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SexLab SE - Sex Animation Framework v1.66b - 01/18/2024


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Posted
16 hours ago, Vyxenne said:

Does SkyUI-SE work well, or are you getting vanilla inventory and other UI menus? Asking because that is the litmus test of a properly-installed SKSE64.

yes skyui works, like i said it keeps on saying I don't have skse installed and now the sexlab animations are not working.

Posted
8 hours ago, Ragatokk said:

Thanks, yes I spelled it wrong. And yes it was an issue with the install.

I used vortex and needed to enable it in the vortex options as well.

Yay! *clap, hop, squeal* Glad you got it fixed! :classic_heart:

 

5 hours ago, GreaseHole said:

yes skyui works, like i said it keeps on saying I don't have skse installed and now the sexlab animations are not working.

If SkyUI keeps throwing Error Code 1 (SKSE64 not installed) you can pretty much take that to the bank- your SKSE64 installation is deficient somehow. And don't be fooled by the getskseversion console command or the SKSE64 note at the bottom of the Skyrim Main Screen- those functions check only a dll (1 of 3 SKSE64 binaries) and report its version number, but the command ignores the scripts, ~62 of which should be installed in Data\Scripts.

 

Here is my boilerplate on how to get SKSE64 installed correctly (hint: Vortex will install it automatically for you now- just drag-n-drop the SKSE64 archive into the "Drop files here" area at the bottom of the Mods tab) AND how to launch the game to avoid the adversity of stuff not working (hint: don't ever touch the Bethesda "Mods" link because it disables SkyUI- use an actual Mod manager *cough*Vortex*cough*  )

Installing SKSE64

 

NOTE- To install SKSE64 manually, follow Steps 2 & 3, extract the 7z archive to your desktop, then do Step 7, Skip 8 & 9 because the archive already has a Data folder there with the Scripts in it, do Step 10 and finally paste the copied Data folder + 3 files into your Skyrim Special Edition folder (NOT the Data folder!)

 


1. Launch Vortex and wait for it to load and stabilize

2. Download the correct version of SKSE64
Game  / SKSE64
1.5.97 / 2.0.19*
1.5.97 / 2.0.17
1.5.80 / 2.0.16
1.5.73 / 2.0.15
1.5.62 / 2.0.12
1.5.53 / 2.0.10
1.5.50 / 2.0.8
1.5.39 / 2.0.7
1.5.23 / 2.0.6
1.5.16 / 2.0.5
1.5.03 / 2.0.4
*NOTE: several users, including me, have experienced a CTD on load with SKSE64 2.0.19. If that happens to you, reverting to 2.0.17 is likely to fix it.

3. Save the downloaded SKSE64 7z archive anywhere you can easily find again, such as your desktop


***********************************************************************
UPDATE! With Vortex versions 1.2.12 and above, Vortex will install SKSE64 for you automatically via a new extension. Follow the instructions in this video:

After installing SKSE64 per the above video, ignore steps 4-15 and skip to Game Launch Procedures below!
***********************************************************************

4. Drag the SKSE64 7z archive into the "Drop Files" area at the bottom of Vortex's Mods pane

5. Click to "Install" the archive and wait while Vortex unpacks the archive, but do not allow it to enable or deploy the mod

6. Right-click the extracted SKSE64 mod in Vortex's Mods pane and click "Open in File Manager"
SKSE2.JPG

7. Double-click to open the archive's folder named the same as the archive itself- "skse64_2_00_xx" where "xx" is the last 2 digits of the version number

8. Right-Click and select "New" and "Folder." Name the new folder "Data."

9. Move (Drag & Drop) the archive's existing "Scripts" folder into the new "Data" folder

10 Ignore the "src" folder and the 2 txt files and multi-select (Ctrl+Click) the archive's Data folder and 3 files - two dll's and one exe - and Copy them (Ctrl+C)
49156178033_e8bfd17751_o.png

11. Move up one level to the top level of the 7z archive and paste (Ctrl+V) the folder and 3 files into the top level of the 7z archive

12. Confirm that you have a Data folder plus 2 dll's and 1 exe file in the top level of the 7z archive, then delete the "skse64_2_00_xx" folder and close the 7z archive file (click the red X-square in the top-right corner of the File Manager window) and Vortex will save the new archive

13. Double-click the mod in Vortex's Mods display to open the Mod Details pane- you can edit the name, version, category etc. but it is not required

14. Click the right side of the "Mod Type" dropdown to open it, then select "dinput"
49470999642_056ff8eec4_o.png

15. Enable and Deploy SKSE64 to complete the installation into your game, secure in the knowledge that it will be child's play when it comes time to uninstall it for a future version change

