Jump to content

SexLab SE - Sex Animation Framework v1.66c - 08/25/2026


Recommended Posts

Posted
1 hour ago, Psalam said:

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). 

I tried moving things around in the load order. I use the Nexus Mod Manager for most of the mods and I used 7zip to extract the SexLab and SOS mods to the data folder. Everything is working except for the animations still. Do I need to install the animations separately? How do I check FNIS for the skeleton?

Posted
2 hours ago, Airconditioning3 said:

How do I check FNIS for the skeleton?

Read the text you get after using FNIS. The skeleton details are near the top. And any warning or error line must be fixed.

Posted
10 hours ago, Airconditioning3 said:

I tried moving things around in the load order. I use the Nexus Mod Manager for most of the mods and I used 7zip to extract the SexLab and SOS mods to the data folder. Everything is working except for the animations still. Do I need to install the animations separately? How do I check FNIS for the skeleton?

1) The SexLab animations come with SexLab. Nothing else is needed there. If you have other animations you will need the SexLab Animation Loader. If you have other animations make sure that you register them through the MCM when you start the game (or load new animations). Failure to do so will keep those animations from working.

 

2) Checking FNIS is as simple as running FNIS for users. The output will be text (which you can copy and paste if you need to share). As I said, what you need to know is likely at the very beginning.

Posted

I reinstalled everything. This time I worked with LE since it seems that works easier from peoples statements.

I got the SexLabFramework property SexLab auto to compile with no errors.

 

I will work with this a bit and then try everything I did on SE.

Posted

My last comment was sharing I got it to work in LE. Before I could move forward to try with SE I had to document what I did prior. I hope this is ok to put here.

 

I have a blog where I post my own notes. I know this is a SE thread but here is what I did to get it working with LE if anyone is interested. It's not 100% polished but it works. I will add more detail and screenshots later.

http://miscprojects.net/2020/12/30/configure-skyrim-le-for-sexlab-framework-development-using-mo2/

 

I am tired. I will try getting it to work with SE later.

Posted

Hi, I am trying to setup modding environment to make a SL / SLA mod. I extracted the needed source files to data/source/scripts. I am working with SSE and seems that creation kit requires the sources to be in that directory. I got some example papyrus code but for some reason I get papyrus compile errors from within SL papyrus scripts. Arent the source files from the SL FULL package enough for development?

compiling sslThreadModel gives me these errors:

Compiling "sslThreadModel"...
D:\steam\steamapps\common\Skyrim Special Edition - Modding\Data\Source\Scripts\sslThreadController.psc(392,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel
D:\steam\steamapps\common\Skyrim Special Edition - Modding\Data\Source\Scripts\SexLabFramework.psc(3032,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state

 

What I have done wrong that the SL papyrus scripts dont compile?

 

Posted

In a default setting, the actor position between a male and a female seems always reverse, I'm wondering it's a bug or not. How do I fix this besides hitting that swap actor position button every single time?

Posted

Have anyone meet the random crash / CTD problem before? I tested all the mod it showed me if I disable sexlab (and the mods which need it) there will be no random CTD. But as long as I enable it, my game will crash around 4 ~ 30 minutes. I am using skyrim se and newest skse. 

 

Loot showed that my mod order is fine. And I did update the fins each time. The random CTD still happens. Normally I walk to some place then the game crashed. 

image.png.dd6d9240af1304f0c379cd16e6199538.png

 

 

This is one of the log, not sure if it help:

 

