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


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Posted
6 hours ago, Ashal said:

I'm getting  serious about development again ..

Well, I observed not that many issues:

  • cum effect is unreliable, in most cases no cum appears at all
  • re-positioning in outdoor is terrible - it re-positions several times and every re-positioning leads to a cell reload.
  • positioning on beds is almost broken - I never saw a really good positioning but this was problematic in LE as well - in most cases the scene is aligned to low and the horizontal alignment is also bad, heads overlaps the edge of the bed. I recommend to introduce global alignment offsets - or bed based offsets.
  • suspending of nioverride does not lead to better alignment. Scenes with nioverride affected actors leads to misalignments in most cases

But something on my wish-list:

  • (optional) installation without internal animations. SLAL works pretty good
  • optional autostart
  • faster (SKSE native) tag filtering
  • I miss a solution to detect when the alignment phase has finished and the animation phase has started. Sometimes the alignment phase needs lot of time and I want that spectators doing their comments when the animation is really running. I would like to have something that can be used in conditions - for example the faction rank of the SexlabAnimationFaction - or simply adding the actors to the faction when animation phase has started

The increasing of the limits - I am not sure if this is really useful - the registration phase takes very long and the tag filter system is on its limit. A solution to exclude unwanted animations at all, for example exclude races or tags, would solve the issue at the roots.

Posted
8 hours ago, Ashal said:

So once again, I must ask, what are the current longstanding bugs or api requests people have? I really don't want to go over 30+ pages of posts here to piece it together. So, if there is something that you feel really needs to be addressed in the next update, TELL ME NOW.

This should be a simple one: The target gender indicator in SexLab MCM > Animation Settings > Player Settings shows all creatures as "Female". This is very minor since it does not affect the actual results but it confuses the hell out of users who often turn up asking why none of their creatures are male.

 

So sslConfigMenu.psc line 714:

ActorLib.GetGender(TargetRef) == 0

should probably be

ActorLib.GetGender(TargetRef) == 0 || ActorLib.GetGender(TargetRef) == 2

or maybe

ActorLib.GetGender(TargetRef) % 2 == 0

or equivalent.

 

The next issue is an old bug and may not be tractable, but there is still a problem with users accidentally activating partners during animations involving the PC and causing the camera to bug out until they use a chair. I experimented briefly with trying to make a third-party fix for this (temporarily blocking activation of the partner) but it ended up fighting with something in SLs operation, so it probably requires an on-board fix of some kind.

Posted
9 hours ago, Ashal said:

I'm getting  serious about development again so I can finally get this damn build out of beta.  Just spent a good 6 hours getting my skryim se back into testing and development state again with everything up to date and another few hours actually playing with the mod for once to get a feel for things again.

 

So once again, I must ask, what are the current longstanding bugs or api requests people have? I really don't want to go over 30+ pages of posts here to piece it together. So, if there is something that you feel really needs to be addressed in the next update, TELL ME NOW.

 

The major things on my current TODO list are as follows:

  • Finish the new hook system
  • Increase max animation registry limit again
  • A targeted npc spell for editing their sexlab related settings easily

 

Another thing I just remembered is (I play as a male) a lot of the time when more than one actor is involved sexlab gets confused with male/female roles. If I start a 3some with two guys and a girl itll play a MFF scene and one of the guys will take a female role, when I start a 3some with two females itll quite often (but not always) play a MMF scene and assign a strap on. This happens even with the filter gay scenes checkbox checked.

Posted

So either i'm brain dead or blind. I have all the requirements for animations to work with SLAB but for some reason none of the animations are actually doing anything. They just undress and stand there and moan... Is there something i'm obviously missing here?

Posted
9 minutes ago, Saurmand said:

Is there something i'm obviously missing here?

Check your FNIS log, anim problems usually can be solved by addressing the warnings there.

Posted
On 3/27/2020 at 9:29 PM, Ashal said:

So once again, I must ask, what are the current longstanding bugs or api requests people have? I really don't want to go over 30+ pages of posts here to piece it together. So, if there is something that you feel really needs to be addressed in the next update, TELL ME NOW.

Problem: if an actor and large creature (eg, horse, mammoth) begin an animation then the creature moves towards the actor, but due to its size won't get "close enough" to the actor. The creature ends up pushing around the actor until SL gives up on waiting.

 

Ideally one could use ObjectReference.GetWidth(), but I assume the movement is done through a package. A step backwards would be two or more package conditions according to a size "class", but that might be too complicated. A simpler answer could be to unclip each participant once they reach the destination.