 

Game-launch procedures

 

 


*You can eliminate this restriction by adding Skyrim.esm as a Master to SkyUI_SE.esp

  • Right-click the new copy of skse_loader.exe in your Skyrim Special Edition folder
  • Select "Send to" then "Desktop (create shortcut)"
  • Manually launch Steam (if it is not already running) using the Steam shortcut >>>NOT<<< skse64_loader.exe.
  • With Steam already running, double-click your new skse_loader.exe shortcut to launch SSE
  • Later, when Vortex tells you there have been external changes and asks for guidance, be sure to select "Save All Changes" so Vortex does not undo what you just did
  • Never again use the Mod handler of the vanilla game launcher because it will disable SkyUI_SE*
  • Always and forevermore make sure Steam is already running before you launch SSE via skse64_loader.exe
 

For more info on SkyUI Error Codes, please see the SkyUI Troubleshooting Page.

Posted
14 hours ago, osmelmc said:

Some times happen with the test of the MCM. Just test it again, if you try again the same stoked Fade (Blur in your case) will disappear after 5 seconds.

As it happens, that was the first thing I tried, and it doesn't work- I'm stuck with a blurry display. I was hoping you knew a console command like...

set displaymode to fuckingnormal

...or something similar.

 

14 hours ago, osmelmc said:

 if you have Mods like Frostfall or Skooma Whore that also have Blur, the Blur of those Mods can applied by chance at the same time as the test of the SexLab

I don't have either of those mods installed, and as far as I know I don't have any mod installed that features a blurry display. Can you think of anything else?

EDIT! UPDATE! PROBLEM SOLVED VIA CONSOLE!

Thanks for helping even though it didn't work!

Posted
1 hour ago, Vyxenne said:

I was hoping you knew a console command like...



set displaymode to fuckingnormal

...or something similar.

 

I just checked the scripts and the problem is on the test function. I forget to update it to also remove the Blur besides the Black. But is not the end of the world because the normal function is working. So go to the MCM and Enable the Blur Fade again and this time start some sex scene with the Player. You can wait until the end of the scene or force the end once you not longer see the Blur and once ended disable the Fade. You can also remove the effects folder located on the SexLab meshes folder if nothing works but the player scene should be enough.

 

I will try to fix that soon as possible.

Posted

Hello everybody !

 

I feel dumb but i looked everywhere without finding... when i install sexlab the first time i recieve two debug spells but unfortunatly none of both works ! Nothing happens... i used fnis and refreshed animations using it, i also have the latest skyui and skse64... any idea ?

 

Thanks in advance for everything !!

Posted
1 hour ago, osmelmc said:

By the way what is the command you use.

Well, that's why I linked the mod file for you- I didn't know what you needed to know about it.

 

The mod is an Oldrim mod, but text is text on both sides of that divide, so of course it runs just fine in SSE. It consists of a BAT file which installs itself in the Data folder with a ".txt" extension. I prefer to keep my SSE BAT files in the installation folder, so I moved it. I also prefer not to have a file extension (just 4 unnecessary keystrokes) so I removed that too. Then I went in-game and ran it, and was astonished that it got through all of the FormIDs (looks like over a hundred of them) in less than half a second! It also got rid of the blur and the night-eye effect when I turned my ENB off!

 

The command is

rimod <Form_ID_of_Effect>

the "rimod stands for "Remove ImagespaceMODifier." There is another command floating around on the interwebs (I found it on Steam) but it not only gets rid of any and all effects in one swell foop but it prevents all visual effects from being applied in the future. Clearly a sub-par solution. :classic_wacko:

 

That command is

sisme <0/1>

where 0 and 1 represent binary toggles- 0 clears the effects (all of them, permanently) and 1 lifts the ban. I was unable to find out what "sisme" stands for except in a sibling-incest context... :classic_tongue: Now you know why it took me so long to get back to you. :classic_angel:

 

Sis me, Baby! :classic_biggrin:

Posted
19 minutes ago, greenbanana said:

Hello everybody !

 

I feel dumb but i looked everywhere without finding... when i install sexlab the first time i recieve two debug spells but unfortunatly none of both works ! Nothing happens... i used fnis and refreshed animations using it, i also have the latest skyui and skse64... any idea ?

 

Thanks in advance for everything !!

Your answer is in bold red type exactly 6 posts up from yours. Please, RTFM.

Posted
2 hours ago, osmelmc said:

At the end allow me noticed and fix a issue so thank you.