stack:
    [ (0001E68C)].Sound.Play() - "<native>" Line ?
    [ (000B77B1)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ?
[01/02/2021 - 09:28:08PM] SEXLAB - Thread[0] Setup - [sslthreadcontroller <SexLabThread00 (05061EEF)>]
[01/02/2021 - 09:28:08PM] SexLab Threads: [[sslthreadcontroller <SexLabThread00 (05061EEF)>], [sslthreadcontroller <SexLabThread01 (05062452)>], [sslthreadcontroller <SexLabThread02 (0506C62C)>], [sslthreadcontroller <SexLabThread03 (0506C62D)>], [sslthreadcontroller <SexLabThread04 (0506C62E)>], [sslthreadcontroller <SexLabThread05 (0506C62F)>], [sslthreadcontroller <SexLabThread06 (0506C630)>], [sslthreadcontroller <SexLabThread07 (0506C631)>], [sslthreadcontroller <SexLabThread08 (0506C632)>], [sslthreadcontroller <SexLabThread09 (0506C633)>], [sslthreadcontroller <SexLabThread10 (0506C634)>], [sslthreadcontroller <SexLabThread11 (0506C635)>], [sslthreadcontroller <SexLabThread12 (0506C636)>], [sslthreadcontroller <SexLabThread13 (0506C637)>], [sslthreadcontroller <SexLabThread14 (0506C638)>]]
[01/02/2021 - 09:28:08PM] SEXLAB - NOTICE: SexLabFramework - Enabled
[01/02/2021 - 09:28:08PM] SexLab  - SexLab v1.63 SE dev beta 8 - Ready!
[01/02/2021 - 09:28:08PM] SEXLAB - CleanActorStorage: Starting...
[01/02/2021 - 09:28:08PM] SEXLAB - CleanActorStorage: Done - 1
[01/02/2021 - 09:28:18PM] ERROR: Object reference has no 3D
stack:
    [ (0001E68C)].Sound.Play() - "<native>" Line ?
    [ (000B77B5)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ?
[01/02/2021 - 09:28:19PM] ERROR: Object reference has no 3D
stack:
    [ (0001E68C)].Sound.Play() - "<native>" Line ?
    [ (000B77B8)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ?
[01/02/2021 - 09:28:20PM] ERROR: Object reference has no 3D
stack:
    [ (0001E68C)].Sound.Play() - "<native>" Line ?
    [ (000B77B4)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ?
[01/02/2021 - 09:28:39PM] ERROR: Cannot call ClearTagCache() on a None object, aborting function call
stack:
    [SexLabConfigurationMenu (05079840)].sslConfigMenu.OnConfigClose() - "sslConfigMenu.psc" Line 377
    [SexLabConfigurationMenu (05079840)].sslConfigMenu.CloseConfig() - "SKI_ConfigBase.psc" Line 840
    [SKI_ConfigManagerInstance (06000802)].SKI_ConfigManager.OnMenuClose() - "SKI_ConfigManager.psc" Line 124
[01/02/2021 - 09:30:16PM] VM is freezing...
[01/02/2021 - 09:30:16PM] VM is frozen
[01/02/2021 - 09:30:17PM] Log closed

Posted

I'm not exactly sure where to ask this but, is there anything I can do for misaligned bed animations. Specifically, I added those Whiterun Healing Altars to the SexlabBeds list as an attempt at "modding" but the animations are turned a full 90 degrees. I'm a beginner at modding so I'm not fully aware of how the bed animations are aligned but I thought turning the model in nifskope 90 degrees would help, actually just Zeroed it out since the Z axis was at 90 already, but the problem persists [Unless I did that wrong]. Though I think I didn't since the vanilla pillows on the altars disappeared after I changed the Nif. After turning it, I realized the animation must be attached to the sleep marker on the model which was turned with nifskope too and I'm not sure if something can be done to change just the alignment on the Altar.

 

 

 

ScreenShot26.png

ScreenShot25.png

Posted

Anybody running into that old issue where during scenes the player and sometimes the NPCs get scaled to .01 and you have to select them and use the setscale command to get them back

Posted

I spent a week trying to figure out why SexLab would crash Skyrim as soon as it was done initializing.

 

NetScriptFramework told me it had something to do with PapyrusUtil.

 

I finally got fed up with the whole ordeal and started from scratch after choosing the nuclear option.  And since this time i'd like to avoid those crashes i was hoping that people could tell me which exact version of PapyrusUtil i'm supposed to be using.  Is it the Nexus version or the one that ships with SexLab?

Posted
21 hours ago, GunslingerGirl93 said:

I'm not exactly sure where to ask this but, is there anything I can do for misaligned bed animations. Specifically, I added those Whiterun Healing Altars to the SexlabBeds list as an attempt at "modding" but the animations are turned a full 90 degrees. I'm a beginner at modding so I'm not fully aware of how the bed animations are aligned but I thought turning the model in nifskope 90 degrees would help, actually just Zeroed it out since the Z axis was at 90 already, but the problem persists [Unless I did that wrong]. Though I think I didn't since the vanilla pillows on the altars disappeared after I changed the Nif. After turning it, I realized the animation must be attached to the sleep marker on the model which was turned with nifskope too and I'm not sure if something can be done to change just the alignment on the Altar.

 

 

 

ScreenShot26.png

ScreenShot25.png

 

The SexLab Utility Plus can be the solution but usually you don't need to add the altar if already someone can sleep in there because that means that over the altar is placed a invisible bed.

