Sailing Rebel Posted September 15, 2020 Posted September 15, 2020 1 hour ago, john424 said: How to install it? Use your mod manager's "install from archive" or "install from file" tool found at the top left in both MO2 and Vortex.
Just Don't Posted September 15, 2020 Posted September 15, 2020 8 hours ago, E.K said: Hi all, Wonder if someone can help me out . In the old Skyrim Sex Lab Framework came with two spells, one was Irresistible you and Irresistible other, or names to that effect. This one for SSE does not seem to have them, or at least I can not find them. If they are there can someone tell me where, or do you know of an alternative. I think these spells come from Sexlab Matchmaker. Sexlab framework doesn't come with any spells (debug spells aren't mean to be used in a normal gameplay). You can use regular matchmaker in SE, it works fine as it is.
YojimboRatchet Posted September 15, 2020 Posted September 15, 2020 1 hour ago, dontknowdontcaredontask said: 9 hours ago, E.K said: Hi all, Wonder if someone can help me out . In the old Skyrim Sex Lab Framework came with two spells, one was Irresistible you and Irresistible other, or names to that effect. This one for SSE does not seem to have them, or at least I can not find them. If they are there can someone tell me where, or do you know of an alternative. I think these spells come from Sexlab Matchmaker. Sexlab framework doesn't come with any spells (debug spells aren't mean to be used in a normal gameplay). You can use regular matchmaker in SE, it works fine as it is. yeah, matchmaker has these spells.
Hermit36 Posted September 15, 2020 Posted September 15, 2020 I've ran across something of a strange animation issue. When having sex the NPC goes through the animation, but the PC just stands there. I re-ran FNIS (regular not XXL), cleaned SexLab, and uninstalled and reinstalled all the animations. I waited 24-hours after each. I've attached my loader order in case there's a conflict I missed. loadorder.txt
Boldwolfess94 Posted September 16, 2020 Posted September 16, 2020 On 1/12/2018 at 8:23 PM, Ashal said: Beta build is for Skyrim Special Edition only More details on the version/beta coming later when I have more time. For now, I just want to get the beta out there for testing. So here it is. Non-SE users will likely have to wait until release for 1.63. I have no plans right now to release a non-SE version of the beta. Requirements: Skyrim SE 1.5.97 SKSE SE v2.0.17 SkyUI SE Changes since 1.62: Added a caching system to animation searches Increased animation slots to 750, decreased voice/expression slots to 375. A new scaling fix that finally solves the issue with some actors/creatures randomly changing sizes when animating (enabled by default) (partially implemented) a new hook system for developers that don't work on events, allowing them to fully complete their hook function before the thread continues. Solves some sync issues with more complicated or timing sensitive hooks. Some other stuff I'm surely forgetting because it's been a long time. Beta 2 Hotfix: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.7) Removed references to Oldrim scripts (NiOverride and MfgConsoleFunc) to fix compile issues Some minor tweaks here and there Beta 3: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.8) Fixed most of the slowdown at animation startup Fixed disabled animations still getting used for awhile afterward Some minor tweaks here and there Beta 4: Updated SexLabUtil.dll and PapyrusUtil.dll to the SKSE 2.0.10 Beta 5: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.11 or 2.0.12) Skyrim SE, version 1.5.62 only Re-added all high heel options in the MCM. Beta 6: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.15) Skyrim SE, version 1.5.73 only Beta 7: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.16) Skyrim SE, version 1.5.80 only Re-enabled HDT Heels detection A few minor bug fixes Beta 8: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.17) Skyrim SE, version 1.5.97 only Known Issues: Animations take longer to start than normal right now. Other Notes: Animation packs from non-SE version have to have their animations converted to 64 bit in order to work. This can be easily automated and done quickly by the pack developers. All existing basic mods should work as is as far as I know. As long as they don't require any other SKSE plugins that haven't yet been converted. This means Devious Devices and its mods won't work until DD gets its SKSE plugin updated. I haven't fully tested a lot of the plugin in SE beyond making sure basic functionality works. So submitting bug reports are critical here. Download: FULL Beta 8 Archive: (MEGA Mirror) SexLabFrameworkSE_v163_BETA8.7z 68.57 MB · 179,246 downloads UPDATE for beta 7 to beta 8: (MEGA Mirror) SexLab_v163_UPGRADE_beta7_TO_beta8.zip 1.3 MB · 6,430 downloads Old version: Reveal hidden contents For Skyrim 1.5.80 (MEGA Mirror) SexLabFrameworkSE_v163_BETA7.7z 67.99 MB · 79,226 downloads For Skyrim 1.5.73 (MEGA Mirror) SexLabFrameworkSE_v163_BETA6.7z 67.99 MB · 37,649 downloads For Skyrim 1.5.62 SexLabFrameworkSE_v163_BETA5.7z 67.99 MB · 38,727 downloads Has anyone been having crash issues with this and the romance mod lately?
