing similar features to different sets of mods. Neither share resources/animations/functions. You might experience issues when using mods in both frameworks that happen to provide similar features. Just pay attention to what a given mod provides to avoid potential problems. 1
Sailing Rebel Posted January 19, 2020 Posted January 19, 2020 7 hours ago, AWHA said: Neither are from an ESL to the best of my knowledge. The bug occurs when using the MME mod (https://www.loverslab.com/topic/101166-milk-mod-economy-se/). I have tested it with both custom followers and default Skyrim NPCs. The data for my own character seems to save without issues, but not for any NPCs. Could you elaborate on what you mean by "forms stored on other forms"? Is this how Papyrusutil stores data inside a skse co-save? Not familiar with MME but this sounds like an issue with that mod in particular rather than with PU. Might be worth asking in the mod support thread, see if anyone else is seeing it. StorageUtil (a component of PapyrusUtil) can store forms (such as actors), Ints, Floats, Strings and arrays of all of these. It can do this globally or attach data to particular forms (such as the player or an NPC or a piece of armour). This data is then kept with the save. It can also store data in a file saved into the Data folder which allows it to be transported between saves. Saving files to the Data folder can trigger Windows security if Skyrim is installed under Program Files which can then result in unexpected behaviour or CTD.
AWHA Posted January 19, 2020 Posted January 19, 2020 2 hours ago, Sailing Rebel said: Not familiar with MME but this sounds like an issue with that mod in particular rather than with PU. Might be worth asking in the mod support thread, see if anyone else is seeing it. StorageUtil (a component of PapyrusUtil) can store forms (such as actors), Ints, Floats, Strings and arrays of all of these. It can do this globally or attach data to particular forms (such as the player or an NPC or a piece of armour). This data is then kept with the save. It can also store data in a file saved into the Data folder which allows it to be transported between saves. Saving files to the Data folder can trigger Windows security if Skyrim is installed under Program Files which can then result in unexpected behaviour or CTD. Thanks for the explanation. The data from MME is supposed to be stored with the saved games, and it's not being read correctly. i.e. after updating Papyrusutil to version 3.8 and loading a save, the game can no longer read the previous saved data. This has been confirmed by multiple people. Users of other mods have also reported similar issues after updating to version 3.8. And yeah, the author of MME thinks there is a bug with the new version of PapyrusUtil/StorageUtil but he didn't elaborate.
Sailing Rebel Posted January 19, 2020 Posted January 19, 2020 57 minutes ago, AWHA said: Thanks for the explanation. The data from MME is supposed to be stored with the saved games, and it's not being read correctly. i.e. after updating Papyrusutil to version 3.8 and loading a save, the game can no longer read the previous saved data. This has been confirmed by multiple people. Users of other mods have also reported similar issues after updating to version 3.8. And yeah, the author of MME thinks there is a bug with the new version of PapyrusUtil/StorageUtil but he didn't elaborate. So to be clear in the interests of focusing potential bug hunting: The issue is with data stored using a previous version of PU which is then no longer accessible when using the latest version of PU. BUT data stored with the latest version of PU is accessible as expected. Is that correct? This would be different from the last bug reported by Musjes that describes not being able to retrieve values stored in the same version between sessions (which I was not able to reproduce in 2.0.17/3.8).
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now