Ashal Posted February 17, 2021 Author Posted February 17, 2021 I should note, that while the GitHub version does have many changes over the current beta release, largely thanks to @osmelmc patching in some of their plugins functionality directly into the framework. Some of it is only "temporarily included" due to how the git merges worked out by including everything. Stuff such as the dd/zaz animation filtering and some of the gender handling changes are going to be reverted/removed in the final version.
blueowlpso2 Posted February 17, 2021 Posted February 17, 2021 3 hours ago, Ashal said: Fix/update your shit and follow directions if you think SexLabUtil.dll or PapyrusUtil.dll are incompatible. Because they are. Everything is up to date, ran ROOT, did everything I can... I'm just going to downgrade at this point. Thanks for the helpful tips including to point out that it is 100% my fault.
Just Don't Posted February 17, 2021 Posted February 17, 2021 5 minutes ago, blueowlpso2 said: Thanks for the helpful tips including to point out that it is 100% my fault. It is. Nothing good will come out of disguising this fact for you. The framework in its current build is working as expected with the latest version of the game and SKSE64.
OsmelMC Posted February 17, 2021 Posted February 17, 2021 19 hours ago, Vyxenne said: Don't tease me... Wait- tease me, I like it! Is done but still need @Ashal check and marge the GitHub Pull request. When you finally test it enable the "Restrict Strapon Use" option and Tag as "Straight" the animations that you want to exclude using SLATE or the "Toggle Animations" page options on the SexLab MCM and let me know.
Vyxenne Posted February 17, 2021 Posted February 17, 2021 10 hours ago, blueowlpso2 said: Whatever you say boomer. How incredibly rude. SexLab (with the latest PapyrusUtil SE) works (almost) perfectly for thousands of us. Clearly, the problem is in your installation. Please stop blaming SexLab for your personal problems.
Vyxenne Posted February 17, 2021 Posted February 17, 2021 1 hour ago, osmelmc said: Is done but still need @Ashal check and marge the GitHub Pull request. When you finally test it enable the "Restrict Strapon Use" option and Tag as "Straight" the animations that you want to exclude using SLATE or the "Toggle Animations" page options on the SexLab MCM and let me know. I'll keep checking GitHub and will install and test as soon as a new build is available. Thank you for fixing my pet peeve!!!! 1
blueowlpso2 Posted February 17, 2021 Posted February 17, 2021 23 minutes ago, Vyxenne said: How incredibly rude. SexLab (with the latest PapyrusUtil SE) works (almost) perfectly for thousands of us. Clearly, the problem is in your installation. Please stop blaming SexLab for your personal problems. First off, while I am rude, others are being rude to me also. So thanks everyone. Second, everything IS the latest. And I have followed what has been told to me to do... even MO2 from Ashal tiny script. Still resulting to the same conclusion. Everything indicates that it something with Sexlab, even the function Rebuild and Clean crashes my game...a function tied to Sexlab itself. Yet other mods that run through it, like SLEN, works fine. PapyrusUtil is overriding everything. So I'm frustrated
Psycho_Bill Posted February 17, 2021 Posted February 17, 2021 got a question, i have an outfit that uses slot 35(amulet) and the bottom part uses slot 49 both in the same .nif i am wanting just the slot 49 part to be removed during SL scenes. is there a way to do this like using "key words" in the CK or would they actually have to be two separate nifs?
Husky1o1 Posted February 17, 2021 Posted February 17, 2021 34 minutes ago, Psycho_Bill said: got a question, i have an outfit that uses slot 35(amulet) and the bottom part uses slot 49 both in the same .nif i am wanting just the slot 49 part to be removed during SL scenes. is there a way to do this like using "key words" in the CK or would they actually have to be two separate nifs? You need to split it into two separate pieces of armor (and two nifs) if you want them to behave independently.
tasairis Posted February 18, 2021 Posted February 18, 2021 6 hours ago, blueowlpso2 said: Second, everything IS the latest. And I have followed what has been told to me to do... even MO2 from Ashal tiny script. Still resulting to the same conclusion. Everything indicates that it something with Sexlab, even the function Rebuild and Clean crashes my game...a function tied to Sexlab itself. Yet other mods that run through it, like SLEN, works fine. PapyrusUtil is overriding everything. So I'm frustrated Get a crash dump from .NET Script Framework.