Posted
1 hour ago, tasairis said:

Problem: if an actor and large creature (eg, horse, mammoth) begin an animation then the creature moves towards the actor, but due to its size won't get "close enough" to the actor. The creature ends up pushing around the actor until SL gives up on waiting.

 

Ideally one could use ObjectReference.GetWidth(), but I assume the movement is done through a package. A step backwards would be two or more package conditions according to a size "class", but that might be too complicated. A simpler answer could be to unclip each participant once they reach the destination.

I already tried most of that except the last part.

Good suggestion.

Posted

I got a wee lil' problem that animations wont start with a creature and game says creature ain't supported. i made a new save and they worked but not on this one.

 

Also i ran a save cleaner but that didn't work. Also i removed ZaZ and DD filters just in case and still nothing.

 

Most creatures still work. The ones i've noticed are the deer, ash hopper and netch

 

My ideas well is starting to run dry

ScreenShot21.png

LoadOrder_SkyrimSE_2020-03-30T22-15-23.txt

Posted

In effort to keep myself more motivated/accountable to make progress on the update, I've setup a GitHub repo for my development build. I'll be pushing updates to it as I progress. People are free to download and use it, or even make pull requests if they feel so inclined to fix something themselves.

 

https://github.com/eeveelo/SexLab

Posted
On 3/28/2020 at 5:29 AM, Ashal said:

I'm getting  serious about development again so I can finally get this damn build out of beta.  Just spent a good 6 hours getting my skryim se back into testing and development state again with everything up to date and another few hours actually playing with the mod for once to get a feel for things again.

 

So once again, I must ask, what are the current longstanding bugs or api requests people have? I really don't want to go over 30+ pages of posts here to piece it together. So, if there is something that you feel really needs to be addressed in the next update, TELL ME NOW.

 

The major things on my current TODO list are as follows:

  • Finish the new hook system
  • Increase max animation registry limit again
  • A targeted npc spell for editing their sexlab related settings easily

 

Just general bug fixing, optimizations etc, I don't have anything specific for this.

Version that comes without animations, or separate download for sexlab and the default animation pack.

Separate Facial expressions and lip sync animations by gender.

 

Just some ideas.

Posted
1 hour ago, Vendasia said:

Is this mod compatible with Papyrus Util.? Papyrus seems to overwrite some parts of this mod.

Not problems just ensure use the last PapyrusUtil version.

Posted
On 3/27/2020 at 11:29 PM, Ashal said:

So once again, I must ask, what are the current longstanding bugs or api requests people have?

My whine since Oldrim SexLab: during the animation-selection process for FF scenes, disallow treating strap-ons as flesh-and-blood penises with feelings and sensations. This means selectively eliminate the following animations from being administered to females wearing a strap-on:

  • Blow jobs
  • Hand jobs
  • Foot jobs
  • Boob jobs
  • Any and all "xxxx jobs" that do not involve shoving the strapon into a vagina (or anus if that is enabled.)

Or, to put it another way, please only play actual body-cavity insertion (vaginal or anal) animations for females wearing a strapon. Strapon-wielders should only participate in penetrative sex because applying any of the above "jobs" to an unfeeling wooden, rubber or plastic implement is illogical, absurd and immersion-breaking.

 

Of course, if you determine that the best way to handle blocking the "jobs" is via animation tags, I'm not requesting that you go through each and every SL animation "out there" and change the tags to add a "Strapons" tag to designate that an animation is suitable to be performed upon females wearing strapons- so perhaps SL could just be set up to accommodate such a tag, provide a toggle to enable looking for it, and then select scene animations accordingly, I'm pretty sure we could figure out some way to edit the tags on various animations ourselves.

 

And last but surely not least, thank you for your work over the years- I'm fairly certain that it's largely because of you and the mods this framework has enabled that Skyrim is still played and enjoyed by millions of ppl worldwide.

Posted
On 3/28/2020 at 6:20 AM, zaira said:

cum effect is unreliable, in most cases no cum appears at all

Sorry, no it's not: SL's cum effect is 100% reliable and clearly visible in SSE even with ENB running. You just have to enable it in BOTH places, the "enable ending orgasm effects" and "enable cum effects" toggles both have to be ticked. It also helps if you install Sexlab Sperm Replacer, which produces the most realistic cum dribbles I've seen yet. I mean, after all, neon sperm isn't realistic, right? :classic_tongue: These are with the "1b" textures installed.