FFXV_Noctis Posted September 16, 2020 Posted September 16, 2020 On 9/14/2020 at 9:50 PM, CasualBystander999 said: So, I've found a load of other people asking this same question, but still haven't seen a clear answer, so If someone will humor me, I'd appreciate it. I'll trigger a scene, and after the long awkward pause, the characters will strip down, teleport into position, and then just stand there idling, not T-posing, for the duration of the scene. Sounds play, and masturbation scenes play fine, but any with two characters fail. I have a similar issue, though mine is usually with 3+ actors. Try pressing the MCM Hotkey to Advance Animation Stage (Whatever you have set) and then press the ~ (Tilde) key to open and close the console. Also note if the log is stuck continuously saying "Thread : SyncLock(0)" I suspect there is an error in transitioning the framework from Skyrim LE to Skyrim SE
Vyxenne Posted September 16, 2020 Posted September 16, 2020 On 9/14/2020 at 11:24 PM, Emrek said: get in the habit of running this every time a mod is added, it won't hurt anything, just takes time Vortex has an option to run GenerateFNISforUsers.exe every time it needs to be run. So right after the Deploy process completes, it will determine whether or not FNIS needs to be run, and if so, run it. This works for both installations (including reinstallations) and uninstallations.
Ashal Posted September 16, 2020 Author Posted September 16, 2020 On 9/14/2020 at 6:50 PM, CasualBystander999 said: So, I've found a load of other people asking this same question, but still haven't seen a clear answer, so If someone will humor me, I'd appreciate it. I'll trigger a scene, and after the long awkward pause, the characters will strip down, teleport into position, and then just stand there idling, not T-posing, for the duration of the scene. Sounds play, and masturbation scenes play fine, but any with two characters fail. Well despite what your search says, there is fact one clear answer. Characters idling in place is 100% a FNIS issue. Characters are told to run an idle animation. That animation either exists or it doesn't. If it doesn't they'll just idle. The only reason it wouldn't exist is because FNIS didn't include it. Unless you GROSSLY misinstalled SLAL animations, there is simply no other answer. Fix your FNIS install.
Zs4mm Posted September 16, 2020 Posted September 16, 2020 Yo, new here. Is there a way to build animation profiles so to speak? I have a lot of animations installed and it's a chore to toggle through them all. Not only that but some animations which are registered don't show up when normally, but will play using the animation editor, which is tedious, because you can only view one at a time. I've tried disabling all mods, but you get a pop up to rebuild the registry for it to take effect, thinking I'd be able to register a select few, but rebuidling it, rebuilds all default animations. I also tried to toggle off animations in the Animation Toggler, but doing so, stops me from being able to skip through animations from certain sets and displays the wrong animations for some. Lastly, how does this work with ZAZ? I don't seem to be able to register any animation mods in sexlab to work with ZAZ I've tried Ta in advance.
Emrek Posted September 16, 2020 Posted September 16, 2020 3 hours ago, Vyxenne said: Vortex has an option to run GenerateFNISforUsers.exe every time it needs to be run. So right after the Deploy process completes, it will determine whether or not FNIS needs to be run, and if so, run it. This works for both installations (including reinstallations) and uninstallations. Right. I use Vortex this way. Instead of trying to explain how to set it up to run automatically, I figured I'd just say to run it whenever something was changed.