Well, that's what we alpha/beta testers are supposed to do, nest-ce pas? ?

Posted

I'm trying to recover from a severe crash that wiped out my last playthrough. Putting the mods I really want together again is hard, especially when I don't remember what half of them do. I just spent 11 hours straight on it and I need a drink and a nap.

 

In my last playthrough, there was a "body light" that kind of roamed around during the scene, illuminating the actors from head to kneecaps, front and back.. Now, I can't find it. Is it part of SL? I thought it was but if it is it's hiding pretty well.

Posted
2 minutes ago, Vyxenne said:

I'm trying to recover from a severe crash that wiped out my last playthrough. Putting the mods I really want together again is hard, especially when I don't remember what half of them do. I just spent 11 hours straight on it and I need a drink and a nap.

 

In my last playthrough, there was a "body light" that kind of roamed around during the scene, illuminating the actors from head to kneecaps, front and back.. Now, I can't find it. Is it part of SL? I thought it was but if it is it's hiding pretty well.

Perhaps you mean this? https://www.nexusmods.com/skyrimspecialedition/mods/5965

Posted
14 minutes ago, Vyxenne said:

I'm trying to recover from a severe crash that wiped out my last playthrough. Putting the mods I really want together again is hard, especially when I don't remember what half of them do. I just spent 11 hours straight on it and I need a drink and a nap.

 

In my last playthrough, there was a "body light" that kind of roamed around during the scene, illuminating the actors from head to kneecaps, front and back.. Now, I can't find it. Is it part of SL? I thought it was but if it is it's hiding pretty well.

 

 

Posted

Alrighty, So I downloaded Sexlab SE light and enjoyed it, but after a bit I decided to switch over to Beta 8. The issue is, Beta 8 claims that my FNIS install is faulty, indicated by the "?" next to creature idle and framework idle when trying to activate it ingame. What I dont understand is: Why would it work fine with Sexlab Light but not with Beta 8? That would indicate Sexlab beta 8 is faulty, right? or do you need to install FNIS in some special way to get it to work? I am sorry if someone else has the same problem and it has been resolved, but I did not find someone with the same circumstance, I reinstalled FNIS following closely to a video on how to install it, but it still does not work.

Posted
10 hours ago, Ashal said:

No, I know about (and have used since Oldrim) Facelight. There was also another mod called Rail Light that kinda-sorta illuminated the whole body, but as I recall it wasn't nearly as good as the mod I used in my last couple of playthroughs.

 

The effect I'm trying to find illuminates the whole body. Bodies. Group. Anyway, it is adaptive- it turns on only during scenes, and also depending on the ambient lighting (need-based activation). I honestly thought it was part of SL. Thanks for the suggestion, though.

Posted
10 hours ago, SpyVsPie said:

 

 

Survey says... 100! Thank youuuuuuu!

HappyDance.gif

I promise to might stop calling you SpyVsWhy now... ? :classic_heart: ? ?

Posted
53 minutes ago, beanman2122 said:

Alrighty, So I downloaded Sexlab SE light and enjoyed it, but after a bit I decided to switch over to Beta 8. The issue is, Beta 8 claims that my FNIS install is faulty, indicated by the "?" next to creature idle and framework idle when trying to activate it ingame. What I dont understand is: Why would it work fine with Sexlab Light but not with Beta 8? That would indicate Sexlab beta 8 is faulty, right? or do you need to install FNIS in some special way to get it to work? I am sorry if someone else has the same problem and it has been resolved, but I did not find someone with the same circumstance, I reinstalled FNIS following closely to a video on how to install it, but it still does not work.

  1. Just in case, Sexlab light has nothing to do with this release. You should completely remove SL light if you intend to use this beta release. Just mentioning this to save you troubles if you thought it was possible to "upgrade" from SL light to this beta. And also to clarify there is no point in making comparisons here. SL light was a fine option when there was no skse64 and MCMs, things available nowadays. The only reason I see for someone using SL light is to have a very basic and limited setup with SL features. For 99% of the mods requiring SL, you need the full framework.
  2. The "?" warnings are soft checks, the tooltip in the MCM says so (see first screenshot in the spoiler below). It should only be a concern if you have frozen characters, T-poses or similar animation issues.
  3. It is possible to get all checks properly detected, see second screenshot. It takes some time for the menu to display that info. I suspect the way a save is started has something to do with this. Starting a new game with SLAL gives me all checks in OK, while starting a new game with Skyrim Unbound or starting from the main menu with a coc riverwood command gives me two ? checks. If I keep playing in these saves the ? checks are gone and everything is OK according to the MCM, like I say it takes a while.
Spoiler

21253.jpg.fbfed24c19eeba4ed76465fa1ddb8031.jpg

 

image.png.20b60bc828a422f90452a6afdb8eb609.png

 

 

39 minutes ago, Vyxenne said:

The effect I'm trying to find illuminates the whole body. Bodies. Group. Anyway, it is adaptive- it turns on only during scenes, and also depending on the ambient lighting (need-based activation). I honestly thought it was part of SL.

