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


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Posted
On 1/13/2018 at 9:53 AM, Revanswe said:

Seems like upgrading to sexlabs 1.63 broke the sex animations for my custom race (Succubus). It worked fine with sexlabs lite 0.1.1 (after I used sexlab register custom race spell) but 1.63 doesn't seem to have that function. At least not yet

Was this ever solved? I’m still having the same issue.

Posted

I faced an issue with Sexlab scaling running although toggled off. Another mod might have interfered. I installed SetVehicleFixPlugin and it has kept scaling off. It might be worth tweaking the control to not allow other mods to dictate this setting.

 

When running a Sexlab animation, even when I manually adjusted the scale using the console during the animation, the automatically scaling would kick in after a few seconds. No furniture was involved. Just two person scenes.

Posted
1 minute ago, Cicro72 said:

I faced an issue with Sexlab scaling running although toggled off. Another mod might have interfered. I installed SetVehicleFixPlugin and it has kept scaling off. It might be worth tweaking the control to not allow other mods to dictate this setting.

 

When running a Sexlab animation, even when I manually adjusted the scale using the console during the animation, the automatically scaling would kick in after a few seconds. No furniture was involved. Just two person scenes.

AFAIK, there isn't a SetVehicleFixPlugin DLL available for SKSE64/SSE.  Are you sure you're talking about the SSE version of Sexlab?

Posted
1 hour ago, 4nk8r said:

AFAIK, there isn't a SetVehicleFixPlugin DLL available for SKSE64/SSE.  Are you sure you're talking about the SSE version of Sexlab?

I took the one within the More Nasty Critters SE mod version 12.06A at 

 I see that version 12_02SE does not include the plugin.

Posted

Question about the sexlab expressions.  Are they set stage by stage by the actual animation creator or does sexlab apply progressive facial expressions?  Cause I don't seem to get any facial expression beyond a mild smirk during animations tagged as agressive and being activated by Defeat, and no O-face at the end, which maybe I'm imagining but I feel were part of the older versions of sexlab back in the early years of skyrim.

 

Posted
25 minutes ago, no_way said:

Question about the sexlab expressions.  Are they set stage by stage by the actual animation creator or does sexlab apply progressive facial expressions?  Cause I don't seem to get any facial expression beyond a mild smirk during animations tagged as agressive and being activated by Defeat, and no O-face at the end, which maybe I'm imagining but I feel were part of the older versions of sexlab back in the early years of skyrim.

 

the only control animators have is "mouth open?, yes or no"

Posted

Hmm ok so SL goes through the list of expressions and looks at whether the animation is Normal, victim, or agressor and picks one at random with the appropriate tag, then advances the expression with each stage 1-5 if available?

 

Posted

Hey there, I posted about this a month ago or so in the technical support forum, but this time around I'm posting some relevant information from the papyrus debug log to help resolve this.

 

Basically for some reason, my character is not a valid target for animation during a scene. I'm not certain why, because she's a vanilla race, which leads me to think something else might be interfering with how SL is working. This is listed in the console during a animation involving my character. Basically, SL doesn't seem to recognize that my character is in the animation, or is already being animated somehow.

 

[02/11/2020 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Claudia) -- FALSE -- They appear to already be animating
[02/11/2020 - 03:20:30PM] Info: SEXLAB - FATAL - Thread[1] AddActor(Claudia) - AddActor(Claudia) -- Failed to add actor -- They are not a valid target for animation
stack:
    <unknown self>.Debug.TraceStack() - "<native>" Line ?
    [SexLabThread01 (0F062452)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1153
    [SexLabThread01 (0F062452)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?
    [SexLabThread01 (0F062452)].sslthreadcontroller.AddActors() - "sslThreadModel.psc" Line ?
    [SexLabQuestFramework (0F000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3036
    [SexLabQuestFramework (0F000D62)].sexlabframework.QuickStart() - "SexLabFramework.psc" Line 3040
    [Active effect 5 on  (00000014)].sslEffectDebug.OnEffectStart() - "sslEffectDebug.psc" Line 25
[02/11/2020 - 03:20:31PM] SEXLAB - NOTICE: StartSex() - Failed to add some actors to thread

 

Is there anything I can do to resolve this? Because pretty much everything else is working perfectly fine. This is also a problem on any character I make, and it's consistently been the only issue I've had with SL.

Posted

Sexlab is super slow, when i click too next stage it took really long time for it to work, more than 20 seconds, anyone know how to fix this?
Also, animation got stuck, and wont proceed to next stage

Posted

Hello guys,

I have an issue with the cum effet. It nevers appears...
I just made the change from LE to SE and it's a complete new install.
What could be wrong ?

Posted
9 hours ago, flipdarkfuture said:

Hey there, I posted about this a month ago or so in the technical support forum, but this time around I'm posting some relevant information from the papyrus debug log to help resolve this.

 

Basically for some reason, my character is not a valid target for animation during a scene. I'm not certain why, because she's a vanilla race, which leads me to think something else might be interfering with how SL is working. This is listed in the console during a animation involving my character. Basically, SL doesn't seem to recognize that my character is in the animation, or is already being animated somehow.

