tasairis Posted March 28, 2021 Posted March 28, 2021 7 hours ago, Sailing Rebel said: SLAL packs do not generally have plugins. Many do - for AnimObjects. Most of the ones I had cannot be because their form IDs are too high. Don't know whether you can safely reindex them. The ones that have IDs in the right range (nothing above 000FFF) can be ESLified.
Vyxenne Posted March 28, 2021 Posted March 28, 2021 3 hours ago, tasairis said: The "correct" location for scripts is in source\scripts and not scripts\source. Not all mods respect this so sometimes you have to move files around. You mean the uncompiled scripts (*.psc), right? Because as far as I know, the correct location for all compiled scripts (*.pex) is still Data\Scripts. Right? RIGHT?!!!?? I'm mentioning it to try to head off the rush of thread readers now heading for their Data\Scripts folders and emptying them out, dropping everything into Data\Source\Scripts and breaking their games... ? I think it's mostly converted LE mods dumping their psc's into Scripts\Source, since that was appropriate back in them thar days...
tasairis Posted March 29, 2021 Posted March 29, 2021 40 minutes ago, Vyxenne said: You mean the uncompiled scripts (*.psc), right? Because as far as I know, the correct location for all compiled scripts (*.pex) is still Data\Scripts. Right? RIGHT?!!!?? Sorry, yes, script sources. The compiled .pex ones still go in scripts\. 40 minutes ago, Vyxenne said: I'm mentioning it to try to head off the rush of thread readers now heading for their Data\Scripts folders and emptying them out, dropping everything into Data\Source\Scripts and breaking their games... ? "HEY TASAIRIS, I DID THE THING YOU SAID ABOUT MOVING ALL MY SCRIPTS AND NOW MY GAME DOESN'T WORK ANYMORE" sigh. Yeah, I suppose someone might actually try that... 40 minutes ago, Vyxenne said: I think it's mostly converted LE mods dumping their psc's into Scripts\Source, since that was appropriate back in them thar days... Yup. Then for some dumbass reason, someone at Bethesda said "So I know modders already have to deal with plugin conflicts and texture incompatibilities and all the vanilla bugs from LE we haven't fixed, but is that really enough? Shouldn't we be doing more to piss people off? Oh hey, what if we moved where script sources are! And then for bonus points, we can give them the ability to change where those sources just for themselves go so that half of the community will do one thing and half will do another!" (no doubt followed by an immediate promotion from Todd, Daedric Lord of CTDs, Climber of That Mountain Over There, The One Who Clips Through Walls, May His Name Be Forever Praised and/or Ridiculed) Thanks, Bethesda! ? 2
Jens 67 Posted March 29, 2021 Posted March 29, 2021 On 3/22/2021 at 4:57 PM, Vyxenne said: You have to enable TWO tick-boxes in SL MCM- "Show cum" and "Enable ending orgasm effects" (or words to that effect, I don't want to go in-game right now and look up the exact verbiage, plus I'm on a development version with several differences in the MCM so even if I looked it up it might be wrong for your version (1.63 Beta 8 ). Even using the extra-heavy cum textures mod from here on LL, the effect isn't overwhelming: Thanks a Lot !! it Works !! 1
Vyxenne Posted March 29, 2021 Posted March 29, 2021 1 minute ago, Jens 67 said: Thanks a Lot !! it Works !! You're welcome! ?
Headerman Posted March 29, 2021 Posted March 29, 2021 Hi guys, I am creating a mod and have links to Sexlab and SAR. I want the script to monitor the arousal and when arousal reaches 100, the player orgasms automatically. Is there a simple line or two that does this? I am new to scripting so i am still learning about it, any pointers would be very handy thank you!
tasairis Posted March 30, 2021 Posted March 30, 2021 5 hours ago, Headerman said: Hi guys, I am creating a mod and have links to Sexlab and SAR. I want the script to monitor the arousal and when arousal reaches 100, the player orgasms automatically. Is there a simple line or two that does this? I am new to scripting so i am still learning about it, any pointers would be very handy thank you! Not really a good question for this thread. The main SL forum would be better. Quick answer: give the player a spell with a script-type magic effect that activates at 100 arousal, then have the effect's OnEffectStart do whatever you want.
