poporaltemporal Posted January 5, 2021 Posted January 5, 2021 2 hours ago, osmosis-wrench said: 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. Thanks for the tips. Will try things out.
tasairis Posted January 5, 2021 Posted January 5, 2021 5 hours ago, poporaltemporal said: 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. My workflow is a little more complicated - and probably unnecessarily so. I have VS Code running and open to whatever mod directory I'm working in. I can edit files to my heart's content there, however I use CK for compilation because most of the time I have it running anyways so I can sync the plugin with script changes (eg, properties). If I need to create a new script, I do that in CK, then edit the file directly in the overwrite directory. When I'm done with CK, I close and move files out of overwrite. For the times when I don't have/want CK running, I have a batch file that can compile scripts without using the VFS. Handy because it also means I don't need to run stuff through MO2 or have every little mod dependency enabled, though it does that a little more work to manage those dependencies (each mod has a text file listing what other mods it depends on, and those script sources are pulled in as additional directories for the compiler to scan). 1
poporaltemporal Posted January 6, 2021 Posted January 6, 2021 20 hours ago, tasairis said: My workflow is a little more complicated - and probably unnecessarily so. I have VS Code running and open to whatever mod directory I'm working in. I can edit files to my heart's content there, however I use CK for compilation because most of the time I have it running anyways so I can sync the plugin with script changes (eg, properties). If I need to create a new script, I do that in CK, then edit the file directly in the overwrite directory. When I'm done with CK, I close and move files out of overwrite. For the times when I don't have/want CK running, I have a batch file that can compile scripts without using the VFS. Handy because it also means I don't need to run stuff through MO2 or have every little mod dependency enabled, though it does that a little more work to manage those dependencies (each mod has a text file listing what other mods it depends on, and those script sources are pulled in as additional directories for the compiler to scan). Guess you can also make mo2 to point ck to edit specific mod you are working on too? Looked into notepad++ support yesterday and even notepad++ is awesome tool. VS is probably better pick. Just that I am doing stuff on age old PC and would like to keep everything as lightweight as possible. There for separate mod and the compile trick that you mentioned is very neat. CK is pretty monsterous and its good if you dont need to keep it running.
tasairis Posted January 7, 2021 Posted January 7, 2021 7 hours ago, poporaltemporal said: Guess you can also make mo2 to point ck to edit specific mod you are working on too? No? I have multiple MO2 profiles (with different sets of mods enabled) and some of them are for working on a particular mod. As in I'll have only that mod and its various dependencies enabled. 7 hours ago, poporaltemporal said: Looked into notepad++ support yesterday and even notepad++ is awesome tool. VS is probably better pick. Just that I am doing stuff on age old PC and would like to keep everything as lightweight as possible. There for separate mod and the compile trick that you mentioned is very neat. CK is pretty monsterous and its good if you dont need to keep it running. VS Code is somewhat lightweight, but Notepad++ with a Papyrus compiler plugin will be even more so.
Vyxenne Posted January 8, 2021 Posted January 8, 2021 On 12/29/2020 at 1:07 PM, 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? You must run GenerateFNISforUsers.exe.
Ounze Posted January 12, 2021 Posted January 12, 2021 So, been having a small problem with sexlab. Game crashes as it loads, any one have any ideas?
tasairis Posted January 14, 2021 Posted January 14, 2021 On 1/11/2021 at 7:49 PM, Ounze said: So, been having a small problem with sexlab. Game crashes as it loads, any one have any ideas? Whole bunch of possibilities. Make sure you have all your plugin dependencies enabled, check plugins for errors, and finally use .NET Script Framework to hopefully get a clue where the problem is coming from.
blsrazor Posted January 14, 2021 Posted January 14, 2021 Every time I play the game SexLabs tells me that I need to install the correct version of 1.62. Any Suggestions?
Vyxenne Posted January 15, 2021 Posted January 15, 2021 7 hours ago, blsrazor said: Every time I play the game SexLabs tells me that I need to install the correct version of 1.62. Any Suggestions? That's an Oldrim version. Apparently, either you have installed Oldrim Sexlab into your SSE game, confusing the hell out of it, or you have an Oldrim mod in SSE that is dependent on Oldrim Sexlab.