 

[02/11/2020 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Claudia) -- FALSE -- They appear to already be animating
[02/11/2020 - 03:20:30PM] Info: SEXLAB - FATAL - Thread[1] AddActor(Claudia) - AddActor(Claudia) -- Failed to add actor -- They are not a valid target for animation
stack:
    <unknown self>.Debug.TraceStack() - "<native>" Line ?
    [SexLabThread01 (0F062452)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1153
    [SexLabThread01 (0F062452)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?
    [SexLabThread01 (0F062452)].sslthreadcontroller.AddActors() - "sslThreadModel.psc" Line ?
    [SexLabQuestFramework (0F000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3036
    [SexLabQuestFramework (0F000D62)].sexlabframework.QuickStart() - "SexLabFramework.psc" Line 3040
    [Active effect 5 on  (00000014)].sslEffectDebug.OnEffectStart() - "sslEffectDebug.psc" Line 25
[02/11/2020 - 03:20:31PM] SEXLAB - NOTICE: StartSex() - Failed to add some actors to thread

 

Is there anything I can do to resolve this? Because pretty much everything else is working perfectly fine. This is also a problem on any character I make, and it's consistently been the only issue I've had with SL.

Looking at the code in github, what seems to be happening to me is that your character is already in the animating faction when sexlab tries to make them animate which makes it throw this error.

It's possible I guess that you've gotten stuck in the animating faction somehow?
You could test the following:

  1. Open the console with the ~ key.
  2. Type in "Help Animating" without the quotation marks.
  3. There should be a an entry that looks like "FACT: (faction-id) 'Sexlab Animating Actors'".
  4. Note down the numbers/letters that are in the brackets, this is the id of the sexlab animating faction.
  5. Now type "Player.addtofaction FactionIdGoesHere -1" replacing FactionIdGoesHere with the faction-id you noted down.

Save the game, and test to see if you can animate using sexlab.

Posted

It seems that the threadController stucks - that's the reason why no cum effects are applied and no orgasm events are triggered. Is there a trace signature where I can look at?

Posted
3 hours ago, osmosis-wrench said:

Looking at the code in github, what seems to be happening to me is that your character is already in the animating faction when sexlab tries to make them animate which makes it throw this error.

It's possible I guess that you've gotten stuck in the animating faction somehow?
 

Unfortunately I've tried removing her from the animating faction, but no luck, still comes up with the message that she appears to already be animated.

Posted
4 hours ago, flipdarkfuture said:

Unfortunately I've tried removing her from the animating faction, but no luck, still comes up with the message that she appears to already be animated.

Run the rebuild/reinstall function from the sexlab mcm. And also don't use the debug function to start animations, use matchmaker or some other sexlab mod to start sex.

Posted
18 hours ago, Ashal said:

Run the rebuild/reinstall function from the sexlab mcm. And also don't use the debug function to start animations, use matchmaker or some other sexlab mod to start sex.

Tried that, and still having the same issue with my character. I did notice that sexlab wasn't sure if FNIS sex idles were installed, it had a blue question mark next to it. Could that be the reason?

Posted
Quote

[02/11/2020 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Claudia) -- FALSE -- They appear to already be animating

I currently have a similar problem.
I have a fresh installation.

After some testing it looks like the reason is: casting the MatchMaker "Irresistibly attractive - target" spell multiple times.
When casting once everything seems to work just fine.
You can test it yourself and check if this is also the reason in your case.

 

Posted

Any recommended animations I should use? Human and Human animation, I don't use creatures yet because I'm not sure if there are any for SE.

Posted
33 minutes ago, Zathuul said:

Any recommended animations I should use? Human and Human animation, I don't use creatures yet because I'm not sure if there are any for SE.

All LE animations are convertible.

Posted

@Ashal Can you help me please your had been working fine now all of the sudden every time it goes to start the animation it CTDs I tried the clean/rebuild but that did not help and I am confused as to what happened.

Posted
On 5/4/2020 at 1:37 AM, 4nk8r said:

All LE animations are convertible.

I think I got the wrong version of SE, I just started downloading it and it's the latest version. I'm not actually sure what version SKSE works for, so all the mods aren't working that I planned to use. It just crashes the game when starting a new and fresh start with the error that SKSE is out of date. I guess I'll have to wait until SKSE updates for SE, I backed up the exes just in case it tries to update again. Unless there's away to go back to older versions on steam? I'll see what I can do about that.

Posted
12 minutes ago, Zathuul said:

I think I got the wrong version of SE, I just started downloading it and it's the latest version. I'm not actually sure what version SKSE works for, so all the mods aren't working that I planned to use. It just crashes the game when starting a new and fresh start with the error that SKSE is out of date. I guess I'll have to wait until SKSE updates for SE, I backed up the exes just in case it tries to update again. Unless there's away to go back to older versions on steam? I'll see what I can do about that.

what version of SKSE are you running? the one for SSE's current build is 2.0.17.

Posted
4 hours ago, Zathuul said:

I think I got the wrong version of SE, I just started downloading it and it's the latest version. I'm not actually sure what version SKSE works for, so all the mods aren't working that I planned to use. It just crashes the game when starting a new and fresh start with the error that SKSE is out of date. I guess I'll have to wait until SKSE updates for SE, I backed up the exes just in case it tries to update again. Unless there's away to go back to older versions on steam? I'll see what I can do about that.

What @babylight41 said.  Use Steam to validate your SSE install.  You can get the 2.0.17 version of SKSE64 here.  Read the text files inside on how to install.  Don't forget to install the script directory as well as the exe and dll files.

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