Sounds a lot like SL light me up, the mod SpyVsPie linked some replies above. Oh you already saw it (:

Posted
15 minutes ago, Just Don&#x27;t said:

Sounds a lot like SL light me up, the mod SpyVsPie linked some replies above. Oh you already saw it ?

:classic_biggrin:Thanks anyway! :classic_heart:

Posted
56 minutes ago, DragonkingKyo said:

this doesn't need UIExtensions mod for it's mods like Skyrim LE/regular right? as my Skyrim SE completely rejects it

Is it listed in the requirements for Sexlab? No, not even in Sexlab for LE. If at some point you needed UIExtensions it was for another mod, so check your other installed mods in case you're missing it or other requirements.

 

And UIExtensions works fine in SE, you just need to use the SE version.

Posted
On 4/8/2021 at 9:35 PM, Vyxenne said:

Yay! *clap, hop, squeal* Glad you got it fixed! :classic_heart:

 

If SkyUI keeps throwing Error Code 1 (SKSE64 not installed) you can pretty much take that to the bank- your SKSE64 installation is deficient somehow. And don't be fooled by the getskseversion console command or the SKSE64 note at the bottom of the Skyrim Main Screen- those functions check only a dll (1 of 3 SKSE64 binaries) and report its version number, but the command ignores the scripts, ~62 of which should be installed in Data\Scripts.

 

Here is my boilerplate on how to get SKSE64 installed correctly (hint: Vortex will install it automatically for you now- just drag-n-drop the SKSE64 archive into the "Drop files here" area at the bottom of the Mods tab) AND how to launch the game to avoid the adversity of stuff not working (hint: don't ever touch the Bethesda "Mods" link because it disables SkyUI- use an actual Mod manager *cough*Vortex*cough*  )

Installing SKSE64

  Reveal hidden contents

NOTE- To install SKSE64 manually, follow Steps 2 & 3, extract the 7z archive to your desktop, then do Step 7, Skip 8 & 9 because the archive already has a Data folder there with the Scripts in it, do Step 10 and finally paste the copied Data folder + 3 files into your Skyrim Special Edition folder (NOT the Data folder!)

 


1. Launch Vortex and wait for it to load and stabilize

2. Download the correct version of SKSE64
Game  / SKSE64
1.5.97 / 2.0.19*
1.5.97 / 2.0.17
1.5.80 / 2.0.16
1.5.73 / 2.0.15
1.5.62 / 2.0.12
1.5.53 / 2.0.10
1.5.50 / 2.0.8
1.5.39 / 2.0.7
1.5.23 / 2.0.6
1.5.16 / 2.0.5
1.5.03 / 2.0.4
*NOTE: several users, including me, have experienced a CTD on load with SKSE64 2.0.19. If that happens to you, reverting to 2.0.17 is likely to fix it.

3. Save the downloaded SKSE64 7z archive anywhere you can easily find again, such as your desktop


***********************************************************************
UPDATE! With Vortex versions 1.2.12 and above, Vortex will install SKSE64 for you automatically via a new extension. Follow the instructions in this video:

After installing SKSE64 per the above video, ignore steps 4-15 and skip to Game Launch Procedures below!
***********************************************************************

4. Drag the SKSE64 7z archive into the "Drop Files" area at the bottom of Vortex's Mods pane

5. Click to "Install" the archive and wait while Vortex unpacks the archive, but do not allow it to enable or deploy the mod

6. Right-click the extracted SKSE64 mod in Vortex's Mods pane and click "Open in File Manager"
SKSE2.JPG

7. Double-click to open the archive's folder named the same as the archive itself- "skse64_2_00_xx" where "xx" is the last 2 digits of the version number

8. Right-Click and select "New" and "Folder." Name the new folder "Data."

9. Move (Drag & Drop) the archive's existing "Scripts" folder into the new "Data" folder

10 Ignore the "src" folder and the 2 txt files and multi-select (Ctrl+Click) the archive's Data folder and 3 files - two dll's and one exe - and Copy them (Ctrl+C)
49156178033_e8bfd17751_o.png