Spoiler

20190523070233_1.jpg20190523070120_1.jpg20190523070142_1.jpg

 

Posted

Not super critical, but would be nice:

 

One way to reproduce "teleport to giant camp". Code that starts animation must be like:

 

sslThreadModel Make = SexLab.NewThread()

 

Make.AddActor(_actor1)
Make.AddActor(_actor2)

 

anims = new sslBaseAnimation[1]

Make.SetAnimations(anims)  ; anims is array of none
Make.StartThread()

...

 

anims is array, but array elements are none because search(findby something) function failed.

 

Extra check if values of array are not-none would be nice.

Posted
22 hours ago, Khemikaali said:

I got a wee lil' problem that animations wont start with a creature and game says creature ain't supported. i made a new save and they worked but not on this one.

 

Also i ran a save cleaner but that didn't work. Also i removed ZaZ and DD filters just in case and still nothing.

 

Most creatures still work. The ones i've noticed are the deer, ash hopper and netch

 

My ideas well is starting to run dry

Quote

 

5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings.

 

6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play.

 

7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8
NOTE: if you do have the Creature Pack but some creatures are just playing idle animations during sex try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"
(doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed)

 

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 650 (or 1000 now i guess), turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

 

Posted
On 3/28/2020 at 12:29 AM, Ashal said:

I'm getting  serious about development again so I can finally get this damn build out of beta.  Just spent a good 6 hours getting my skryim se back into testing and development state again with everything up to date and another few hours actually playing with the mod for once to get a feel for things again.

 

So once again, I must ask, what are the current longstanding bugs or api requests people have? I really don't want to go over 30+ pages of posts here to piece it together. So, if there is something that you feel really needs to be addressed in the next update, TELL ME NOW.

 

The major things on my current TODO list are as follows:

  • Finish the new hook system
  • Increase max animation registry limit again
  • A targeted npc spell for editing their sexlab related settings easily

Just a suggestion. I like how Sexlab Manual Strip by Hawk9969 in LE allows the player to control strip and redress during the animation. Would be nice to have this integrated. 

Posted
On 3/30/2020 at 6:43 PM, Vyxenne said:

My whine since Oldrim SexLab: during the animation-selection process for FF scenes, disallow treating strap-ons as flesh-and-blood penises with feelings and sensations. This means selectively eliminate the following animations from being administered to females wearing a strap-on:

  • Blow jobs
  • Hand jobs
  • Foot jobs
  • Boob jobs
  • Any and all "xxxx jobs" that do not involve shoving the strapon into a vagina (or anus if that is enabled.)

Or, to put it another way, please only play actual body-cavity insertion (vaginal or anal) animations for females wearing a strapon. Strapon-wielders should only participate in penetrative sex because applying any of the above "jobs" to an unfeeling wooden, rubber or plastic implement is illogical, absurd and immersion-breaking.

 

Of course, if you determine that the best way to handle blocking the "jobs" is via animation tags, I'm not requesting that you go through each and every SL animation "out there" and change the tags to add a "Strapons" tag to designate that an animation is suitable to be performed upon females wearing strapons- so perhaps SL could just be set up to accommodate such a tag, provide a toggle to enable looking for it, and then select scene animations accordingly, I'm pretty sure we could figure out some way to edit the tags on various animations ourselves.

I too think it's unusual, but

(a) There is real-world precedence for whatever-jobs using dildos and strap-ons and other assorted gadgets, admittedly mostly as foreplay*. You may have implied it but blocking these animations would need to be controlled by an MCM setting so that the people out there who like that kind of stuff can still get it. That aside,

(b) I think this kind of problem is something that should be solved by the tag system. There are many animations out there that do foreplay and sex**, and excluding them because one or two stages look odd for FF+ participants makes the lesbian animation pool even smaller than it already is.

 

Establishing an "exclude FF" tag by convention (if not creating some sort of actual Excluded Tags functionality itself***) does create a bit of a burden, but it does so on animators. (SexLab would still need some degree of support for it, of course.) Animators who are already thinking about what tags to apply to their animations anyways. Something for SexLab 2.0 to consider would be redoing how animations are chosen for a set of actors, wrt. the sexes/genders/strap-on-ness of the actors and the automatic selection of gender tags (eg, "MF"), but that's a can that can be kicked down the road.

 

* That's not considering double-ended dildos and other devices designed to give the wearer a little more enjoyment out of an otherwise mechanical act.

** Which are already problematic. I don't fault animators for creating something more than just "another BJ animation" or "another missionary animation", but the modular nature of those less-complex animations lends them towards a more powerful but AFAIK unimplemented system of chaining multiple animations together.

*** Frankly the whole tagging ecosystem needs help. It's too chaotic, though understandable given it's had to grow from mostly nothing over the course of a decade.

