Astarte29 Posted December 20, 2020 Posted December 20, 2020 13 hours ago, Jimmy_G said: so after i have instaled it manly i need to open skyrim and trun it on Yes. Load the mod in your load order, by organizer or manually. Run skyrim. Wait for the mods to load-sometimes it can take a little time. Open the MCM and look to see if Sexlab's menu is visible. Select it. look for the message that says to Install it (within the game.) If you do not confirm in this step, it will not activate. Close the menu, as it says to do. wait for the message to say that Sexlab has installed. Open up the MCM Sexlab tab again, and you should see multiple submenus waiting for you to customize your sexy skyrim experience. if you get your set up just as you want it, you can save the settings for another game play. There's an option in the debug menu to do that. Given what you've said about having dyslexia, I'm thinking it might save a lot of frustration for you once you've set it up as you want it.
komenavos Posted December 20, 2020 Posted December 20, 2020 I need to pause the animations to align the characters, because the animation changes before i finished aligning, any key to do pause? also any way i can render the game like this https://www.redgifs.com/watch/giddyinbornbug for a better alignment?
Sailing Rebel Posted December 20, 2020 Posted December 20, 2020 2 hours ago, komenavos said: I need to pause the animations to align the characters, because the animation changes before i finished aligning, any key to do pause? also any way i can render the game like this https://www.redgifs.com/watch/giddyinbornbug for a better alignment? Go to Animation Setting and disable Auto-Advance Stages until you are done making adjustments. Also keep in mind that by default these changes are applied to all stages together. This can be changed under Player Hotkeys. Toggle the free camera with Num 3 or it can be set to automatic under Animation Settings. 1
Jimmy_G Posted December 20, 2020 Posted December 20, 2020 10 hours ago, Astarte29 said: Yes. Load the mod in your load order, by organizer or manually. Run skyrim. Wait for the mods to load-sometimes it can take a little time. Open the MCM and look to see if Sexlab's menu is visible. Select it. look for the message that says to Install it (within the game.) If you do not confirm in this step, it will not activate. Close the menu, as it says to do. wait for the message to say that Sexlab has installed. Open up the MCM Sexlab tab again, and you should see multiple submenus waiting for you to customize your sexy skyrim experience. if you get your set up just as you want it, you can save the settings for another game play. There's an option in the debug menu to do that. Given what you've said about having dyslexia, I'm thinking it might save a lot of frustration for you once you've set it up as you want it. my bro is a bot and told me to download the rong mod win he was helping me i got it to work thow
whowasphone Posted December 20, 2020 Posted December 20, 2020 is there a way to remove certain animations? I only really use some of them and these mods are taking a toll on how much animation I can have, I hope to reduce that abit.
tasairis Posted December 20, 2020 Posted December 20, 2020 50 minutes ago, DoritoJunkie said: is there a way to remove certain animations? I only really use some of them and these mods are taking a toll on how much animation I can have, I hope to reduce that abit. 1. Disable the animations in SLAL's menu (if a SLAL animation pack) or in SexLab's (if a bundled animation) 2. Rebuild the animation registry (SL's Debug page)
whowasphone Posted December 21, 2020 Posted December 21, 2020 2 hours ago, tasairis said: 1. Disable the animations in SLAL's menu (if a SLAL animation pack) or in SexLab's (if a bundled animation) 2. Rebuild the animation registry (SL's Debug page) No, what I meant is editing the files so that FNIS/Nemesis doesn't detect them when building
tasairis Posted December 21, 2020 Posted December 21, 2020 1 minute ago, DoritoJunkie said: No, what I meant is editing the files so that FNIS/Nemesis doesn't detect them when building Easiest method is probably to edit the FNIS config source files for each mod and "comment out" (insert an apostrophe at the beginning of the line) the animation data you don't want. Then rebuild. You still have to disable them in-game.
trudoviks Posted December 21, 2020 Posted December 21, 2020 On 12/19/2020 at 11:03 AM, Just Don't said: And what's the issue? Matchmaker works fine for me, but you don't say what's the exact issue to discard problems in other steps of the setup. If you had Sexlab light installed before make sure and double sure you removed these mods completely (and if this isn't in a new game without these mods, check that your save is clean). Alright -- I managed to get MatchMaker to work, and now I have a bit of a problem with loading a specific animation with it. How do you do it? Thanks. Sorry for not getting back to you earlier as well. I have my animations loaded with SLAL, but now how do you load it in a Matchmaker scene?