11. Move up one level to the top level of the 7z archive and paste (Ctrl+V) the folder and 3 files into the top level of the 7z archive

12. Confirm that you have a Data folder plus 2 dll's and 1 exe file in the top level of the 7z archive, then delete the "skse64_2_00_xx" folder and close the 7z archive file (click the red X-square in the top-right corner of the File Manager window) and Vortex will save the new archive

13. Double-click the mod in Vortex's Mods display to open the Mod Details pane- you can edit the name, version, category etc. but it is not required

14. Click the right side of the "Mod Type" dropdown to open it, then select "dinput"
49470999642_056ff8eec4_o.png

15. Enable and Deploy SKSE64 to complete the installation into your game, secure in the knowledge that it will be child's play when it comes time to uninstall it for a future version change

 

Game-launch procedures

 

  Reveal hidden contents


*You can eliminate this restriction by adding Skyrim.esm as a Master to SkyUI_SE.esp

  • Right-click the new copy of skse_loader.exe in your Skyrim Special Edition folder
  • Select "Send to" then "Desktop (create shortcut)"
  • Manually launch Steam (if it is not already running) using the Steam shortcut >>>NOT<<< skse64_loader.exe.
  • With Steam already running, double-click your new skse_loader.exe shortcut to launch SSE
  • Later, when Vortex tells you there have been external changes and asks for guidance, be sure to select "Save All Changes" so Vortex does not undo what you just did
  • Never again use the Mod handler of the vanilla game launcher because it will disable SkyUI_SE*
  • Always and forevermore make sure Steam is already running before you launch SSE via skse64_loader.exe
 

For more info on SkyUI Error Codes, please see the SkyUI Troubleshooting Page.

 i don't use vortex i use mo2, so I'm guessing i cant use this mod unless i use vortex?, because I don't think i installed skse wrong unless there's a different way to install it other then drooping it into the skyrim directory?, idk i don't know what to do.

Posted
6 hours ago, Just Don&#x27;t said:
  1. Just in case, Sexlab light has nothing to do with this release. You should completely remove SL light if you intend to use this beta release. Just mentioning this to save you troubles if you thought it was possible to "upgrade" from SL light to this beta. And also to clarify there is no point in making comparisons here. SL light was a fine option when there was no skse64 and MCMs, things available nowadays. The only reason I see for someone using SL light is to have a very basic and limited setup with SL features. For 99% of the mods requiring SL, you need the full framework.
  2. The "?" warnings are soft checks, the tooltip in the MCM says so (see first screenshot in the spoiler below). It should only be a concern if you have frozen characters, T-poses or similar animation issues.
  3. It is possible to get all checks properly detected, see second screenshot. It takes some time for the menu to display that info. I suspect the way a save is started has something to do with this. Starting a new game with SLAL gives me all checks in OK, while starting a new game with Skyrim Unbound or starting from the main menu with a coc riverwood command gives me two ? checks. If I keep playing in these saves the ? checks are gone and everything is OK according to the MCM, like I say it takes a while.
  Reveal hidden contents

21253.jpg.fbfed24c19eeba4ed76465fa1ddb8031.jpg

 

image.png.20b60bc828a422f90452a6afdb8eb609.png

 

 

Sounds a lot like SL light me up, the mod SpyVsPie linked some replies above. Oh you already saw it ?

Well turns out my SKSE install was wonky, thanks for the help though.

Posted
49 minutes ago, GreaseHole said:

 i don't use vortex i use mo2, so I'm guessing i cant use this mod unless i use vortex?, because I don't think i installed skse wrong unless there's a different way to install it other then drooping it into the skyrim directory?, idk i don't know what to do.

 

Follow the steps in this vid to install skse. He's got MO2 and Vortex instructions, although i didn't go that far.

 

https://www.youtube.com/watch?v=lKmSSpod69w

 

I will also extract the skse download and zip up the scripts folder, and install that into MO2 as a mod. That way you can see what's overwriting the scripts, if anything. But that's the old method of installing it with MO2.

 

Posted
3 hours ago, Just Don&#x27;t said:

Is it listed in the requirements for Sexlab? No, not even in Sexlab for LE. If at some point you needed UIExtensions it was for another mod, so check your other installed mods in case you're missing it or other requirements.

 

And UIExtensions works fine in SE, you just need to use the SE version.

when I install it(using Vortex) it says incompatible with Skyrim Special Edition saying it was make for Skyrim(2011) and when ignoring it and trying to play the game the game never opens Also I am using what is suppose to be the SE version that I got from Nexus. which one are you using that works and where did you get it?

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