Vyxenne Posted January 15, 2021 Posted January 15, 2021 6 hours ago, TheBlessed00 said: Thank you! Finally got my own computer! Congratulations!
blsrazor Posted January 15, 2021 Posted January 15, 2021 3 hours ago, Vyxenne said: That's an Oldrim version. Apparently, either you have installed Oldrim Sexlab into your SSE game, confusing the hell out of it, or you have an Oldrim mod in SSE that is dependent on Oldrim Sexlab. I am currently running the SexLabFrameworkSE_v163_BATA8.7z from this thread. At the moment I was able to get the aminations to work however the MCM for SexLabs is still only showing an Install tab and nothing else. Also, there seems to be a misalignment in the animation where the male and female are not properly aligned.
nun56unn5ufg Posted January 15, 2021 Posted January 15, 2021 Anyone ever had the issue where the mouth closes for a split-second every few seconds during expression ? i made a video: http://t1.erome.com/330/5jpocFhp/thumbs/5JddEBJO.jpg i tried disabling lipsync. i prefer lipsync on because even though it doesnt fix the problem it makes it harder to notice. i have a minimalist mod list 44 mods: Spoiler . #Mod_Name "DLC: HearthFires" "DLC: Dragonborn" "DLC: Dawnguard" "Unofficial Skyrim Special Edition Patch" "Cleaned Skyrim SE Textures" "Static Mesh Improvement Mod (SMIM)" "Skyrim Project Optimization SE" "RaceMenu" "SSE Engine Fixes (skse64 plugin)" "SkyUI" "Alternate Start" "PapyrusUtil SE - Modders Scripting Utility Functions" "Fuz Ro D-oh - Silent Voice" "Stay At The System Page - Updated" "Wider MCM Menu for SkyUI" "AddItemMenu - Ultimate Mod Explorer" "UIExtensions" "Better MessageBox Controls" "Better Dialogue Controls" "FileAccess Interface for Skyrim SE Scripts - FISSES" "powerofthree's Papyrus Extender for SSE" ".NET Script Framework" "Address Library for SKSE Plugins" "Expressive Facial Animation - Female Edition EFA" "Expressive Facegen Morphs SE" "BodySlide and Outfit Studio - v4.9.1" "Caliente's Beautiful Bodies Enhancer -CBBE-" "CBPC - CBP Physics with Collisions" "HDT-SMP for SSE 1.5.97 v2.11" "SINful CBP" "CBBE 3BBB" "Demoniac_Texture" "Yundao Hair with physics SSE" "Nemesis" "SoS" "SexLabFrameworkSE_v163_BETA8" "sexlab tools (change scene)" "SexLabMatchMaker (LE)" "Mfg fix" "JContainers SE" "XP32 Maximum Skeleton Special Extended" "nemesis output" "skse output" removing mfg fix removes the stutter, but also removes all expressions other than blowjob's open mouth.
tasairis Posted January 15, 2021 Posted January 15, 2021 12 hours ago, blsrazor said: I am currently running the SexLabFrameworkSE_v163_BATA8.7z from this thread. At the moment I was able to get the aminations to work however the MCM for SexLabs is still only showing an Install tab and nothing else. Also, there seems to be a misalignment in the animation where the male and female are not properly aligned. If you're seeing the Install tab then SexLab is not installed properly. Do you have any mod overwriting SexLab's files?