Emrek Posted September 16, 2020 Posted September 16, 2020 36 minutes ago, Zs4mm said: Yo, new here. Is there a way to build animation profiles so to speak? I have a lot of animations installed and it's a chore to toggle through them all. Not only that but some animations which are registered don't show up when normally, but will play using the animation editor, which is tedious, because you can only view one at a time. I've tried disabling all mods, but you get a pop up to rebuild the registry for it to take effect, thinking I'd be able to register a select few, but rebuidling it, rebuilds all default animations. I also tried to toggle off animations in the Animation Toggler, but doing so, stops me from being able to skip through animations from certain sets and displays the wrong animations for some. Lastly, how does this work with ZAZ? I don't seem to be able to register any animation mods in sexlab to work with ZAZ I've tried Ta in advance. Might want to take a look at SexLab Animation Loader (SLAL). It doesn't let you create a customized animation group, but it will add them to SL based on how they were in the animation package. I'd have to recheck, but I think that it will add/register the ZAZ animations into SL and allow them to show up with normal SL use. Also there is the ability (in SL, I believe) to filter registered animations based on the tags. Personally I use this to disable chair, furniture, table and wall animations that somehow get added despite not wanting furniture sets when the pack was installed. Still not quite a customized group, but it is easier to make it search so that I don't miss any. Now that I think of it, there is a way of creating your own customized packs by editing the files. However, I've only done that once to permanently remove some animations to get under the FNIS limit. Someone else here may know more about how to do that as I was just making it up as I went, but it is a possibility.
Trixxxee Posted September 17, 2020 Posted September 17, 2020 15 hours ago, Emrek said: Might want to take a look at SexLab Animation Loader (SLAL). It doesn't let you create a customized animation group, but it will add them to SL based on how they were in the animation package. I'd have to recheck, but I think that it will add/register the ZAZ animations into SL and allow them to show up with normal SL use. Also there is the ability (in SL, I believe) to filter registered animations based on the tags. Personally I use this to disable chair, furniture, table and wall animations that somehow get added despite not wanting furniture sets when the pack was installed. Still not quite a customized group, but it is easier to make it search so that I don't miss any. Now that I think of it, there is a way of creating your own customized packs by editing the files. However, I've only done that once to permanently remove some animations to get under the FNIS limit. Someone else here may know more about how to do that as I was just making it up as I went, but it is a possibility. 16 hours ago, Zs4mm said: Yo, new here. Is there a way to build animation profiles so to speak? I have a lot of animations installed and it's a chore to toggle through them all. Not only that but some animations which are registered don't show up when normally, but will play using the animation editor, which is tedious, because you can only view one at a time. I've tried disabling all mods, but you get a pop up to rebuild the registry for it to take effect, thinking I'd be able to register a select few, but rebuidling it, rebuilds all default animations. I also tried to toggle off animations in the Animation Toggler, but doing so, stops me from being able to skip through animations from certain sets and displays the wrong animations for some. Lastly, how does this work with ZAZ? I don't seem to be able to register any animation mods in sexlab to work with ZAZ I've tried Ta in advance. I am having the same problem...keeps rebuilding instead of repressing the list. Gonna try a reinstall...but not confident..
FFXV_Noctis Posted September 17, 2020 Posted September 17, 2020 19 hours ago, Ashal said: Well despite what your search says, there is fact one clear answer. Characters idling in place is 100% a FNIS issue. Characters are told to run an idle animation. That animation either exists or it doesn't. If it doesn't they'll just idle. The only reason it wouldn't exist is because FNIS didn't include it. Unless you GROSSLY misinstalled SLAL animations, there is simply no other answer. Fix your FNIS install. hey Ashal, Im not trying to be petty here or anything as i am sure you are extremely busy.. But do you have any feedback for my post on the bottom of page 208? (Regarding animations getting stuck in Sync.ThreadLock (0) and not progressing until after the console is opened and closed?)