Just Don't Posted December 21, 2020 Posted December 21, 2020 7 hours ago, trudoviks said: Alright -- I managed to get MatchMaker to work, and now I have a bit of a problem with loading a specific animation with it. How do you do it? Thanks. Sorry for not getting back to you earlier as well. I have my animations loaded with SLAL, but now how do you load it in a Matchmaker scene? Once you register the animations in SLAL that's it. Matchmaker doesn't let you select which animations will play (you can start a random animation through the spells and then use the Sexlab hotkeys to switch to a different one, but that doesn't sound like a good fix for your case). To start specific animations or type of animations there are other options (for reference see the Sexlab Index SE or SSE Conversion Tracking posts linked in my signature).
skyrimiraj Posted December 22, 2020 Posted December 22, 2020 I've got an interesting issue I can't seem to figure out. I can't get the animations included with Sexlab SSE to work, but all the animations I load through SLAL work fine. I've checked to make sure the original animations aren't suppressed. FNIS works fine. The only thing different about how I installed this game was that I used Wabbajack to load this SSE build and modified it. I've already found a Suppressed List.json file and removed it. I've reinstalled Sexlab with a newly downloaded version and rechecked the original animations are there and activated, along with installing the newest FNIS XL. When any foreplay animation activates or any of the original animations, the characters just stand there, strip and make noises. Sometimes they occupy the same place so they clip through each other, sometimes they are a few feet apart. I'm a little clueless about what's going on. I would expect that if there were animation problems, they would be happening with all animations.
LewdZenn Posted December 27, 2020 Posted December 27, 2020 This is probably a big ask, not really sure how much work would have to be done, but thought it was worth asking anyway. Would it be possible to somehow get mods that requires SexLab working with OSA/OSex? OStim now supports SexLab animations (with a bit of work) and after messing around with it a bit thought it'd be cool to have that system working with some of the scenario based mods.
CGI_Models Posted December 27, 2020 Posted December 27, 2020 Hi - Spent the last week learning all I can on the creation kit for Skyrim SE. I am now trying to follow the SexLab Framework Tutorial posted here: https://www.loverslab.com/topic/35451-sexlab-creation-kit-tutorial-for-beginners-make-actor-play-animations/ I cannot get past this: SexLabFramework property SexLab auto I get this message: unknown type sexlabframework I cannot get any further till I fix this. Would appreciate help. Thank you
tasairis Posted December 28, 2020 Posted December 28, 2020 16 hours ago, LewdManoSaurus said: This is probably a big ask, not really sure how much work would have to be done, but thought it was worth asking anyway. Would it be possible to somehow get mods that requires SexLab working with OSA/OSex? OStim now supports SexLab animations (with a bit of work) and after messing around with it a bit thought it'd be cool to have that system working with some of the scenario based mods. Mods that require SexLab do so because they specifically ask SexLab to do things. To make it work with OS* someone would have to duplicate many of the SexLab scripts (eg, SexLabFramework.psc) with the same functions, plus assorted other parts (eg, sslBaseAnimation objects), so that they run through OS* instead. It would be a significant amount of effort, and quite possibly not even feasible to duplicate enough of SexLab's functionality so that "many" SexLab mods would be able to work with it. So no.
tasairis Posted December 28, 2020 Posted December 28, 2020 1 hour ago, CyberInfluencer said: Hi - Spent the last week learning all I can on the creation kit for Skyrim SE. I am now trying to follow the SexLab Framework Tutorial posted here: https://www.loverslab.com/topic/35451-sexlab-creation-kit-tutorial-for-beginners-make-actor-play-animations/ I cannot get past this: SexLabFramework property SexLab auto I get this message: unknown type sexlabframework I cannot get any further till I fix this. Would appreciate help. Thank you Creation Kit needs to have access to all the possible script sources that might be required. That means SexLab's own scripts have to be available*, but even more than that you might need the source scripts from: - FNIS (probably) - Mfg Fix (maybe not anymore, my list of dependencies is old) - RaceMenu (maybe?) - SkyUI (maybe) Plus whatever dependencies those need... So basically, if you have a working game with mods, have that same list of mods active when you run Creation Kit. * In MO2 terms, SexLab and other mods have to be enabled in the left pane. Doesn't matter if they're enabled in the right pane, and the ESPs do not have to be loaded in CK to be able to use the scripts.
LewdZenn Posted December 28, 2020 Posted December 28, 2020 5 hours ago, tasairis said: Mods that require SexLab do so because they specifically ask SexLab to do things. To make it work with OS* someone would have to duplicate many of the SexLab scripts (eg, SexLabFramework.psc) with the same functions, plus assorted other parts (eg, sslBaseAnimation objects), so that they run through OS* instead. It would be a significant amount of effort, and quite possibly not even feasible to duplicate enough of SexLab's functionality so that "many" SexLab mods would be able to work with it. So no. Ah, thanks for the explanation.