blsrazor Posted January 15, 2021 Posted January 15, 2021 3 hours ago, tasairis said: If you're seeing the Install tab then SexLab is not installed properly. Do you have any mod overwriting SexLab's files? If you are meaning any other animation mods then no, I do have a few addons for SL though
Arizona_Steve Posted January 16, 2021 Posted January 16, 2021 Went and fixed the missing cum textures this morning - turns out that it's tied to the orgasm effects flag, which I don't use. I simply moved the cum code outside of that if statement (this is in sslactoralias.psc): if Config.OrgasmEffects ; Shake camera for player if IsPlayer && Game.GetCameraState() >= 8 Game.ShakeCamera(none, 1.00, 2.0) endIf ; Play SFX/Voice if !IsSilent PlayLouder(Voice.GetSound(100, false), ActorRef, Config.VoiceVolume) endIf PlayLouder(OrgasmFX, MarkerRef, Config.SFXVolume) endIf ; Apply cum to female positions from male position orgasm int i = Thread.ActorCount if i > 1 && Config.UseCum && (MalePosition || IsCreature) && (IsMale || IsCreature || (Config.AllowFFCum && IsFemale)) if i == 2 Thread.PositionAlias(IntIfElse(Position == 1, 0, 1)).ApplyCum() else while i > 0 i -= 1 if Position != i && Animation.IsCumSource(Position, i, Stage) Thread.PositionAlias(i).ApplyCum() endIf endWhile endIf endIf
Vyxenne Posted January 16, 2021 Posted January 16, 2021 40 minutes ago, Arizona_Steve said: Went and fixed the missing cum textures this morning - turns out that it's tied to the orgasm effects flag, which I don't use. I simply moved the cum code outside of that if statement (this is in sslactoralias.psc): if Config.OrgasmEffects ; Shake camera for player if IsPlayer && Game.GetCameraState() >= 8 Game.ShakeCamera(none, 1.00, 2.0) endIf ; Play SFX/Voice if !IsSilent PlayLouder(Voice.GetSound(100, false), ActorRef, Config.VoiceVolume) endIf PlayLouder(OrgasmFX, MarkerRef, Config.SFXVolume) endIf ; Apply cum to female positions from male position orgasm int i = Thread.ActorCount if i > 1 && Config.UseCum && (MalePosition || IsCreature) && (IsMale || IsCreature || (Config.AllowFFCum && IsFemale)) if i == 2 Thread.PositionAlias(IntIfElse(Position == 1, 0, 1)).ApplyCum() else while i > 0 i -= 1 if Position != i && Animation.IsCumSource(Position, i, Stage) Thread.PositionAlias(i).ApplyCum() endIf endWhile endIf endIf Bravo! Would you care to share the compiled version of the script for those of us who didn't pay attention during Papyrus 101 classes?
ChaosTheorist Posted January 16, 2021 Posted January 16, 2021 2 hours ago, Vyxenne said: Bravo! Would you care to share the compiled version of the script for those of us who didn't pay attention during Papyrus 101 classes? Um...I'm pretty sure you were playing hooky that day. Because I was there, and you weren't. Well, unless you were...sleeping...under Serana's desk....
Vyxenne Posted January 16, 2021 Posted January 16, 2021 44 minutes ago, ChaosTheorist said: unless you were...sleeping...under Serana's desk.... Yesssss... the view from there is magnificent....
Sorrow_421 Posted January 17, 2021 Posted January 17, 2021 MO2 says PapyrusUtil is incompatible "papyrusutil plugin version 2 (PapyrusUtil.dll, SexLabFrameworkSE_v) reported as incompatible during query." Should I ignore this? I also dowloaded the one from SkyrimSE Nexus and that also is incompatible. Did I miss an update? I reinstalled Skyrim SE yesterday. BTW the MCM of SexLab says its ok "green" Scratch that I fixed it.
Dg75 Posted January 17, 2021 Posted January 17, 2021 Hello I'm knew to skyrim SE. I've been on fallout 4 for the last few months since acquiring my first pc, and that's been one hell of a learning experience. Well so far I think I read up on fnis and have it and sexlab installed for se along with the script extender. I have xmps skeleton and noticed in its fomod a schlong of skyrim support, hopping over their and reading up that page it says to turn off naked body in sexlab. Is schlongs of skyrim a requirement for animated penis's. Im just looking to get the basics in now for working animations, so that other mods can call on animations when needed. Also are animations separate installs like they are for Fallout 4's AAF set up. Is thier up to date set up guide for adult animations?
tasairis Posted January 18, 2021 Posted January 18, 2021 15 minutes ago, redhound99 said: anyone got the discord for this? Announcements forum.
redhound99 Posted January 18, 2021 Posted January 18, 2021 so i am having a problem with SL by the looks of it. iv installed it from fresh and try to install with MCM it will say installed and ready but when i go back into MCM it says i need to install it again. i am also getting an error regarding sexlabutil.dll being missing or out dated. I reinstalled SSE and still get the same problem any help would be good. Please
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now