E.K Posted September 17, 2020 Posted September 17, 2020 On 9/16/2020 at 2:31 AM, YojimboRatchet said: yeah, matchmaker has these spells. Thank you very much. Regards E.K
CasualBystander999 Posted September 17, 2020 Posted September 17, 2020 On 9/16/2020 at 3:52 AM, Ashal said: Well despite what your search says, there is fact one clear answer. Characters idling in place is 100% a FNIS issue. Characters are told to run an idle animation. That animation either exists or it doesn't. If it doesn't they'll just idle. The only reason it wouldn't exist is because FNIS didn't include it. Unless you GROSSLY misinstalled SLAL animations, there is simply no other answer. Fix your FNIS install. What I've discovered over a couple hours of trying, is that if I run the game through any MO profile apart from the default one, no animations play, regardless of which profile I run FNIS through. Using the default profile, all is well. I can only assume it has something to do with where FNIS stores the animations it registers. At any rate, whatever the reason for the quirk, it's manageable. As a side note, thank you for all the work you've done on this system, I'm sure you get it all the time, yadda yadda, but thanks for what you've done for the game.
Sailing Rebel Posted September 17, 2020 Posted September 17, 2020 7 hours ago, FFXV_Noctis said: hey Ashal, Im not trying to be petty here or anything as i am sure you are extremely busy.. But do you have any feedback for my post on the bottom of page 208? (Regarding animations getting stuck in Sync.ThreadLock (0) and not progressing until after the console is opened and closed?) Might be best to post a fresh pap log along with the mod list and load order (https://modwat.ch/). However, I still suspect that this is another mod messing with the player control functions during the animation which is the only time I've encountered the described behaviour. It could be an SL mod or something entirely unrelated. Ultimately this might require systematic removal of mods with testing in coc games to determine which are contributing to the issue.
YojimboRatchet Posted September 17, 2020 Posted September 17, 2020 just wondering if Sexlab will ever be updated, especially the animation editor, as it is very limited in positioning. i'd love to see this expanded to a more usable form, if possible
Vyxenne Posted September 18, 2020 Posted September 18, 2020 10 hours ago, YojimboRatchet said: just wondering if Sexlab will ever be updated Well, until your thoughtful post, I'm sure @Ashal had no plans to ever update it! This post totally ignores everything Ashal has posted here lately and is a textbook example of passive-aggressive whining because in your expert opinion, which of course is all about YOU, he's taking too long. TL; DR: Read the fucking thread and don't be a weenie.
SexyTop69 Posted September 18, 2020 Posted September 18, 2020 14 hours ago, YojimboRatchet said: just wondering if Sexlab will ever be updated, especially the animation editor, as it is very limited in positioning. i'd love to see this expanded to a more usable form, if possible It likely will, but it will take time. Ashal has been working on this framework for years (might be close to an decade not sure). It's alot to go through but I'm pretty sure there's information within this topic as to his continued progress on the framework and where he's at with it.
MadMansGun Posted September 18, 2020 Posted September 18, 2020 14 hours ago, YojimboRatchet said: just wondering if Sexlab will ever be updated, especially the animation editor, as it is very limited in positioning. i'd love to see this expanded to a more usable form, if possible https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ i consider this to be "1.64" 2
FFXV_Noctis Posted September 18, 2020 Posted September 18, 2020 18 hours ago, Sailing Rebel said: Might be best to post a fresh pap log along with the mod list and load order (https://modwat.ch/). However, I still suspect that this is another mod messing with the player control functions during the animation which is the only time I've encountered the described behaviour. It could be an SL mod or something entirely unrelated. Ultimately this might require systematic removal of mods with testing in coc games to determine which are contributing to the issue. Ah good, well maybe you can help me then.. As i mentioned previously I already discovered that it only triggers with Defeat style mods. What i am trying to do is fix it, if possible. You mentioned you ran across this issue in your aroused Creatures mod.. Any chance you can share what in the script caused it and how you fixed it? (Also, since this is seemingly confirmed to have nothing to do with the framework itself now, what would be a proper place to continue this topic discussion? - so I dont clutter this thread anymore)
YojimboRatchet Posted September 18, 2020 Posted September 18, 2020 11 hours ago, Vyxenne said: This post totally ignores everything Ashal has posted here lately and is a textbook example of passive-aggressive whining because in your expert opinion, which of course is all about YOU, he's taking too long. very nice. i asked a simple question, and made a simple comment. there was no malicious intent, nor was i pretending to be an "expert" at all. unlike your post, which was clearly not even close to being on the mark, i mean seriously, where the fuck do you see me "whining" ? or even that my comments was all "about me" ? because if that's your definition of either of your comments, go back to school... if this is the kind of stupid-ass comment that will be posted when someone makes a legit suggestion, or asks a simple question, then why bother wasting time at all posting.