D_ManXX2 Posted March 30, 2021 Posted March 30, 2021 i was wonder4ing is there an easy way to update sexlab light with the orignal sexlab ? this game dont use modmanager so i installed them maniually.
tasairis Posted March 30, 2021 Posted March 30, 2021 39 minutes ago, D_ManXX2 said: i was wonder4ing is there an easy way to update sexlab light with the orignal sexlab ? this game dont use modmanager so i installed them maniually. "Update" how? Safest option is no. Clean uninstall of SexLab Light, fresh install of regular SexLab. Treat them like the two separate mods they are.
D_ManXX2 Posted March 30, 2021 Posted March 30, 2021 i have not played skyrim in a long time so i just updated my game again to the latest version so thats why i was asking this question.
Vyxenne Posted March 30, 2021 Posted March 30, 2021 2 hours ago, D_ManXX2 said: i was wonder4ing is there an easy way to update sexlab light with the orignal sexlab ? this game dont use modmanager so i installed them maniually. SexLab Light is completely incompatible with SexLab 1.63 Beta8, and so are (most?) mods that use SexLab Light, so no "updating" is possible. You have to uninstall SexLab Light and install SexLab 1.63 Beta 8, and you will have to do the same thing with (most?) of your installed mods that require/use SexLab Light. The only easy way to uninstall mods is to have been using a mod manager when you installed them. NMM still works, Vortex is a much better solution (it even installs SKSE64 automatically), and of course there is always MO2 which requires a PhD in Complex and Surprisingly Unintuitive Software to use. The primary advantage to using a mod manager instead of trying to do it manually is that mod managers "remember" each and every stray file installed by a particular mod or utility so that you, the user, can actually completely uninstall the mod. Without a mod manager, the only way to find all of the files installed by a particular mod is to open the archive and take an inventory of all of its files, then try to find each of those files individually in your game folders to delete them. This can take hours and hours (don't ask me how I know this) and will have you throwing objects at your monitor before you find them all. Mod managers remember each file and can uninstall any mod cleanly and automatically. Running a mod setup manually means you must physically overwrite conflct-losing files with the conflict-winning files, which is generally an unrecoverable faux-pas if you suddenly have an "awshit" moment. With Vortex and MO2, nothing gets overwritten- they resolve conflicts per your instructions by overriding conflict losers, a technique which allows you to change your mind and revert the override any time you want to, and if you uninstall the conflict winner, the previously-overridden file automatically becomes the active file. You simply can't do that with manual mod management. And finally, whether you do it manually or with a mod manager, uninstalling mods and then continuing to play on a savegame that was created with those mods installed is inherently risky (thanks, Todd.) Even worse, the issues created by uninstalling mods may not show up immediately, but instead lurk in your savegames for months until one day, months or even years after you had uninstalled the mods whose names you have long since forgotten, your 400-hour game will crash, or refuse to load any recent savegame, and it will not be possible to figure out why. TL;, DR: If you uninstall mods, especially scripted or dll or SKSE-dependent mods, just start a new game, and use Vortex to manage your new game's mods. <stand by for the obligatory rant by someone who manages a 500-plugin load order manually and contradicts everything I said above> 1
Husky1o1 Posted March 30, 2021 Posted March 30, 2021 36 minutes ago, Vyxenne said: an unrecoverable faux-pas Oh wow, Spanish! Caramba! 1
Vyxenne Posted March 30, 2021 Posted March 30, 2021 11 minutes ago, Husky1o1 said: 38 minutes ago, Vyxenne said: an unrecoverable faux-pas Oh wow, Spanish! Caramba! erm... Si! ¡Carnauba para ti también mientras pules tu pomo! 1
fred200 Posted March 30, 2021 Posted March 30, 2021 Although "faux Pas" has been used in English since about 1670, it has no relationship to Spanish. It is derived from French. Vyxenne's quote I won't attempt to translate. My pommel gets polished enough.