Posted

While I was writing that,

Just now, tasairis said:

system of chaining multiple animations together

Fucking feature request. At its simplest, X% chance of selecting an additional animation from the animation pool to play after the current one finishes, perhaps up to limit of Y. Note that running duplicates is an annoyance to consider, especially when it comes to small pool sizes.

Posted
On 3/30/2020 at 3:14 PM, Khemikaali said:

I got a wee lil' problem that animations wont start with a creature and game says creature ain't supported. i made a new save and they worked but not on this one.

 

Also i ran a save cleaner but that didn't work. Also i removed ZaZ and DD filters just in case and still nothing.

 

Most creatures still work. The ones i've noticed are the deer, ash hopper and netch

 

My ideas well is starting to run dry

ScreenShot21.png

LoadOrder_SkyrimSE_2020-03-30T22-15-23.txt 3.72 kB · 4 downloads

If you are using the "FNIS Creatures Pack v7.6" you probably also see him with a warning in the SexLab MCM last page. If that two conditions are true then you probably need this fix.FNIS Creature Pack v7.6(FIX).7z

Posted
9 hours ago, tasairis said:

You may have implied it but blocking these animations would need to be controlled by an MCM setting

 

On 3/30/2020 at 8:43 PM, Vyxenne said:

perhaps SL could just be set up to accommodate such a tag, provide a toggle to enable looking for it

I did more than imply it, you Bumbling Buffoon of... of.... Buffoonery! :classic_tongue::classic_wub::heart:? ?

 

I stated it forthrightly, explicitly, outrightly, inwrongly, upstandingly onmybackingly, SSHITA (Slutty Scarlet Heels In The Air). :classic_heart:

Spoiler

Serana And Me.png

As a more-or-less frequent strap-on wielder (and wieldee!) IRL, I'd like to point out that the wearer of wide U- and/or C-shaped strap-ons, such as the Calyps strap-on on offer here on LL, get considerable stimulation and pleasure from shoving it affectionately into an eager, screaming partner- because the other end of it is inside me while I'm doing her, so both of our movements and reactions wobble my end of the strap-on around a lot. So I agree with you that "xxxx jobs" on strap-on wearers are not without their practitioners. It's just that I don't happen to be among them and would like a way to opt out of those scenes while still being able to do them with a male during MF (or MMF, or MMMFFF *small bead of perspiration breaks out on upper lip and hand starts moving around in lap*) scenes. Currently, it's all or nothing: either I leave "jobs" available because I like doing/seeing them on real penises, or I disable them entirely (by removing/suppressing/unregistering the animations) and avoid the FF scenes I love because currently, I don't love them so much due to the strap-on "jobs."

 

PS: Add my catchy acronym to your verbal arsenal- now that I have unleashed it publicly, like DILLIGAF (which I originated after overhearing it from another Fat Boy rider while we were on a 500-mile Iron Butt ride across both Dakotas, Montana, Idaho-Ho-Ho and Nether-Nether Land) I predict SSHITA will be trending on Quitter Flitter Shitter social media very soon, within the next... few years...:classic_wacko:

Posted

I hope I can explain it ...

 

Maybe one solution would be:

- when SL is about to "convert" animation ASCII name into internal structure(sslAnim something)

- it would replace animation name with some other animation(name)

- this replacements would be in external .json file

- simple "AnimX" : "AnimY"

- there would be separate sections for MF, FM, FF, etc.. not huge number tho.

 

Simple replacement list. I don't wont X, but would prefer Y.

 

Everything works as before, but there is an internal find/replace just before the action starts. Optional. Controled by simple external file.

 

Posted
9 hours ago, Vyxenne said:

...

For the life of me I still haven't managed to get a good grasp on your sense of humor...

 

Quote

I did more than imply it, you Bumbling Buffoon of... of.... Buffoonery! :classic_tongue::classic_wub::heart:? ?

What, do you expect me to actually read the posts I reply to? Ain't nobody got time for that! I have my computer speak stuff out loud to a parrot, and then I go off whatever the parrot repeats back to me. And I must say, damn thing's picked up a helluva vocabulary.

 

Quote

MMMFFF *small bead of perspiration breaks out on upper lip and hand starts moving around in lap*

Fucking feature request. I say we take the training wheels off this baby and see what sorts of SSHITA times we can really get out of it.

Posted
1 hour ago, Azzhat said:

Is the Framework still in the beta? Or is it finished?

Beta in most cases these days just refers to a piece of software that it is still being updated with new features regardless of how high its level of functionality is. Alpha would suggest a low level of functionality since the thing is not ready for release yet.

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