Sailing Rebel Posted September 18, 2020 Posted September 18, 2020 7 hours ago, FFXV_Noctis said: Ah good, well maybe you can help me then.. As i mentioned previously I already discovered that it only triggers with Defeat style mods. What i am trying to do is fix it, if possible. You mentioned you ran across this issue in your aroused Creatures mod.. Any chance you can share what in the script caused it and how you fixed it? (Also, since this is seemingly confirmed to have nothing to do with the framework itself now, what would be a proper place to continue this topic discussion? - so I dont clutter this thread anymore) I fixed it by not using DisablePlayerControls(). The issue I encountered was that disabling player movement in a SexLab mod event could lead to the progress of the scene halting until the console is opened and closed. It seems as though altering the controls while the scene is in progress, even if it is in the closing events after the actual animation has ended, is the trigger for this behaviour. I'm making a guess that disabling controls at all during the animation, even if it has nothing to do with the animation or SL, may cause the same result. My solution to preventing PC movement in these situations was to use SetPlayerAIDriven() instead - this may not be appropriate for other mods. You'll find alternative methods for movement restriction mentioned on the DisablePlayerControls() wiki entry.
FFXV_Noctis Posted September 19, 2020 Posted September 19, 2020 15 hours ago, Sailing Rebel said: I fixed it by not using DisablePlayerControls(). The issue I encountered was that disabling player movement in a SexLab mod event could lead to the progress of the scene halting until the console is opened and closed. It seems as though altering the controls while the scene is in progress, even if it is in the closing events after the actual animation has ended, is the trigger for this behaviour. I'm making a guess that disabling controls at all during the animation, even if it has nothing to do with the animation or SL, may cause the same result. My solution to preventing PC movement in these situations was to use SetPlayerAIDriven() instead - this may not be appropriate for other mods. You'll find alternative methods for movement restriction mentioned on the DisablePlayerControls() wiki entry. Gotcha, And this may be the case for Defeat (the DefeatConfig.psc has this, although it doesnt seem possible to just edit the Defeat mod, seems it will require a complete rewrite since it has too many unrecognized variables) Although the Scent of Sex mod doesnt use this in any of its scripts that i could find. Thanks to your suggestion however i have discovered that sexlab itself uses this command to Lock the player in place during animations and im now confident that this IS a Sexlab framework issue. The command is used in its LockActor function found in both sslEffectDebug.psc and sslTroubleshoot.psc. So hopefully Ashal can elaborate on whether or not these two scripts are actively used in the Framework, or if they are just Debug scripts as the name implies
Sailing Rebel Posted September 19, 2020 Posted September 19, 2020 8 hours ago, FFXV_Noctis said: So hopefully Ashal can elaborate on whether or not these two scripts are actively used in the Framework, or if they are just Debug scripts as the name implies Clearly SLs use of this function is not the issue or the animations would not work at all. Keep in mind that SL mods need to be compatible with SL, not so much the other way around. Also SL is able to handle 3p-5p animations just fine without stalling. For instance, Aroused Creatures is able to handle 3p+ animations and lock player movement between chained animations without any reported issues. If an SL mod is causing this stalling then you will need to identify which one and take the issue to the mod author.
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