OsmelMC Posted February 18, 2021 Posted February 18, 2021 4 hours ago, Psycho_Bill said: got a question, i have an outfit that uses slot 35(amulet) and the bottom part uses slot 49 both in the same .nif i am wanting just the slot 49 part to be removed during SL scenes. is there a way to do this like using "key words" in the CK or would they actually have to be two separate nifs? In fact you can equip something like a ring with the slot 49 defined on the ESP file but not on the meshes. If the outfit have right defined the slot partition on the meshes when you equip the ring with the slot 49 just the slot partition of the outfit should disappear. But mostly depends of the render system because in my case sometimes I open the game and the render do what he please
Vyxenne Posted February 18, 2021 Posted February 18, 2021 6 hours ago, Psycho_Bill said: got a question, i have an outfit that uses slot 35(amulet) and the bottom part uses slot 49 both in the same .nif i am wanting just the slot 49 part to be removed during SL scenes. is there a way to do this like using "key words" in the CK or would they actually have to be two separate nifs? They would have to be two separate apparel items - one in Slot 35 and the other in Slot 49 - so yes, two separate nifs. This is astonishingly easy to do in Outfit Studio. If you send me the mod (or a link to it) and tell me which outfit it is (if the mod has more than one outfit), I'll be glad to split them up for you, assuming it's not 75 outfits in a marathon mod like Bikini Armor or Immersive Whatevers...
Vyxenne Posted February 18, 2021 Posted February 18, 2021 1 hour ago, osmelmc said: In fact you can equip something like a ring with the slot 49 defined on the ESP file but not on the meshes. It has been my experience that you can do this only if the shape has a NiSkinInstance (or no skin instance at all) - if it has a BSDismemberSkinInstance, the (primary) slot must be specified in the Partitions > Partitions data in the nif file. Also, while I realize you were using "slot 49" only as an example, I wouldn't think anyone would assign that slot to a ring since 49 is normally "Pelvis Primary/Outerwear" and normally used for skirts and pants.
ChosenVlor Posted February 18, 2021 Posted February 18, 2021 is there a reason that the only animations that play force a strapon on for the females, and force them into using it? even when its m/f. this is happening on a fresh install too
Psalam Posted February 18, 2021 Posted February 18, 2021 20 minutes ago, ChosenVlor said: is there a reason that the only animations that play force a strapon on for the females, and force them into using it? even when its m/f. this is happening on a fresh install too SexLab is a framework. That is, it is a resource that modders use. SexLab does NOT force anyone to use strap-ons. However, the mods that you use that require SexLab may. What you need is to look for a different set of mods if you are unhappy with the position. Alternatively. SexLab comes with hotkeys. IIRC the "+/=" key will swap the positions in the current animation. So, if your female is putting on a strap-on to fuck your male and you don't like it, just hit =. Example: Spoiler Let me illustrate with one of my mods: Some Consensual Sex. The original mod file places the player in the male position for sex. Because of the requests that I received I added a second file that placed the player in the female position for sex. SexLab did not choose those positions, I did.
Sailing Rebel Posted February 19, 2021 Posted February 19, 2021 @osmelmc Is there any chance we could see a feature that would automatically invalidate affected animation caches when AddTag() or RemoveTag() are used? Right now I'm just clearing all the caches whenever a user updates the tags, which is less than ideal. I see there is a InvalidateByAnimation() but we would probably also need an InvalidateByTag() which would cover both required and suppressed tags. Tall order, I know.
OsmelMC Posted February 19, 2021 Posted February 19, 2021 3 hours ago, Sailing Rebel said: @osmelmc Is there any chance we could see a feature that would automatically invalidate affected animation caches when AddTag() or RemoveTag() are used? Right now I'm just clearing all the caches whenever a user updates the tags, which is less than ideal. I see there is a InvalidateByAnimation() but we would probably also need an InvalidateByTag() which would cover both required and suppressed tags. Tall order, I know. To automatically clean/update the CACHE when Mods like SLATE add or remove Tags I have to modified the sslBaseObject and I'm trying to avoid that at less for now. Clean the CACHE is the most easy and faster for me right now because I usually charge many tags using the SLATE and try something more specific is good when is just one Tag or Animation but if I have to do it for more than one tag or Animation probably will take more time that clean the cache and start over. But yes I will make the InvalidateByTag function because is really easy but I not sure where will fit better. The CACHE is Cleaned when some Animation is added/removed or enabled/disable also if some tag is added/removed using the options of the "Toggle Animations" page on the SexLab MCM. Of course the CACHE are two so if you Toggle some Creature Animation the CACHE cleaned will be the Creatures CACHE, same happen for Humanoids Animations. By the way the "Toggle Animations" page also allow you select the Animation for the "Animation Editor" page just with hold the Ctrl key while Click over the Animation, then you have to go to the "Animation Editor" page because that part still is not automatic. The Ctrl key have more hidden applications that I describe on my Tweak Download topic.