 

by the way to correct something like the rotation of the animation for one specific object/furniture you need to use scripts

Posted
5 hours ago, akspyder said:

Anybody running into that old issue where during scenes the player and sometimes the NPCs get scaled to .01 and you have to select them and use the setscale command to get them back

that happen only when more than one mod are overridden the script file "sslActorAlias" and the mod author specific said that "don't allow any other mod to override my scripts"

Posted
On 1/2/2021 at 2:12 PM, poporaltemporal said:

Hi, I am trying to setup modding environment to make a SL / SLA mod. I extracted the needed source files to data/source/scripts. I am working with SSE and seems that creation kit requires the sources to be in that directory. I got some example papyrus code but for some reason I get papyrus compile errors from within SL papyrus scripts. Arent the source files from the SL FULL package enough for development?

compiling sslThreadModel gives me these errors:

Compiling "sslThreadModel"...
D:\steam\steamapps\common\Skyrim Special Edition - Modding\Data\Source\Scripts\sslThreadController.psc(392,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel
D:\steam\steamapps\common\Skyrim Special Edition - Modding\Data\Source\Scripts\SexLabFramework.psc(3032,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state

 

What I have done wrong that the SL papyrus scripts dont compile?

The script sources in the current beta 8 download look correct. Did you decompile the PEX files? Anything overwriting those files?

Posted
On 1/2/2021 at 5:22 PM, DORAIBA666 said:

In a default setting, the actor position between a male and a female seems always reverse, I'm wondering it's a bug or not. How do I fix this besides hitting that swap actor position button every single time?

The positions of the actors depends on what mod starts the scene. In a 2P hetero scene, standard ordering is that the female should be in the first position and the male in the second, but SexLab does not force that to happen automatically. (It also depends on the animation, but if you have this problem with all animations then it's not that.)

 

So the problem is going to be with whatever mod you're using to start the scene - not SexLab.

Posted
On 1/3/2021 at 4:00 AM, QueenAlpaca said:

Have anyone meet the random crash / CTD problem before? I tested all the mod it showed me if I disable sexlab (and the mods which need it) there will be no random CTD. But as long as I enable it, my game will crash around 4 ~ 30 minutes. I am using skyrim se and newest skse.

The Papyrus log does not help to diagnose CTD problems. Install .NET Script Framework, crash the game, and upload the crash dump as an attachment.

Posted
On 1/3/2021 at 3:25 PM, dragonlover32 said:

is it possible for this mod to work without SkyUI SE?

SkyUI's MCM is required. There is a mod out there that reverts the UI changes but allows you to keep the MCM part - "SkyUI Away" or something.

Posted
4 hours ago, PegasusKoga said:

I finally got fed up with the whole ordeal and started from scratch after choosing the nuclear option.  And since this time i'd like to avoid those crashes i was hoping that people could tell me which exact version of PapyrusUtil i'm supposed to be using.  Is it the Nexus version or the one that ships with SexLab?

They're the same.

 

The dump might say the crash happened in PapyrusUtil, but it's quite possible that the actual problem is somewhere else that uses PapyrusUtil.

Posted
1 hour ago, tasairis said:

They're the same.

 

The dump might say the crash happened in PapyrusUtil, but it's quite possible that the actual problem is somewhere else that uses PapyrusUtil.

Thanks for letting me know.

Posted
11 hours ago, tasairis said:

The script sources in the current beta 8 download look correct. Did you decompile the PEX files? Anything overwriting those files?

Extracted all to new copy of skyrim se that I use for modding. However its possible that it has gone somehow wrong as some mods overridde sl sexlab files and just figured I forgot to reextract SLA there.

Actually I would love some tips how to handle sexlab mod development with MO2. It seemed to work great except the fact that creation kit internal papyrus editor edited scripts in different path than notepad++ and some how some of the edited scripts go to MO2 override folder and not to skyrim/data... Using mo2 for editing would be great as I can verify that the setup is working with game instead of copying stuff by hand.

Posted
55 minutes ago, poporaltemporal said:

Extracted all to new copy of skyrim se that I use for modding. However its possible that it has gone somehow wrong as some mods overridde sl sexlab files and just figured I forgot to reextract SLA there.

Actually I would love some tips how to handle sexlab mod development with MO2. It seemed to work great except the fact that creation kit internal papyrus editor edited scripts in different path than notepad++ and some how some of the edited scripts go to MO2 override folder and not to skyrim/data... Using mo2 for editing would be great as I can verify that the setup is working with game instead of copying stuff by hand.

While I'm not sure about Np++, at least with vscode there is a Papyrus compiler plugin that you can install. I then launch VScode via mo2 so that it has access to the vfs for compiling and then when I compile the compiled .pex are sent to the vscode output folder I have setup. This workflow is pretty seamless for me, and has a bunch of advantages over using the papyrus editor in the ck (for example not crashing all the time).


EDIT: Looks like there is a Np++ papyrus plugin that might work the same way, so you could test that.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...