D_ManXX2 Posted March 31, 2021 Posted March 31, 2021 14 hours ago, Vyxenne said: SexLab Light is completely incompatible with SexLab 1.63 Beta8, and so are (most?) mods that use SexLab Light, so no "updating" is possible. You have to uninstall SexLab Light and install SexLab 1.63 Beta 8, and you will have to do the same thing with (most?) of your installed mods that require/use SexLab Light. The only easy way to uninstall mods is to have been using a mod manager when you installed them. NMM still works, Vortex is a much better solution (it even installs SKSE64 automatically), and of course there is always MO2 which requires a PhD in Complex and Surprisingly Unintuitive Software to use. The primary advantage to using a mod manager instead of trying to do it manually is that mod managers "remember" each and every stray file installed by a particular mod or utility so that you, the user, can actually completely uninstall the mod. Without a mod manager, the only way to find all of the files installed by a particular mod is to open the archive and take an inventory of all of its files, then try to find each of those files individually in your game folders to delete them. This can take hours and hours (don't ask me how I know this) and will have you throwing objects at your monitor before you find them all. Mod managers remember each file and can uninstall any mod cleanly and automatically. Running a mod setup manually means you must physically overwrite conflct-losing files with the conflict-winning files, which is generally an unrecoverable faux-pas if you suddenly have an "awshit" moment. With Vortex and MO2, nothing gets overwritten- they resolve conflicts per your instructions by overriding conflict losers, a technique which allows you to change your mind and revert the override any time you want to, and if you uninstall the conflict winner, the previously-overridden file automatically becomes the active file. You simply can't do that with manual mod management. And finally, whether you do it manually or with a mod manager, uninstalling mods and then continuing to play on a savegame that was created with those mods installed is inherently risky (thanks, Todd.) Even worse, the issues created by uninstalling mods may not show up immediately, but instead lurk in your savegames for months until one day, months or even years after you had uninstalled the mods whose names you have long since forgotten, your 400-hour game will crash, or refuse to load any recent savegame, and it will not be possible to figure out why. TL;, DR: If you uninstall mods, especially scripted or dll or SKSE-dependent mods, just start a new game, and use Vortex to manage your new game's mods. <stand by for the obligatory rant by someone who manages a 500-plugin load order manually and contradicts everything I said above> thanks yes i started to remove all traces from sexlab light and removed all mods who where working with sexlab light and installed the new version the only problem i have so far is that when animation triggers it looks like pc is locked up but it will eventually trigger the animation but this only happens when pc is involved if an npc vs npc trigger it plays correctly. Any idea what could cause the lockup when player character is involved ?
Fotogen Posted March 31, 2021 Posted March 31, 2021 I don't use mod managers(only Wrye Bash for load order) and I do just fine. It ain't that hard. Remove(delete) Sexlab Light files. Don't forget animations. Run FNIS. And FNIS must not report any kind of errors. Install Sexlab. Run FNIS. And FNIS must not report any kind of errors. SLAL to activate extra animations. Don't forget FNIS. Its usualy: body mesh, skeleton, animation, run FNIS. This would cover 9 out of 10 "skyrim doesn't work" cases. 1
Vyxenne Posted April 2, 2021 Posted April 2, 2021 On 3/31/2021 at 5:50 AM, D_ManXX2 said: On 3/30/2021 at 3:34 PM, Vyxenne said: SexLab Light is completely incompatible with SexLab 1.63 Beta8, and so are (most?) mods that use SexLab Light, so no "updating" is possible. You have to uninstall SexLab Light and install SexLab 1.63 Beta 8, and you will have to do the same thing with (most?) of your installed mods that require/use SexLab Light. The only easy way to uninstall mods is to have been using a mod manager when you installed them. NMM still works, Vortex is a much better solution (it even installs SKSE64 automatically), and of course there is always MO2 which requires a PhD in Complex and Surprisingly Unintuitive Software to use. The primary advantage to using a mod manager instead of trying to do it manually is that mod managers "remember" each and every stray file installed by a particular mod or utility so that you, the user, can actually completely uninstall the mod. Without a mod manager, the only way to find all of the files installed by a particular mod is to open the archive and take an inventory of all of its files, then try to find each of those files individually in your game folders to delete them. This can take hours and hours (don't ask me how I know this) and will have you throwing objects at your monitor before you find them all. Mod managers remember each file and can uninstall any mod cleanly and automatically. Running a mod setup manually means you must physically overwrite conflct-losing files with the conflict-winning files, which is generally an unrecoverable faux-pas if you suddenly have an "awshit" moment. With Vortex and MO2, nothing gets overwritten- they resolve conflicts per your instructions by overriding conflict losers, a technique which allows you to change your mind and revert the override any time you want to, and if you uninstall the conflict winner, the previously-overridden file automatically becomes the active file. You simply can't do that with manual mod management. And finally, whether you do it manually or with a mod manager, uninstalling mods and then continuing to play on a savegame that was created with those mods installed is inherently risky (thanks, Todd.) Even worse, the issues created by uninstalling mods may not show up immediately, but instead lurk in your savegames for months until one day, months or even years after you had uninstalled the mods whose names you have long since forgotten, your 400-hour game will crash, or refuse to load any recent savegame, and it will not be possible to figure out why. TL;, DR: If you uninstall mods, especially scripted or dll or SKSE-dependent mods, just start a new game, and use Vortex to manage your new game's mods. <stand by for the obligatory rant by someone who manages a 500-plugin load order manually and contradicts everything I said above> Expand thanks yes i started to remove all traces from sexlab light and removed all mods who where working with sexlab light and installed the new version the only problem i have so far is that when animation triggers it looks like pc is locked up but it will eventually trigger the animation but this only happens when pc is involved if an npc vs npc trigger it plays correctly. Any idea what could cause the lockup when player character is involved ? No idea, except to say in a general way that it could be some issue with your PC's body since SL exposes it and it's not normally used when you are wearing clothes, which use whatever body is included in the clothes/armor.