OsmelMC Posted February 19, 2021 Posted February 19, 2021 11 hours ago, ChosenVlor said: is there a reason that the only animations that play force a strapon on for the females, and force them into using it? even when its m/f. this is happening on a fresh install too The Strap-on on Females only are showed when the Female is on the Male position that means that the real FF Animations don't equip Strap-on. If the Animation have the FF tag but one of the positions is really for Male actors, is just wrongly tagged. To disable the Strap-on just disable the "Female Use Strap-ons" option on the "Animation Settings" page. PS: Some Lesbian Animations have "Double Dildos" and are not related with the Strap-on option
Sailing Rebel Posted February 19, 2021 Posted February 19, 2021 7 hours ago, osmelmc said: But yes I will make the InvalidateByTag function because is really easy but I not sure where will fit better. I can work with just InvalidateByTag(), that would be great. 1
Psycho_Bill Posted February 20, 2021 Posted February 20, 2021 On 2/17/2021 at 9:09 PM, osmelmc said: In fact you can equip something like a ring with the slot 49 defined on the ESP file but not on the meshes. If the outfit have right defined the slot partition on the meshes when you equip the ring with the slot 49 just the slot partition of the outfit should disappear. But mostly depends of the render system because in my case sometimes I open the game and the render do what he please exactly, kinda like Remodeled Armors with the panties. which is why i was sure that itd work with SL and the strip item triggers.
Psycho_Bill Posted February 20, 2021 Posted February 20, 2021 On 2/17/2021 at 10:58 PM, Vyxenne said: They would have to be two separate apparel items - one in Slot 35 and the other in Slot 49 - so yes, two separate nifs. This is astonishingly easy to do in Outfit Studio. If you send me the mod (or a link to it) and tell me which outfit it is (if the mod has more than one outfit), I'll be glad to split them up for you, assuming it's not 75 outfits in a marathon mod like Bikini Armor or Immersive Whatevers... it is very easy and i tried it that was and it worked i just didnt want to have it as a separate nif and joined as one in the CK. i am sharing an image of the slot 49 parts and you will see why id rather it be part of the rest i really worked some majik on this set.
Vyxenne Posted February 22, 2021 Posted February 22, 2021 @osmelmc: In the current GitHub build (about a month old now) there is an issue in the Strip Item Editor interface: each of the 2 user-selectable options... Never remove Always remove ...is handled as a completely separate and discrete operation with a full reset at each step, prolonging the process and making it exceptionally tedious. Clarifying: let's say I wish to set the "Always remove" option on an item that is 12 items down in the list of my current outfit items. After I select "Never remove" (the un-bypassable first step) the system does not wait to see if I'm going to choose the next step, but immediately terminates the setting at "Never remove" and hides the cursor somewhere out of sight. Now, in order for me to select "Always remove," I must use my controller, mouse or keyboard to go down, down, down, down, down, down, down, down, down, down, down, down until I finally arrive at my 12th item again, then I am able to choose Step 2- Always remove. Then, now that I finally got to set my desired option, I have to arrow-down 13 times to get to my next item. In Beta 8, this is a simple process: select item, select option without having the system reset between each step, arrow down to next item. Since it is a user-hostile change, i.e. a large step backwards, I'm assuming it's an unintended consequence of providing "Chance of..." on every "Always remove" choice. Maybe it's time to consider changing the process from a drop-down selection to a pair of radio buttons on each item. Please let me know if my lame attempt at describing the issue is insufficiently clear and I'll make a video of the struggle to set Strip Item Editor options.
OsmelMC Posted February 22, 2021 Posted February 22, 2021 @Vyxenne thanks for the detailed description of the issue. Is true that the Force Page Reset on each option is a nightmare when you have many items. I will check for another solution more accurate instead of the ForcePageReset function.
tasairis Posted February 22, 2021 Posted February 22, 2021 13 hours ago, osmelmc said: @Vyxenne thanks for the detailed description of the issue. Is true that the Force Page Reset on each option is a nightmare when you have many items. I will check for another solution more accurate instead of the ForcePageReset function. Ah, the number of times I've written facades for SKI_ConfigBase... API isn't exactly the nicest, is it? All the option functions allow updating ones other than the current one, like SetOptionFlagsST is (int flags, bool noUpdate = false, string stateName = current state). Set noUpdate=true for all but the last one being updated.
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