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


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Posted
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 :)

Posted
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

Posted
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.

Posted
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):

FNISrunNewXPMSSE.png

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:

20200114192529_1.jpg

 

*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.

Posted

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.

Posted
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?

 

image.png.19e46d004e5102b5c06b43dcf06617b9.png

Posted
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!

Posted
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.

Posted

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.

Posted

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.

Posted

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?

Posted
36 minutes ago, Martimius said:

What's the general consensus on the stability of this mod?

"Irrelevant"

everything (Skyrim) on this site uses it.

 

Posted

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)

Posted
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?

Posted
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.

Posted
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

Posted
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?

Posted
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.

Posted

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. 

Posted
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?

Posted
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.

Posted
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.

Posted
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.

Posted
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).

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