jpsjason Posted April 4, 2021 Posted April 4, 2021 So recently my game has messed up slightly. After my character has sex with someone, I can't pull out my weapons, or use my shout/Z button ability. I also can't change what I have equipped to my hands. I can temporarily fix this by saving, and then reloading the save I just made. However the problem comes back as soon as my character has sex again. I've tried running fnis again, just incase, but that didn't solve anything.
DaishoChikara Posted April 4, 2021 Posted April 4, 2021 I am trying to toggle off certain animations, and every time I do, they end up toggled back on the next time I start the game. I make sure to save and load from that save after making changes to the settings, but it doesn't seem to help. What am I missing?
Vyxenne Posted April 4, 2021 Posted April 4, 2021 10 hours ago, jpsjason said: So recently my game has messed up slightly. After my character has sex with someone, I can't pull out my weapons, or use my shout/Z button ability. I also can't change what I have equipped to my hands. I can temporarily fix this by saving, and then reloading the save I just made. However the problem comes back as soon as my character has sex again. I've tried running fnis again, just incase, but that didn't solve anything. This can be caused by using console command TFC and failing to cancel it before the end of the scene. There are two ways to avoid the problem: Use SL's built-in freecam instead of TFC- SL will automatically cancel it at the end of the scene. Keep using TFC (and enjoy full camera controls) but remember to always cancel it before the end of the scene Be aware that SL's freecam function does not include Pedestal Up/Down (vertical camera movement) - if this is important to you (as it is to me!) then your only option is to use TFC and cancel it before the scene ends. This really sucks if you want to vidcap the ending orgasm from a freecam POV. EDIT to add: I suddenly recall that someone posted the name of a freecam mod a couple of months ago that somehow improves this situation- it was a short post, just said "I just use <NameOfMod> and done" or terse verbiage to that effect. Sadly, I can't remember where I saw the post, or the name of the FreeCam mod, and my searches on the SSE Nexus turned up 2 or 3 "freecam mods" that are so old they say that their solution is the best that can be done until SSE gets SKSE. Sorry.
arshesney Posted April 4, 2021 Posted April 4, 2021 16 minutes ago, Vyxenne said: EDIT to add: I suddenly recall that someone posted the name of a freecam mod a couple of months ago that somehow improves this situation- it was a short post, just said "I just use <NameOfMod> and done" or terse verbiage to that effect. Sadly, I can't remember where I saw the post, or the name of the FreeCam mod, and my searches on the SSE Nexus turned up 2 or 3 "freecam mods" that are so old they say that their solution is the best that can be done until SSE gets SKSE. Sorry. The mod in question is Free Fly Cam, and it's available on ENB's forums. 1
Vyxenne Posted April 4, 2021 Posted April 4, 2021 1 hour ago, DaishoChikara said: I am trying to toggle off certain animations, and every time I do, they end up toggled back on the next time I start the game. I make sure to save and load from that save after making changes to the settings, but it doesn't seem to help. What am I missing? Removing a SL animation from the available lineup is a 2-step process: Untick the animation on the Toggle Animations MCM- be sure to cover all 3 categories (see VIEW popup in image): Click "Suppress Disabled Animations" on the Rebuild & Clean MCM:
Vyxenne Posted April 4, 2021 Posted April 4, 2021 33 minutes ago, arshesney said: The mod in question is Free Fly Cam, and it's available on ENB's forums. Yes! Thank you for that kick in the head! On my way chez Boris to try it out!
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