CGI_Models Posted December 28, 2020 Posted December 28, 2020 17 hours ago, tasairis said: Creation Kit needs to have access to all the possible script sources that might be required. That means SexLab's own scripts have to be available*, but even more than that you might need the source scripts from: - FNIS (probably) - Mfg Fix (maybe not anymore, my list of dependencies is old) - RaceMenu (maybe?) - SkyUI (maybe) Plus whatever dependencies those need... So basically, if you have a working game with mods, have that same list of mods active when you run Creation Kit. * In MO2 terms, SexLab and other mods have to be enabled in the left pane. Doesn't matter if they're enabled in the right pane, and the ESPs do not have to be loaded in CK to be able to use the scripts. I have all the dependencies installed. I have stuff that requires SexLab in the game working. When I check the folders in MO2, I see the source files in their respective places. Unless I am supposed to copy them all to some other location, that I am not aware of? I spent hours and hours searching on how to get this part to work. I find many posts of people asking the same question, but not how they fixed it. I am going nuts as this should not be so hard. Thank you
CGI_Models Posted December 28, 2020 Posted December 28, 2020 That tutorial is from 2014 - I know a lot has changed from then to now 2020 with SE. Wish I knew what it was so I can get this to work.
tasairis Posted December 28, 2020 Posted December 28, 2020 5 hours ago, CyberInfluencer said: I have all the dependencies installed. I have stuff that requires SexLab in the game working. When I check the folders in MO2, I see the source files in their respective places. Unless I am supposed to copy them all to some other location, that I am not aware of? Ah, yes, I forgot about that problem. CK SE looks for script sources in \source\scripts by default, but CK LE originally wanted them in \scripts\source. Some mods for SE use the old path and some use the new path. You'll have to rearrange the script sources for all your mods to all use the same path, and then if you chose the old path also update that one INI file as seen in the link.
CGI_Models Posted December 29, 2020 Posted December 29, 2020 39 minutes ago, tasairis said: You'll have to rearrange the script sources for all your mods to all use the same path Everything you just said makes sense but I am unsure how to do this. I changed the path for Papyrus in the CreationKit.ini file. [Papyrus] sScriptSourceFolder=Data\Scripts\Source I copied all the scripts there and got loads of errors. Then I made sure all the scripts were in both the orginal and the new folder. I couldn't even compile Debug.MessageBox("HELLO") I then changed it to sScriptSourceFolder=Data\Scripts\Source and put all the scripts back. This way I am at least back to where I started. I have be close. I cannot be the only person in the world not to get this working. When I am done, I will post in this thread the steps I took to get this to work. I just need to figure it out. Thank you
tasairis Posted December 29, 2020 Posted December 29, 2020 2 hours ago, CyberInfluencer said: Everything you just said makes sense but I am unsure how to do this. 1. Pick a path: source\scripts (new) or scripts\source (old). If you want the old style then update the .ini file. 2. Make sure all sources use that path. Not just in the mods whose scripts you need to compile stuff, but the base Skyrim and SKSE sources too. I think that last part there tripped you up. 3. ??? 4. Profit!
zarantha Posted December 29, 2020 Posted December 29, 2020 2 hours ago, CyberInfluencer said: Everything you just said makes sense but I am unsure how to do this. I changed the path for Papyrus in the CreationKit.ini file. [Papyrus] sScriptSourceFolder=Data\Scripts\Source I copied all the scripts there and got loads of errors. Then I made sure all the scripts were in both the orginal and the new folder. I couldn't even compile Debug.MessageBox("HELLO") I then changed it to sScriptSourceFolder=Data\Scripts\Source and put all the scripts back. This way I am at least back to where I started. I have be close. I cannot be the only person in the world not to get this working. When I am done, I will post in this thread the steps I took to get this to work. I just need to figure it out. Thank you Your script location is typed the same both times - either that's your problem or it's a typo. You are launching the CK from MO2, right? If not, then the source scripts need to be copied to the configured location in your actual data folder. The simplest way is good old copy/paste. Copy the source files the alternate location in the mod staging folder (right click open in explorer on the left side) to the location you have configured for the CK. You need to do this for each mod you will need the source files for compiling. I tend to just cross copy everything to both locations. So I have two copies of the script, one in \source\scripts and one in \scripts\source, so it doesn't matter if I have a brain fart on where I have the sources configured to. Or use another compiler other than the CK where you can tell it to use multiple source locations. I like the notepad++ compiler instead of the CK.
CGI_Models Posted December 29, 2020 Posted December 29, 2020 Yes that was a typo, sorry. Trying to copy things back and forth. Will give an update in a few. Appreciate all the help.
Airconditioning3 Posted December 29, 2020 Posted December 29, 2020 The animations dont seem to work for me. the characters just stand still. Do CBBE mods and the maximum skeleton mod interfere with the animations? Anyone know how to fix this?
Psalam Posted December 29, 2020 Posted December 29, 2020 1 hour ago, Airconditioning3 said: The animations dont seem to work for me. the characters just stand still. Do CBBE mods and the maximum skeleton mod interfere with the animations? Anyone know how to fix this? Quite the opposite, in fact. SexLab requires the XPMSE skeleton to work and a failure of animations is often caused by an incorrect skeleton. If you use Vortex or MO (or MO2) make certain that nothing is writing over your skeleton. If you are using NMM or not using a mod manager make certain that the skeleton comes near the end of your load order. A simple check is to run FNIS and see what it's description of your skeleton is (it's usually among the first things listed).
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